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Comparing deliantra/server/server/player.C (file contents):
Revision 1.9 by root, Tue Aug 29 07:34:00 2006 UTC vs.
Revision 1.140 by root, Fri May 18 13:15:29 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * CrossFire, A Multiplayer game
3 * "$Id: player.C,v 1.9 2006/08/29 07:34:00 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
4 */ 23 */
5 24
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 25#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 26#include <sproto.h>
35#endif
36#include <sounds.h> 27#include <sounds.h>
37#include <living.h> 28#include <living.h>
38#include <object.h> 29#include <object.h>
39#include <spells.h> 30#include <spells.h>
40#include <skills.h> 31#include <skills.h>
41#include <newclient.h>
42 32
43#ifdef COZY_SERVER 33#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 34#include <functional>
45#endif
46 35
47player *find_player(const char *plname) 36playervec players;
37
38void
39display_motd (const object *op)
48{ 40{
49 player *pl; 41 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 42 char motd[HUGE_BUF];
51 { 43 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 49 return;
54 };
55 return NULL;
56}
57 50
58player* find_player_partial_name( const char* plname ) 51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
59 { 55 {
60 player* pl; 56 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 57 continue;
67 58
68 if ( !strcmp( pl->ob->name, plname) ) 59 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 60 size += strlen (buf);
61 }
70 62
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65}
66
67void
68send_rules (const object *op)
69{
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
72 { 89 {
73 if ( found ) 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
74 return NULL; 91 break;
92 }
75 93
76 found = pl; 94 strncat (rules + size, buf, HUGE_BUF - size);
95 size += strlen (buf);
96 }
97
98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99 close_and_delete (fp, comp);
100}
101
102void
103send_news (const object *op)
104{
105 char buf[MAX_BUF];
106 char news[HUGE_BUF];
107 char subject[MAX_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return;
115
116 news[0] = '\0';
117 subject[0] = '\0';
118 size = 0;
119
120 while (fgets (buf, MAX_BUF, fp))
121 {
122 if (*buf == '#')
123 continue;
124
125 if (*buf == '%')
126 { /* send one news */
127 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
130 strcpy (subject, buf + 1);
131 strip_endline (subject);
132 size = 0;
133 news[0] = '\0';
134 }
135 else
136 {
137 if (size + strlen (buf) >= HUGE_BUF)
138 {
139 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
140 break;
77 } 141 }
142 strncat (news + size, buf, HUGE_BUF - size);
143 size += strlen (buf);
78 } 144 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88 145 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 146
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 149 close_and_delete (fp, comp);
103} 150}
104 151
105void send_rules(const object *op) { 152float
106 char buf[MAX_BUF]; 153player::weapon_speed () const
107 char rules[HUGE_BUF]; 154{
108 FILE *fp; 155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
109 int comp; 156}
110 int size; 157
111 158/* This loads the first map an puts the player on it. */
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 159static void
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 160set_first_map (object *op)
161{
162 op->contr->maplevel = first_map_path;
163 op->x = -1;
164 op->y = -1;
165}
166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178}
179
180void
181player::activate ()
182{
183 if (active)
114 return; 184 return;
185
186 players.insert (this);
187 ob->remove ();
188 ob->map = 0;
189 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob);
192 enter_map ();
193}
194
195void
196player::deactivate ()
197{
198 if (!active)
199 return;
200
201 terminate_all_pets (ob);
202 remove_friendly_object (ob);
203 ob->deactivate_recursive ();
204
205 if (ob->map)
206 maplevel = ob->map->path;
207
208 ob->remove ();
209 ob->map = 0;
210 party = 0;
211
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213
214 players.erase (this);
215}
216
217// connect the player with a specific client
218// also changes, rationalises, and fixes some incorrect settings
219void
220player::connect (client *ns)
221{
222 this->ns = ns;
223 ns->pl = this;
224
225 run_on = 0;
226 fire_on = 0;
227 ob->close_container (); //TODO: client-specific
228
229 ns->update_look = 0;
230 ns->look_position = 0;
231
232 clear_los (ob);
233
234 ns->reset_stats ();
235
236 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race;
239
240 ob->carrying = sum_weight (ob);
241 link_player_skills (ob);
242
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244
245 assign (title, ob->arch->clone.name);
246
247 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob))
115 } 249 {
116 rules[0]='\0'; 250 object *tmp, *abil = 0, *skin = 0;
117 size=0; 251
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 252 shstr_cmp dragon_ability_force ("dragon_ability_force");
119 if( *buf == '#') 253 shstr_cmp dragon_skin_force ("dragon_skin_force");
120 continue; 254
121 if (size + strlen(buf)>=HUGE_BUF) 255 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force)
258 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force)
260 skin = tmp;
261
262 set_dragon_name (ob, abil, skin);
263 }
264
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266
267 esrv_new_player (this, ob->weight + ob->carrying);
268
269 ob->flag [FLAG_READY_WEAPON] = false;
270 ob->flag [FLAG_READY_SKILL] = false;
271 ob->flag [FLAG_READY_BOW] = false;
272
273 for (object *op = ob->inv; op; op = op->below)
274 if (op->flag [FLAG_APPLIED])
275 switch (op->type)
122 { 276 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 277 case SKILL:
124 break; 278 ob->flag [FLAG_APPLIED] = false;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break; 279 break;
167 } 280
168 strncat(news+size,buf,HUGE_BUF-size); 281 case WAND:
169 size+=strlen(buf); 282 case ROD:
283 case HORN:
284 case BOW:
285 ranged_ob = op;
286 break;
287
288 case WEAPON:
289 combat_ob = op;
290 break;
170 } 291 }
171 } 292
293 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
294 ob->update_stats ();
295
296 ns->floorbox_update ();
297 esrv_send_inventory (ob, ob);
298 esrv_add_spells (this, 0);
299
300 activate ();
301
302 send_rules (ob);
303 send_news (ob);
304 display_motd (ob);
305
306 INVOKE_PLAYER (CONNECT, this);
307 INVOKE_PLAYER (LOGIN, this);
308}
309
310void
311player::disconnect ()
312{
313 if (ns)
172 314 {
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 315 if (active)
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 316 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179}
180 317
181int playername_ok(const char *cp) { 318 INVOKE_PLAYER (DISCONNECT, this);
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184 319
185 for(;*cp!='\0';cp++) 320 ns->reset_stats ();
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_') 321 ns->pl = 0;
187 return 0; 322 ns = 0;
188 return 1;
189}
190
191/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map.
194 */
195
196/* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 p = (player *) malloc(sizeof(player));
208 if(p==NULL)
209 fatal(OUT_OF_MEMORY);
210
211 /* This adds the player in the linked list. There is extra
212 * complexity here because we want to add the new player at the
213 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of
215 * 'who'.
216 */
217 player *tmp = first_player;
218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next;
220 if(tmp!=NULL)
221 tmp->next=p;
222 else
223 first_player=p;
224
225 p->next = NULL;
226 } 323 }
227 324
228 /* Clears basically the entire player structure except 325 if (ob)
229 * for next and socket. 326 ob->close_container (); //TODO: client-specific
230 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
232 p->attachable_init (); //HACK
233 327
328 deactivate ();
329}
330
331// the need for this function can be explained
332// by load_object not returning the object
333void
334player::set_object (object *op)
335{
336 ob = op;
337 ob->contr = this; /* this aren't yet in archetype */
338
339 ob->speed_left = 0.5f;
340 ob->speed = 1.0f;
341 ob->direction = 5; /* So player faces south */
342}
343
344player::player ()
345{
234 /* There are some elements we want initialized to non zero value - 346 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 347 * we deal with that below this point.
236 */ 348 */
237 p->party=NULL; 349 outputs_sync = 4;
238 p->outputs_sync=16; /* Every 2 seconds */ 350 outputs_count = 4;
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 351 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 352
243#ifdef AUTOSAVE 353 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 354
245#endif 355 gen_sp_armour = 10;
356 bowtype = bow_normal;
357 petmode = pet_normal;
358 listening = 10;
359 usekeys = containers;
360 peaceful = 1; /* default peaceful */
361 do_los = 1;
362}
363
364void
365player::do_destroy ()
366{
367 disconnect ();
368
369 attachable::do_destroy ();
370
371 if (ob)
246 372 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 373 ob->destroy_inv (false);
374 ob->destroy ();
248 375 }
249 op->contr=p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left=0.5;
252 op->speed=1.0;
253 op->direction=5; /* So player faces south */
254 op->stats.wc=2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257
258 roll_stats(op);
259 p->state=ST_ROLL_STAT;
260 clear_los(op);
261
262 p->gen_sp_armour=10;
263 p->last_speed= -1;
264 p->shoottype=range_none;
265 p->bowtype=bow_normal;
266 p->petmode=pet_normal;
267 p->listening=10;
268 p->usekeys=containers;
269 p->last_weapon_sp= -1;
270 p->peaceful=1; /* default peaceful */
271 p->do_los=1;
272 p->explore=0;
273 p->no_shout=0; /* default can shout */
274
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race);
278
279 CLEAR_FLAG(op,FLAG_READY_SKILL);
280
281 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i=0; i < NUM_SKILLS; i++) {
287 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL;
289 }
290 for (i=0; i < NROFATTACKS; i++) {
291 p->last_resist[i] = -1;
292 }
293 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1;
295
296 p->socket.update_look=0;
297 p->socket.look_position=0;
298 return p;
299} 376}
300 377
301 378player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 379{
305 strcpy(op->contr->maplevel, first_map_path); 380 /* Clear item stack */
306 op->x = -1; 381 free (stack_items);
307 op->y = -1;
308 enter_exit(op, NULL);
309} 382}
310 383
311/* Tries to add player on the connection passwd in ns. 384/* Tries to add player on the connection passed in ns.
312 * All we can really get in this is some settings like host and display 385 * All we can really get in this is some settings like host and display
313 * mode. 386 * mode.
314 */ 387 */
388player *
389player::create ()
390{
391 player *pl = new player;
315 392
316int add_player(NewSocket *ns) { 393 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318 394
319 p=get_player(NULL); 395 pl->ob->roll_stats ();
320 p->socket = *ns; 396 pl->ob->stats.wc = 2;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 397 pl->ob->run_away = 25; /* Then we panick... */
322 if(p->socket.faces_sent == NULL) 398
323 fatal(OUT_OF_MEMORY);
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket.
328 */
329 p->socket.inbuf.len = 0;
330 set_first_map(p->ob); 399 set_first_map (pl->ob);
331 400
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob);
334 send_rules(p->ob);
335 send_news(p->ob);
336 display_motd(p->ob);
337 get_name(p->ob);
338 return 0; 401 return pl;
339} 402}
340 403
341/* 404/*
342 * get_player_archetype() return next player archetype from archetype 405 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 406 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 407 * Note: there MUST be at least one player archetype!
345 */ 408 */
409archetype *
346archetype *get_player_archetype(archetype* at) 410get_player_archetype (archetype *at)
347{ 411{
348 archetype *start = at; 412 archetype *start = at;
413
349 for (;;) { 414 for (;;)
415 {
350 if (at==NULL || at->next==NULL) 416 if (at == NULL || at->next == NULL)
351 at=first_archetype; 417 at = first_archetype;
352 else 418 else
353 at=at->next; 419 at = at->next;
420
354 if(at->clone.type==PLAYER) 421 if (at->clone.type == PLAYER)
355 return at; 422 return at;
423
356 if (at == start) { 424 if (at == start)
425 {
357 LOG (llevError, "No Player archetypes\n"); 426 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 427 exit (-1);
359 } 428 }
360 } 429 }
361} 430}
362 431
363 432object *
364object *get_nearest_player(object *mon) { 433get_nearest_player (object *mon)
434{
365 object *op = NULL; 435 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 436 objectlink *ol;
368 unsigned lastdist; 437 unsigned lastdist;
369 rv_vector rv; 438 rv_vector rv;
370 439
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 440 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
441 {
372 /* We should not find free objects on this friendly list, but it 442 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 443 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 444 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 445 * list is also free, so encapsulate this in a while loop.
376 */ 446 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 447 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
448 {
378 object *tmp=ol->ob; 449 object *tmp = ol->ob;
379 450
380 /* Can't do much more other than log the fact, because the object 451 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 452 * itself will have been cleared.
382 */ 453 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 454 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
455 tmp->debug_desc ());
384 ol = ol->next; 456 ol = ol->next;
385 remove_friendly_object(tmp); 457 remove_friendly_object (tmp);
386 if (!ol) return op; 458 if (!ol)
387 } 459 return op;
460 }
388 461
389 /* Remove special check for player from this. First, it looks to cause 462 /* Remove special check for player from this. First, it looks to cause
390 * some crashes (ol->ob->contr not set properly?), but secondly, a more 463 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 464 * complicated method of state checking would be needed in any case -
392 * as it was, a clever player could type quit, and the function would 465 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 466 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 467 * on_same_map check, as can_detect_enemy also does this
395 */ 468 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 469 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 470 continue;
398 471
399 if(lastdist>rv.distance) {
400 op=ol->ob;
401 lastdist=rv.distance;
402 }
403 }
404 for (pl=first_player; pl != NULL; pl=pl->next) {
405 if (can_detect_enemy(mon, pl->ob,&rv)) {
406
407 if(lastdist>rv.distance) { 472 if (lastdist > rv.distance)
408 op=pl->ob; 473 {
474 op = ol->ob;
409 lastdist=rv.distance; 475 lastdist = rv.distance;
476 }
410 } 477 }
411 } 478
412 } 479 for_all_players (pl)
480 if (can_detect_enemy (mon, pl->ob, &rv))
481 if (lastdist > rv.distance)
482 {
483 op = pl->ob;
484 lastdist = rv.distance;
485 }
486
413#if 0 487#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 488 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 489#endif
416 return op; 490 return op;
417} 491}
418 492
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 493/* I believe this can safely go to 2, 3 is questionable, 4 will likely
420 * result in a monster paths backtracking. It basically determines how large a 494 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 495 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 509 * circling behaviour. Unfortunately, this function is also used to determined
436 * if the creature should cast a spell, so returning a direction in that case 510 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 511 * is probably not a good thing.
438 */ 512 */
439#define MAX_SPACES 50 513#define MAX_SPACES 50
440
441 514
442/* 515/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 516 * Returns the direction to the player, if valid. Returns 0 otherwise.
444 * modified to verify there is a path to the player. Does this by stepping towards 517 * modified to verify there is a path to the player. Does this by stepping towards
445 * player and if path is blocked then see if blockage is close enough to player that 518 * player and if path is blocked then see if blockage is close enough to player that
458 * monster can in fact move one space in that direction. 531 * monster can in fact move one space in that direction.
459 * 3) I'm not sure how good this code will be for moving multipart monsters, 532 * 3) I'm not sure how good this code will be for moving multipart monsters,
460 * since only simple checks to blocked are being called, which could mean the monster 533 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 534 * is blocking itself.
462 */ 535 */
536int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 537path_to_player (object *mon, object *pl, unsigned mindiff)
538{
464 rv_vector rv; 539 rv_vector rv;
465 sint16 x,y; 540 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 541 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 542 maptile *m, *lastmap;
468 543
469 get_rangevector(mon, pl, &rv, 0); 544 get_rangevector (mon, pl, &rv, 0);
470 545
471 if (rv.distance<mindiff) return 0; 546 if (rv.distance < mindiff)
472
473 x=mon->x;
474 y=mon->y;
475 m=mon->map;
476 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
478 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
479 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0;
481 while (diff >1 && max>0) {
482 lastx = x;
483 lasty = y;
484 lastmap = m;
485 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir];
487
488 mflags = get_map_flags(m, &m, x, y, &x, &y);
489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
490
491 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
493 && (m == mon->map && blocked_link(mon, m, x, y)))) {
494 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before.
496 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) {
499 /* OK - says direction should be different - lets reset the
500 * the values so it will try again.
501 */
502 x = lastx;
503 y = lasty;
504 m = lastmap;
505 dir = firstdir = rv.direction;
506 } else {
507 /* direct path is blocked - try taking a side step to
508 * either the left or right.
509 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting
512 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth
514 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
516 if (i==0) continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in
519 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully
526 * moved.
527 */
528
529 x = lastx + freearr_x[absdir(lastdir+i)];
530 y = lasty + freearr_y[absdir(lastdir+i)];
531 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
536 if (mflags & P_BLOCKSVIEW) continue;
537
538 if (m == mon->map && blocked_link(mon, m, x, y)) break;
539 }
540 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path.
542 */
543 if (i==(DETOUR_AMOUNT+1))
544 return 0;
545 diff--;
546 lastdir=dir;
547 max--;
548 if (!firstdir) firstdir = dir+i;
549 } /* else check alternate directions */
550 } /* if blocked */
551 else {
552 /* we moved towards creature, so diff is less */
553 diff--;
554 max--;
555 lastdir=dir;
556 if (!firstdir) firstdir = dir;
557 }
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance.
561 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
564 }
565 if (diff>max) return 0;
566 }
567 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0;
569
570 return firstdir;
571}
572
573void give_initial_items(object *pl,treasurelist *items) {
574 object *op,*next=NULL;
575
576 if(pl->randomitems!=NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
578
579 for (op=pl->inv; op; op=next) {
580 next = op->below;
581
582 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way
584 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED);
587
588 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions
590 */
591 if (pl->type == PLAYER) {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) ||
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
598 remove_ob (op);
599 free_object (op);
600 continue;
601 }
602 }
603
604 /* This really needs to be better - we should really give
605 * a substitute spellbook. The problem is that we don't really
606 * have a good idea what to replace it with (need something like
607 * a first level treasurelist for each skill.)
608 * remove duplicate skills also
609 */
610 if(op->type==SPELLBOOK || op->type == SKILL) {
611 object *tmp;
612
613 for (tmp=op->below; tmp; tmp=tmp->below)
614 if (tmp->type == op->type && tmp->name == op->name) break;
615
616 if (tmp) {
617 remove_ob(op);
618 free_object(op);
619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620 tmp->name);
621 continue;
622 }
623 if (op->nrof > 1) op->nrof = 1;
624 }
625
626 if (op->type == SPELLBOOK && op->inv) {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
628 }
629
630 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be
632 * merged properly.
633 */
634 if (need_identify(op)) {
635 SET_FLAG(op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED);
638 }
639 if(op->type==SPELL) {
640 remove_ob(op);
641 free_object(op);
642 continue;
643 }
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0;
647 op->level = 1;
648 }
649 /* lock all 'normal items by default */
650 else SET_FLAG(op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */
652
653 /* Need to set up the skill pointers */
654 link_player_skills(pl);
655}
656
657void get_name(object *op) {
658 op->contr->write_buf[0]='\0';
659 op->contr->state=ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:");
661}
662
663void get_password(object *op) {
664 op->contr->write_buf[0]='\0';
665 op->contr->state=ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
667}
668
669void play_again(object *op)
670{
671 op->contr->state=ST_PLAY_AGAIN;
672 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all
680 * cases.
681 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED))
683 remove_ob(op);
684 /* Need to set this to null - otherwise, it could point to garbage,
685 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out.
687 */
688 op->map = NULL;
689}
690
691
692int receive_play_again(object *op, char key)
693{
694 if(key=='q'||key=='Q') {
695 remove_friendly_object(op);
696 leave(op->contr,0); /* ericserver will draw the message */
697 return 2;
698 }
699 else if(key=='a'||key=='A') {
700 player *pl = op->contr;
701 const char *name = op->name;
702
703 add_refcount(name);
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 FREE_AND_CLEAR_STR(op->name);
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n");
715 get_name(op);
716 op->name = name; /* Alrady added a refcount above */
717 op->name_pl = add_string(name);
718 set_first_map(op);
719 } else {
720 /* user pressed something else so just ask again... */
721 play_again(op);
722 }
723 return 0; 547 return 0;
724}
725 548
726void confirm_password(object *op) { 549 x = mon->x;
550 y = mon->y;
551 m = mon->map;
552 dir = rv.direction;
553 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
554 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
727 555
728 op->contr->write_buf[0]='\0'; 556 /* If we can't solve it within the search distance, return now. */
729 op->contr->state=ST_CONFIRM_PASSWORD; 557 if (diff > max)
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 558 return 0;
731}
732 559
560 while (diff > 1 && max > 0)
561 {
562 lastx = x;
563 lasty = y;
564 lastmap = m;
565 x = lastx + freearr_x[dir];
566 y = lasty + freearr_y[dir];
567
568 mflags = get_map_flags (m, &m, x, y, &x, &y);
569 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
570
571 /* Space is blocked - try changing direction a little */
572 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
573 && (m == mon->map && blocked_link (mon, m, x, y))))
574 {
575 /* recalculate direction from last good location. Possible
576 * we were not traversing ideal location before.
577 */
578 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
579 if (rv.direction != dir)
580 {
581 /* OK - says direction should be different - lets reset the
582 * the values so it will try again.
583 */
584 x = lastx;
585 y = lasty;
586 m = lastmap;
587 dir = firstdir = rv.direction;
588 }
589 else
590 {
591 /* direct path is blocked - try taking a side step to
592 * either the left or right.
593 * Note increase the values in the loop below to be
594 * more than -1/1 respectively will mean the monster takes
595 * bigger detour. Have to be careful about these values getting
596 * too big (3 or maybe 4 or higher) as the monster may just try
597 * stepping back and forth
598 */
599 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
600 {
601 if (i == 0)
602 continue; /* already did this, so skip it */
603 /* Use lastdir here - otherwise,
604 * since the direction that the creature should move in
605 * may change, you could get infinite loops.
606 * ie, player is northwest, but monster can only
607 * move west, so it does that. It goes some distance,
608 * gets blocked, finds that it should move north,
609 * can't do that, but now finds it can move east, and
610 * gets back to its original point. lastdir contains
611 * the last direction the creature has successfully
612 * moved.
613 */
614
615 x = lastx + freearr_x[absdir (lastdir + i)];
616 y = lasty + freearr_y[absdir (lastdir + i)];
617 m = lastmap;
618 mflags = get_map_flags (m, &m, x, y, &x, &y);
619 if (mflags & P_OUT_OF_MAP)
620 continue;
621 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
622 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
623 continue;
624 if (mflags & P_BLOCKSVIEW)
625 continue;
626
627 if (m == mon->map && blocked_link (mon, m, x, y))
628 break;
629 }
630 /* go through entire loop without finding a valid
631 * sidestep to take - thus, no valid path.
632 */
633 if (i == (DETOUR_AMOUNT + 1))
634 return 0;
635 diff--;
636 lastdir = dir;
637 max--;
638 if (!firstdir)
639 firstdir = dir + i;
640 } /* else check alternate directions */
641 } /* if blocked */
642 else
643 {
644 /* we moved towards creature, so diff is less */
645 diff--;
646 max--;
647 lastdir = dir;
648 if (!firstdir)
649 firstdir = dir;
650 }
651
652 if (diff <= 1)
653 {
654 /* Recalculate diff (distance) because we may not have actually
655 * headed toward player for entire distance.
656 */
657 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
658 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
659 }
660
661 if (diff > max)
662 return 0;
663 }
664
665 /* If we reached the max, didn't find a direction in time */
666 if (!max)
667 return 0;
668
669 return firstdir;
670}
671
672void
673give_initial_items (object *pl, treasurelist * items)
674{
675 object *op, *next = NULL;
676
677 if (pl->randomitems != NULL)
678 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
679
680 for (op = pl->inv; op; op = next)
681 {
682 next = op->below;
683
684 /* Forces get applied per default, unless they have the
685 * flag "neutral" set. Sorry but I can't think of a better way
686 */
687 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
688 SET_FLAG (op, FLAG_APPLIED);
689
690 /* we never give weapons/armour if these cannot be used
691 * by this player due to race restrictions
692 */
693 if (pl->type == PLAYER)
694 {
695 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
696 (op->type == ARMOUR || op->type == BOOTS ||
697 op->type == CLOAK || op->type == HELMET ||
698 op->type == SHIELD || op->type == GLOVES ||
699 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
700 {
701 op->destroy ();
702 continue;
703 }
704 }
705
706 /* This really needs to be better - we should really give
707 * a substitute spellbook. The problem is that we don't really
708 * have a good idea what to replace it with (need something like
709 * a first level treasurelist for each skill.)
710 * remove duplicate skills also
711 */
712 if (op->type == SPELLBOOK || op->type == SKILL)
713 {
714 object *tmp;
715
716 for (tmp = op->below; tmp; tmp = tmp->below)
717 if (tmp->type == op->type && tmp->name == op->name)
718 break;
719
720 if (tmp)
721 {
722 op->destroy ();
723 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
724 continue;
725 }
726
727 if (op->nrof > 1)
728 op->nrof = 1;
729 }
730
731 if (op->type == SPELLBOOK && op->inv)
732 {
733 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
734 }
735
736 /* Give starting characters identified, uncursed, and undamned
737 * items. Just don't identify gold or silver, or it won't be
738 * merged properly.
739 */
740 if (need_identify (op))
741 {
742 SET_FLAG (op, FLAG_IDENTIFIED);
743 CLEAR_FLAG (op, FLAG_CURSED);
744 CLEAR_FLAG (op, FLAG_DAMNED);
745 }
746 if (op->type == SPELL)
747 {
748 op->destroy ();
749 continue;
750 }
751 else if (op->type == SKILL)
752 {
753 SET_FLAG (op, FLAG_CAN_USE_SKILL);
754 op->stats.exp = 0;
755 op->level = 1;
756 }
757 /* lock all 'normal items by default */
758 else
759 SET_FLAG (op, FLAG_INV_LOCKED);
760 } /* for loop of objects in player inv */
761
762 /* Need to set up the skill pointers */
763 link_player_skills (pl);
764}
765
766void
733void get_party_password(object *op, partylist *party) { 767get_party_password (object *op, partylist *party)
768{
734 if (party == NULL) { 769 if (party == NULL)
770 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 771 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 772 return;
737 } 773 }
774
738 op->contr->write_buf[0]='\0'; 775 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 776 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 777 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 778 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 779}
743
744 780
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 781/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
782static int
746int roll_stat(void) { 783roll_stat (void)
784{
747 int a[4],i,j,k; 785 int a[4], i, j, k;
748 786
749 for(i=0;i<4;i++) 787 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 788 a[i] = (int) rndm (6) + 1;
751 789
752 for(i=0,j=0,k=7;i<4;i++) 790 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 791 if (a[i] < k)
754 k=a[i],j=i; 792 k = a[i], j = i;
755 793
756 for(i=0,k=0;i<4;i++) { 794 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 795 if (i != j)
758 k+=a[i]; 796 k += a[i];
759 } 797
760 return k; 798 return k;
761} 799}
762 800
763void roll_stats(object *op) { 801void
802object::roll_stats ()
803{
804 int statsort [NUM_STATS];
805
806 for (;;)
807 {
764 int sum=0; 808 int sum = 0;
765 int i = 0, j = 0; 809 for (int i = NUM_STATS; i--; )
766 int statsort[7]; 810 sum += statsort [i] = roll_stat ();
767 811
768 do { 812 if (sum >= 82 && sum <= 116)
769 op->stats.Str=roll_stat(); 813 break;
770 op->stats.Dex=roll_stat(); 814 }
771 op->stats.Int=roll_stat();
772 op->stats.Con=roll_stat();
773 op->stats.Wis=roll_stat();
774 op->stats.Pow=roll_stat();
775 op->stats.Cha=roll_stat();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
777 op->stats.Con+op->stats.Wis+op->stats.Pow+
778 op->stats.Cha;
779 } while(sum<82||sum>116);
780 815
781 /* Sort the stats so that rerolling is easier... */ 816 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 817 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
783 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha;
789 818
790 /* a quick and dirty bubblesort? */ 819 for (int i = 0; i < NUM_STATS; ++i)
791 do {
792 if (statsort[i] < statsort[i + 1]) {
793 j = statsort[i];
794 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j;
796 i = 0;
797 } else {
798 i++;
799 }
800 } while (i < 6);
801
802 op->stats.Str = statsort[0]; 820 stats.stat (i) = statsort [i];
803 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2];
805 op->stats.Int = statsort[3];
806 op->stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6];
809 821
810
811 op->contr->orig_stats.Str=op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha;
818
819 op->level=1;
820 op->stats.exp=0; 822 stats.exp = 0;
821 op->stats.ac=0; 823 stats.ac = 0;
822 824
825 stats.hp = stats.maxhp;
826 stats.sp = stats.maxsp;
827 stats.grace = stats.maxgrace;
828
829 if (contr)
830 {
823 op->contr->levhp[1] = 9; 831 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 832 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 833 contr->levgrace[1] = 3;
826 834
827 fix_player(op); 835 contr->orig_stats = stats;
836 }
837}
838
839void
840object::swap_stats (int a, int b)
841{
842 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
843
844 for (int i = 0; i < NUM_STATS; ++i)
845 stats.stat (i) = contr->orig_stats.stat (i);
846
847 //TODO: the following code looks so borked and should, at the very least,
848 // be merged with the similar code in roll_stats
849 stats.ac = 0;
850
851 level = 1;
852 stats.exp = 0;
853 stats.ac = 0;
854
828 op->stats.hp = op->stats.maxhp; 855 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 856 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 857 stats.grace = stats.maxgrace;
858
859 if (contr)
860 {
861 contr->levhp[1] = 9;
862 contr->levsp[1] = 6;
863 contr->levgrace[1] = 3;
864
831 op->contr->orig_stats=op->stats; 865 contr->orig_stats = stats;
866 }
832} 867}
833 868
834void Roll_Again(object *op) 869static void
870start_info (object *op)
835{ 871{
836 esrv_new_player(op->contr, 0);
837 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
838}
839
840void Swap_Stat(object *op,int Swap_Second)
841{
842 signed char tmp;
843 char buf[MAX_BUF]; 872 char buf[MAX_BUF];
844 873
845 if ( op->contr->Swap_First == -1 ) { 874 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
849 return;
850 }
851
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
853
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
858
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 875 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 876 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0;
869
870 op->level=1;
871 op->stats.exp=0;
872 op->stats.ac=0;
873
874 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3;
877
878 fix_player(op);
879 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats;
883 op->contr->Swap_First=-1;
884}
885
886
887/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats
891 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation.
893 */
894int key_roll_stat(object *op, char key)
895{
896 int keynum = key -'0';
897 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
899
900 if (keynum>0 && keynum<=7) {
901 if (op->contr->Swap_First==-1) {
902 op->contr->Swap_First=stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf); 877 //new_draw_info (NDI_UNIQUE, 0, op, " ");
905 }
906 else
907 Swap_Stat(op,stat_trans[keynum]);
908
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
910 return 1;
911 }
912 switch (key) {
913 case 'n':
914 case 'N': {
915 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n");
918 break;
919 }
920
921#if 0
922 /* So that enter_exit will put us at startx/starty */
923 op->x= -1;
924
925 enter_exit(op,NULL);
926#endif
927 SET_ANIMATION(op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */
929 add_statbonus(op);
930 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
931 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg);
934 return 0;
935 }
936 case 'y':
937 case 'Y':
938 roll_stats(op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1;
941
942 case 'q':
943 case 'Q':
944 play_again(op);
945 return 1;
946
947 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
949 return 0;
950 }
951 return 0;
952} 878}
953 879
954/* This function takes the key that is passed, and does the 880/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 881 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 882 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 883 * separate race and class; this actually changes the RACE,
958 * not the class. 884 * not the class.
959 */ 885 */
960 886void
961int key_change_class(object *op, char key) 887player::chargen_race_done ()
962{ 888{
963 int tmp_loop;
964
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') {
971 char buf[MAX_BUF];
972
973 /* this must before then initial items are given */ 889 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 890 esrv_new_player (ob->contr, ob->weight + ob->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 891
892 treasurelist *tl = treasurelist::find ("starting_wealth");
893 if (tl)
894 create_treasure (tl, ob, 0, 0, 0);
895
977 INVOKE_PLAYER (BIRTH, op->contr); 896 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 897 INVOKE_PLAYER (LOGIN, ob->contr);
979 898
980 op->contr->state=ST_PLAYING; 899 ob->contr->ns->state = ST_PLAYING;
981 900
982 if (op->msg) { 901 if (ob->msg)
983 free_string(op->msg); 902 ob->msg = 0;
984 op->msg=NULL;
985 }
986 903
987 /* We create this now because some of the unique maps will need it 904 /* We create this now because some of the unique maps will need it
988 * to save here. 905 * to save here.
989 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
991 make_path_to_file(buf);
992
993#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks;
995#endif
996 start_info(op);
997 CLEAR_FLAG(op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems);
999 link_player_skills(op);
1000 esrv_send_inventory(op, op);
1001 fix_player(op);
1002
1003 /* This moves the player to a different start map, if there
1004 * is one for this race
1005 */
1006 if(*first_map_ext_path) {
1007 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s",
1011 first_map_ext_path, op->arch->name);
1012 tmp=get_object();
1013 EXIT_PATH(tmp) = add_string(mapname);
1014 EXIT_X(tmp) = op->x;
1015 EXIT_Y(tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the
1018 * default initial map */
1019 free_object(tmp);
1020 } else {
1021 LOG(llevDebug,"first_map_ext_path not set\n");
1022 }
1023 return 0;
1024 }
1025
1026 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above.
1028 */ 906 */
1029 907 {
1030 tmp_loop = 0;
1031 while(!tmp_loop) {
1032 const char *name = add_string (op->name);
1033 int x = op->x, y = op->y;
1034 remove_statbonus(op);
1035 remove_ob (op);
1036 op->arch = get_player_archetype(op->arch);
1037 copy_object (&op->arch->clone, op);
1038 op->instantiate ();
1039 op->stats = op->contr->orig_stats;
1040 free_string (op->name);
1041 op->name = name;
1042 free_string(op->name_pl);
1043 op->name_pl = add_string(name);
1044 op->x = x;
1045 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op);
1051 tmp_loop=allowed_class(op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 }
1055 update_object(op,UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op);
1057 fix_player(op);
1058 op->stats.hp=op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp;
1060 op->stats.grace=0;
1061 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg);
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1064 return 0;
1065}
1066
1067int key_confirm_quit(object *op, char key)
1068{
1069 char buf[MAX_BUF]; 908 char buf[MAX_BUF];
1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1072 op->contr->state=ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1074 return 1;
1075 }
1076
1077 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr);
1079
1080 terminate_all_pets(op);
1081 leave_map(op);
1082 op->direction=0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1084 "%s quits the game.",op->name);
1085
1086 strcpy(op->contr->killer,"quit");
1087 check_score(op);
1088 op->contr->party=NULL;
1089 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0';
1091
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1093 mapstruct *mp, *next;
1094
1095 /* We need to hunt for any per player unique maps in memory and
1096 * get rid of them. The trailing slash in the path is intentional,
1097 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 909 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 910 make_path_to_file (buf);
1101 next = mp->next; 911 }
1102 if (!strncmp(mp->path, buf, strlen(buf))) 912
1103 delete_map(mp); 913 start_info (ob);
1104 } 914 CLEAR_FLAG (ob, FLAG_WIZ);
1105 915 give_initial_items (ob, ob->randomitems);
1106 delete_character(op->name, 1); 916 link_player_skills (ob);
917 esrv_send_inventory (ob, ob);
918 ob->update_stats ();
919
920 /* This moves the player to a different start map, if there
921 * is one for this race
922 */
923 if (*first_map_ext_path)
1107 } 924 {
1108 play_again(op); 925 object *tmp;
1109 return 1; 926 char mapname[MAX_BUF];
1110}
1111 927
928 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
929 tmp = object::create ();
930 EXIT_PATH (tmp) = mapname;
931 EXIT_X (tmp) = ob->x;
932 EXIT_Y (tmp) = ob->y;
933 ob->enter_exit (tmp); /* we don't really care if it succeeded;
934 * if the map isn't there, then stay on the
935 * default initial map */
936 tmp->destroy ();
937 }
938 else
939 LOG (llevDebug, "first_map_ext_path not set\n");
940}
941
942void
943player::chargen_race_next ()
944{
945 /* Following actually changes the race - this is the default command
946 * if we don't match with one of the options above.
947 */
948
949 do
950 {
951 shstr name = ob->name;
952 int x = ob->x, y = ob->y;
953
954 ob->remove_statbonus ();
955 ob->remove ();
956 ob->arch = get_player_archetype (ob->arch);
957 ob->arch->clone.copy_to (ob);
958 ob->instantiate ();
959 ob->stats = ob->contr->orig_stats;
960 ob->name = ob->name_pl = name;
961 ob->x = x;
962 ob->y = y;
963 SET_ANIMATION (ob, 2); /* So player faces south */
964 insert_ob_in_map (ob, ob->map, ob, 0);
965 assign (ob->contr->title, ob->arch->clone.name);
966 ob->add_statbonus ();
967 }
968 while (!allowed_class (ob));
969
970 update_object (ob, UP_OBJ_FACE);
971 esrv_update_item (UPD_FACE, ob, ob);
972 ob->update_stats ();
973 ob->stats.hp = ob->stats.maxhp;
974 ob->stats.sp = ob->stats.maxsp;
975 ob->stats.grace = 0;
976}
977
978void
1112void flee_player(object *op) { 979flee_player (object *op)
980{
1113 int dir,diff; 981 int dir, diff;
1114 rv_vector rv; 982 rv_vector rv;
1115 983
1116 if(op->stats.hp < 0) { 984 if (op->stats.hp < 0)
985 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 986 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 987 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 988 return;
1120 } 989 }
1121 990
1122 if(op->enemy==NULL) { 991 if (op->enemy == NULL)
992 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 993 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 994 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 995 return;
1126 } 996 }
1127 997
1128 /* Seen some crashes here. Since we don't store an 998 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 999 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 1000 * actual enemy, and the object is recycled.
1131 */ 1001 */
1132 if (op->enemy->map == NULL) { 1002 if (op->enemy->map == NULL)
1003 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 1004 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 1005 op->enemy = NULL;
1135 return; 1006 return;
1136 } 1007 }
1137 1008
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1009 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1010 {
1139 op->enemy=NULL; 1011 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 1012 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 1013 return;
1142 } 1014 }
1015
1143 get_rangevector(op, op->enemy, &rv, 0); 1016 get_rangevector (op, op->enemy, &rv, 0);
1144 1017
1145 dir=absdir(4+rv.direction); 1018 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 1019 for (diff = 0; diff < 3; diff++)
1147 int m=1-(RANDOM()&2);
1148 if(move_ob(op,absdir(dir+diff*m),op)||
1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1150 return;
1151 }
1152 } 1020 {
1021 int m = 1 - (RANDOM () & 2);
1022
1023 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1024 return;
1025 }
1026
1153 /* Cornered, get rid of scared */ 1027 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1028 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1029 op->enemy = NULL;
1156} 1030}
1157
1158 1031
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1032/* check_pick sees if there is stuff to be picked up/picks up stuff.
1160 * IT returns 1 if the player should keep on moving, 0 if he should 1033 * It returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1034 * stop.
1162 */ 1035 */
1036int
1163int check_pick(object *op) { 1037check_pick (object *op)
1038{
1164 object *tmp, *next; 1039 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1040 int stop = 0;
1167 int j, k, wvratio; 1041 int wvratio;
1168 char putstring[128], tmpstr[16]; 1042 char putstring[128];
1169
1170 1043
1171 /* if you're flying, you cna't pick up anything */ 1044 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1045 if (op->move_type & MOVE_FLYING)
1173 return 1; 1046 return 1;
1174 1047
1175 op_tag = op->count;
1176
1177 next = op->below; 1048 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1049
1181 /* loop while there are items on the floor that are not marked as 1050 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1051 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1052 while (next && !next->destroyed ())
1184 { 1053 {
1185 tmp = next; 1054 tmp = next;
1186 next = tmp->below; 1055 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1056
1190 if (was_destroyed (op, op_tag)) 1057 if (op->destroyed ())
1191 return 0; 1058 return 0;
1192 1059
1193 if ( ! can_pick (op, tmp)) 1060 if (!can_pick (op, tmp))
1194 continue; 1061 continue;
1195 1062
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1063 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1064 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1065 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1066 pick_up (op, tmp);
1200 continue; 1067 continue;
1201 } 1068 }
1202 1069
1203 /* high not bit set? We're using the old autopickup model */ 1070 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1071 if (!(op->contr->mode & PU_NEWMODE))
1072 {
1205 switch (op->contr->mode) { 1073 switch (op->contr->mode)
1206 case 0: return 1; /* don't pick up */ 1074 {
1207 case 1: pick_up (op, tmp); 1075 case 0:
1208 return 1; 1076 return 1; /* don't pick up */
1209 case 2: pick_up (op, tmp); 1077 case 1:
1210 return 0; 1078 pick_up (op, tmp);
1211 case 3: return 0; /* stop before pickup */ 1079 return 1;
1212 case 4: pick_up (op, tmp); 1080 case 2:
1213 break; 1081 pick_up (op, tmp);
1214 case 5: pick_up (op, tmp); 1082 return 0;
1215 stop = 1; 1083 case 3:
1216 break; 1084 return 0; /* stop before pickup */
1217 case 6: 1085 case 4:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1086 pick_up (op, tmp);
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1087 break;
1220 pick_up(op, tmp); 1088 case 5:
1221 break; 1089 pick_up (op, tmp);
1090 stop = 1;
1091 break;
1092 case 6:
1093 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1094 pick_up (op, tmp);
1095 break;
1222 1096
1223 case 7: 1097 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1098 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1099 pick_up (op, tmp);
1226 break; 1100 break;
1227 1101
1228 default: 1102 default:
1229 /* use value density */ 1103 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1104 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1105 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1106 pick_up (op, tmp);
1233 >= op->contr->mode) 1107 }
1234 pick_up(op,tmp); 1108 }
1235 } 1109 else
1236 } 1110 { /* old model */
1237 else { /* old model */
1238 /* NEW pickup handling */ 1111 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1112 if (op->contr->mode & PU_DEBUG)
1240 { 1113 {
1241 /* some debugging code to figure out item information */ 1114 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1115 if (tmp->name != NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1116 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1117 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1118 else
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1119 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 1120 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1121
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1122 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1123 }
1251 1124
1252 sprintf(putstring,"...flags: "); 1125 /* philosophy:
1253 for(k=0;k<4;k++) 1126 * It's easy to grab an item type from a pile, as long as it's
1254 { 1127 * generic. This takes no game-time. For more detailed pickups
1255 for(j=0;j<32;j++) 1128 * and selections, select-items should be used. This is a
1256 { 1129 * grab-as-you-run type mode that's really useful for arrows for
1257 if((tmp->flags[k]>>j)&0x01) 1130 * example.
1258 { 1131 * The drawback: right now it has no frontend, so you need to
1259 sprintf(tmpstr,"%d ",k*32+j); 1132 * stick the bits you want into a calculator in hex mode and then
1260 strcat(putstring, tmpstr); 1133 * convert to decimal and then 'pickup <#>
1261 } 1134 */
1262 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 1135
1136 /* the first two modes are exclusive: if NOTHING we return, if
1137 * STOP then we stop. All the rest are applied sequentially,
1138 * meaning if any test passes, the item gets picked up. */
1139
1140 /* if mode is set to pick nothing up, return */
1141
1142 if (op->contr->mode & PU_NOTHING)
1143 return 1;
1144
1145 /* if mode is set to stop when encountering objects, return */
1146 /* take STOP before INHIBIT since it doesn't actually pick
1147 * anything up */
1148
1149 if (op->contr->mode & PU_STOP)
1150 return 0;
1151
1152 /* useful for going into stores and not losing your settings... */
1153 /* and for battles wher you don't want to get loaded down while
1154 * fighting */
1155 if (op->contr->mode & PU_INHIBIT)
1156 return 1;
1157
1158 /* prevent us from turning into auto-thieves :) */
1159 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1160 continue;
1161
1162 /* ignore known cursed objects */
1163 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1164 continue;
1165
1166 /* all food and drink if desired */
1167 /* question: don't pick up known-poisonous stuff? */
1168 if (op->contr->mode & PU_FOOD)
1169 if (tmp->type == FOOD)
1170 {
1171 pick_up (op, tmp);
1172 continue;
1173 }
1174
1175 if (op->contr->mode & PU_DRINK)
1176 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1177 {
1178 pick_up (op, tmp);
1179 continue;
1180 }
1181
1182 if (op->contr->mode & PU_POTION)
1183 if (tmp->type == POTION)
1184 {
1185 pick_up (op, tmp);
1186 continue;
1187 }
1188
1189 /* spellbooks, skillscrolls and normal books/scrolls */
1190 if (op->contr->mode & PU_SPELLBOOK)
1191 if (tmp->type == SPELLBOOK)
1192 {
1193 pick_up (op, tmp);
1194 continue;
1195 }
1196
1197 if (op->contr->mode & PU_SKILLSCROLL)
1198 if (tmp->type == SKILLSCROLL)
1199 {
1200 pick_up (op, tmp);
1201 continue;
1202 }
1203
1204 if (op->contr->mode & PU_READABLES)
1205 if (tmp->type == BOOK || tmp->type == SCROLL)
1206 {
1207 pick_up (op, tmp);
1208 continue;
1209 }
1210
1211 /* wands/staves/rods/horns */
1212 if (op->contr->mode & PU_MAGIC_DEVICE)
1213 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1214 {
1215 pick_up (op, tmp);
1216 continue;
1217 }
1218
1219 /* pick up all magical items */
1220 if (op->contr->mode & PU_MAGICAL)
1221 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1222 {
1223 pick_up (op, tmp);
1224 continue;
1225 }
1226
1227 if (op->contr->mode & PU_VALUABLES)
1228 {
1229 if (tmp->type == MONEY || tmp->type == GEM)
1230 {
1231 pick_up (op, tmp);
1232 continue;
1233 }
1234 }
1235
1236 /* rings & amulets - talismans seems to be typed AMULET */
1237 if (op->contr->mode & PU_JEWELS)
1238 if (tmp->type == RING || tmp->type == AMULET)
1239 {
1240 pick_up (op, tmp);
1241 continue;
1242 }
1243
1244 /* we don't forget dragon food */
1245 if (op->contr->mode & PU_FLESH)
1246 if (tmp->type == FLESH)
1247 {
1248 pick_up (op, tmp);
1249 continue;
1250 }
1251
1252 /* bows and arrows. Bows are good for selling! */
1253 if (op->contr->mode & PU_BOW)
1254 if (tmp->type == BOW)
1255 {
1256 pick_up (op, tmp);
1257 continue;
1258 }
1259
1260 if (op->contr->mode & PU_ARROW)
1261 if (tmp->type == ARROW)
1262 {
1263 pick_up (op, tmp);
1264 continue;
1265 }
1266
1267 /* all kinds of armor etc. */
1268 if (op->contr->mode & PU_ARMOUR)
1269 if (tmp->type == ARMOUR)
1270 {
1271 pick_up (op, tmp);
1272 continue;
1273 }
1274
1275 if (op->contr->mode & PU_HELMET)
1276 if (tmp->type == HELMET)
1277 {
1278 pick_up (op, tmp);
1279 continue;
1280 }
1281
1282 if (op->contr->mode & PU_SHIELD)
1283 if (tmp->type == SHIELD)
1284 {
1285 pick_up (op, tmp);
1286 continue;
1287 }
1288
1289 if (op->contr->mode & PU_BOOTS)
1290 if (tmp->type == BOOTS)
1291 {
1292 pick_up (op, tmp);
1293 continue;
1294 }
1295
1296 if (op->contr->mode & PU_GLOVES)
1297 if (tmp->type == GLOVES)
1298 {
1299 pick_up (op, tmp);
1300 continue;
1301 }
1302
1303 if (op->contr->mode & PU_CLOAK)
1304 if (tmp->type == CLOAK)
1305 {
1306 pick_up (op, tmp);
1307 continue;
1308 }
1309
1310 /* hoping to catch throwing daggers here */
1311 if (op->contr->mode & PU_MISSILEWEAPON)
1312 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1313 {
1314 pick_up (op, tmp);
1315 continue;
1316 }
1317
1318 /* careful: chairs and tables are weapons! */
1319 if (op->contr->mode & PU_ALLWEAPON)
1320 {
1321 if (tmp->type == WEAPON && tmp->name != NULL)
1322 {
1323 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1324 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1325 {
1326 pick_up (op, tmp);
1327 continue;
1328 }
1329 }
1330
1331 if (tmp->type == WEAPON && tmp->name == NULL)
1332 {
1333 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1334 {
1335 pick_up (op, tmp);
1336 continue;
1337 }
1338 }
1339 }
1340
1341 /* misc stuff that's useful */
1342 if (op->contr->mode & PU_KEY)
1343 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1344 {
1345 pick_up (op, tmp);
1346 continue;
1347 }
1348
1349 /* any of the last 4 bits set means we use the ratio for value
1350 * pickups */
1351 if (op->contr->mode & PU_RATIO)
1352 {
1353 /* use value density to decide what else to grab */
1354 /* >=7 was >= op->contr->mode */
1355 /* >=7 is the old standard setting. Now we take the last 4 bits
1356 * and multiply them by 5, giving 0..15*5== 5..75 */
1357 wvratio = (op->contr->mode & PU_RATIO) * 5;
1358 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1359 {
1360 pick_up (op, tmp);
1266#if 0 1361#if 0
1267 /* print the flags too */ 1362 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1363 if (tmp->name != NULL)
1269 { 1364 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1365 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1366 }
1272 { 1367 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1368 fprintf (stderr, "%s", tmp->arch->name);
1274 if(!((j+1)%4))fprintf(stderr," "); 1369 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1370 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1276 fprintf(stderr," [%d]\n", k*32);
1277 }
1278#endif 1371#endif
1372 continue;
1373 }
1374 }
1375 } /* the new pickup model */
1279 } 1376 }
1280 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's
1282 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for
1285 * example.
1286 * The drawback: right now it has no frontend, so you need to
1287 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#>
1289 */
1290 1377
1291 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */
1294
1295 /* if mode is set to pick nothing up, return */
1296
1297 if(op->contr->mode & PU_NOTHING) return 1;
1298
1299 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */
1302
1303 if(op->contr->mode & PU_STOP) return 0;
1304
1305 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while
1307 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1;
1309
1310 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1312
1313 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1315
1316 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1321 if(op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1324
1325 if(op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1328
1329 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1333 if(op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1336 if(op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1339
1340 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1344
1345 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1349
1350 if(op->contr->mode & PU_VALUABLES)
1351 {
1352 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1354 }
1355
1356 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1360
1361 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1365 if(op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1368
1369 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1373 if(op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1376 if(op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1379 if(op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1382 if(op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1385 if(op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1388
1389 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1393
1394 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON)
1396 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL)
1398 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1402 }
1403 if(tmp->type == WEAPON && tmp->name==NULL)
1404 {
1405 if(strstr(tmp->arch->name,"table")==NULL &&
1406 strstr(tmp->arch->name,"chair")==NULL)
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1408 }
1409 }
1410
1411 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1415
1416 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */
1418 if(op->contr->mode & PU_RATIO)
1419 {
1420 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits
1423 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1426 {
1427 pick_up(op, tmp);
1428#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) {
1431 fprintf(stderr,"%s", tmp->name);
1432 }
1433 else fprintf(stderr,"%s",tmp->arch->name);
1434 fprintf(stderr,",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1436#endif
1437 continue;
1438 }
1439 }
1440 } /* the new pickup model */
1441 }
1442 return ! stop; 1378 return !stop;
1443} 1379}
1444 1380
1445/* 1381/*
1446 * Find an arrow in the inventory and after that 1382 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1383 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1384 * found object is returned.
1449 */ 1385 */
1386object *
1450object *find_arrow(object *op, const char *type) 1387find_arrow (object *op, const char *type)
1451{ 1388{
1452 object *tmp = NULL; 1389 object *tmp = 0;
1453 1390
1454 for(op=op->inv; op; op=op->below) 1391 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1392 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1456 QUERY_FLAG(op,FLAG_APPLIED))
1457 tmp = find_arrow (op, type); 1393 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1394 else if (op->type == ARROW && op->race == type)
1459 return op; 1395 return op;
1396
1460 return tmp; 1397 return tmp;
1461} 1398}
1462 1399
1463/* 1400/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1401 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1465 * against the target. A full test is not performed, simply a basic test 1402 * against the target. A full test is not performed, simply a basic test
1466 * of resistances. The archer is making a quick guess at what he sees down 1403 * of resistances. The archer is making a quick guess at what he sees down
1467 * the hall. Failing that it does it's best to pick the highest plus arrow. 1404 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1405 */
1469 1406object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1407find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1408{
1472 object *tmp = NULL, *arrow, *ntmp; 1409 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1410 int attacknum, attacktype, betterby = 0, i;
1474 1411
1475 if (!type) 1412 if (!type)
1476 return NULL; 1413 return NULL;
1477 1414
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1415 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1416 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1417 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1418 {
1419 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1420 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1421 if (i > betterby)
1484 tmp = ntmp; 1422 {
1485 betterby = i; 1423 tmp = ntmp;
1486 } 1424 betterby = i;
1425 }
1426 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1427 else if (arrow->type == ARROW && arrow->race == type)
1428 {
1488 /* allways prefer assasination/slaying */ 1429 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1430 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1431 {
1491 if (arrow->attacktype & AT_DEATH) { 1432 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1433 {
1493 return arrow; 1434 *better = 100;
1494 } else { 1435 return arrow;
1495 tmp = arrow; 1436 }
1437 else
1438 {
1439 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1440 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1441 }
1498 } else { 1442 }
1443 else
1444 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1445 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1446 {
1500 attacktype = 1<<attacknum; 1447 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1448 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1449 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1450 {
1451 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1452 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1505 } 1453 }
1506 } 1454 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1455 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1456 {
1457 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1458 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1459 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1460 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1461 {
1462 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1463 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1464 }
1465 }
1466 }
1515 } 1467 }
1516 }
1517 }
1518 if (tmp == NULL && arrow == NULL) 1468 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1469 return find_arrow (op, type);
1520 1470
1521 *better = betterby; 1471 *better = betterby;
1522 return tmp; 1472 return tmp;
1523} 1473}
1524 1474
1525/* looks in a given direction, finds the first valid target, and calls 1475/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1476 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1477 * op = the shooter
1528 * type = bow->race 1478 * type = bow->race
1529 * dir = fire direction 1479 * dir = fire direction
1530 */ 1480 */
1531 1481object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1482pick_arrow_target (object *op, const char *type, int dir)
1533{ 1483{
1534 object *tmp = NULL; 1484 object *tmp = NULL;
1535 mapstruct *m; 1485 maptile *m;
1536 int i, mflags, found, number; 1486 int i, mflags, found, number;
1537 sint16 x, y; 1487 sint16 x, y;
1538 1488
1539 if (op->map == NULL) 1489 if (op->map == NULL)
1540 return find_arrow(op, type); 1490 return find_arrow (op, type);
1541 1491
1542 /* do a dex check */ 1492 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1493 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1544 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1494 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1495 return find_arrow (op, type);
1546 1496
1547 m = op->map; 1497 m = op->map;
1548 x = op->x; 1498 x = op->x;
1549 y = op->y; 1499 y = op->y;
1550 1500
1551 /* find the first target */ 1501 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1502 for (i = 0, found = 0; i < 20; i++)
1503 {
1553 x += freearr_x[dir]; 1504 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1505 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1506 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1507 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1508 {
1557 tmp = NULL; 1509 tmp = NULL;
1558 break; 1510 break;
1511 }
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1512 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1513 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1514 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1515 * perhaps a bad assumption.
1562 */ 1516 */
1563 tmp = NULL; 1517 tmp = NULL;
1564 break; 1518 break;
1565 } 1519 }
1566 if (mflags & P_IS_ALIVE) { 1520 if (mflags & P_IS_ALIVE)
1521 {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1522 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1523 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1524 {
1570 break; 1525 found++;
1571 } 1526 break;
1527 }
1572 if (found) 1528 if (found)
1573 break; 1529 break;
1574 } 1530 }
1575 } 1531 }
1576 if (tmp == NULL) 1532 if (tmp == NULL)
1577 return find_arrow(op, type); 1533 return find_arrow (op, type);
1578 1534
1579 if (tmp->head) 1535 if (tmp->head)
1580 tmp = tmp->head; 1536 tmp = tmp->head;
1581 1537
1582 return find_better_arrow(op, tmp, type, &i); 1538 return find_better_arrow (op, tmp, type, &i);
1583} 1539}
1584 1540
1585/* 1541/*
1586 * Creature fires a bow - op can be monster or player. Returns 1542 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1543 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1546 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1547 * wc_mod is any special modifier to give (used in special player fire modes)
1592 * sx, sy are coordinates to fire arrow from - also used in some of the special 1548 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1549 * player fire modes.
1594 */ 1550 */
1551int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1552fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1553{
1598 object *left, *bow; 1554 object *left, *bow;
1599 tag_t left_tag, tag; 1555 int mflags;
1600 int bowspeed, mflags; 1556 maptile *m;
1601 mapstruct *m;
1602 1557
1603 if (!dir) { 1558 if (!dir)
1559 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1560 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1561 return 0;
1562 }
1563
1564 if (op->contr)
1565 bow = op->current_weapon;
1566 else
1606 } 1567 {
1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow];
1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1568 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1569 /* Don't check for applied - monsters don't apply bows - in that way, they
1612 * don't need to switch back and forth between bows and weapons. 1570 * don't need to switch back and forth between bows and weapons.
1613 */ 1571 */
1614 if(bow->type==BOW) 1572 if (bow->type == BOW)
1615 break; 1573 break;
1616 1574
1617 if (!bow) { 1575 if (!bow)
1576 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1577 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1578 return 0;
1620 } 1579 }
1580
1581 // optimisation: move object to top so we will find it quickly again
1582 if (bow->below)
1583 {
1584 bow->remove ();
1585 op->insert (bow);
1586 }
1587
1621 } 1588 }
1589
1622 if( !bow->race || !bow->skill) { 1590 if (!bow->race || !bow->skill)
1591 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1593 return 0;
1625 } 1594 }
1626 1595
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628
1629 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1632 if (bowspeed < 1)
1633 bowspeed = 1;
1634
1635 if (arrow == NULL) { 1596 if (arrow == NULL)
1597 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1598 if ((arrow = find_arrow (op, bow->race)) == NULL)
1599 {
1637 if (op->type == PLAYER) 1600 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1601 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1639 "You have no %s left.", bow->race);
1640 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1602 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1603 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1604 CLEAR_FLAG (op, FLAG_READY_BOW);
1605
1643 return 0; 1606 return 0;
1644 } 1607 }
1645 } 1608 }
1609
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1610 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1611 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1612 return 0;
1649 } 1613
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1614 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1615 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1616 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1617 return 0;
1653 } 1618 }
1654 1619
1655 /* this should not happen, but sometimes does */ 1620 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1621 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1622 {
1623 arrow->destroy ();
1624 return 0;
1625 }
1661 1626
1662 left = arrow; /* these are arrows left to the player */ 1627 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1628 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1629 if (!arrow)
1630 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1631 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1632 return 0;
1668 return 0;
1669 } 1633 }
1670 set_owner(arrow, op); 1634
1671 if (arrow->skill) free_string(arrow->skill); 1635 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1636 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1637 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1638
1678 if (op->type == PLAYER) {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1680 fix_player(op);
1681 }
1682
1683 SET_ANIMATION(arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1639 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1640 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1641 arrow->stats.grace = arrow->attacktype;
1642
1687 if (arrow->slaying != NULL) 1643 if (arrow->slaying)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1644 arrow->spellarg = strdup (arrow->slaying);
1689 1645
1690 /* Note that this was different for monsters - they got their level 1646 if (player *pl = op->contr)
1691 * added to the damage. I think the strength bonus is more proper.
1692 */
1693 1647 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1648 if (!pl->has_hit)
1695 0 : dam_bonus[op->stats.Str]) + 1649 {
1696 bow->stats.dam + bow->magic + arrow->magic; 1650 pl->has_hit = 1;
1651 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1652 }
1653#if 0
1654 float speed = pl->weapon_sp;
1697 1655
1656 /* penalize ROF for bestarrow */
1657 if (pl->bowtype == bow_bestarrow)
1658 speed *= .9f;
1659 else
1660 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1661
1662 op->speed_left += speed - op->speed;
1663#endif
1664 }
1665
1666 SET_ANIMATION (arrow, arrow->direction);
1667
1698 /* update the speed */ 1668 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1669 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1700 0 : dam_bonus[op->stats.Str]) + 1670 + bow->stats.dam / 7.0;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1671
1704 if (arrow->speed < 1.0) 1672 arrow->set_speed (max (arrow->speed, 2.0));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1673 arrow->speed_left = 0;
1708 1674
1675 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1676
1709 if (op->type == PLAYER) { 1677 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1678 {
1711 (op->chosen_skill?op->chosen_skill->level:op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1713 arrow->stats.wc - bow->stats.wc + wc_mod;
1714
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1679 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1680 wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1681
1682 if (!arrow->slaying)
1683 arrow->slaying = op->slaying;
1684
1685 arrow->attacktype |= op->attacktype;
1686 }
1687 else
1688 {
1720 arrow->level = op->level; 1689 arrow->level = op->level;
1721 } 1690 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1691
1692 if (!arrow->slaying)
1693 arrow->slaying = bow->slaying;
1694
1723 arrow->attacktype |= bow->attacktype; 1695 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1696 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1697
1727 arrow->map = m; 1698 wc -= arrow->level;
1699 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1700
1701 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1728 arrow->move_type = MOVE_FLY_LOW; 1702 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1703 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1704
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1705 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1732 tag = arrow->count; 1706 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1707
1735 if (!was_destroyed(arrow, tag)) 1708 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1709 move_arrow (arrow);
1737 1710
1738 if (op->type == PLAYER) { 1711 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1712 {
1713 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1714 esrv_del_item (op->contr, left->count);
1741 else 1715 else
1742 esrv_send_item(op, left); 1716 esrv_send_item (op, left);
1743 } 1717 }
1718
1744 return 1; 1719 return 1;
1745} 1720}
1746 1721
1747/* Special fire code for players - this takes into 1722/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1723 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1724 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1725 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1726 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1727 * hence the function name.
1753 */ 1728 */
1729int
1754int player_fire_bow(object *op, int dir) 1730player_fire_bow (object *op, int dir)
1755{ 1731{
1756 int ret=0, wcmod=0; 1732 int ret = 0, wcmod = 0;
1757 1733
1758 if (op->contr->bowtype == bow_bestarrow) { 1734 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1735 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1736 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1761 dir, 0, op->x, op->y); 1737 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1738 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1739 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1740 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1741 wcmod = -1;
1742
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1743 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1744 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1745 else if (op->contr->bowtype == bow_threewide)
1746 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1747 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1769 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1748 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1749 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1750 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1751 else if (op->contr->bowtype == bow_spreadshot)
1752 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1753 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1773 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1754 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1755 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1756 }
1776 } else { 1757 else
1758 {
1777 /* Simple case */ 1759 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1760 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1761 }
1762
1780 return ret; 1763 return ret;
1781} 1764}
1782
1783 1765
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1766/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1767 * Broken apart from 'fire' to keep it more readable.
1786 */ 1768 */
1769void
1787void fire_misc_object(object *op, int dir) 1770fire_misc_object (object *op, int dir)
1788{ 1771{
1789 object *item; 1772 object *item = op->contr->ranged_ob;
1790 1773
1791 if (!op->contr->ranges[range_misc]) { 1774 if (!item)
1775 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1776 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1777 return;
1794 } 1778 }
1795 1779
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1780 if (!item->inv)
1781 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1782 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1783 return;
1800 } 1784 }
1801 if (item->type == WAND) { 1785
1802 if(item->stats.food<=0) { 1786 if (!op->change_weapon (item))
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1804 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1805 return; 1787 return;
1806 } 1788
1789 if (item->type == WAND)
1790 {
1791 if (item->stats.food <= 0)
1792 {
1793 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1795
1796 return;
1797 }
1798 }
1807 } else if (item->type == ROD || item->type==HORN) { 1799 else if (item->type == ROD || item->type == HORN)
1800 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1801 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1802 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1803 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1804
1810 if (item->type== ROD) 1805 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op, 1806 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1807 else
1813 else 1808 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 1809
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return; 1810 return;
1817 } 1811 }
1818 } 1812 }
1819 1813
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1814 if (cast_spell (op, item, dir, item->inv, NULL))
1815 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1816 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 1817 if (item->type == WAND)
1818 {
1823 if (!(--item->stats.food)) { 1819 if (!(--item->stats.food))
1824 object *tmp; 1820 {
1825 if (item->arch) { 1821 object *tmp;
1822
1823 if (item->arch)
1824 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1825 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1826 item->face = item->arch->clone.face;
1828 item->speed = 0; 1827 item->set_speed (0);
1829 update_ob_speed(item); 1828 }
1830 } 1829
1831 if ((tmp=is_player_inv(item))) 1830 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1831 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1832 }
1834 } 1833 }
1835 else if (item->type == ROD || item->type==HORN) { 1834 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1835 drain_rod_charge (item);
1837 }
1838 } 1836 }
1839} 1837}
1840 1838
1841/* Received a fire command for the player - go and do it. 1839/* Received a fire command for the player - go and do it.
1842 */ 1840 */
1841void
1843void fire(object *op,int dir) { 1842fire (object *op, int dir)
1843{
1844 int spellcost=0; 1844 int spellcost = 0;
1845 1845
1846 /* check for loss of invisiblity/hide */ 1846 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1847 if (action_makes_visible (op))
1848 make_visible (op);
1848 1849
1849 switch(op->contr->shoottype) { 1850 player *pl = op->contr;
1850 case range_none: 1851
1852 if (pl->golem)
1853 {
1854 control_golem (op->contr->golem, dir);
1855 return;
1856 }
1857
1858 object *ob = pl->ranged_ob;
1859
1860 if (!ob)
1851 return; 1861 return;
1852 1862
1853 case range_bow: 1863 if (!op->change_weapon (ob))
1854 player_fire_bow(op, dir);
1855 return; 1864 return;
1856 1865
1857 case range_magic: /* Casting spells */ 1866 switch (ob->type)
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1867 {
1859 return; 1868 case BOW:
1869 player_fire_bow (op, dir);
1870 break;
1860 1871
1861 case range_misc: 1872 case SPELL:
1862 fire_misc_object(op, dir); 1873 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1863 return; 1874 break;
1864 1875
1865 case range_golem: /* Control summoned monsters from scrolls */ 1876 case BUILDER:
1866 if(op->contr->ranges[range_golem]==NULL ||
1867 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1868 op->contr->ranges[range_golem] = NULL;
1869 op->contr->shoottype=range_none;
1870 op->contr->golem_count = 0;
1871 }
1872 else
1873 control_golem(op->contr->ranges[range_golem], dir);
1874 return;
1875
1876 case range_skill:
1877 if(!op->chosen_skill) {
1878 if(op->type==PLAYER)
1879 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1880 return;
1881 }
1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir ); 1877 apply_map_builder (op, dir);
1886 return; 1878 break;
1887 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1889 return;
1890 }
1891}
1892 1879
1880 case SKILL:
1881 do_skill (op, op, ob, dir, 0);
1882 break;
1893 1883
1884 default:
1885 fire_misc_object (op, dir);
1886 break;
1887 }
1888}
1894 1889
1895/* find_key 1890/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1891 * We try to find a key for the door as passed. If we find a key
1897 * and successfully use it, we return the key, otherwise NULL 1892 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1893 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1895 * pl is the player,
1901 * inv is the objects inventory to searched 1896 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1897 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1898 * This function can be called recursively to search containers.
1904 */ 1899 */
1905 1900object *
1906object * find_key(object *pl, object *container, object *door) 1901find_key (object *pl, object *container, object *door)
1907{ 1902{
1908 object *tmp,*key; 1903 object *tmp, *key;
1909 1904
1910 /* Should not happen, but sanity checking is never bad */ 1905 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1906 if (!container->inv)
1907 return 0;
1912 1908
1913 /* First, lets try to find a key in the top level inventory */ 1909 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1910 for (tmp = container->inv; tmp; tmp = tmp->below)
1911 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1912 if (door->type == DOOR && tmp->type == KEY)
1913 break;
1916 /* For sanity, we should really check door type, but other stuff 1914 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1915 * (like containers) can be locked with special keys
1918 */ 1916 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1917 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1918 break;
1921 } 1919 }
1920
1922 /* No key found - lets search inventories now */ 1921 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1922 /* If we find and use a key in an inventory, return at that time.
1924 * otherwise, if we search all the inventories and still don't find 1923 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1924 * a key, return
1926 */ 1925 */
1927 if (!tmp) { 1926 if (!tmp)
1927 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1928 for (tmp = container->inv; tmp; tmp = tmp->below)
1929 {
1929 /* No reason to search empty containers */ 1930 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1931 if (tmp->type == CONTAINER && tmp->inv)
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1932 {
1933 if ((key = find_key (pl, tmp, door)))
1934 return key;
1935 }
1936 }
1937
1938 if (!tmp)
1939 return NULL;
1932 } 1940 }
1933 } 1941
1934 if (!tmp) return NULL;
1935 }
1936 /* We get down here if we have found a key. Now if its in a container, 1942 /* We get down here if we have found a key. Now if its in a container,
1937 * see if we actually want to use it 1943 * see if we actually want to use it
1938 */ 1944 */
1939 if (pl!=container) { 1945 if (pl != container)
1946 {
1940 /* Only let players use keys in containers */ 1947 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1948 if (!pl->contr)
1949 return NULL;
1942 /* cases where this fails: 1950 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1951 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1952 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1953 * If the container is not active, return now since only active
1946 * containers can be used. 1954 * containers can be used.
1947 * If we only search keyrings and the container does not have 1955 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1956 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1957 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1958 * inv must have been an container and must have been active.
1951 * 1959 *
1952 * Change the color so that the message doesn't disappear with 1960 * Change the color so that the message doesn't disappear with
1953 * all the others. 1961 * all the others.
1954 */ 1962 */
1955 if (pl->contr->usekeys == key_inventory || 1963 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1964 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 1965 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958 (!container->race || strcmp(container->race, "keys"))) 1966 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1967 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 1968 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1962 query_name(tmp), query_name(container));
1963 return NULL; 1969 return NULL;
1964 } 1970 }
1965 } 1971 }
1972
1966 return tmp; 1973 return tmp;
1967} 1974}
1968 1975
1969/* moved door processing out of move_player_attack. 1976/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1977 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1978 * such that the caller should not do anything more,
1972 * 0 otherwise 1979 * 0 otherwise
1973 */ 1980 */
1981static int
1974static int player_attack_door(object *op, object *door) 1982player_attack_door (object *op, object *door)
1975{ 1983{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1984 /* If its a door, try to find a use a key. If we do destroy the door,
1978 * might as well return immediately as there is nothing more to do - 1985 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1986 * otherwise, we fall through to the rest of the code.
1980 */ 1987 */
1981 object *key=find_key(op, op, door); 1988 object *key = find_key (op, op, door);
1982 1989
1983 /* IF we found a key, do some extra work */ 1990 /* IF we found a key, do some extra work */
1984 if (key) { 1991 if (key)
1992 {
1985 object *container=key->env; 1993 object *container = key->env;
1986 1994
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1995 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 1996
1997 if (action_makes_visible (op))
1998 make_visible (op);
1999
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2000 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2001 spring_trap (door->inv, op);
2002
1990 if (door->type == DOOR) { 2003 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2004 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 2005 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2006 {
1995 "You open the door with the %s", query_short_name(key)); 2007 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1996 remove_door2(door); /* remove door without violence ;-) */ 2008 remove_door2 (door); /* remove door without violence ;-) */
1997 } 2009 }
2010
1998 /* Do this after we print the message */ 2011 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2012 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2013 /* Need to update the weight the container the key was in */
2001 if (container != op) 2014 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2015 esrv_update_item (UPD_WEIGHT, op, container);
2016
2003 return 1; /* Nothing more to do below */ 2017 return 1; /* Nothing more to do below */
2018 }
2004 } else if (door->type==LOCKED_DOOR) { 2019 else if (door->type == LOCKED_DOOR)
2020 {
2005 /* Might as well return now - no other way to open this */ 2021 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2022 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2023 return 1;
2008 } 2024 }
2025
2009 return 0; 2026 return 0;
2010} 2027}
2011 2028
2012/* This function is just part of a breakup from move_player. 2029/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2030 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2031 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2032 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2033 * going to try and move (not fire weapons).
2017 */ 2034 */
2018 2035void
2019void move_player_attack(object *op, int dir) 2036move_player_attack (object *op, int dir)
2020{ 2037{
2021 object *tmp, *mon; 2038 object *tmp, *mon;
2022 sint16 nx, ny;
2023 int on_battleground; 2039 int on_battleground;
2024 mapstruct *m; 2040 maptile *m;
2025 2041
2026 nx=freearr_x[dir]+op->x; 2042 sint16 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2043 sint16 ny = freearr_y[dir] + op->y;
2028 2044
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2045 on_battleground = op_on_battleground (op, 0, 0);
2030 2046
2031 /* If braced, or can't move to the square, and it is not out of the 2047 /* If braced, or can't move to the square, and it is not out of the
2032 * map, attack it. Note order of if statement is important - don't 2048 * map, attack it. Note order of if statement is important - don't
2033 * want to be calling move_ob if braced, because move_ob will move the 2049 * want to be calling move_ob if braced, because move_ob will move the
2034 * player. This is a pretty nasty hack, because if we could 2050 * player. This is a pretty nasty hack, because if we could
2035 * move to some space, it then means that if we are braced, we should 2051 * move to some space, it then means that if we are braced, we should
2036 * do nothing at all. As it is, if we are braced, we go through 2052 * do nothing at all. As it is, if we are braced, we go through
2037 * quite a bit of processing. However, it probably is less than what 2053 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2054 * move_ob uses.
2039 */ 2055 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2056 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2042 m = get_map_from_coord(op->map, &nx, &ny);
2043 if (!m) return; /* Don't think this should happen */
2044 }
2045 else m =op->map;
2046 2057 {
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2058 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2048 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2059 {
2060 m = op->map->xy_find (nx, ny);
2061 if (!m)
2062 return; /* Don't think this should happen */
2063 }
2064 else
2065 m = op->map;
2066
2067 if (!(tmp = m->at (nx, ny).bot))
2049 return; 2068 return;
2050 }
2051 2069
2052 mon = NULL; 2070 mon = 0;
2053 /* Go through all the objects, and find ones of interest. Only stop if 2071 /* Go through all the objects, and find ones of interest. Only stop if
2054 * we find a monster - that is something we know we want to attack. 2072 * we find a monster - that is something we know we want to attack.
2055 * if its a door or barrel (can roll) see if there may be monsters 2073 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 2074 * on the space
2057 */ 2075 */
2058 while (tmp!=NULL) { 2076 while (tmp)
2077 {
2059 if (tmp == op) { 2078 if (tmp == op)
2060 tmp=tmp->above; 2079 {
2061 continue; 2080 tmp = tmp->above;
2062 } 2081 continue;
2082 }
2083
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2084 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2064 mon = tmp; 2085 {
2065 break; 2086 mon = tmp;
2066 } 2087 break;
2088 }
2089
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2090 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2068 mon = tmp; 2091 mon = tmp;
2092
2069 tmp=tmp->above; 2093 tmp = tmp->above;
2070 } 2094 }
2071 2095
2072 if (mon==NULL) /* This happens anytime the player tries to move */ 2096 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 2097 return; /* into a wall */
2074 2098
2075 if(mon->head != NULL) 2099 if (mon->head)
2076 mon = mon->head; 2100 mon = mon->head;
2077 2101
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2102 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2079 if (player_attack_door(op, mon)) return; 2103 if (player_attack_door (op, mon))
2104 return;
2080 2105
2081 /* The following deals with possibly attacking peaceful 2106 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered 2107 * or frienddly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the 2108 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that 2109 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently, 2110 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them. 2111 * and thus will not push them.
2087 */ 2112 */
2088 2113
2089 /* If the creature is a pet, push it even if the player is not 2114 /* If the creature is a pet, push it even if the player is not
2090 * peaceful. Our assumption is the creature is a pet if the 2115 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive. 2116 * player owns it and it is either friendly or unagressive.
2092 */ 2117 */
2093 if ((op->type==PLAYER) 2118 if (op->type == PLAYER
2094#if COZY_SERVER 2119 && ((mon->owner && mon->owner->contr
2095 &&
2096 (
2097 (get_owner(mon) && get_owner(mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2120 && same_party (mon->owner->contr->party, op->contr->party))
2099 || get_owner(mon) == op 2121 || mon->owner == op)
2100 )
2101#else
2102 && get_owner(mon)==op
2103#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2122 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 2123 {
2106 /* If we're braced, we don't want to switch places with it */ 2124 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return; 2125 if (op->contr->braced)
2126 return;
2127
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2128 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob(mon,dir,op); 2129 push_ob (mon, dir, op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op); 2130 if (op->contr->tmp_invis || op->hide)
2131 make_visible (op);
2132
2111 return; 2133 return;
2112 } 2134 }
2113 2135
2114 /* in certain circumstances, you shouldn't attack friendly 2136 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push 2137 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't 2138 * someone, but put it inside this loop so that you won't
2117 * attack them either. 2139 * attack them either.
2118 */ 2140 */
2119 if ((mon->type==PLAYER || mon->enemy != op) && 2141 if ((mon->type == PLAYER || mon->enemy != op)
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2142 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2121 (
2122#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2124#else
2125 op->contr->peaceful && 2143 && ((op->contr->peaceful
2126#endif 2144 || (mon->type == PLAYER && mon->contr->peaceful))
2127 !on_battleground 2145 && !on_battleground))
2146 {
2147 if (!op->contr->braced)
2128 )) { 2148 {
2129 if (!op->contr->braced) {
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2149 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2131 (void) push_ob(mon,dir,op); 2150 push_ob (mon, dir, op);
2132 } else { 2151 }
2152 else
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2153 new_draw_info (0, 0, op, "You withhold your attack");
2134 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137 2154
2155 if (op->contr->tmp_invis || op->hide)
2156 make_visible (op);
2157 }
2158
2138 /* If the object is a boulder or other rollable object, then 2159 /* If the object is a boulder or other rollable object, then
2139 * roll it if not braced. You can't roll it if you are braced. 2160 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2161 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2162 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2163 {
2142 recursive_roll(mon,dir,op); 2164 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 2165 if (action_makes_visible (op))
2144 } 2166 make_visible (op);
2167 }
2145 2168
2146 /* Any generic living creature. Including things like doors. 2169 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2170 * Way it works is like this: First, it must have some hit points
2148 * and be living. Then, it must be one of the following: 2171 * and be living. Then, it must be one of the following:
2149 * 1) Not a player, 2) A player, but of a different party. Note 2172 * 1) Not a player, 2) A player, but of a different party. Note
2150 * that party_number -1 is no party, so attacks can still happen. 2173 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2174 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2175 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2176 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2177 {
2156
2157 /* If the player hasn't hit something this tick, and does
2158 * so, give them speed boost based on weapon speed. Doing
2159 * it here is better than process_players2, which basically
2160 * incurred a 1 tick offset.
2161 */
2162 if (!op->contr->has_hit) { 2178 if (!op->contr->has_hit)
2163 op->speed_left += op->speed / op->contr->weapon_sp; 2179 {
2180 op->contr->has_hit = 1;
2181 op->speed_left += op->contr->weapon_speed () - op->speed;
2182 }
2164 2183
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 }
2167
2168 skill_attack(mon, op, 0, NULL, NULL); 2184 skill_attack (mon, op, 0, 0, 0);
2169 2185
2170 /* If attacking another player, that player gets automatic 2186 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either. 2187 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is 2188 * Disable hitback on the battleground or if the target is
2173 * the wiz. 2189 * the wiz.
2174 */ 2190 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2191 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2176 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { 2192 {
2177 short luck = mon->stats.luck; 2193 short luck = mon->stats.luck;
2194
2178 mon->contr->has_hit = 1; 2195 mon->contr->has_hit = 1;
2179 skill_attack(op, mon, 0, NULL, NULL); 2196 skill_attack (op, mon, 0, 0, 0);
2180 mon->stats.luck = luck; 2197 mon->stats.luck = luck;
2181 } 2198 }
2182 if(action_makes_visible(op)) make_visible(op); 2199
2183 } 2200 if (action_makes_visible (op))
2201 make_visible (op);
2202 }
2184 } /* if player should attack something */ 2203 } /* if player should attack something */
2185} 2204}
2186 2205
2206int
2187int move_player(object *op,int dir) { 2207move_player (object *op, int dir)
2208{
2188 int pick; 2209 int pick;
2189 2210
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2211 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2191 return 0;
2192
2193 /* Sanity check: make sure dir is valid */
2194 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2195 LOG( llevError, "move_player: invalid direction %d\n", dir);
2196 return 0;
2197 }
2198
2199 /* peterm: added following line */
2200 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2201 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2202
2203 op->facing = dir;
2204
2205 if(op->hide) do_hidden_move(op);
2206
2207 if(op->contr->fire_on) {
2208 fire(op,dir);
2209 }
2210 else move_player_attack(op,dir);
2211
2212 pick = check_pick(op);
2213
2214
2215 /* Add special check for newcs players and fire on - this way, the
2216 * server can handle repeat firing.
2217 */
2218 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2219 op->direction = dir;
2220 } else {
2221 op->direction=0;
2222 }
2223 /* Update how the player looks. Use the facing, so direction may
2224 * get reset to zero. This allows for full animation capabilities
2225 * for players.
2226 */
2227 animate_object(op, op->facing);
2228 return 0; 2212 return 0;
2213
2214 /* Sanity check: make sure dir is valid */
2215 if ((dir < 0) || (dir >= 9))
2216 {
2217 LOG (llevError, "move_player: invalid direction %d\n", dir);
2218 return 0;
2219 }
2220
2221 /* peterm: added following line */
2222 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2223 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2224
2225 op->facing = dir;
2226
2227 if (op->hide)
2228 do_hidden_move (op);
2229
2230 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2231 /*nop */ ;
2232 else if (op->contr->fire_on)
2233 fire (op, dir);
2234 else
2235 {
2236 move_player_attack (op, dir);
2237 pick = check_pick (op);
2238 }
2239
2240 /* Add special check for newcs players and fire on - this way, the
2241 * server can handle repeat firing.
2242 */
2243 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2244 op->direction = dir;
2245 else
2246 op->direction = 0;
2247
2248 /* Update how the player looks. Use the facing, so direction may
2249 * get reset to zero. This allows for full animation capabilities
2250 * for players.
2251 */
2252 animate_object (op, op->facing);
2253 return 0;
2229} 2254}
2230 2255
2231/* This is similar to handle_player, below, but is only used by the 2256/* This is similar to handle_player, below, but is only used by the
2232 * new client/server stuff. 2257 * new client/server stuff.
2233 * This is sort of special, in that the new client/server actually uses 2258 * This is sort of special, in that the new client/server actually uses
2234 * the new speed values for commands. 2259 * the new speed values for commands.
2235 * 2260 *
2236 * Returns true if there are more actions we can do. 2261 * Returns true if there are more actions we can do.
2237 */ 2262 */
2263int
2238int handle_newcs_player(object *op) 2264handle_newcs_player (object *op)
2239{ 2265{
2240 if (op->contr->hidden) {
2241 op->invisible = 1000;
2242 /* the socket code flashes the player visible/invisible
2243 * depending on the value of invisible, so we need to
2244 * alternate it here for it to work correctly.
2245 */
2246 if (pticks & 2) op->invisible--;
2247 }
2248 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2249 op->invisible--;
2250 if(!op->invisible) {
2251 make_visible(op);
2252 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2253 }
2254 }
2255
2256 if (QUERY_FLAG(op, FLAG_SCARED)) { 2266 if (QUERY_FLAG (op, FLAG_SCARED))
2267 {
2257 flee_player(op); 2268 flee_player (op);
2269
2258 /* If player is still scared, that is his action for this tick */ 2270 /* If player is still scared, that is his action for this tick */
2259 if (QUERY_FLAG(op, FLAG_SCARED)) { 2271 if (op->flag [FLAG_SCARED])
2260 op->speed_left--; 2272 {
2273 --op->speed_left;
2261 return 0; 2274 return 0;
2262 } 2275 }
2263 } 2276 }
2264 2277
2265 /* I've been seeing crashes where the golem has been destroyed, but
2266 * the player object still points to the defunct golem. The code that
2267 * destroys the golem looks correct, and it doesn't always happen, so
2268 * put this in a a workaround to clean up the golem pointer.
2269 */
2270 if (op->contr->ranges[range_golem] &&
2271 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2272 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2273 op->contr->ranges[range_golem] = NULL;
2274 op->contr->golem_count = 0;
2275 }
2276
2277 /* call this here - we also will call this in do_ericserver, but 2278 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2279 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2280 * called, so we recheck it here.
2280 */ 2281 */
2281 HandleClient(&op->contr->socket, op->contr); 2282 if (op->contr->ns->handle_command ())
2282 if (op->speed_left<0) return 0; 2283 return 1;
2283 2284
2285 if (op->speed_left > 0.f)
2286 {
2284 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2287 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2288 {
2285 /* All move commands take 1 tick, at least for now */ 2289 /* All move commands take 1 tick, at least for now */
2286 op->speed_left--; 2290 --op->speed_left;
2287 2291
2288 /* Instead of all the stuff below, let move_player take care 2292 /* Instead of all the stuff below, let move_player take care
2289 * of it. Also, some of the skill stuff is only put in 2293 * of it. Also, some of the skill stuff is only put in
2290 * there, as well as the confusion stuff. 2294 * there, as well as the confusion stuff.
2291 */ 2295 */
2292 move_player(op, op->direction); 2296 move_player (op, op->direction);
2293 if (op->speed_left>0) return 1; 2297
2298 return op->speed_left > 0.f;
2299 }
2300 }
2301
2294 else return 0; 2302 return 0;
2295 } 2303}
2304
2305int
2306save_life (object *op)
2307{
2308 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2296 return 0; 2309 return 0;
2297}
2298 2310
2299int save_life(object *op) {
2300 object *tmp;
2301
2302 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2303 return 0;
2304
2305 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2311 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2306 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2312 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2313 {
2307 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2314 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2308 new_draw_info_format(NDI_UNIQUE, 0,op, 2315 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2309 "Your %s vibrates violently, then evaporates.", 2316
2310 query_name(tmp));
2311 if (op->contr) 2317 if (op->contr)
2312 esrv_del_item(op->contr, tmp->count); 2318 esrv_del_item (op->contr, tmp->count);
2313 remove_ob(tmp); 2319
2314 free_object(tmp); 2320 tmp->destroy ();
2315 CLEAR_FLAG(op, FLAG_LIFESAVE); 2321 CLEAR_FLAG (op, FLAG_LIFESAVE);
2322
2316 if(op->stats.hp<0) 2323 if (op->stats.hp < 0)
2317 op->stats.hp = op->stats.maxhp; 2324 op->stats.hp = op->stats.maxhp;
2325
2318 if(op->stats.food<0) 2326 if (op->stats.food < 0)
2319 op->stats.food = 999; 2327 op->stats.food = 999;
2320 fix_player(op); 2328
2329 op->update_stats ();
2321 return 1; 2330 return 1;
2322 } 2331 }
2332
2323 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2333 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2324 CLEAR_FLAG(op, FLAG_LIFESAVE); 2334 CLEAR_FLAG (op, FLAG_LIFESAVE);
2325 enter_player_savebed(op); /* bring him home. */ 2335 enter_player_savebed (op); /* bring him home. */
2326 return 0; 2336 return 0;
2327} 2337}
2328 2338
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2339/* This goes throws the inventory and removes unpaid objects, and puts them
2330 * back in the map (location and map determined by values of env). This 2340 * back in the map (location and map determined by values of env). This
2331 * function will descend into containers. op is the object to start the search 2341 * function will descend into containers. op is the object to start the search
2332 * from. 2342 * from.
2333 */ 2343 */
2344void
2334void remove_unpaid_objects(object *op, object *env) 2345remove_unpaid_objects (object *op, object *env)
2335{ 2346{
2336 object *next;
2337
2338 while (op) { 2347 while (op)
2339 next=op->below; /* Make sure we have a good value, in case 2348 {
2340 * we remove object 'op' 2349 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2341 */ 2350
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2351 if (QUERY_FLAG (op, FLAG_UNPAID))
2343 remove_ob(op); 2352 {
2344 op->x = env->x;
2345 op->y = env->y;
2346 if (env->type == PLAYER) 2353 if (env->type == PLAYER)
2347 esrv_del_item(env->contr, op->count); 2354 esrv_del_item (env->contr, op->count);
2348 insert_ob_in_map(op, env->map, NULL,0);
2349 }
2350 else if (op->inv) remove_unpaid_objects(op->inv, env);
2351 op=next;
2352 }
2353}
2354 2355
2356 op->insert_at (env);
2357 }
2358 else if (op->inv)
2359 remove_unpaid_objects (op->inv, env);
2360
2361 op = next;
2362 }
2363}
2355 2364
2356/* 2365/*
2357 * Returns pointer a static string containing gravestone text 2366 * Returns pointer a static string containing gravestone text
2358 * Moved from apply.c to player.c - player.c is what 2367 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the 2368 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better, 2369 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory. 2370 * but there isn't one in the server directory.
2362 */ 2371 */
2372char *
2363char *gravestone_text (object *op) 2373gravestone_text (object *op)
2364{ 2374{
2365 static char buf2[MAX_BUF]; 2375 static char buf2[MAX_BUF];
2366 char buf[MAX_BUF]; 2376 char buf[MAX_BUF];
2367 time_t now = time (NULL); 2377 time_t now = time (NULL);
2368 2378
2369 strcpy (buf2, " R.I.P.\n\n"); 2379 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER) 2380 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2381 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2372 else 2382 else
2373 sprintf (buf, "%s\n", op->name); 2383 sprintf (buf, "%s\n", &op->name);
2384
2374 strncat (buf2, " ", 20 - strlen (buf) / 2); 2385 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2386 strcat (buf2, buf);
2376 if (op->type == PLAYER) 2387 if (op->type == PLAYER)
2377 sprintf (buf, "who was in level %d when killed\n", op->level); 2388 sprintf (buf, "who was in level %d when killed\n", op->level);
2378 else 2389 else
2379 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2390 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2391
2380 strncat (buf2, " ", 20 - strlen (buf) / 2); 2392 strncat (buf2, " ", 20 - strlen (buf) / 2);
2381 strcat (buf2, buf); 2393 strcat (buf2, buf);
2382 if (op->type == PLAYER) { 2394 if (op->type == PLAYER)
2395 {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer); 2396 sprintf (buf, "by %s.\n\n", op->contr->killer);
2384 strncat (buf2, " ", 21 - strlen (buf) / 2); 2397 strncat (buf2, " ", 21 - strlen (buf) / 2);
2385 strcat (buf2, buf); 2398 strcat (buf2, buf);
2386 } 2399 }
2400
2387 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2401 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2); 2402 strncat (buf2, " ", 20 - strlen (buf) / 2);
2389 strcat (buf2, buf); 2403 strcat (buf2, buf);
2404
2390 return buf2; 2405 return buf2;
2391} 2406}
2392 2407
2393 2408void
2394
2395void do_some_living(object *op) { 2409do_some_living (object *op)
2410{
2396 int last_food=op->stats.food; 2411 int last_food = op->stats.food;
2397 int gen_hp, gen_sp, gen_grace; 2412 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace; 2413 int over_hp, over_sp, over_grace;
2399 int i; 2414 int i;
2400 int rate_hp = 1200; 2415 int rate_hp = 1200;
2401 int rate_sp = 2500; 2416 int rate_sp = 2500;
2402 int rate_grace = 2000; 2417 int rate_grace = 2000;
2403 const int max_hp = 1; 2418 const int max_hp = 1;
2404 const int max_sp = 1; 2419 const int max_sp = 1;
2405 const int max_grace = 1; 2420 const int max_grace = 1;
2406 2421
2407 if (op->contr->outputs_sync) { 2422 if (op->contr->hidden)
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2423 {
2409 if (op->contr->outputs[i].buf!=NULL && 2424 op->invisible = 1000;
2410 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2425 /* the socket code flashes the player visible/invisible
2411 flush_output_element(op, &op->contr->outputs[i]); 2426 * depending on the value of invisible, so we need to
2427 * alternate it here for it to work correctly.
2428 */
2429 if (pticks & 2)
2430 op->invisible--;
2412 } 2431 }
2432 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2433 {
2434 if (!op->invisible--)
2435 {
2436 make_visible (op);
2437 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2438 }
2439 }
2413 2440
2414 if(op->contr->state==ST_PLAYING) { 2441 if (op->contr->ns->state == ST_PLAYING)
2415 2442 {
2416 /* these next three if clauses make it possible to SLOW DOWN 2443 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2444 hp/grace/spellpoint regeneration. */
2418 if(op->contr->gen_hp >= 0 )
2419 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2420 else {
2421 gen_hp = op->stats.maxhp;
2422 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2423 }
2424 if(op->contr->gen_sp >= 0 )
2425 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2426 else {
2427 gen_sp = op->stats.maxsp;
2428 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2429 }
2430 if(op->contr->gen_grace >= 0)
2431 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2432 else {
2433 gen_grace = op->stats.maxgrace;
2434 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2435 }
2436
2437 /* Regenerate Spell Points */
2438 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2439 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2440 if(op->stats.sp<op->stats.maxsp) {
2441 op->stats.sp++;
2442 /* dms do not consume food */
2443 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2444 op->stats.food--;
2445 if(op->contr->digestion<0)
2446 op->stats.food+=op->contr->digestion;
2447 else if(op->contr->digestion>0 &&
2448 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2449 op->stats.food=last_food;
2450 }
2451 }
2452 if (max_sp>1) {
2453 over_sp = (gen_sp+10)/rate_sp;
2454 if (over_sp > 0) {
2455 if(op->stats.sp<op->stats.maxsp) {
2456 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2457 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2458 op->stats.sp--;
2459 if(op->stats.sp>op->stats.maxsp)
2460 op->stats.sp=op->stats.maxsp;
2461 }
2462 op->last_sp=0;
2463 } else {
2464 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2465 }
2466 } else {
2467 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2468 }
2469 }
2470
2471 /* Regenerate Grace */
2472 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2473 if(--op->last_grace<0) {
2474 if(op->stats.grace<op->stats.maxgrace/2)
2475 op->stats.grace++; /* no penalty in food for regaining grace */
2476 if(max_grace>1) {
2477 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2478 if (over_grace > 0) {
2479 op->stats.sp += over_grace
2480 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2481 op->last_grace=0;
2482 } else {
2483 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2484 }
2485 } else {
2486 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2487 }
2488 /* wearing stuff doesn't detract from grace generation. */
2489 }
2490
2491 /* Regenerate Hit Points */
2492 if(--op->last_heal<0) {
2493 if(op->stats.hp<op->stats.maxhp) {
2494 op->stats.hp++;
2495 /* dms do not consume food */
2496 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2497 op->stats.food--;
2498 if(op->contr->digestion<0)
2499 op->stats.food+=op->contr->digestion;
2500 else if(op->contr->digestion>0 &&
2501 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2502 op->stats.food=last_food;
2503 }
2504 }
2505 if(max_hp>1) {
2506 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2507 if (over_hp > 0) {
2508 op->stats.sp += over_hp
2509 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2510 op->last_heal=0;
2511 } else {
2512 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2513 }
2514 } else {
2515 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2516 }
2517 }
2518
2519 /* Digestion */
2520 if(--op->last_eat<0) {
2521#ifdef COZY_SERVER
2522 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2523 int bonus=dg>0?dg:0,
2524 penalty=dg<0?-dg:0;
2525#else
2526 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2527 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2528#endif
2529
2530 if(op->contr->gen_hp > 0) 2445 if (op->contr->gen_hp >= 0)
2531 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2446 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2532 else 2447 else
2448 {
2449 gen_hp = op->stats.maxhp;
2450 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2451 }
2452
2453 if (op->contr->gen_sp >= 0)
2454 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2455 else
2456 {
2457 gen_sp = op->stats.maxsp;
2458 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2459 }
2460
2461 if (op->contr->gen_grace >= 0)
2462 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2463 else
2464 {
2465 gen_grace = op->stats.maxgrace;
2466 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2467 }
2468
2469 /* Regenerate Spell Points */
2470 if (!op->contr->golem && --op->last_sp < 0)
2471 {
2472 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2473 if (op->stats.sp < op->stats.maxsp)
2474 {
2475 op->stats.sp++;
2476 /* dms do not consume food */
2477 if (!QUERY_FLAG (op, FLAG_WIZ))
2478 {
2479 op->stats.food--;
2480 if (op->contr->digestion < 0)
2481 op->stats.food += op->contr->digestion;
2482 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2483 op->stats.food = last_food;
2484 }
2485 }
2486
2487 if (max_sp > 1)
2488 {
2489 over_sp = (gen_sp + 10) / rate_sp;
2490 if (over_sp > 0)
2491 {
2492 if (op->stats.sp < op->stats.maxsp)
2493 {
2494 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2495
2496 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2497 op->stats.sp--;
2498
2499 if (op->stats.sp > op->stats.maxsp)
2500 op->stats.sp = op->stats.maxsp;
2501 }
2502 op->last_sp = 0;
2503 }
2504 else
2505 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2506 }
2507 else
2508 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2509 }
2510
2511 /* Regenerate Grace */
2512 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2513 if (--op->last_grace < 0)
2514 {
2515 if (op->stats.grace < op->stats.maxgrace / 2)
2516 op->stats.grace++; /* no penalty in food for regaining grace */
2517
2518 if (max_grace > 1)
2519 {
2520 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2521 if (over_grace > 0)
2522 {
2523 op->stats.sp += over_grace
2524 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2525 op->last_grace = 0;
2526 }
2527 else
2528 {
2529 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2530 }
2531 }
2532 else
2533 {
2534 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2535 }
2536 /* wearing stuff doesn't detract from grace generation. */
2537 }
2538
2539 /* Regenerate Hit Points */
2540 if (--op->last_heal < 0)
2541 {
2542 if (op->stats.hp < op->stats.maxhp)
2543 {
2544 op->stats.hp++;
2545 /* dms do not consume food */
2546 if (!QUERY_FLAG (op, FLAG_WIZ))
2547 {
2548 op->stats.food--;
2549 if (op->contr->digestion < 0)
2550 op->stats.food += op->contr->digestion;
2551 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2552 op->stats.food = last_food;
2553 }
2554 }
2555
2556 if (max_hp > 1)
2557 {
2558 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2559 if (over_hp > 0)
2560 {
2561 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2562 op->last_heal = 0;
2563 }
2564 else
2565 {
2566 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2567 }
2568 }
2569 else
2570 {
2571 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2572 }
2573 }
2574
2575 /* Digestion */
2576 if (--op->last_eat < 0)
2577 {
2578 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2579
2580 if (op->contr->gen_hp > 0)
2581 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2582 else
2533 op->last_eat=25*(1+bonus)/(penalty +1); 2583 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2584
2534 /* dms do not consume food */ 2585 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2586 if (!QUERY_FLAG (op, FLAG_WIZ))
2536 } 2587 op->stats.food--;
2537 } 2588 }
2538 2589
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2590 if (op->stats.food < 0 && op->stats.hp >= 0)
2540 object *tmp, *flesh=NULL; 2591 {
2592 object *tmp, *flesh = 0;
2541 2593
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2594 for (tmp = op->inv; tmp; tmp = tmp->below)
2595 {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2596 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2597 {
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2598 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2599 {
2545 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2600 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2546 manual_apply(op,tmp,0); 2601 manual_apply (op, tmp, 0);
2547 if(op->stats.food>=0||op->stats.hp<0) 2602 if (op->stats.food >= 0 || op->stats.hp < 0)
2548 break; 2603 break;
2549 } 2604 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2605 else if (tmp->type == FLESH)
2551 } /* End if paid for object */ 2606 flesh = tmp;
2552 } /* end of for loop */ 2607 } /* End if paid for object */
2608 } /* end of for loop */
2609
2553 /* If player is still starving, it means they don't have any food, so 2610 /* If player is still starving, it means they don't have any food, so
2554 * eat flesh instead. 2611 * eat flesh instead.
2555 */ 2612 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2613 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2614 {
2557 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2615 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2558 manual_apply(op,flesh,0); 2616 manual_apply (op, flesh, 0);
2559 } 2617 }
2560 } /* end if player is starving */ 2618 }
2561 2619
2562 while(op->stats.food<0&&op->stats.hp>0) 2620 while (op->stats.food < 0 && op->stats.hp >= 0)
2563 op->stats.food++,op->stats.hp--; 2621 op->stats.food++, op->stats.hp--;
2564 2622
2565 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2623 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2566 kill_player(op); 2624 kill_player (op);
2625 }
2567} 2626}
2568
2569
2570 2627
2571/* If the player should die (lack of hp, food, etc), we call this. 2628/* If the player should die (lack of hp, food, etc), we call this.
2572 * op is the player in jeopardy. If the player can not be saved (not 2629 * op is the player in jeopardy. If the player can not be saved (not
2573 * permadeath, no lifesave), this will take care of removing the player 2630 * permadeath, no lifesave), this will take care of removing the player
2574 * file. 2631 * file.
2575 */ 2632 */
2633void
2576void kill_player(object *op) 2634kill_player (object *op)
2577{ 2635{
2578 char buf[MAX_BUF]; 2636 char buf[MAX_BUF];
2579 int x,y,i; 2637 int x, y;
2638
2639 //int i;
2580 mapstruct *map; /* this is for resurrection */ 2640 maptile *map; /* this is for resurrection */
2641
2581 int z; 2642 /* int z;
2582 int num_stats_lose; 2643 int num_stats_lose;
2583 int lost_a_stat; 2644 int lost_a_stat;
2584 int lose_this_stat; 2645 int lose_this_stat;
2585 int this_stat; 2646 int this_stat; */
2586 int will_kill_again; 2647 int will_kill_again;
2587 archetype *at; 2648 archetype *at;
2588 object *tmp; 2649 object *tmp;
2589 2650
2590 if(save_life(op)) 2651 if (save_life (op))
2591 return; 2652 return;
2592 2653
2593 2654
2594 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2655 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2595 * in cities ONLY!!! It is very important that this doesn't get abused. 2656 * in cities ONLY!!! It is very important that this doesn't get abused.
2596 * Look at op_on_battleground() for more info --AndreasV 2657 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2658 */
2598 if (op_on_battleground(op, &x, &y)) { 2659 if (op_on_battleground (op, &x, &y))
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2660 {
2600 "You have been defeated in combat!"); 2661 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2662 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2602 "Local medics have saved your life..."); 2663
2603
2604 /* restore player */ 2664 /* restore player */
2605 at = find_archetype("poisoning"); 2665 at = archetype::find ("poisoning");
2606 tmp=present_arch_in_ob(at,op); 2666 if (object *tmp = present_arch_in_ob (at, op))
2607 if (tmp) { 2667 {
2608 remove_ob(tmp); 2668 tmp->destroy ();
2609 free_object(tmp);
2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2669 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2611 } 2670 }
2612 2671
2613 at = find_archetype("confusion"); 2672 at = archetype::find ("confusion");
2614 tmp=present_arch_in_ob(at,op); 2673 if (object *tmp = present_arch_in_ob (at, op))
2615 if (tmp) { 2674 {
2616 remove_ob(tmp); 2675 tmp->destroy ();
2617 free_object(tmp);
2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2676 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2619 } 2677 }
2620 2678
2621 cure_disease(op,0); /* remove any disease */ 2679 cure_disease (op, 0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp; 2680 op->stats.hp = op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999; 2681 if (op->stats.food <= 0)
2624 2682 op->stats.food = 999;
2683
2625 /* create a bodypart-trophy to make the winner happy */ 2684 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 2685 if (object *tmp = arch_to_object (archetype::find ("finger")))
2627 if (tmp != NULL)
2628 { 2686 {
2629 sprintf(buf,"%s's finger",op->name); 2687 sprintf (buf, "%s's finger", &op->name);
2630 tmp->name = add_string(buf); 2688 tmp->name = buf;
2631 sprintf(buf," This finger has been cut off %s\n" 2689 sprintf (buf, " This finger has been cut off %s\n"
2632 " the %s, when he was defeated at\n level %d by %s.\n", 2690 " the %s, when he was defeated at\n level %d by %s.\n",
2633 op->name, op->contr->title, (int)(op->level), 2691 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2634 op->contr->killer); 2692 tmp->msg = buf;
2635 tmp->msg=add_string(buf); 2693 tmp->value = 0, tmp->type = 0;
2636 tmp->value=0, tmp->material=0, tmp->type=0; 2694 tmp->materialname = "organics";
2637 tmp->materialname = NULL; 2695 tmp->insert_at (op, tmp);
2638 tmp->x = op->x, tmp->y = op->y;
2639 insert_ob_in_map(tmp,op->map,op,0);
2640 }
2641 2696 }
2697
2642 /* teleport defeated player to new destination*/ 2698 /* teleport defeated player to new destination */
2643 transfer_ob(op, x, y, 0, NULL); 2699 transfer_ob (op, x, y, 0, NULL);
2644 op->contr->braced=0; 2700 op->contr->braced = 0;
2645 return; 2701 return;
2646 } 2702 }
2647 2703
2648 INVOKE_PLAYER (DEATH, op->contr); 2704 INVOKE_PLAYER (DEATH, op->contr);
2649 2705
2650 command_kill_pets (op, 0); 2706 command_kill_pets (op, 0);
2651 2707
2652 if(op->stats.food<0) { 2708 if (op->stats.food < 0)
2653 if (op->contr->explore) { 2709 {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2655 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2656 op->stats.food=999;
2657 return;
2658 }
2659 sprintf(buf,"%s starved to death.",op->name); 2710 sprintf (buf, "%s starved to death.", &op->name);
2660 strcpy(op->contr->killer,"starvation"); 2711 strcpy (op->contr->killer, "starvation");
2661 } 2712 }
2662 else { 2713 else
2663 if (op->contr->explore) {
2664 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2665 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2666 op->stats.hp=op->stats.maxhp;
2667 return;
2668 }
2669 sprintf(buf,"%s died.",op->name); 2714 sprintf (buf, "%s died.", &op->name);
2670 } 2715
2671 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2716 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2672 2717
2673 /* save the map location for corpse, gravestone*/ 2718 /* save the map location for corpse, gravestone */
2674 x=op->x;y=op->y;map=op->map; 2719 x = op->x;
2720 y = op->y;
2721 map = op->map;
2675 2722
2676
2677 if (settings.not_permadeth == TRUE) {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 2723 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * life if they are dead - it takes some exp and a random stat. 2724 * life if they are dead - it takes some exp and a random stat.
2680 * See the config.h file for a little more in depth detail about this. 2725 * See the config.h file for a little more in depth detail about this.
2681 */ 2726 */
2682 2727
2683 /* Basically two ways to go - remove a stat permanently, or just 2728 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 2729 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 2730 * of death.
2686 */ 2731 */
2687#ifndef COZY_SERVER 2732#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 2733 if (settings.balanced_stat_loss)
2734 {
2689 /* If stat loss is permanent, lose one stat only. */ 2735 /* If stat loss is permanent, lose one stat only. */
2690 /* Lower level chars don't lose as many stats because they suffer 2736 /* Lower level chars don't lose as many stats because they suffer
2691 more if they do. */ 2737 more if they do. */
2692 /* Higher level characters can afford things such as potions of 2738 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 2739 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 2740 little bit harder. */
2695 /* GD */ 2741 /* GD */
2696 if (settings.stat_loss_on_death) 2742 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1; 2743 num_stats_lose = 1;
2698 else 2744 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2745 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2700 } else { 2746 }
2747 else
2701 num_stats_lose = 1; 2748 num_stats_lose = 1;
2702 } 2749
2703 lost_a_stat = 0; 2750 lost_a_stat = 0;
2704 2751
2705 for (z=0; z<num_stats_lose; z++) { 2752 for (z = 0; z < num_stats_lose; z++)
2753 {
2706 i = RANDOM() % NUM_STATS; 2754 i = RANDOM () % NUM_STATS;
2707 2755
2708 if (settings.stat_loss_on_death) { 2756 if (settings.stat_loss_on_death)
2757 {
2709 /* Pick a random stat and take a point off it. Tell the player 2758 /* Pick a random stat and take a point off it. Tell the player
2710 * what he lost. 2759 * what he lost.
2711 */ 2760 */
2712 change_attr_value(&(op->stats), i,-1); 2761 change_attr_value (&(op->stats), i, -1);
2713 check_stat_bounds(&(op->stats)); 2762 check_stat_bounds (&(op->stats));
2714 change_attr_value(&(op->contr->orig_stats), i,-1); 2763 change_attr_value (&(op->contr->orig_stats), i, -1);
2715 check_stat_bounds(&(op->contr->orig_stats)); 2764 check_stat_bounds (&(op->contr->orig_stats));
2716 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2765 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2717 lost_a_stat = 1; 2766 lost_a_stat = 1;
2718 } else { 2767 }
2768 else
2769 {
2719 /* deplete a stat */ 2770 /* deplete a stat */
2720 archetype *deparch=find_archetype("depletion"); 2771 archetype *deparch = archetype::find ("depletion");
2721 object *dep; 2772 object *dep;
2773
2774 dep = present_arch_in_ob (deparch, op);
2775 if (!dep)
2722 2776 {
2723 dep = present_arch_in_ob(deparch,op);
2724 if(!dep) {
2725 dep = arch_to_object(deparch); 2777 dep = arch_to_object (deparch);
2726 insert_ob_in_ob(dep, op); 2778 insert_ob_in_ob (dep, op);
2727 }
2728 lose_this_stat = 1;
2729 if (settings.balanced_stat_loss) {
2730 /* GD */
2731 /* Get the stat that we're about to deplete. */
2732 this_stat = get_attr_value(&(dep->stats), i);
2733 if (this_stat < 0) {
2734 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2735 int keep_chance = this_stat * this_stat;
2736 /* Yes, I am paranoid. Sue me. */
2737 if (keep_chance < 1)
2738 keep_chance = 1;
2739
2740 /* There is a maximum depletion total per level. */
2741 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2742 lose_this_stat = 0;
2743 /* Take loss chance vs keep chance to see if we
2744 retain the stat. */
2745 } else {
2746 if (random_roll(0, loss_chance + keep_chance-1,
2747 op, PREFER_LOW) < keep_chance)
2748 lose_this_stat = 0;
2749 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2750 this_stat, keep_chance, loss_chance,
2751 lose_this_stat?"LOSE":"KEEP"); */
2752 }
2753 }
2754 }
2755 2779 }
2756 if (lose_this_stat) { 2780 lose_this_stat = 1;
2781 if (settings.balanced_stat_loss)
2782 {
2783 /* GD */
2784 /* Get the stat that we're about to deplete. */
2757 this_stat = get_attr_value(&(dep->stats), i); 2785 this_stat = get_attr_value (&(dep->stats), i);
2786 if (this_stat < 0)
2787 {
2788 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2789 int keep_chance = this_stat * this_stat;
2790
2791 /* Yes, I am paranoid. Sue me. */
2792 if (keep_chance < 1)
2793 keep_chance = 1;
2794
2795 /* There is a maximum depletion total per level. */
2796 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2797 {
2798 lose_this_stat = 0;
2799 /* Take loss chance vs keep chance to see if we
2800 retain the stat. */
2801 }
2802 else
2803 {
2804 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2805 lose_this_stat = 0;
2806 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2807 this_stat, keep_chance, loss_chance,
2808 lose_this_stat?"LOSE":"KEEP"); */
2809 }
2810 }
2811 }
2812
2813 if (lose_this_stat)
2814 {
2815 this_stat = get_attr_value (&(dep->stats), i);
2758 /* We could try to do something clever like find another 2816 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if 2817 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low 2818 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a 2819 * and should be roughly the same, so it shouldn't make a
2762 * difference. 2820 * difference.
2763 */ 2821 */
2764 if (this_stat>=-50) { 2822 if (this_stat >= -50)
2823 {
2765 change_attr_value(&(dep->stats), i, -1); 2824 change_attr_value (&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED); 2825 SET_FLAG (dep, FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2826 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 fix_player(op); 2827 op->update_stats ();
2769 lost_a_stat = 1; 2828 lost_a_stat = 1;
2770 } 2829 }
2771 } 2830 }
2831 }
2772 } 2832 }
2773 }
2774 /* If no stat lost, tell the player. */ 2833 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 2834 if (!lost_a_stat)
2776 { 2835 {
2777 /* determine_god() seems to not work sometimes... why is this? 2836 /* determine_god() seems to not work sometimes... why is this?
2778 Should I be using something else? GD */ 2837 Should I be using something else? GD */
2779 const char *god = determine_god(op); 2838 const char *god = determine_god (op);
2839
2780 if (god && (strcmp(god, "none"))) 2840 if (god && (strcmp (god, "none")))
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2841 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2782 "moment you feel the holy presence of %s protecting" 2842 else
2783 " you.", god); 2843 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2784 else
2785 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2786 " feel a holy presence protecting you.");
2787 } 2844 }
2845#else
2846 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2788#endif 2847#endif
2789 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2790 " feel a holy presence protecting you from losing yourself completely.");
2791 2848
2792 /* Put a gravestone up where the character 'almost' died. List the 2849 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 2850 * exp loss on the stone.
2794 */ 2851 */
2795 tmp=arch_to_object(find_archetype("gravestone")); 2852 tmp = arch_to_object (archetype::find ("gravestone"));
2796 sprintf(buf,"%s's gravestone",op->name); 2853 sprintf (buf, "%s's gravestone", &op->name);
2797 FREE_AND_COPY(tmp->name, buf); 2854 tmp->name = buf;
2798 sprintf(buf,"%s's gravestones",op->name); 2855 sprintf (buf, "%s's gravestones", &op->name);
2799 FREE_AND_COPY(tmp->name_pl, buf); 2856 tmp->name_pl = buf;
2800 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2857 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2801 "who was killed\n" 2858 tmp->msg = buf;
2802 "by %s.\n",
2803 op->name, op->contr->title,
2804 op->contr->killer);
2805 tmp->msg = add_string(buf);
2806 tmp->x=op->x,tmp->y=op->y; 2859 tmp->x = op->x, tmp->y = op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0); 2860 insert_ob_in_map (tmp, op->map, NULL, 0);
2808 2861
2809 /**************************************/ 2862 /**************************************/
2810 /* */ 2863 /* */
2811 /* Subtract the experience points, */ 2864 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */ 2865 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */ 2866 /* food, and reset HP's... */
2814 /* */ 2867 /* */
2815 /**************************************/ 2868 /**************************************/
2816 2869
2817 /* remove any poisoning and confusion the character may be suffering.*/ 2870 /* remove any poisoning and confusion the character may be suffering. */
2818 /* restore player */ 2871 /* restore player */
2819 at = find_archetype("poisoning"); 2872 at = archetype::find ("poisoning");
2820 tmp=present_arch_in_ob(at,op); 2873 tmp = present_arch_in_ob (at, op);
2874
2821 if (tmp) { 2875 if (tmp)
2822 remove_ob(tmp); 2876 {
2823 free_object(tmp); 2877 tmp->destroy ();
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2878 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2825 } 2879 }
2826 2880
2827 at = find_archetype("confusion"); 2881 at = archetype::find ("confusion");
2828 tmp=present_arch_in_ob(at,op); 2882 tmp = present_arch_in_ob (at, op);
2829 if (tmp) { 2883 if (tmp)
2830 remove_ob(tmp); 2884 {
2831 free_object(tmp); 2885 tmp->destroy ();
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2886 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2833 } 2887 }
2888
2834 cure_disease(op,0); /* remove any disease */ 2889 cure_disease (op, 0); /* remove any disease */
2835 2890
2836 /*add_exp(op, (op->stats.exp * -0.20)); */ 2891 /*add_exp(op, (op->stats.exp * -0.20)); */
2837 apply_death_exp_penalty(op); 2892 apply_death_exp_penalty (op);
2838 if(op->stats.food < 100) op->stats.food = 900; 2893 if (op->stats.food < 100)
2894 op->stats.food = 900;
2839 op->stats.hp = op->stats.maxhp; 2895 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2896 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2897 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2842 2898
2843 /* 2899 /*
2844 * Check to see if the player is in a shop. IF so, then check to see if 2900 * Check to see if the player has any unpaid items. If so, remove them
2845 * the player has any unpaid items. If so, remove them and put them back 2901 * and put them back in the map.
2846 * in the map. 2902 */
2847 */
2848
2849 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2850 if (tmp->type == SHOP_FLOOR) {
2851 remove_unpaid_objects(op->inv, op); 2903 remove_unpaid_objects (op->inv, op);
2852 break;
2853 }
2854 }
2855
2856 2904
2857 /****************************************/ 2905 /****************************************/
2858 /* */ 2906 /* */
2859 /* Move player to his current respawn- */ 2907 /* Move player to his current respawn- */
2860 /* position (usually last savebed) */ 2908 /* position (usually last savebed) */
2861 /* */ 2909 /* */
2862 /****************************************/ 2910 /****************************************/
2863 2911
2864 enter_player_savebed(op); 2912 enter_player_savebed (op);
2865 2913
2866 /* Save the player before inserting the force to reduce
2867 * chance of abuse.
2868 */
2869 op->contr->braced=0; 2914 op->contr->braced = 0;
2870 save_player(op,1);
2871 2915
2872 /* it is possible that the player has blown something up 2916 /* it is possible that the player has blown something up
2873 * at his savebed location, and that can have long lasting 2917 * at his savebed location, and that can have long lasting
2874 * spell effects. So first see if there is a spell effect 2918 * spell effects. So first see if there is a spell effect
2875 * on the space that might harm the player. 2919 * on the space that might harm the player.
2876 */ 2920 */
2877 will_kill_again=0; 2921 will_kill_again = 0;
2878 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2922 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2879 if (tmp->type ==SPELL_EFFECT) 2923 if (tmp->type == SPELL_EFFECT)
2880 will_kill_again|=tmp->attacktype; 2924 will_kill_again |= tmp->attacktype;
2881 } 2925
2882 if (will_kill_again) { 2926 if (will_kill_again)
2927 {
2883 object *force; 2928 object *force;
2884 int at; 2929 int at;
2885 2930
2886 force=get_archetype(FORCE_NAME); 2931 force = get_archetype (FORCE_NAME);
2887 /* 50 ticks should be enough time for the spell to abate */ 2932 /* 50 ticks should be enough time for the spell to abate */
2888 force->speed=0.1; 2933 force->speed = 0.1f;
2889 force->speed_left=-5.0; 2934 force->speed_left = -5.f;
2890 SET_FLAG(force, FLAG_APPLIED); 2935 SET_FLAG (force, FLAG_APPLIED);
2891 for (at=0; at<NROFATTACKS; at++) { 2936 for (at = 0; at < NROFATTACKS; at++)
2892 if (will_kill_again & (1 << at)) 2937 if (will_kill_again & (1 << at))
2893 force->resist[at] = 100; 2938 force->resist[at] = 100;
2894 } 2939
2895 insert_ob_in_ob(force, op); 2940 insert_ob_in_ob (force, op);
2896 fix_player(op); 2941 op->update_stats ();
2897
2898 }
2899 /**************************************/
2900 /* */
2901 /* Repaint the characters inv, and */
2902 /* stats, and show a nasty message ;) */
2903 /* */
2904 /**************************************/
2905 2942
2943 }
2944
2906 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2945 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2907 return;
2908 } /* NOT_PERMADETH */
2909 else {
2910 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2911 * should probably be embedded in an else statement.
2912 */
2913
2914 op->contr->party=NULL;
2915 if (settings.set_title == TRUE)
2916 op->contr->own_title[0]='\0';
2917 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2918 check_score(op);
2919 if(op->contr->ranges[range_golem]!=NULL) {
2920 remove_friendly_object(op->contr->ranges[range_golem]);
2921 remove_ob(op->contr->ranges[range_golem]);
2922 free_object(op->contr->ranges[range_golem]);
2923 op->contr->ranges[range_golem]=NULL;
2924 op->contr->golem_count=0;
2925 }
2926 loot_object(op); /* Remove some of the items for good */
2927 remove_ob(op);
2928 op->direction=0;
2929
2930 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2931 delete_character(op->name,0);
2932 if (settings.resurrection == TRUE) {
2933 /* save playerfile sans equipment when player dies
2934 ** then save it as player.pl.dead so that future resurrection
2935 ** type spells will work on them nicely
2936 */
2937 delete_character(op->name,0);
2938 op->stats.hp = op->stats.maxhp;
2939 op->stats.food = 999;
2940
2941 /* set the location of where the person will reappear when */
2942 /* maybe resurrection code should fix map also */
2943 strcpy(op->contr->maplevel, settings.emergency_mapname);
2944 if(op->map!=NULL)
2945 op->map = NULL;
2946 op->x = settings.emergency_x;
2947 op->y = settings.emergency_y;
2948 save_player(op,0);
2949 op->map = map;
2950 /* please see resurrection.c: peterm */
2951 dead_player(op);
2952 } else {
2953 delete_character(op->name,1);
2954 }
2955 }
2956 play_again(op);
2957
2958 /* peterm: added to create a corpse at deathsite. */
2959 tmp=arch_to_object(find_archetype("corpse_pl"));
2960 sprintf(buf,"%s", op->name);
2961 FREE_AND_COPY(tmp->name, buf);
2962 FREE_AND_COPY(tmp->name_pl, buf);
2963 tmp->level=op->level;
2964 tmp->x=x;tmp->y=y;
2965 if (tmp->msg)
2966 free_string(tmp->msg);
2967 tmp->msg = add_string (gravestone_text(op));
2968 SET_FLAG (tmp, FLAG_UNIQUE);
2969 insert_ob_in_map (tmp, map, NULL,0);
2970 }
2971} 2946}
2972 2947
2973 2948void
2974void loot_object(object *op) { /* Grab and destroy some treasure */ 2949loot_object (object *op)
2950{ /* Grab and destroy some treasure */
2975 object *tmp,*tmp2,*next; 2951 object *tmp, *tmp2, *next;
2976 2952
2977 if (op->container) { /* close open sack first */ 2953 op->close_container (); /* close open sack first */
2978 esrv_apply_container (op, op->container);
2979 }
2980 2954
2981 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2955 for (tmp = op->inv; tmp; tmp = next)
2956 {
2982 next=tmp->below; 2957 next = tmp->below;
2983 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2958
2984 remove_ob(tmp); 2959 if (tmp->invisible)
2960 continue;
2961
2962 tmp->remove ();
2985 tmp->x=op->x,tmp->y=op->y; 2963 tmp->x = op->x, tmp->y = op->y;
2986 if (tmp->type == CONTAINER) { /* empty container to ground */ 2964
2987 loot_object(tmp); 2965 if (tmp->type == CONTAINER)
2988 } 2966 loot_object (tmp); /* empty container to ground */
2989 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2967
2990 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2968 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2969 {
2991 if(tmp->nrof>1) { 2970 if (tmp->nrof > 1)
2971 {
2992 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2972 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2993 free_object(tmp2); 2973 tmp2->destroy ();
2994 insert_ob_in_map(tmp,op->map,NULL,0); 2974 insert_ob_in_map (tmp, op->map, NULL, 0);
2975 }
2976 else
2977 tmp->destroy ();
2978 }
2995 } else 2979 else
2996 free_object(tmp);
2997 } else
2998 insert_ob_in_map(tmp,op->map,NULL,0); 2980 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 } 2981 }
3000} 2982}
3001 2983
3002/* 2984/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 2985 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 2986 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 2987 * was changed.
3006 */ 2988 */
3007 2989void
3008void fix_weight(void) { 2990fix_weight (void)
3009 player *pl; 2991{
3010 for (pl = first_player; pl != NULL; pl = pl->next) { 2992 for_all_players (pl)
2993 {
3011 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2994 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2995
3012 if(old == sum) 2996 if (old == sum)
3013 continue; 2997 continue;
3014 fix_player(pl->ob); 2998 pl->ob->update_stats ();
3015 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2999 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3016 pl->ob->name, old, sum);
3017 } 3000 }
3018} 3001}
3019 3002
3003void
3020void fix_luck(void) { 3004fix_luck (void)
3021 player *pl; 3005{
3022 for (pl = first_player; pl != NULL; pl = pl->next) 3006 for_all_players (pl)
3023 if (!pl->ob->contr->state) 3007 if (!pl->ob->contr->ns->state)
3024 change_luck(pl->ob, 0); 3008 pl->ob->change_luck (0);
3025} 3009}
3026
3027 3010
3028/* cast_dust() - handles op throwing objects of type 'DUST'. 3011/* cast_dust() - handles op throwing objects of type 'DUST'.
3029 * This is much simpler in the new spell code - we basically 3012 * This is much simpler in the new spell code - we basically
3030 * just treat this as any other spell casting object. 3013 * just treat this as any other spell casting object.
3031 */ 3014 */
3032
3033void 3015void
3034cast_dust (object * op, object * throw_ob, int dir) 3016cast_dust (object *op, object *throw_ob, int dir)
3035{ 3017{
3036 object *skop, *spob; 3018 object *skop, *spob;
3037 3019
3038 skop = find_skill_by_name (op, throw_ob->skill); 3020 skop = find_skill_by_name (op, throw_ob->skill);
3039 3021
3040 /* casting POTION 'dusts' is really a use_magic_item skill */ 3022 /* casting POTION 'dusts' is really a use_magic_item skill */
3041 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3023 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3042 { 3024 {
3043 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3025 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3044 op->name);
3045 return; 3026 return;
3046 } 3027 }
3047 3028
3048 spob = throw_ob->inv; 3029 spob = throw_ob->inv;
3049 3030
3050 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3031 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3051 // not pass NULL to cast_spell (which did indeed check itself, but 3032 // not pass NULL to cast_spell (which did indeed check itself, but
3052 // errors should be reported as early as possible IMHO) 3033 // errors should be reported as early as possible IMHO)
3053 if (!spob) 3034 if (!spob)
3054 { 3035 {
3055 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3036 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3056 throw_ob->name, op->name);
3057 return; 3037 return;
3058 } 3038 }
3059 3039
3060 if (op->type == PLAYER) 3040 if (op->type == PLAYER)
3061 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3041 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3062 3042
3063 cast_spell (op, throw_ob, dir, spob, NULL); 3043 cast_spell (op, throw_ob, dir, spob, NULL);
3064 3044
3065 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3045 throw_ob->destroy ();
3066 remove_ob (throw_ob);
3067 free_object (throw_ob);
3068} 3046}
3069 3047
3048void
3070void make_visible (object *op) { 3049make_visible (object *op)
3050{
3071 op->hide = 0; 3051 op->hide = 0;
3072 op->invisible = 0; 3052 op->invisible = 0;
3073 if(op->type==PLAYER) {
3074 op->contr->tmp_invis = 0;
3075 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3076 }
3077 update_object(op,UP_OBJ_FACE);
3078}
3079
3080int is_true_undead(object *op) {
3081 object *tmp=NULL;
3082
3083 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3084
3085 if(op->type==PLAYER) 3053 if (op->type == PLAYER)
3086 for(tmp=op->inv;tmp;tmp=tmp->below) 3054 {
3087 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3055 op->contr->tmp_invis = 0;
3088 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3056 op->contr->invis_race = 0;
3057 }
3058
3059 update_object (op, UP_OBJ_CHANGE);
3060}
3061
3062int
3063is_true_undead (object *op)
3064{
3065 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3066 return 1;
3067
3089 return 0; 3068 return 0;
3090} 3069}
3091 3070
3092/* look at the surrounding terrain to determine 3071/* look at the surrounding terrain to determine
3093 * the hideability of this object. Positive levels 3072 * the hideability of this object. Positive levels
3094 * indicate greater hideability. 3073 * indicate greater hideability.
3095 */ 3074 */
3096 3075
3076int
3097int hideability(object *ob) { 3077hideability (object *ob)
3078{
3098 int i,level=0, mflag; 3079 int i, level = 0, mflag;
3099 sint16 x,y; 3080 sint16 x, y;
3100 3081
3101 if(!ob||!ob->map) return 0; 3082 if (!ob || !ob->map)
3083 return 0;
3102 3084
3103 /* so, on normal lighted maps, its hard to hide */ 3085 /* so, on normal lighted maps, its hard to hide */
3104 level=ob->map->darkness - 2; 3086 level = ob->map->darkness - 2;
3105 3087
3106 /* this also picks up whether the object is glowing. 3088 /* this also picks up whether the object is glowing.
3107 * If you carry a light on a non-dark map, its not 3089 * If you carry a light on a non-dark map, its not
3108 * as bad as carrying a light on a pitch dark map */ 3090 * as bad as carrying a light on a pitch dark map */
3109 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3091 if (has_carried_lights (ob))
3092 level = -(10 + (2 * ob->map->darkness));
3110 3093
3111 /* scan through all nearby squares for terrain to hide in */ 3094 /* scan through all nearby squares for terrain to hide in */
3112 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3095 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3096 {
3113 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3097 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3114 if (mflag & P_OUT_OF_MAP) { continue; } 3098 if (mflag & P_OUT_OF_MAP)
3099 {
3100 continue;
3101 }
3115 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3102 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3116 level += 2; 3103 level += 2;
3117 else /* open terrain! */ 3104 else /* open terrain! */
3118 level -= 1; 3105 level -= 1;
3119 } 3106 }
3120 3107
3121#if 0 3108#if 0
3122 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3109 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3123#endif 3110#endif
3124 return level; 3111 return level;
3125} 3112}
3126 3113
3127/* For Hidden creatures - a chance of becoming 'unhidden' 3114/* For Hidden creatures - a chance of becoming 'unhidden'
3128 * every time they move - as we subtract off 'invisibility' 3115 * every time they move - as we subtract off 'invisibility'
3129 * AND, for players, if they move into a ridiculously unhideable 3116 * AND, for players, if they move into a ridiculously unhideable
3130 * spot (surrounded by clear terrain in broad daylight). -b.t. 3117 * spot (surrounded by clear terrain in broad daylight). -b.t.
3131 */ 3118 */
3132 3119
3120void
3133void do_hidden_move (object *op) { 3121do_hidden_move (object *op)
3122{
3134 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3123 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3135 object *skop; 3124 object *skop;
3136 3125
3137 if(!op || !op->map) return; 3126 if (!op || !op->map)
3127 return;
3138 3128
3139 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3129 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3140 3130
3141 /* its *extremely* hard to run and sneak/hide at the same time! */ 3131 /* its *extremely* hard to run and sneak/hide at the same time! */
3142 if(op->type==PLAYER && op->contr->run_on) { 3132 if (op->type == PLAYER && op->contr->run_on)
3143 if(!skop || num >= skop->level) { 3133 if (!skop || num >= skop->level)
3134 {
3144 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3135 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3145 make_visible(op); 3136 make_visible (op);
3146 return; 3137 return;
3147 } else num += 20;
3148 } 3138 }
3139 else
3140 num += 20;
3141
3149 num += op->map->difficulty; 3142 num += op->map->difficulty;
3150 hide = hideability(op); /* modify by terrain hidden level */ 3143 hide = hideability (op); /* modify by terrain hidden level */
3151 num -= hide; 3144 num -= hide;
3145
3152 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3146 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3147 {
3153 make_visible(op); 3148 make_visible (op);
3154 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3149 if (op->type == PLAYER)
3155 "You moved out of hiding! You are visible!"); 3150 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3156 } 3151 }
3157 else if (op->type == PLAYER && skop) { 3152 else if (op->type == PLAYER && skop)
3158 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3153 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3159 }
3160} 3154}
3161 3155
3162/* determine if who is standing near a hostile creature. */ 3156/* determine if who is standing near a hostile creature. */
3163 3157
3158int
3164int stand_near_hostile( object *who ) { 3159stand_near_hostile (object *who)
3160{
3165 object *tmp=NULL; 3161 object *tmp = NULL;
3166 int i,friendly=0,player=0, mflags; 3162 int i, friendly = 0, player = 0, mflags;
3167 mapstruct *m; 3163 maptile *m;
3168 sint16 x,y; 3164 sint16 x, y;
3169 3165
3170 if(!who) return 0; 3166 if (!who)
3171
3172 if(who->type==PLAYER) player=1;
3173 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3174
3175 /* search adjacent squares */
3176 for(i=1;i<9;i++) {
3177 x = who->x+freearr_x[i];
3178 y = who->y+freearr_y[i];
3179 m = who->map;
3180 mflags = get_map_flags(m, &m, x, y, &x, &y);
3181 /* space must be blocked if there is a monster. If not
3182 * blocked, don't need to check this space.
3183 */
3184 if (mflags & P_OUT_OF_MAP) continue;
3185 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3186
3187 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3188 if((player||friendly)
3189 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3190 return 1;
3191 else if(tmp->type==PLAYER)
3192 {
3193 /*don't let a hidden DM prevent you from hiding*/
3194 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3195 return 1;
3196 }
3197 }
3198 }
3199 return 0; 3167 return 0;
3168
3169 if (who->type == PLAYER)
3170 player = 1;
3171
3172 else
3173 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3174
3175 /* search adjacent squares */
3176 for (i = 1; i < 9; i++)
3177 {
3178 x = who->x + freearr_x[i];
3179 y = who->y + freearr_y[i];
3180 m = who->map;
3181 mflags = get_map_flags (m, &m, x, y, &x, &y);
3182 /* space must be blocked if there is a monster. If not
3183 * blocked, don't need to check this space.
3184 */
3185 if (mflags & P_OUT_OF_MAP)
3186 continue;
3187 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3188 continue;
3189
3190 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3191 {
3192 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3193 return 1;
3194 else if (tmp->type == PLAYER)
3195 {
3196 /*don't let a hidden DM prevent you from hiding */
3197 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3198 return 1;
3199 }
3200 }
3201 }
3202 return 0;
3200} 3203}
3201 3204
3202/* check the player los field for viewability of the 3205/* check the player los field for viewability of the
3203 * object op. This function works fine for monsters, 3206 * object op. This function works fine for monsters,
3204 * but we dont worry if the object isnt the top one in 3207 * but we dont worry if the object isnt the top one in
3211 * for them to differ. Sigh, this fctn could get a bit more complex. 3214 * for them to differ. Sigh, this fctn could get a bit more complex.
3212 * -b.t. 3215 * -b.t.
3213 * This function is now map tiling safe. 3216 * This function is now map tiling safe.
3214 */ 3217 */
3215 3218
3219int
3216int player_can_view (object *pl,object *op) { 3220player_can_view (object *pl, object *op)
3221{
3217 rv_vector rv; 3222 rv_vector rv;
3218 int dx,dy; 3223 int dx, dy;
3219 3224
3220 if(pl->type!=PLAYER) { 3225 if (pl->type != PLAYER)
3226 {
3221 LOG(llevError,"player_can_view() called for non-player object\n"); 3227 LOG (llevError, "player_can_view() called for non-player object\n");
3222 return -1;
3223 }
3224 if (!pl || !op) return 0;
3225
3226 if(op->head) { op = op->head; }
3227 get_rangevector(pl, op, &rv, 0x1);
3228
3229 /* starting with the 'head' part, lets loop
3230 * through the object and find if it has any
3231 * part that is in the los array but isnt on
3232 * a blocked los square.
3233 * we use the archetype to figure out offsets.
3234 */
3235 while(op) {
3236 dx = rv.distance_x + op->arch->clone.x;
3237 dy = rv.distance_y + op->arch->clone.y;
3238
3239 /* only the viewable area the player sees is updated by LOS
3240 * code, so we need to restrict ourselves to that range of values
3241 * for any meaningful values.
3242 */
3243 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3244 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3245 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3246 return 1; 3228 return -1;
3247 op = op->more;
3248 } 3229 }
3230
3231 if (!pl || !op)
3249 return 0; 3232 return 0;
3233
3234 op = op->head_ ();
3235
3236 get_rangevector (pl, op, &rv, 0x1);
3237
3238 /* starting with the 'head' part, lets loop
3239 * through the object and find if it has any
3240 * part that is in the los array but isnt on
3241 * a blocked los square.
3242 * we use the archetype to figure out offsets.
3243 */
3244 while (op)
3245 {
3246 dx = rv.distance_x + op->arch->clone.x;
3247 dy = rv.distance_y + op->arch->clone.y;
3248
3249 /* only the viewable area the player sees is updated by LOS
3250 * code, so we need to restrict ourselves to that range of values
3251 * for any meaningful values.
3252 */
3253 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3254 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3255 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3256 return 1;
3257 op = op->more;
3258 }
3259 return 0;
3250} 3260}
3251 3261
3252/* routine for both players and monsters. We call this when 3262/* routine for both players and monsters. We call this when
3253 * there is a possibility for our action distrubing our hiding 3263 * there is a possibility for our action distrubing our hiding
3254 * place or invisiblity spell. Artefact invisiblity is not 3264 * place or invisiblity spell. Artefact invisiblity is not
3255 * effected by this. If we arent invisible to begin with, we 3265 * effected by this. If we arent invisible to begin with, we
3256 * return 0. 3266 * return 0.
3257 */ 3267 */
3268int
3258int action_makes_visible (object *op) { 3269action_makes_visible (object *op)
3270{
3259 3271
3260 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3272 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3273 {
3261 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3274 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3262 return 0; 3275 return 0;
3263 3276
3264 if (op->contr && op->contr->tmp_invis == 0) return 0; 3277 if (op->contr && op->contr->tmp_invis == 0)
3278 return 0;
3265 3279
3266 /* If monsters, they should become visible */ 3280 /* If monsters, they should become visible */
3267 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3281 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3282 {
3268 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3283 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3269 return 1; 3284 return 1;
3270 } 3285 }
3271 } 3286 }
3272 return 0; 3287 return 0;
3273} 3288}
3274 3289
3275/* op_on_battleground - checks if the given object op (usually 3290/* op_on_battleground - checks if the given object op (usually
3276 * a player) is standing on a valid battleground-tile, 3291 * a player) is standing on a valid battleground-tile,
3277 * function returns TRUE/FALSE. If true x, y returns the battleground 3292 * function returns TRUE/FALSE. If true x, y returns the battleground
3278 * -exit-coord. (and if x, y not NULL) 3293 * -exit-coord. (and if x, y not NULL)
3279 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3294 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3280 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3295 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3281 * Default is to do the same as before, so only people wanting to have different points need worry about this 3296 * Default is to do the same as before, so only people wanting to have different points need worry about this
3282 */ 3297 */
3298int
3283int op_on_battleground (object *op, int *x, int *y) { 3299op_on_battleground (object *op, int *x, int *y)
3300{
3284 object *tmp; 3301 object *tmp;
3285 3302
3286 /* A battleground-tile needs the following attributes to be valid: 3303 /* A battleground-tile needs the following attributes to be valid:
3287 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3304 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3288 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3305 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3289 * and the exit-coordinates sp/hp must both be > 0. 3306 * and the exit-coordinates sp/hp must both be > 0.
3290 * => The intention here is to prevent abuse of the battleground- 3307 * => The intention here is to prevent abuse of the battleground-
3291 * feature (like pickable or hidden battleground tiles). */ 3308 * feature (like pickable or hidden battleground tiles). */
3292 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3309 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3310 {
3293 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3311 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3312 {
3294 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3313 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3295 strcmp(tmp->name, "battleground")==0 && 3314 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3296 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3315 {
3297 /*before we assign the exit, check if this is a teambattle*/ 3316 /*before we assign the exit, check if this is a teambattle */
3298 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3317 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3318 {
3299 object *invtmp; 3319 object *invtmp;
3320
3300 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3321 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3301 if(invtmp->type==FORCE && invtmp->slaying && 3322 {
3302 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3323 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3324 {
3325 if (x != NULL && y != NULL)
3326 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3327 return 1;
3328 }
3329 }
3330 }
3303 if (x != NULL && y != NULL) 3331 if (x != NULL && y != NULL)
3304 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3332 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3305 return 1; 3333 return 1;
3306 } 3334 }
3307 } 3335 }
3308 }
3309 if (x != NULL && y != NULL)
3310 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3311 return 1;
3312 } 3336 }
3313 }
3314 }
3315 /* If we got here, did not find a battleground */ 3337 /* If we got here, did not find a battleground */
3316 return 0; 3338 return 0;
3317} 3339}
3318 3340
3319/* 3341/*
3323 * attributes: 3345 * attributes:
3324 * object *who the dragon player 3346 * object *who the dragon player
3325 * int atnr the attack-number of the ability focus 3347 * int atnr the attack-number of the ability focus
3326 * int level ability level 3348 * int level ability level
3327 */ 3349 */
3350void
3328void dragon_ability_gain(object *who, int atnr, int level) { 3351dragon_ability_gain (object *who, int atnr, int level)
3352{
3329 treasurelist *trlist = NULL; /* treasurelist */ 3353 treasurelist *trlist = NULL; /* treasurelist */
3330 treasure *tr; /* treasure */ 3354 treasure *tr; /* treasure */
3331 object *tmp,*skop; /* tmp. object */ 3355 object *tmp, *skop; /* tmp. object */
3332 object *item; /* treasure object */ 3356 object *item; /* treasure object */
3333 char buf[MAX_BUF]; /* tmp. string buffer */ 3357 char buf[MAX_BUF]; /* tmp. string buffer */
3334 int i=0, j=0; 3358 int i = 0, j = 0;
3335 3359
3336 /* get the appropriate treasurelist */ 3360 /* get the appropriate treasurelist */
3337 if (atnr == ATNR_FIRE) 3361 if (atnr == ATNR_FIRE)
3338 trlist = find_treasurelist("dragon_ability_fire"); 3362 trlist = treasurelist::find ("dragon_ability_fire");
3339 else if (atnr == ATNR_COLD) 3363 else if (atnr == ATNR_COLD)
3340 trlist = find_treasurelist("dragon_ability_cold"); 3364 trlist = treasurelist::find ("dragon_ability_cold");
3341 else if (atnr == ATNR_ELECTRICITY) 3365 else if (atnr == ATNR_ELECTRICITY)
3342 trlist = find_treasurelist("dragon_ability_elec"); 3366 trlist = treasurelist::find ("dragon_ability_elec");
3343 else if (atnr == ATNR_POISON) 3367 else if (atnr == ATNR_POISON)
3344 trlist = find_treasurelist("dragon_ability_poison"); 3368 trlist = treasurelist::find ("dragon_ability_poison");
3345 3369
3346 if (trlist == NULL || who->type != PLAYER) 3370 if (trlist == NULL || who->type != PLAYER)
3347 return; 3371 return;
3348 3372
3349 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3373 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3350 tr = tr->next, i++); 3374
3351 3375 if (!tr || !tr->item)
3352 if (tr == NULL || tr->item == NULL) { 3376 {
3353 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3377 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3354 return; 3378 return;
3355 } 3379 }
3356 3380
3357 /* everything seems okay - now bring on the gift: */ 3381 /* everything seems okay - now bring on the gift: */
3358 item = &(tr->item->clone); 3382 item = &(tr->item->clone);
3359 3383
3360 if (item->type == SPELL) { 3384 if (item->type == SPELL)
3385 {
3361 if (check_spell_known (who, item->name)) 3386 if (check_spell_known (who, item->name))
3362 return; 3387 return;
3363 3388
3364 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3389 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3365 do_learn_spell (who, item, 0); 3390 do_learn_spell (who, item, 0);
3366 return; 3391 return;
3367 } 3392 }
3368 3393
3369 /* grant direct spell */ 3394 /* grant direct spell */
3370 if (item->type == SPELLBOOK) { 3395 if (item->type == SPELLBOOK)
3396 {
3371 if (!item->inv) { 3397 if (!item->inv)
3398 {
3372 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3399 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3373 item->name);
3374 return; 3400 return;
3375 } 3401 }
3376 if (check_spell_known (who, item->inv->name)) 3402 if (check_spell_known (who, item->inv->name))
3377 return; 3403 return;
3378 if (item->invisible) { 3404 if (item->invisible)
3405 {
3379 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3406 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3380 do_learn_spell (who, item->inv, 0); 3407 do_learn_spell (who, item->inv, 0);
3381 return; 3408 return;
3382 } 3409 }
3383 } 3410 }
3384 else if (item->type == SKILL_TOOL && item->invisible) { 3411 else if (item->type == SKILL_TOOL && item->invisible)
3412 {
3385 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3413 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3414 {
3386 3415
3387 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3416 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3388 * in this way, if the player is missing any of the attacktypes, he gets 3417 * in this way, if the player is missing any of the attacktypes, he gets
3389 * them. As it is now, if the player has any that match the granted skill, 3418 * them. As it is now, if the player has any that match the granted skill,
3390 * but not all of them, he gets nothing. 3419 * but not all of them, he gets nothing.
3391 */ 3420 */
3392 if (!(skop->attacktype & item->attacktype)) { 3421 if (!(skop->attacktype & item->attacktype))
3422 {
3393 /* Give new attacktype */ 3423 /* Give new attacktype */
3394 skop->attacktype |= item->attacktype; 3424 skop->attacktype |= item->attacktype;
3395 3425
3396 /* always add physical if there's none */ 3426 /* always add physical if there's none */
3397 skop->attacktype |= AT_PHYSICAL; 3427 skop->attacktype |= AT_PHYSICAL;
3398 3428
3399 if (item->msg != NULL) 3429 if (item->msg != NULL)
3400 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3430 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3401 3431
3402 /* Give player new face */ 3432 /* Give player new face */
3403 if (item->animation_id) { 3433 if (item->animation_id)
3434 {
3404 who->face = skop->face; 3435 who->face = skop->face;
3405 who->animation_id = item->animation_id; 3436 who->animation_id = item->animation_id;
3406 who->anim_speed = item->anim_speed; 3437 who->anim_speed = item->anim_speed;
3407 who->last_anim = 0; 3438 who->last_anim = 0;
3408 who->state = 0; 3439 who->state = 0;
3409 animate_object(who, who->direction); 3440 animate_object (who, who->direction);
3410 } 3441 }
3442 }
3443 }
3411 } 3444 }
3412 }
3413 }
3414 else if (item->type == FORCE) { 3445 else if (item->type == FORCE)
3446 {
3415 /* forces in the treasurelist can alter the player's stats */ 3447 /* forces in the treasurelist can alter the player's stats */
3416 object *skin; 3448 object *skin;
3449
3417 /* first get the dragon skin force */ 3450 /* first get the dragon skin force */
3418 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3451 shstr_cmp dragon_skin_force ("dragon_skin_force");
3419 skin=skin->below); 3452 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3420 if (skin == NULL) return; 3453 ;
3421 3454
3455 if (!skin)
3456 return;
3457
3422 /* adding new spellpath attunements */ 3458 /* adding new spellpath attunements */
3423 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3459 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3460 {
3424 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3461 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3425 3462
3426 /* print message */ 3463 /* print message */
3427 sprintf(buf, "You feel attuned to "); 3464 sprintf (buf, "You feel attuned to ");
3428 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3465 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3429 if(item->path_attuned & (1<<i)) { 3466 {
3430 if (j) 3467 if (item->path_attuned & (1 << i))
3431 strcat(buf," and "); 3468 {
3432 else 3469 if (j)
3433 j = 1; 3470 strcat (buf, " and ");
3471 else
3472 j = 1;
3434 strcat(buf, spellpathnames[i]); 3473 strcat (buf, spellpathnames[i]);
3435 } 3474 }
3436 } 3475 }
3437 strcat(buf,"."); 3476 strcat (buf, ".");
3438 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3477 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3439 } 3478 }
3440 3479
3441 /* evtl. adding flags: */ 3480 /* evtl. adding flags: */
3442 if(QUERY_FLAG(item, FLAG_XRAYS)) 3481 if (QUERY_FLAG (item, FLAG_XRAYS))
3443 SET_FLAG(skin, FLAG_XRAYS); 3482 SET_FLAG (skin, FLAG_XRAYS);
3444 if(QUERY_FLAG(item, FLAG_STEALTH)) 3483 if (QUERY_FLAG (item, FLAG_STEALTH))
3445 SET_FLAG(skin, FLAG_STEALTH); 3484 SET_FLAG (skin, FLAG_STEALTH);
3446 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3485 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3447 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3486 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3448 3487
3449 /* print message if there is one */ 3488 /* print message if there is one */
3450 if (item->msg != NULL) 3489 if (item->msg != NULL)
3451 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3490 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3491 }
3492 else
3452 } 3493 {
3453 else {
3454 /* generate misc. treasure */ 3494 /* generate misc. treasure */
3455 tmp = arch_to_object (tr->item); 3495 tmp = arch_to_object (tr->item);
3456 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3496 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3457 tmp = insert_ob_in_ob (tmp, who); 3497 tmp = insert_ob_in_ob (tmp, who);
3458 if (who->type == PLAYER) 3498 if (who->type == PLAYER)
3459 esrv_send_item(who, tmp); 3499 esrv_send_item (who, tmp);
3460 } 3500 }
3461} 3501}
3462 3502
3463/** 3503/**
3464 * Unready an object for a player. This function does nothing if the object was 3504 * Unready an object for a player. This function does nothing if the object was
3465 * not readied. 3505 * not readied.
3466 */ 3506 */
3507void
3467void player_unready_range_ob(player *pl, object *ob) { 3508player_unready_range_ob (player *pl, object *ob)
3468 rangetype i; 3509{
3510 if (pl->ob->current_weapon == ob)
3511 pl->ob->current_weapon = 0;
3469 3512
3470 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3513 if (pl->combat_ob == ob)
3471 if (pl->ranges[i] == ob) { 3514 pl->combat_ob = 0;
3472 pl->ranges[i] = NULL; 3515
3473 if (pl->shoottype == i) { 3516 if (pl->ranged_ob == ob)
3474 pl->shoottype = range_none; 3517 pl->ranged_ob = 0;
3475 }
3476 }
3477 }
3478} 3518}
3519
3520sint8
3521player::visibility_at (maptile *map, int x, int y) const
3522{
3523 if (!ns)
3524 return 0;
3525
3526 int dx, dy;
3527 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3528 return 0;
3529
3530 x += dx - ns->current_x + ns->mapx / 2;
3531 y += dy - ns->current_y + ns->mapy / 2;
3532
3533 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3534 return 0;
3535
3536 return 100 - blocked_los [x][y];
3537}

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