ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.9 by root, Tue Aug 29 07:34:00 2006 UTC vs.
Revision 1.141 by root, Fri May 18 15:05:09 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) { 152/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 153static void
107 char rules[HUGE_BUF]; 154set_first_map (object *op)
108 FILE *fp; 155{
109 int comp; 156 op->contr->maplevel = first_map_path;
110 int size; 157 op->x = -1;
111 158 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 159}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 160
161void
162player::enter_map ()
163{
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172}
173
174void
175player::activate ()
176{
177 if (active)
114 return; 178 return;
179
180 players.insert (this);
181 ob->remove ();
182 ob->map = 0;
183 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob);
186 enter_map ();
187}
188
189void
190player::deactivate ()
191{
192 if (!active)
193 return;
194
195 terminate_all_pets (ob);
196 remove_friendly_object (ob);
197 ob->deactivate_recursive ();
198
199 if (ob->map)
200 maplevel = ob->map->path;
201
202 ob->remove ();
203 ob->map = 0;
204 party = 0;
205
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207
208 players.erase (this);
209}
210
211// connect the player with a specific client
212// also changes, rationalises, and fixes some incorrect settings
213void
214player::connect (client *ns)
215{
216 this->ns = ns;
217 ns->pl = this;
218
219 run_on = 0;
220 fire_on = 0;
221 ob->close_container (); //TODO: client-specific
222
223 ns->update_look = 0;
224 ns->look_position = 0;
225
226 clear_los (ob);
227
228 ns->reset_stats ();
229
230 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race;
233
234 ob->carrying = sum_weight (ob);
235 link_player_skills (ob);
236
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238
239 assign (title, ob->arch->clone.name);
240
241 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob))
115 } 243 {
116 rules[0]='\0'; 244 object *tmp, *abil = 0, *skin = 0;
117 size=0; 245
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 246 shstr_cmp dragon_ability_force ("dragon_ability_force");
119 if( *buf == '#') 247 shstr_cmp dragon_skin_force ("dragon_skin_force");
120 continue; 248
121 if (size + strlen(buf)>=HUGE_BUF) 249 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force)
252 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force)
254 skin = tmp;
255
256 set_dragon_name (ob, abil, skin);
257 }
258
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260
261 esrv_new_player (this, ob->weight + ob->carrying);
262
263 ob->flag [FLAG_READY_WEAPON] = false;
264 ob->flag [FLAG_READY_SKILL] = false;
265 ob->flag [FLAG_READY_BOW] = false;
266
267 for (object *op = ob->inv; op; op = op->below)
268 if (op->flag [FLAG_APPLIED])
269 switch (op->type)
122 { 270 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 271 case SKILL:
124 break; 272 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; 273 break;
167 } 274
168 strncat(news+size,buf,HUGE_BUF-size); 275 case WAND:
169 size+=strlen(buf); 276 case ROD:
277 case HORN:
278 case BOW:
279 ranged_ob = op;
280 break;
281
282 case WEAPON:
283 combat_ob = op;
284 break;
170 } 285 }
171 } 286
287 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
288 ob->update_stats ();
289
290 ns->floorbox_update ();
291 esrv_send_inventory (ob, ob);
292 esrv_add_spells (this, 0);
293
294 activate ();
295
296 send_rules (ob);
297 send_news (ob);
298 display_motd (ob);
299
300 INVOKE_PLAYER (CONNECT, this);
301 INVOKE_PLAYER (LOGIN, this);
302}
303
304void
305player::disconnect ()
306{
307 if (ns)
172 308 {
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 309 if (active)
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 310 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}
180 311
181int playername_ok(const char *cp) { 312 INVOKE_PLAYER (DISCONNECT, this);
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184 313
185 for(;*cp!='\0';cp++) 314 ns->reset_stats ();
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_') 315 ns->pl = 0;
187 return 0; 316 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 } 317 }
227 318
228 /* Clears basically the entire player structure except 319 if (ob)
229 * for next and socket. 320 ob->close_container (); //TODO: client-specific
230 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
232 p->attachable_init (); //HACK
233 321
322 deactivate ();
323}
324
325// the need for this function can be explained
326// by load_object not returning the object
327void
328player::set_object (object *op)
329{
330 ob = op;
331 ob->contr = this; /* this aren't yet in archetype */
332
333 ob->speed_left = 0.5f;
334 ob->speed = 1.0f;
335 ob->direction = 5; /* So player faces south */
336}
337
338player::player ()
339{
234 /* There are some elements we want initialized to non zero value - 340 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 341 * we deal with that below this point.
236 */ 342 */
237 p->party=NULL; 343 outputs_sync = 4;
238 p->outputs_sync=16; /* Every 2 seconds */ 344 outputs_count = 4;
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 345 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 346
243#ifdef AUTOSAVE 347 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 348
245#endif 349 gen_sp_armour = 10;
350 bowtype = bow_normal;
351 petmode = pet_normal;
352 listening = 10;
353 usekeys = containers;
354 peaceful = 1; /* default peaceful */
355 do_los = 1;
356}
357
358void
359player::do_destroy ()
360{
361 disconnect ();
362
363 attachable::do_destroy ();
364
365 if (ob)
246 366 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 367 ob->destroy_inv (false);
368 ob->destroy ();
248 369 }
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} 370}
300 371
301 372player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 373{
305 strcpy(op->contr->maplevel, first_map_path); 374 /* Clear item stack */
306 op->x = -1; 375 free (stack_items);
307 op->y = -1;
308 enter_exit(op, NULL);
309} 376}
310 377
311/* Tries to add player on the connection passwd in ns. 378/* 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 379 * All we can really get in this is some settings like host and display
313 * mode. 380 * mode.
314 */ 381 */
382player *
383player::create ()
384{
385 player *pl = new player;
315 386
316int add_player(NewSocket *ns) { 387 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318 388
319 p=get_player(NULL); 389 pl->ob->roll_stats ();
320 p->socket = *ns; 390 pl->ob->stats.wc = 2;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 391 pl->ob->run_away = 25; /* Then we panick... */
322 if(p->socket.faces_sent == NULL) 392
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); 393 set_first_map (pl->ob);
331 394
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; 395 return pl;
339} 396}
340 397
341/* 398/*
342 * get_player_archetype() return next player archetype from archetype 399 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 400 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
345 */ 402 */
403archetype *
346archetype *get_player_archetype(archetype* at) 404get_player_archetype (archetype *at)
347{ 405{
348 archetype *start = at; 406 archetype *start = at;
407
349 for (;;) { 408 for (;;)
409 {
350 if (at==NULL || at->next==NULL) 410 if (at == NULL || at->next == NULL)
351 at=first_archetype; 411 at = first_archetype;
352 else 412 else
353 at=at->next; 413 at = at->next;
414
354 if(at->clone.type==PLAYER) 415 if (at->clone.type == PLAYER)
355 return at; 416 return at;
417
356 if (at == start) { 418 if (at == start)
419 {
357 LOG (llevError, "No Player archetypes\n"); 420 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 421 exit (-1);
359 } 422 }
360 } 423 }
361} 424}
362 425
363 426object *
364object *get_nearest_player(object *mon) { 427get_nearest_player (object *mon)
428{
365 object *op = NULL; 429 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 430 objectlink *ol;
368 unsigned lastdist; 431 unsigned lastdist;
369 rv_vector rv; 432 rv_vector rv;
370 433
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 434 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
435 {
372 /* We should not find free objects on this friendly list, but it 436 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 437 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 438 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 439 * list is also free, so encapsulate this in a while loop.
376 */ 440 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 441 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
442 {
378 object *tmp=ol->ob; 443 object *tmp = ol->ob;
379 444
380 /* Can't do much more other than log the fact, because the object 445 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 446 * itself will have been cleared.
382 */ 447 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 448 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
449 tmp->debug_desc ());
384 ol = ol->next; 450 ol = ol->next;
385 remove_friendly_object(tmp); 451 remove_friendly_object (tmp);
386 if (!ol) return op; 452 if (!ol)
387 } 453 return op;
454 }
388 455
389 /* Remove special check for player from this. First, it looks to cause 456 /* 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 457 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 458 * 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 459 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 460 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 461 * on_same_map check, as can_detect_enemy also does this
395 */ 462 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 463 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 464 continue;
398 465
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) { 466 if (lastdist > rv.distance)
408 op=pl->ob; 467 {
468 op = ol->ob;
409 lastdist=rv.distance; 469 lastdist = rv.distance;
470 }
410 } 471 }
411 } 472
412 } 473 for_all_players (pl)
474 if (can_detect_enemy (mon, pl->ob, &rv))
475 if (lastdist > rv.distance)
476 {
477 op = pl->ob;
478 lastdist = rv.distance;
479 }
480
413#if 0 481#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 482 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 483#endif
416 return op; 484 return op;
417} 485}
418 486
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 487/* 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 488 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 489 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 503 * 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 504 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 505 * is probably not a good thing.
438 */ 506 */
439#define MAX_SPACES 50 507#define MAX_SPACES 50
440
441 508
442/* 509/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 510 * 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 511 * 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 512 * 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. 525 * 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, 526 * 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 527 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 528 * is blocking itself.
462 */ 529 */
530int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 531path_to_player (object *mon, object *pl, unsigned mindiff)
532{
464 rv_vector rv; 533 rv_vector rv;
465 sint16 x,y; 534 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 535 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 536 maptile *m, *lastmap;
468 537
469 get_rangevector(mon, pl, &rv, 0); 538 get_rangevector (mon, pl, &rv, 0);
470 539
471 if (rv.distance<mindiff) return 0; 540 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; 541 return 0;
724}
725 542
726void confirm_password(object *op) { 543 x = mon->x;
544 y = mon->y;
545 m = mon->map;
546 dir = rv.direction;
547 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
548 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
727 549
728 op->contr->write_buf[0]='\0'; 550 /* If we can't solve it within the search distance, return now. */
729 op->contr->state=ST_CONFIRM_PASSWORD; 551 if (diff > max)
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 552 return 0;
731}
732 553
554 while (diff > 1 && max > 0)
555 {
556 lastx = x;
557 lasty = y;
558 lastmap = m;
559 x = lastx + freearr_x[dir];
560 y = lasty + freearr_y[dir];
561
562 mflags = get_map_flags (m, &m, x, y, &x, &y);
563 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
564
565 /* Space is blocked - try changing direction a little */
566 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
567 && (m == mon->map && blocked_link (mon, m, x, y))))
568 {
569 /* recalculate direction from last good location. Possible
570 * we were not traversing ideal location before.
571 */
572 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
573 if (rv.direction != dir)
574 {
575 /* OK - says direction should be different - lets reset the
576 * the values so it will try again.
577 */
578 x = lastx;
579 y = lasty;
580 m = lastmap;
581 dir = firstdir = rv.direction;
582 }
583 else
584 {
585 /* direct path is blocked - try taking a side step to
586 * either the left or right.
587 * Note increase the values in the loop below to be
588 * more than -1/1 respectively will mean the monster takes
589 * bigger detour. Have to be careful about these values getting
590 * too big (3 or maybe 4 or higher) as the monster may just try
591 * stepping back and forth
592 */
593 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
594 {
595 if (i == 0)
596 continue; /* already did this, so skip it */
597 /* Use lastdir here - otherwise,
598 * since the direction that the creature should move in
599 * may change, you could get infinite loops.
600 * ie, player is northwest, but monster can only
601 * move west, so it does that. It goes some distance,
602 * gets blocked, finds that it should move north,
603 * can't do that, but now finds it can move east, and
604 * gets back to its original point. lastdir contains
605 * the last direction the creature has successfully
606 * moved.
607 */
608
609 x = lastx + freearr_x[absdir (lastdir + i)];
610 y = lasty + freearr_y[absdir (lastdir + i)];
611 m = lastmap;
612 mflags = get_map_flags (m, &m, x, y, &x, &y);
613 if (mflags & P_OUT_OF_MAP)
614 continue;
615 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
616 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
617 continue;
618 if (mflags & P_BLOCKSVIEW)
619 continue;
620
621 if (m == mon->map && blocked_link (mon, m, x, y))
622 break;
623 }
624 /* go through entire loop without finding a valid
625 * sidestep to take - thus, no valid path.
626 */
627 if (i == (DETOUR_AMOUNT + 1))
628 return 0;
629 diff--;
630 lastdir = dir;
631 max--;
632 if (!firstdir)
633 firstdir = dir + i;
634 } /* else check alternate directions */
635 } /* if blocked */
636 else
637 {
638 /* we moved towards creature, so diff is less */
639 diff--;
640 max--;
641 lastdir = dir;
642 if (!firstdir)
643 firstdir = dir;
644 }
645
646 if (diff <= 1)
647 {
648 /* Recalculate diff (distance) because we may not have actually
649 * headed toward player for entire distance.
650 */
651 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
652 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
653 }
654
655 if (diff > max)
656 return 0;
657 }
658
659 /* If we reached the max, didn't find a direction in time */
660 if (!max)
661 return 0;
662
663 return firstdir;
664}
665
666void
667give_initial_items (object *pl, treasurelist * items)
668{
669 object *op, *next = NULL;
670
671 if (pl->randomitems != NULL)
672 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
673
674 for (op = pl->inv; op; op = next)
675 {
676 next = op->below;
677
678 /* Forces get applied per default, unless they have the
679 * flag "neutral" set. Sorry but I can't think of a better way
680 */
681 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
682 SET_FLAG (op, FLAG_APPLIED);
683
684 /* we never give weapons/armour if these cannot be used
685 * by this player due to race restrictions
686 */
687 if (pl->type == PLAYER)
688 {
689 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
690 (op->type == ARMOUR || op->type == BOOTS ||
691 op->type == CLOAK || op->type == HELMET ||
692 op->type == SHIELD || op->type == GLOVES ||
693 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
694 {
695 op->destroy ();
696 continue;
697 }
698 }
699
700 /* This really needs to be better - we should really give
701 * a substitute spellbook. The problem is that we don't really
702 * have a good idea what to replace it with (need something like
703 * a first level treasurelist for each skill.)
704 * remove duplicate skills also
705 */
706 if (op->type == SPELLBOOK || op->type == SKILL)
707 {
708 object *tmp;
709
710 for (tmp = op->below; tmp; tmp = tmp->below)
711 if (tmp->type == op->type && tmp->name == op->name)
712 break;
713
714 if (tmp)
715 {
716 op->destroy ();
717 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
718 continue;
719 }
720
721 if (op->nrof > 1)
722 op->nrof = 1;
723 }
724
725 if (op->type == SPELLBOOK && op->inv)
726 {
727 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
728 }
729
730 /* Give starting characters identified, uncursed, and undamned
731 * items. Just don't identify gold or silver, or it won't be
732 * merged properly.
733 */
734 if (need_identify (op))
735 {
736 SET_FLAG (op, FLAG_IDENTIFIED);
737 CLEAR_FLAG (op, FLAG_CURSED);
738 CLEAR_FLAG (op, FLAG_DAMNED);
739 }
740 if (op->type == SPELL)
741 {
742 op->destroy ();
743 continue;
744 }
745 else if (op->type == SKILL)
746 {
747 SET_FLAG (op, FLAG_CAN_USE_SKILL);
748 op->stats.exp = 0;
749 op->level = 1;
750 }
751 /* lock all 'normal items by default */
752 else
753 SET_FLAG (op, FLAG_INV_LOCKED);
754 } /* for loop of objects in player inv */
755
756 /* Need to set up the skill pointers */
757 link_player_skills (pl);
758}
759
760void
733void get_party_password(object *op, partylist *party) { 761get_party_password (object *op, partylist *party)
762{
734 if (party == NULL) { 763 if (party == NULL)
764 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 765 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 766 return;
737 } 767 }
768
738 op->contr->write_buf[0]='\0'; 769 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 770 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 771 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 772 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 773}
743
744 774
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 775/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
776static int
746int roll_stat(void) { 777roll_stat (void)
778{
747 int a[4],i,j,k; 779 int a[4], i, j, k;
748 780
749 for(i=0;i<4;i++) 781 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 782 a[i] = (int) rndm (6) + 1;
751 783
752 for(i=0,j=0,k=7;i<4;i++) 784 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 785 if (a[i] < k)
754 k=a[i],j=i; 786 k = a[i], j = i;
755 787
756 for(i=0,k=0;i<4;i++) { 788 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 789 if (i != j)
758 k+=a[i]; 790 k += a[i];
759 } 791
760 return k; 792 return k;
761} 793}
762 794
763void roll_stats(object *op) { 795void
796object::roll_stats ()
797{
798 int statsort [NUM_STATS];
799
800 for (;;)
801 {
764 int sum=0; 802 int sum = 0;
765 int i = 0, j = 0; 803 for (int i = NUM_STATS; i--; )
766 int statsort[7]; 804 sum += statsort [i] = roll_stat ();
767 805
768 do { 806 if (sum >= 82 && sum <= 116)
769 op->stats.Str=roll_stat(); 807 break;
770 op->stats.Dex=roll_stat(); 808 }
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);
780 809
781 /* Sort the stats so that rerolling is easier... */ 810 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 811 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;
789 812
790 /* a quick and dirty bubblesort? */ 813 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]; 814 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];
809 815
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; 816 stats.exp = 0;
821 op->stats.ac=0; 817 stats.ac = 0;
822 818
819 stats.hp = stats.maxhp;
820 stats.sp = stats.maxsp;
821 stats.grace = stats.maxgrace;
822
823 if (contr)
824 {
823 op->contr->levhp[1] = 9; 825 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 826 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 827 contr->levgrace[1] = 3;
826 828
827 fix_player(op); 829 contr->orig_stats = stats;
830 }
831}
832
833void
834object::swap_stats (int a, int b)
835{
836 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
837
838 for (int i = 0; i < NUM_STATS; ++i)
839 stats.stat (i) = contr->orig_stats.stat (i);
840
841 //TODO: the following code looks so borked and should, at the very least,
842 // be merged with the similar code in roll_stats
843 stats.ac = 0;
844
845 level = 1;
846 stats.exp = 0;
847 stats.ac = 0;
848
828 op->stats.hp = op->stats.maxhp; 849 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 850 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 851 stats.grace = stats.maxgrace;
852
853 if (contr)
854 {
855 contr->levhp[1] = 9;
856 contr->levsp[1] = 6;
857 contr->levgrace[1] = 3;
858
831 op->contr->orig_stats=op->stats; 859 contr->orig_stats = stats;
860 }
832} 861}
833 862
834void Roll_Again(object *op) 863static void
864start_info (object *op)
835{ 865{
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]; 866 char buf[MAX_BUF];
844 867
845 if ( op->contr->Swap_First == -1 ) { 868 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); 869 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 870 //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); 871 //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} 872}
953 873
954/* This function takes the key that is passed, and does the 874/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 875 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 876 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 877 * separate race and class; this actually changes the RACE,
958 * not the class. 878 * not the class.
959 */ 879 */
960 880void
961int key_change_class(object *op, char key) 881player::chargen_race_done ()
962{ 882{
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 */ 883 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 884 esrv_new_player (ob->contr, ob->weight + ob->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 885
886 treasurelist *tl = treasurelist::find ("starting_wealth");
887 if (tl)
888 create_treasure (tl, ob, 0, 0, 0);
889
977 INVOKE_PLAYER (BIRTH, op->contr); 890 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 891 INVOKE_PLAYER (LOGIN, ob->contr);
979 892
980 op->contr->state=ST_PLAYING; 893 ob->contr->ns->state = ST_PLAYING;
981 894
982 if (op->msg) { 895 if (ob->msg)
983 free_string(op->msg); 896 ob->msg = 0;
984 op->msg=NULL;
985 }
986 897
987 /* We create this now because some of the unique maps will need it 898 /* We create this now because some of the unique maps will need it
988 * to save here. 899 * 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 */ 900 */
1029 901 {
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]; 902 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); 903 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 904 make_path_to_file (buf);
1101 next = mp->next; 905 }
1102 if (!strncmp(mp->path, buf, strlen(buf))) 906
1103 delete_map(mp); 907 start_info (ob);
1104 } 908 CLEAR_FLAG (ob, FLAG_WIZ);
1105 909 give_initial_items (ob, ob->randomitems);
1106 delete_character(op->name, 1); 910 link_player_skills (ob);
911 esrv_send_inventory (ob, ob);
912 ob->update_stats ();
913
914 /* This moves the player to a different start map, if there
915 * is one for this race
916 */
917 if (*first_map_ext_path)
1107 } 918 {
1108 play_again(op); 919 object *tmp;
1109 return 1; 920 char mapname[MAX_BUF];
1110}
1111 921
922 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
923 tmp = object::create ();
924 EXIT_PATH (tmp) = mapname;
925 EXIT_X (tmp) = ob->x;
926 EXIT_Y (tmp) = ob->y;
927 ob->enter_exit (tmp); /* we don't really care if it succeeded;
928 * if the map isn't there, then stay on the
929 * default initial map */
930 tmp->destroy ();
931 }
932 else
933 LOG (llevDebug, "first_map_ext_path not set\n");
934}
935
936void
937player::chargen_race_next ()
938{
939 /* Following actually changes the race - this is the default command
940 * if we don't match with one of the options above.
941 */
942
943 do
944 {
945 shstr name = ob->name;
946 int x = ob->x, y = ob->y;
947
948 ob->remove_statbonus ();
949 ob->remove ();
950 ob->arch = get_player_archetype (ob->arch);
951 ob->arch->clone.copy_to (ob);
952 ob->instantiate ();
953 ob->stats = ob->contr->orig_stats;
954 ob->name = ob->name_pl = name;
955 ob->x = x;
956 ob->y = y;
957 SET_ANIMATION (ob, 2); /* So player faces south */
958 insert_ob_in_map (ob, ob->map, ob, 0);
959 assign (ob->contr->title, ob->arch->clone.name);
960 ob->add_statbonus ();
961 }
962 while (!allowed_class (ob));
963
964 update_object (ob, UP_OBJ_FACE);
965 esrv_update_item (UPD_FACE, ob, ob);
966 ob->update_stats ();
967 ob->stats.hp = ob->stats.maxhp;
968 ob->stats.sp = ob->stats.maxsp;
969 ob->stats.grace = 0;
970}
971
972void
1112void flee_player(object *op) { 973flee_player (object *op)
974{
1113 int dir,diff; 975 int dir, diff;
1114 rv_vector rv; 976 rv_vector rv;
1115 977
1116 if(op->stats.hp < 0) { 978 if (op->stats.hp < 0)
979 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 980 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 981 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 982 return;
1120 } 983 }
1121 984
1122 if(op->enemy==NULL) { 985 if (op->enemy == NULL)
986 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 987 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 988 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 989 return;
1126 } 990 }
1127 991
1128 /* Seen some crashes here. Since we don't store an 992 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 993 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 994 * actual enemy, and the object is recycled.
1131 */ 995 */
1132 if (op->enemy->map == NULL) { 996 if (op->enemy->map == NULL)
997 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 998 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 999 op->enemy = NULL;
1135 return; 1000 return;
1136 } 1001 }
1137 1002
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1003 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1004 {
1139 op->enemy=NULL; 1005 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 1006 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 1007 return;
1142 } 1008 }
1009
1143 get_rangevector(op, op->enemy, &rv, 0); 1010 get_rangevector (op, op->enemy, &rv, 0);
1144 1011
1145 dir=absdir(4+rv.direction); 1012 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 1013 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 } 1014 {
1015 int m = 1 - (RANDOM () & 2);
1016
1017 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1018 return;
1019 }
1020
1153 /* Cornered, get rid of scared */ 1021 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1022 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1023 op->enemy = NULL;
1156} 1024}
1157
1158 1025
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1026/* 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 1027 * It returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1028 * stop.
1162 */ 1029 */
1030int
1163int check_pick(object *op) { 1031check_pick (object *op)
1032{
1164 object *tmp, *next; 1033 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1034 int stop = 0;
1167 int j, k, wvratio; 1035 int wvratio;
1168 char putstring[128], tmpstr[16]; 1036 char putstring[128];
1169
1170 1037
1171 /* if you're flying, you cna't pick up anything */ 1038 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1039 if (op->move_type & MOVE_FLYING)
1173 return 1; 1040 return 1;
1174 1041
1175 op_tag = op->count;
1176
1177 next = op->below; 1042 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1043
1181 /* loop while there are items on the floor that are not marked as 1044 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1045 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1046 while (next && !next->destroyed ())
1184 { 1047 {
1185 tmp = next; 1048 tmp = next;
1186 next = tmp->below; 1049 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1050
1190 if (was_destroyed (op, op_tag)) 1051 if (op->destroyed ())
1191 return 0; 1052 return 0;
1192 1053
1193 if ( ! can_pick (op, tmp)) 1054 if (!can_pick (op, tmp))
1194 continue; 1055 continue;
1195 1056
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1057 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1058 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1059 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1060 pick_up (op, tmp);
1200 continue; 1061 continue;
1201 } 1062 }
1202 1063
1203 /* high not bit set? We're using the old autopickup model */ 1064 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1065 if (!(op->contr->mode & PU_NEWMODE))
1066 {
1205 switch (op->contr->mode) { 1067 switch (op->contr->mode)
1206 case 0: return 1; /* don't pick up */ 1068 {
1207 case 1: pick_up (op, tmp); 1069 case 0:
1208 return 1; 1070 return 1; /* don't pick up */
1209 case 2: pick_up (op, tmp); 1071 case 1:
1210 return 0; 1072 pick_up (op, tmp);
1211 case 3: return 0; /* stop before pickup */ 1073 return 1;
1212 case 4: pick_up (op, tmp); 1074 case 2:
1213 break; 1075 pick_up (op, tmp);
1214 case 5: pick_up (op, tmp); 1076 return 0;
1215 stop = 1; 1077 case 3:
1216 break; 1078 return 0; /* stop before pickup */
1217 case 6: 1079 case 4:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1080 pick_up (op, tmp);
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1081 break;
1220 pick_up(op, tmp); 1082 case 5:
1221 break; 1083 pick_up (op, tmp);
1084 stop = 1;
1085 break;
1086 case 6:
1087 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1088 pick_up (op, tmp);
1089 break;
1222 1090
1223 case 7: 1091 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1092 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1093 pick_up (op, tmp);
1226 break; 1094 break;
1227 1095
1228 default: 1096 default:
1229 /* use value density */ 1097 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1098 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1099 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1100 pick_up (op, tmp);
1233 >= op->contr->mode) 1101 }
1234 pick_up(op,tmp); 1102 }
1235 } 1103 else
1236 } 1104 { /* old model */
1237 else { /* old model */
1238 /* NEW pickup handling */ 1105 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1106 if (op->contr->mode & PU_DEBUG)
1240 { 1107 {
1241 /* some debugging code to figure out item information */ 1108 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1109 if (tmp->name != NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1111 &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)))); 1112 else
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 1114 &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)))); 1115
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1116 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1117 }
1251 1118
1252 sprintf(putstring,"...flags: "); 1119 /* philosophy:
1253 for(k=0;k<4;k++) 1120 * It's easy to grab an item type from a pile, as long as it's
1254 { 1121 * generic. This takes no game-time. For more detailed pickups
1255 for(j=0;j<32;j++) 1122 * and selections, select-items should be used. This is a
1256 { 1123 * grab-as-you-run type mode that's really useful for arrows for
1257 if((tmp->flags[k]>>j)&0x01) 1124 * example.
1258 { 1125 * The drawback: right now it has no frontend, so you need to
1259 sprintf(tmpstr,"%d ",k*32+j); 1126 * stick the bits you want into a calculator in hex mode and then
1260 strcat(putstring, tmpstr); 1127 * convert to decimal and then 'pickup <#>
1261 } 1128 */
1262 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 1129
1130 /* the first two modes are exclusive: if NOTHING we return, if
1131 * STOP then we stop. All the rest are applied sequentially,
1132 * meaning if any test passes, the item gets picked up. */
1133
1134 /* if mode is set to pick nothing up, return */
1135
1136 if (op->contr->mode & PU_NOTHING)
1137 return 1;
1138
1139 /* if mode is set to stop when encountering objects, return */
1140 /* take STOP before INHIBIT since it doesn't actually pick
1141 * anything up */
1142
1143 if (op->contr->mode & PU_STOP)
1144 return 0;
1145
1146 /* useful for going into stores and not losing your settings... */
1147 /* and for battles wher you don't want to get loaded down while
1148 * fighting */
1149 if (op->contr->mode & PU_INHIBIT)
1150 return 1;
1151
1152 /* prevent us from turning into auto-thieves :) */
1153 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1154 continue;
1155
1156 /* ignore known cursed objects */
1157 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1158 continue;
1159
1160 /* all food and drink if desired */
1161 /* question: don't pick up known-poisonous stuff? */
1162 if (op->contr->mode & PU_FOOD)
1163 if (tmp->type == FOOD)
1164 {
1165 pick_up (op, tmp);
1166 continue;
1167 }
1168
1169 if (op->contr->mode & PU_DRINK)
1170 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1171 {
1172 pick_up (op, tmp);
1173 continue;
1174 }
1175
1176 if (op->contr->mode & PU_POTION)
1177 if (tmp->type == POTION)
1178 {
1179 pick_up (op, tmp);
1180 continue;
1181 }
1182
1183 /* spellbooks, skillscrolls and normal books/scrolls */
1184 if (op->contr->mode & PU_SPELLBOOK)
1185 if (tmp->type == SPELLBOOK)
1186 {
1187 pick_up (op, tmp);
1188 continue;
1189 }
1190
1191 if (op->contr->mode & PU_SKILLSCROLL)
1192 if (tmp->type == SKILLSCROLL)
1193 {
1194 pick_up (op, tmp);
1195 continue;
1196 }
1197
1198 if (op->contr->mode & PU_READABLES)
1199 if (tmp->type == BOOK || tmp->type == SCROLL)
1200 {
1201 pick_up (op, tmp);
1202 continue;
1203 }
1204
1205 /* wands/staves/rods/horns */
1206 if (op->contr->mode & PU_MAGIC_DEVICE)
1207 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1208 {
1209 pick_up (op, tmp);
1210 continue;
1211 }
1212
1213 /* pick up all magical items */
1214 if (op->contr->mode & PU_MAGICAL)
1215 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1216 {
1217 pick_up (op, tmp);
1218 continue;
1219 }
1220
1221 if (op->contr->mode & PU_VALUABLES)
1222 {
1223 if (tmp->type == MONEY || tmp->type == GEM)
1224 {
1225 pick_up (op, tmp);
1226 continue;
1227 }
1228 }
1229
1230 /* rings & amulets - talismans seems to be typed AMULET */
1231 if (op->contr->mode & PU_JEWELS)
1232 if (tmp->type == RING || tmp->type == AMULET)
1233 {
1234 pick_up (op, tmp);
1235 continue;
1236 }
1237
1238 /* we don't forget dragon food */
1239 if (op->contr->mode & PU_FLESH)
1240 if (tmp->type == FLESH)
1241 {
1242 pick_up (op, tmp);
1243 continue;
1244 }
1245
1246 /* bows and arrows. Bows are good for selling! */
1247 if (op->contr->mode & PU_BOW)
1248 if (tmp->type == BOW)
1249 {
1250 pick_up (op, tmp);
1251 continue;
1252 }
1253
1254 if (op->contr->mode & PU_ARROW)
1255 if (tmp->type == ARROW)
1256 {
1257 pick_up (op, tmp);
1258 continue;
1259 }
1260
1261 /* all kinds of armor etc. */
1262 if (op->contr->mode & PU_ARMOUR)
1263 if (tmp->type == ARMOUR)
1264 {
1265 pick_up (op, tmp);
1266 continue;
1267 }
1268
1269 if (op->contr->mode & PU_HELMET)
1270 if (tmp->type == HELMET)
1271 {
1272 pick_up (op, tmp);
1273 continue;
1274 }
1275
1276 if (op->contr->mode & PU_SHIELD)
1277 if (tmp->type == SHIELD)
1278 {
1279 pick_up (op, tmp);
1280 continue;
1281 }
1282
1283 if (op->contr->mode & PU_BOOTS)
1284 if (tmp->type == BOOTS)
1285 {
1286 pick_up (op, tmp);
1287 continue;
1288 }
1289
1290 if (op->contr->mode & PU_GLOVES)
1291 if (tmp->type == GLOVES)
1292 {
1293 pick_up (op, tmp);
1294 continue;
1295 }
1296
1297 if (op->contr->mode & PU_CLOAK)
1298 if (tmp->type == CLOAK)
1299 {
1300 pick_up (op, tmp);
1301 continue;
1302 }
1303
1304 /* hoping to catch throwing daggers here */
1305 if (op->contr->mode & PU_MISSILEWEAPON)
1306 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1307 {
1308 pick_up (op, tmp);
1309 continue;
1310 }
1311
1312 /* careful: chairs and tables are weapons! */
1313 if (op->contr->mode & PU_ALLWEAPON)
1314 {
1315 if (tmp->type == WEAPON && tmp->name != NULL)
1316 {
1317 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1318 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323 }
1324
1325 if (tmp->type == WEAPON && tmp->name == NULL)
1326 {
1327 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1328 {
1329 pick_up (op, tmp);
1330 continue;
1331 }
1332 }
1333 }
1334
1335 /* misc stuff that's useful */
1336 if (op->contr->mode & PU_KEY)
1337 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1338 {
1339 pick_up (op, tmp);
1340 continue;
1341 }
1342
1343 /* any of the last 4 bits set means we use the ratio for value
1344 * pickups */
1345 if (op->contr->mode & PU_RATIO)
1346 {
1347 /* use value density to decide what else to grab */
1348 /* >=7 was >= op->contr->mode */
1349 /* >=7 is the old standard setting. Now we take the last 4 bits
1350 * and multiply them by 5, giving 0..15*5== 5..75 */
1351 wvratio = (op->contr->mode & PU_RATIO) * 5;
1352 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1353 {
1354 pick_up (op, tmp);
1266#if 0 1355#if 0
1267 /* print the flags too */ 1356 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1357 if (tmp->name != NULL)
1269 { 1358 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1359 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1360 }
1272 { 1361 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1362 fprintf (stderr, "%s", tmp->arch->name);
1274 if(!((j+1)%4))fprintf(stderr," "); 1363 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1364 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 1365#endif
1366 continue;
1367 }
1368 }
1369 } /* the new pickup model */
1279 } 1370 }
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 1371
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; 1372 return !stop;
1443} 1373}
1444 1374
1445/* 1375/*
1446 * Find an arrow in the inventory and after that 1376 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1377 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1378 * found object is returned.
1449 */ 1379 */
1380object *
1450object *find_arrow(object *op, const char *type) 1381find_arrow (object *op, const char *type)
1451{ 1382{
1452 object *tmp = NULL; 1383 object *tmp = 0;
1453 1384
1454 for(op=op->inv; op; op=op->below) 1385 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1386 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); 1387 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1388 else if (op->type == ARROW && op->race == type)
1459 return op; 1389 return op;
1390
1460 return tmp; 1391 return tmp;
1461} 1392}
1462 1393
1463/* 1394/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1395 * 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 1396 * 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 1397 * 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. 1398 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1399 */
1469 1400object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1401find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1402{
1472 object *tmp = NULL, *arrow, *ntmp; 1403 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1404 int attacknum, attacktype, betterby = 0, i;
1474 1405
1475 if (!type) 1406 if (!type)
1476 return NULL; 1407 return NULL;
1477 1408
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1409 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1410 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1411 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1412 {
1413 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1414 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1415 if (i > betterby)
1484 tmp = ntmp; 1416 {
1485 betterby = i; 1417 tmp = ntmp;
1486 } 1418 betterby = i;
1419 }
1420 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1421 else if (arrow->type == ARROW && arrow->race == type)
1422 {
1488 /* allways prefer assasination/slaying */ 1423 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1424 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1425 {
1491 if (arrow->attacktype & AT_DEATH) { 1426 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1427 {
1493 return arrow; 1428 *better = 100;
1494 } else { 1429 return arrow;
1495 tmp = arrow; 1430 }
1431 else
1432 {
1433 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1434 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1435 }
1498 } else { 1436 }
1437 else
1438 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1439 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1440 {
1500 attacktype = 1<<attacknum; 1441 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1442 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) { 1443 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1444 {
1445 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1446 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1505 } 1447 }
1506 } 1448 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1449 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1450 {
1451 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1452 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1453 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1454 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1455 {
1456 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1457 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1458 }
1459 }
1460 }
1515 } 1461 }
1516 }
1517 }
1518 if (tmp == NULL && arrow == NULL) 1462 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1463 return find_arrow (op, type);
1520 1464
1521 *better = betterby; 1465 *better = betterby;
1522 return tmp; 1466 return tmp;
1523} 1467}
1524 1468
1525/* looks in a given direction, finds the first valid target, and calls 1469/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1470 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1471 * op = the shooter
1528 * type = bow->race 1472 * type = bow->race
1529 * dir = fire direction 1473 * dir = fire direction
1530 */ 1474 */
1531 1475object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1476pick_arrow_target (object *op, const char *type, int dir)
1533{ 1477{
1534 object *tmp = NULL; 1478 object *tmp = NULL;
1535 mapstruct *m; 1479 maptile *m;
1536 int i, mflags, found, number; 1480 int i, mflags, found, number;
1537 sint16 x, y; 1481 sint16 x, y;
1538 1482
1539 if (op->map == NULL) 1483 if (op->map == NULL)
1540 return find_arrow(op, type); 1484 return find_arrow (op, type);
1541 1485
1542 /* do a dex check */ 1486 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1487 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))) 1488 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1489 return find_arrow (op, type);
1546 1490
1547 m = op->map; 1491 m = op->map;
1548 x = op->x; 1492 x = op->x;
1549 y = op->y; 1493 y = op->y;
1550 1494
1551 /* find the first target */ 1495 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1496 for (i = 0, found = 0; i < 20; i++)
1497 {
1553 x += freearr_x[dir]; 1498 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1499 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1500 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1501 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1502 {
1557 tmp = NULL; 1503 tmp = NULL;
1558 break; 1504 break;
1505 }
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1506 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1507 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1508 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1509 * perhaps a bad assumption.
1562 */ 1510 */
1563 tmp = NULL; 1511 tmp = NULL;
1564 break; 1512 break;
1565 } 1513 }
1566 if (mflags & P_IS_ALIVE) { 1514 if (mflags & P_IS_ALIVE)
1515 {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1516 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1517 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1518 {
1570 break; 1519 found++;
1571 } 1520 break;
1521 }
1572 if (found) 1522 if (found)
1573 break; 1523 break;
1574 } 1524 }
1575 } 1525 }
1576 if (tmp == NULL) 1526 if (tmp == NULL)
1577 return find_arrow(op, type); 1527 return find_arrow (op, type);
1578 1528
1579 if (tmp->head) 1529 if (tmp->head)
1580 tmp = tmp->head; 1530 tmp = tmp->head;
1581 1531
1582 return find_better_arrow(op, tmp, type, &i); 1532 return find_better_arrow (op, tmp, type, &i);
1583} 1533}
1584 1534
1585/* 1535/*
1586 * Creature fires a bow - op can be monster or player. Returns 1536 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1537 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1540 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1541 * 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 1542 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1543 * player fire modes.
1594 */ 1544 */
1545int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1546fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1547{
1598 object *left, *bow; 1548 object *left, *bow;
1599 tag_t left_tag, tag; 1549 int mflags;
1600 int bowspeed, mflags; 1550 maptile *m;
1601 mapstruct *m;
1602 1551
1603 if (!dir) { 1552 if (!dir)
1553 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1554 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1555 return 0;
1556 }
1557
1558 if (op->contr)
1559 bow = op->current_weapon;
1560 else
1606 } 1561 {
1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow];
1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1562 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1563 /* 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. 1564 * don't need to switch back and forth between bows and weapons.
1613 */ 1565 */
1614 if(bow->type==BOW) 1566 if (bow->type == BOW)
1615 break; 1567 break;
1616 1568
1617 if (!bow) { 1569 if (!bow)
1570 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1571 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1572 return 0;
1620 } 1573 }
1574
1575 // optimisation: move object to top so we will find it quickly again
1576 if (bow->below)
1577 {
1578 bow->remove ();
1579 op->insert (bow);
1580 }
1581
1621 } 1582 }
1583
1622 if( !bow->race || !bow->skill) { 1584 if (!bow->race || !bow->skill)
1585 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1586 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1587 return 0;
1625 } 1588 }
1626 1589
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) { 1590 if (arrow == NULL)
1591 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1592 if ((arrow = find_arrow (op, bow->race)) == NULL)
1593 {
1637 if (op->type == PLAYER) 1594 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1595 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 */ 1596 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1597 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1598 CLEAR_FLAG (op, FLAG_READY_BOW);
1599
1643 return 0; 1600 return 0;
1644 } 1601 }
1645 } 1602 }
1603
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1604 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1605 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1606 return 0;
1649 } 1607
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1608 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1609 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1610 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1611 return 0;
1653 } 1612 }
1654 1613
1655 /* this should not happen, but sometimes does */ 1614 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1615 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1616 {
1617 arrow->destroy ();
1618 return 0;
1619 }
1661 1620
1662 left = arrow; /* these are arrows left to the player */ 1621 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1622 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1623 if (!arrow)
1624 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1625 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1626 return 0;
1668 return 0;
1669 } 1627 }
1670 set_owner(arrow, op); 1628
1671 if (arrow->skill) free_string(arrow->skill); 1629 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1630 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1631 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1632
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 */ 1633 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1634 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1635 arrow->stats.grace = arrow->attacktype;
1636
1687 if (arrow->slaying != NULL) 1637 if (arrow->slaying)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1638 arrow->spellarg = strdup (arrow->slaying);
1689 1639
1690 /* Note that this was different for monsters - they got their level 1640 if (player *pl = op->contr)
1691 * added to the damage. I think the strength bonus is more proper.
1692 */
1693 1641 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1642 if (!pl->has_hit)
1695 0 : dam_bonus[op->stats.Str]) + 1643 {
1696 bow->stats.dam + bow->magic + arrow->magic; 1644 pl->has_hit = 1;
1645 pl->ob->speed_left += pl->weapon_sp - pl->ob->speed;
1646 }
1647#if 0
1648 float speed = pl->weapon_sp;
1697 1649
1650 /* penalize ROF for bestarrow */
1651 if (pl->bowtype == bow_bestarrow)
1652 speed *= .9f;
1653 else
1654 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1655
1656 op->speed_left += speed - op->speed;
1657#endif
1658 }
1659
1660 SET_ANIMATION (arrow, arrow->direction);
1661
1698 /* update the speed */ 1662 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1663 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]) + 1664 + bow->stats.dam / 7.0;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1665
1704 if (arrow->speed < 1.0) 1666 arrow->set_speed (max (arrow->speed, 2.0));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1667 arrow->speed_left = 0;
1708 1668
1669 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1670
1709 if (op->type == PLAYER) { 1671 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1672 {
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; 1673 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1674 wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1675
1676 if (!arrow->slaying)
1677 arrow->slaying = op->slaying;
1678
1679 arrow->attacktype |= op->attacktype;
1680 }
1681 else
1682 {
1720 arrow->level = op->level; 1683 arrow->level = op->level;
1721 } 1684 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1685
1686 if (!arrow->slaying)
1687 arrow->slaying = bow->slaying;
1688
1723 arrow->attacktype |= bow->attacktype; 1689 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1690 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1691
1727 arrow->map = m; 1692 wc -= arrow->level;
1693 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1694
1695 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1728 arrow->move_type = MOVE_FLY_LOW; 1696 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1697 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1698
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1699 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1732 tag = arrow->count; 1700 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1701
1735 if (!was_destroyed(arrow, tag)) 1702 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1703 move_arrow (arrow);
1737 1704
1738 if (op->type == PLAYER) { 1705 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1706 {
1707 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1708 esrv_del_item (op->contr, left->count);
1741 else 1709 else
1742 esrv_send_item(op, left); 1710 esrv_send_item (op, left);
1743 } 1711 }
1712
1744 return 1; 1713 return 1;
1745} 1714}
1746 1715
1747/* Special fire code for players - this takes into 1716/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1717 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1718 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1719 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1720 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1721 * hence the function name.
1753 */ 1722 */
1723int
1754int player_fire_bow(object *op, int dir) 1724player_fire_bow (object *op, int dir)
1755{ 1725{
1756 int ret=0, wcmod=0; 1726 int ret = 0, wcmod = 0;
1757 1727
1758 if (op->contr->bowtype == bow_bestarrow) { 1728 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1729 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1730 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); 1731 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1732 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1733 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1734 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1735 wcmod = -1;
1736
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1737 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1738 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1739 else if (op->contr->bowtype == bow_threewide)
1740 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1741 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)]); 1742 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)]); 1743 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1744 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1745 else if (op->contr->bowtype == bow_spreadshot)
1746 {
1772 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);
1773 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1748 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); 1749 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1750 }
1776 } else { 1751 else
1752 {
1777 /* Simple case */ 1753 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1754 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1755 }
1756
1780 return ret; 1757 return ret;
1781} 1758}
1782
1783 1759
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1760/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1761 * Broken apart from 'fire' to keep it more readable.
1786 */ 1762 */
1763void
1787void fire_misc_object(object *op, int dir) 1764fire_misc_object (object *op, int dir)
1788{ 1765{
1789 object *item; 1766 object *item = op->contr->ranged_ob;
1790 1767
1791 if (!op->contr->ranges[range_misc]) { 1768 if (!item)
1769 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1770 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1771 return;
1794 } 1772 }
1795 1773
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1774 if (!item->inv)
1775 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1776 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1777 return;
1800 } 1778 }
1801 if (item->type == WAND) { 1779
1802 if(item->stats.food<=0) { 1780 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; 1781 return;
1806 } 1782
1783 if (item->type == WAND)
1784 {
1785 if (item->stats.food <= 0)
1786 {
1787 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1789
1790 return;
1791 }
1792 }
1807 } else if (item->type == ROD || item->type==HORN) { 1793 else if (item->type == ROD || item->type == HORN)
1794 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1795 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1796 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1797 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1798
1810 if (item->type== ROD) 1799 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op, 1800 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)); 1801 else
1813 else 1802 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, 1803
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return; 1804 return;
1817 } 1805 }
1818 } 1806 }
1819 1807
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1808 if (cast_spell (op, item, dir, item->inv, NULL))
1809 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1810 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 1811 if (item->type == WAND)
1812 {
1823 if (!(--item->stats.food)) { 1813 if (!(--item->stats.food))
1824 object *tmp; 1814 {
1825 if (item->arch) { 1815 object *tmp;
1816
1817 if (item->arch)
1818 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1819 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1820 item->face = item->arch->clone.face;
1828 item->speed = 0; 1821 item->set_speed (0);
1829 update_ob_speed(item); 1822 }
1830 } 1823
1831 if ((tmp=is_player_inv(item))) 1824 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1825 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1826 }
1834 } 1827 }
1835 else if (item->type == ROD || item->type==HORN) { 1828 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1829 drain_rod_charge (item);
1837 }
1838 } 1830 }
1839} 1831}
1840 1832
1841/* Received a fire command for the player - go and do it. 1833/* Received a fire command for the player - go and do it.
1842 */ 1834 */
1835void
1843void fire(object *op,int dir) { 1836fire (object *op, int dir)
1837{
1844 int spellcost=0; 1838 int spellcost = 0;
1845 1839
1846 /* check for loss of invisiblity/hide */ 1840 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1841 if (action_makes_visible (op))
1842 make_visible (op);
1848 1843
1849 switch(op->contr->shoottype) { 1844 player *pl = op->contr;
1850 case range_none: 1845
1846 if (pl->golem)
1847 {
1848 control_golem (op->contr->golem, dir);
1849 return;
1850 }
1851
1852 object *ob = pl->ranged_ob;
1853
1854 if (!ob)
1851 return; 1855 return;
1852 1856
1853 case range_bow: 1857 if (!op->change_weapon (ob))
1854 player_fire_bow(op, dir);
1855 return; 1858 return;
1856 1859
1857 case range_magic: /* Casting spells */ 1860 switch (ob->type)
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1861 {
1859 return; 1862 case BOW:
1863 player_fire_bow (op, dir);
1864 break;
1860 1865
1861 case range_misc: 1866 case SPELL:
1862 fire_misc_object(op, dir); 1867 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1863 return; 1868 break;
1864 1869
1865 case range_golem: /* Control summoned monsters from scrolls */ 1870 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 ); 1871 apply_map_builder (op, dir);
1886 return; 1872 break;
1887 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1889 return;
1890 }
1891}
1892 1873
1874 case SKILL:
1875 do_skill (op, op, ob, dir, 0);
1876 break;
1893 1877
1878 default:
1879 fire_misc_object (op, dir);
1880 break;
1881 }
1882}
1894 1883
1895/* find_key 1884/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1885 * 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 1886 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1887 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1889 * pl is the player,
1901 * inv is the objects inventory to searched 1890 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1891 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1892 * This function can be called recursively to search containers.
1904 */ 1893 */
1905 1894object *
1906object * find_key(object *pl, object *container, object *door) 1895find_key (object *pl, object *container, object *door)
1907{ 1896{
1908 object *tmp,*key; 1897 object *tmp, *key;
1909 1898
1910 /* Should not happen, but sanity checking is never bad */ 1899 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1900 if (!container->inv)
1901 return 0;
1912 1902
1913 /* First, lets try to find a key in the top level inventory */ 1903 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1904 for (tmp = container->inv; tmp; tmp = tmp->below)
1905 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1906 if (door->type == DOOR && tmp->type == KEY)
1907 break;
1916 /* For sanity, we should really check door type, but other stuff 1908 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1909 * (like containers) can be locked with special keys
1918 */ 1910 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1911 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1912 break;
1921 } 1913 }
1914
1922 /* No key found - lets search inventories now */ 1915 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1916 /* 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 1917 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1918 * a key, return
1926 */ 1919 */
1927 if (!tmp) { 1920 if (!tmp)
1921 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1922 for (tmp = container->inv; tmp; tmp = tmp->below)
1923 {
1929 /* No reason to search empty containers */ 1924 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1925 if (tmp->type == CONTAINER && tmp->inv)
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1926 {
1927 if ((key = find_key (pl, tmp, door)))
1928 return key;
1929 }
1930 }
1931
1932 if (!tmp)
1933 return NULL;
1932 } 1934 }
1933 } 1935
1934 if (!tmp) return NULL;
1935 }
1936 /* We get down here if we have found a key. Now if its in a container, 1936 /* 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 1937 * see if we actually want to use it
1938 */ 1938 */
1939 if (pl!=container) { 1939 if (pl != container)
1940 {
1940 /* Only let players use keys in containers */ 1941 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1942 if (!pl->contr)
1943 return NULL;
1942 /* cases where this fails: 1944 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1945 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1946 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1947 * If the container is not active, return now since only active
1946 * containers can be used. 1948 * containers can be used.
1947 * If we only search keyrings and the container does not have 1949 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1950 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1951 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1952 * inv must have been an container and must have been active.
1951 * 1953 *
1952 * Change the color so that the message doesn't disappear with 1954 * Change the color so that the message doesn't disappear with
1953 * all the others. 1955 * all the others.
1954 */ 1956 */
1955 if (pl->contr->usekeys == key_inventory || 1957 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1958 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 1959 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958 (!container->race || strcmp(container->race, "keys"))) 1960 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1961 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 1962 "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; 1963 return NULL;
1964 } 1964 }
1965 } 1965 }
1966
1966 return tmp; 1967 return tmp;
1967} 1968}
1968 1969
1969/* moved door processing out of move_player_attack. 1970/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1971 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1972 * such that the caller should not do anything more,
1972 * 0 otherwise 1973 * 0 otherwise
1973 */ 1974 */
1975static int
1974static int player_attack_door(object *op, object *door) 1976player_attack_door (object *op, object *door)
1975{ 1977{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1978 /* 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 - 1979 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1980 * otherwise, we fall through to the rest of the code.
1980 */ 1981 */
1981 object *key=find_key(op, op, door); 1982 object *key = find_key (op, op, door);
1982 1983
1983 /* IF we found a key, do some extra work */ 1984 /* IF we found a key, do some extra work */
1984 if (key) { 1985 if (key)
1986 {
1985 object *container=key->env; 1987 object *container = key->env;
1986 1988
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1989 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 1990
1991 if (action_makes_visible (op))
1992 make_visible (op);
1993
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1994 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1995 spring_trap (door->inv, op);
1996
1990 if (door->type == DOOR) { 1997 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1998 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1999 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2000 {
1995 "You open the door with the %s", query_short_name(key)); 2001 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 ;-) */ 2002 remove_door2 (door); /* remove door without violence ;-) */
1997 } 2003 }
2004
1998 /* Do this after we print the message */ 2005 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2006 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2007 /* Need to update the weight the container the key was in */
2001 if (container != op) 2008 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2009 esrv_update_item (UPD_WEIGHT, op, container);
2010
2003 return 1; /* Nothing more to do below */ 2011 return 1; /* Nothing more to do below */
2012 }
2004 } else if (door->type==LOCKED_DOOR) { 2013 else if (door->type == LOCKED_DOOR)
2014 {
2005 /* Might as well return now - no other way to open this */ 2015 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2016 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2017 return 1;
2008 } 2018 }
2019
2009 return 0; 2020 return 0;
2010} 2021}
2011 2022
2012/* This function is just part of a breakup from move_player. 2023/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2024 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2025 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2026 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2027 * going to try and move (not fire weapons).
2017 */ 2028 */
2018 2029void
2019void move_player_attack(object *op, int dir) 2030move_player_attack (object *op, int dir)
2020{ 2031{
2021 object *tmp, *mon; 2032 object *tmp, *mon;
2022 sint16 nx, ny;
2023 int on_battleground; 2033 int on_battleground;
2024 mapstruct *m; 2034 maptile *m;
2025 2035
2026 nx=freearr_x[dir]+op->x; 2036 sint16 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2037 sint16 ny = freearr_y[dir] + op->y;
2028 2038
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2039 on_battleground = op_on_battleground (op, 0, 0);
2030 2040
2031 /* If braced, or can't move to the square, and it is not out of the 2041 /* 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 2042 * 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 2043 * 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 2044 * 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 2045 * 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 2046 * 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 2047 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2048 * move_ob uses.
2039 */ 2049 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2050 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 2051 {
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2052 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");*/ 2053 {
2054 m = op->map->xy_find (nx, ny);
2055 if (!m)
2056 return; /* Don't think this should happen */
2057 }
2058 else
2059 m = op->map;
2060
2061 if (!(tmp = m->at (nx, ny).bot))
2049 return; 2062 return;
2050 }
2051 2063
2052 mon = NULL; 2064 mon = 0;
2053 /* Go through all the objects, and find ones of interest. Only stop if 2065 /* 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. 2066 * 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 2067 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 2068 * on the space
2057 */ 2069 */
2058 while (tmp!=NULL) { 2070 while (tmp)
2071 {
2059 if (tmp == op) { 2072 if (tmp == op)
2060 tmp=tmp->above; 2073 {
2061 continue; 2074 tmp = tmp->above;
2062 } 2075 continue;
2076 }
2077
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2078 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2064 mon = tmp; 2079 {
2065 break; 2080 mon = tmp;
2066 } 2081 break;
2082 }
2083
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2084 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2068 mon = tmp; 2085 mon = tmp;
2086
2069 tmp=tmp->above; 2087 tmp = tmp->above;
2070 } 2088 }
2071 2089
2072 if (mon==NULL) /* This happens anytime the player tries to move */ 2090 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 2091 return; /* into a wall */
2074 2092
2075 if(mon->head != NULL) 2093 if (mon->head)
2076 mon = mon->head; 2094 mon = mon->head;
2077 2095
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2096 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2079 if (player_attack_door(op, mon)) return; 2097 if (player_attack_door (op, mon))
2098 return;
2080 2099
2081 /* The following deals with possibly attacking peaceful 2100 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered 2101 * or frienddly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the 2102 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that 2103 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently, 2104 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them. 2105 * and thus will not push them.
2087 */ 2106 */
2088 2107
2089 /* If the creature is a pet, push it even if the player is not 2108 /* 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 2109 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive. 2110 * player owns it and it is either friendly or unagressive.
2092 */ 2111 */
2093 if ((op->type==PLAYER) 2112 if (op->type == PLAYER
2094#if COZY_SERVER 2113 && ((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)) 2114 && same_party (mon->owner->contr->party, op->contr->party))
2099 || get_owner(mon) == op 2115 || mon->owner == op)
2100 )
2101#else
2102 && get_owner(mon)==op
2103#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2116 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 2117 {
2106 /* If we're braced, we don't want to switch places with it */ 2118 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return; 2119 if (op->contr->braced)
2120 return;
2121
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2122 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob(mon,dir,op); 2123 push_ob (mon, dir, op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op); 2124 if (op->contr->tmp_invis || op->hide)
2125 make_visible (op);
2126
2111 return; 2127 return;
2112 } 2128 }
2113 2129
2114 /* in certain circumstances, you shouldn't attack friendly 2130 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push 2131 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't 2132 * someone, but put it inside this loop so that you won't
2117 * attack them either. 2133 * attack them either.
2118 */ 2134 */
2119 if ((mon->type==PLAYER || mon->enemy != op) && 2135 if ((mon->type == PLAYER || mon->enemy != op)
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2136 && (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 && 2137 && ((op->contr->peaceful
2126#endif 2138 || (mon->type == PLAYER && mon->contr->peaceful))
2127 !on_battleground 2139 && !on_battleground))
2140 {
2141 if (!op->contr->braced)
2128 )) { 2142 {
2129 if (!op->contr->braced) {
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2143 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2131 (void) push_ob(mon,dir,op); 2144 push_ob (mon, dir, op);
2132 } else { 2145 }
2146 else
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2147 new_draw_info (0, 0, op, "You withhold your attack");
2134 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137 2148
2149 if (op->contr->tmp_invis || op->hide)
2150 make_visible (op);
2151 }
2152
2138 /* If the object is a boulder or other rollable object, then 2153 /* 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. 2154 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2155 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2156 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2157 {
2142 recursive_roll(mon,dir,op); 2158 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 2159 if (action_makes_visible (op))
2144 } 2160 make_visible (op);
2161 }
2145 2162
2146 /* Any generic living creature. Including things like doors. 2163 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2164 * 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: 2165 * 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 2166 * 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. 2167 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2168 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2171 {
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) { 2172 if (!op->contr->has_hit)
2163 op->speed_left += op->speed / op->contr->weapon_sp; 2173 {
2174 op->contr->has_hit = 1;
2175 op->speed_left += op->contr->weapon_sp - op->speed;
2176 }
2164 2177
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); 2178 skill_attack (mon, op, 0, 0, 0);
2169 2179
2170 /* If attacking another player, that player gets automatic 2180 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either. 2181 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is 2182 * Disable hitback on the battleground or if the target is
2173 * the wiz. 2183 * the wiz.
2174 */ 2184 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2185 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)) { 2186 {
2177 short luck = mon->stats.luck; 2187 short luck = mon->stats.luck;
2188
2178 mon->contr->has_hit = 1; 2189 mon->contr->has_hit = 1;
2179 skill_attack(op, mon, 0, NULL, NULL); 2190 skill_attack (op, mon, 0, 0, 0);
2180 mon->stats.luck = luck; 2191 mon->stats.luck = luck;
2181 } 2192 }
2182 if(action_makes_visible(op)) make_visible(op); 2193
2183 } 2194 if (action_makes_visible (op))
2195 make_visible (op);
2196 }
2184 } /* if player should attack something */ 2197 } /* if player should attack something */
2185} 2198}
2186 2199
2200int
2187int move_player(object *op,int dir) { 2201move_player (object *op, int dir)
2202{
2188 int pick; 2203 int pick;
2189 2204
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2205 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; 2206 return 0;
2207
2208 /* Sanity check: make sure dir is valid */
2209 if ((dir < 0) || (dir >= 9))
2210 {
2211 LOG (llevError, "move_player: invalid direction %d\n", dir);
2212 return 0;
2213 }
2214
2215 /* peterm: added following line */
2216 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2217 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2218
2219 op->facing = dir;
2220
2221 if (op->hide)
2222 do_hidden_move (op);
2223
2224 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2225 /*nop */ ;
2226 else if (op->contr->fire_on)
2227 fire (op, dir);
2228 else
2229 {
2230 move_player_attack (op, dir);
2231 pick = check_pick (op);
2232 }
2233
2234 /* Add special check for newcs players and fire on - this way, the
2235 * server can handle repeat firing.
2236 */
2237 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2238 op->direction = dir;
2239 else
2240 op->direction = 0;
2241
2242 /* Update how the player looks. Use the facing, so direction may
2243 * get reset to zero. This allows for full animation capabilities
2244 * for players.
2245 */
2246 animate_object (op, op->facing);
2247 return 0;
2229} 2248}
2230 2249
2231/* This is similar to handle_player, below, but is only used by the 2250/* This is similar to handle_player, below, but is only used by the
2232 * new client/server stuff. 2251 * new client/server stuff.
2233 * This is sort of special, in that the new client/server actually uses 2252 * This is sort of special, in that the new client/server actually uses
2234 * the new speed values for commands. 2253 * the new speed values for commands.
2235 * 2254 *
2236 * Returns true if there are more actions we can do. 2255 * Returns true if there are more actions we can do.
2237 */ 2256 */
2257int
2238int handle_newcs_player(object *op) 2258handle_newcs_player (object *op)
2239{ 2259{
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)) { 2260 if (QUERY_FLAG (op, FLAG_SCARED))
2261 {
2257 flee_player(op); 2262 flee_player (op);
2263
2258 /* If player is still scared, that is his action for this tick */ 2264 /* If player is still scared, that is his action for this tick */
2259 if (QUERY_FLAG(op, FLAG_SCARED)) { 2265 if (op->flag [FLAG_SCARED])
2260 op->speed_left--; 2266 {
2267 --op->speed_left;
2261 return 0; 2268 return 0;
2262 } 2269 }
2263 } 2270 }
2264 2271
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 2272 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2273 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2274 * called, so we recheck it here.
2280 */ 2275 */
2281 HandleClient(&op->contr->socket, op->contr); 2276 if (op->contr->ns->handle_command ())
2282 if (op->speed_left<0) return 0; 2277 return 1;
2283 2278
2279 if (op->speed_left > 0.f)
2280 {
2284 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2281 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2282 {
2285 /* All move commands take 1 tick, at least for now */ 2283 /* All move commands take 1 tick, at least for now */
2286 op->speed_left--; 2284 --op->speed_left;
2287 2285
2288 /* Instead of all the stuff below, let move_player take care 2286 /* Instead of all the stuff below, let move_player take care
2289 * of it. Also, some of the skill stuff is only put in 2287 * of it. Also, some of the skill stuff is only put in
2290 * there, as well as the confusion stuff. 2288 * there, as well as the confusion stuff.
2291 */ 2289 */
2292 move_player(op, op->direction); 2290 move_player (op, op->direction);
2293 if (op->speed_left>0) return 1; 2291
2292 return op->speed_left > 0.f;
2293 }
2294 }
2295
2294 else return 0; 2296 return 0;
2295 } 2297}
2298
2299int
2300save_life (object *op)
2301{
2302 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2296 return 0; 2303 return 0;
2297}
2298 2304
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) 2305 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2306 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2306 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2307 {
2307 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2308 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2308 new_draw_info_format(NDI_UNIQUE, 0,op, 2309 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2309 "Your %s vibrates violently, then evaporates.", 2310
2310 query_name(tmp));
2311 if (op->contr) 2311 if (op->contr)
2312 esrv_del_item(op->contr, tmp->count); 2312 esrv_del_item (op->contr, tmp->count);
2313 remove_ob(tmp); 2313
2314 free_object(tmp); 2314 tmp->destroy ();
2315 CLEAR_FLAG(op, FLAG_LIFESAVE); 2315 CLEAR_FLAG (op, FLAG_LIFESAVE);
2316
2316 if(op->stats.hp<0) 2317 if (op->stats.hp < 0)
2317 op->stats.hp = op->stats.maxhp; 2318 op->stats.hp = op->stats.maxhp;
2319
2318 if(op->stats.food<0) 2320 if (op->stats.food < 0)
2319 op->stats.food = 999; 2321 op->stats.food = 999;
2320 fix_player(op); 2322
2323 op->update_stats ();
2321 return 1; 2324 return 1;
2322 } 2325 }
2326
2323 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2327 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2324 CLEAR_FLAG(op, FLAG_LIFESAVE); 2328 CLEAR_FLAG (op, FLAG_LIFESAVE);
2325 enter_player_savebed(op); /* bring him home. */ 2329 enter_player_savebed (op); /* bring him home. */
2326 return 0; 2330 return 0;
2327} 2331}
2328 2332
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2333/* 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 2334 * 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 2335 * function will descend into containers. op is the object to start the search
2332 * from. 2336 * from.
2333 */ 2337 */
2338void
2334void remove_unpaid_objects(object *op, object *env) 2339remove_unpaid_objects (object *op, object *env)
2335{ 2340{
2336 object *next;
2337
2338 while (op) { 2341 while (op)
2339 next=op->below; /* Make sure we have a good value, in case 2342 {
2340 * we remove object 'op' 2343 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2341 */ 2344
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2345 if (QUERY_FLAG (op, FLAG_UNPAID))
2343 remove_ob(op); 2346 {
2344 op->x = env->x;
2345 op->y = env->y;
2346 if (env->type == PLAYER) 2347 if (env->type == PLAYER)
2347 esrv_del_item(env->contr, op->count); 2348 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 2349
2350 op->insert_at (env);
2351 }
2352 else if (op->inv)
2353 remove_unpaid_objects (op->inv, env);
2354
2355 op = next;
2356 }
2357}
2355 2358
2356/* 2359/*
2357 * Returns pointer a static string containing gravestone text 2360 * Returns pointer a static string containing gravestone text
2358 * Moved from apply.c to player.c - player.c is what 2361 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the 2362 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better, 2363 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory. 2364 * but there isn't one in the server directory.
2362 */ 2365 */
2366char *
2363char *gravestone_text (object *op) 2367gravestone_text (object *op)
2364{ 2368{
2365 static char buf2[MAX_BUF]; 2369 static char buf2[MAX_BUF];
2366 char buf[MAX_BUF]; 2370 char buf[MAX_BUF];
2367 time_t now = time (NULL); 2371 time_t now = time (NULL);
2368 2372
2369 strcpy (buf2, " R.I.P.\n\n"); 2373 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER) 2374 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2375 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2372 else 2376 else
2373 sprintf (buf, "%s\n", op->name); 2377 sprintf (buf, "%s\n", &op->name);
2378
2374 strncat (buf2, " ", 20 - strlen (buf) / 2); 2379 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2380 strcat (buf2, buf);
2376 if (op->type == PLAYER) 2381 if (op->type == PLAYER)
2377 sprintf (buf, "who was in level %d when killed\n", op->level); 2382 sprintf (buf, "who was in level %d when killed\n", op->level);
2378 else 2383 else
2379 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2384 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2385
2380 strncat (buf2, " ", 20 - strlen (buf) / 2); 2386 strncat (buf2, " ", 20 - strlen (buf) / 2);
2381 strcat (buf2, buf); 2387 strcat (buf2, buf);
2382 if (op->type == PLAYER) { 2388 if (op->type == PLAYER)
2389 {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer); 2390 sprintf (buf, "by %s.\n\n", op->contr->killer);
2384 strncat (buf2, " ", 21 - strlen (buf) / 2); 2391 strncat (buf2, " ", 21 - strlen (buf) / 2);
2385 strcat (buf2, buf); 2392 strcat (buf2, buf);
2386 } 2393 }
2394
2387 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2395 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2); 2396 strncat (buf2, " ", 20 - strlen (buf) / 2);
2389 strcat (buf2, buf); 2397 strcat (buf2, buf);
2398
2390 return buf2; 2399 return buf2;
2391} 2400}
2392 2401
2393 2402void
2394
2395void do_some_living(object *op) { 2403do_some_living (object *op)
2404{
2396 int last_food=op->stats.food; 2405 int last_food = op->stats.food;
2397 int gen_hp, gen_sp, gen_grace; 2406 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace; 2407 int over_hp, over_sp, over_grace;
2399 int i; 2408 int i;
2400 int rate_hp = 1200; 2409 int rate_hp = 1200;
2401 int rate_sp = 2500; 2410 int rate_sp = 2500;
2402 int rate_grace = 2000; 2411 int rate_grace = 2000;
2403 const int max_hp = 1; 2412 const int max_hp = 1;
2404 const int max_sp = 1; 2413 const int max_sp = 1;
2405 const int max_grace = 1; 2414 const int max_grace = 1;
2406 2415
2407 if (op->contr->outputs_sync) { 2416 if (op->contr->hidden)
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2417 {
2409 if (op->contr->outputs[i].buf!=NULL && 2418 op->invisible = 1000;
2410 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2419 /* the socket code flashes the player visible/invisible
2411 flush_output_element(op, &op->contr->outputs[i]); 2420 * depending on the value of invisible, so we need to
2421 * alternate it here for it to work correctly.
2422 */
2423 if (pticks & 2)
2424 op->invisible--;
2412 } 2425 }
2426 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2427 {
2428 if (!op->invisible--)
2429 {
2430 make_visible (op);
2431 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2432 }
2433 }
2413 2434
2414 if(op->contr->state==ST_PLAYING) { 2435 if (op->contr->ns->state == ST_PLAYING)
2415 2436 {
2416 /* these next three if clauses make it possible to SLOW DOWN 2437 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2438 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) 2439 if (op->contr->gen_hp >= 0)
2531 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2440 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2532 else 2441 else
2442 {
2443 gen_hp = op->stats.maxhp;
2444 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2445 }
2446
2447 if (op->contr->gen_sp >= 0)
2448 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2449 else
2450 {
2451 gen_sp = op->stats.maxsp;
2452 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2453 }
2454
2455 if (op->contr->gen_grace >= 0)
2456 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2457 else
2458 {
2459 gen_grace = op->stats.maxgrace;
2460 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2461 }
2462
2463 /* Regenerate Spell Points */
2464 if (!op->contr->golem && --op->last_sp < 0)
2465 {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2467 if (op->stats.sp < op->stats.maxsp)
2468 {
2469 op->stats.sp++;
2470 /* dms do not consume food */
2471 if (!QUERY_FLAG (op, FLAG_WIZ))
2472 {
2473 op->stats.food--;
2474 if (op->contr->digestion < 0)
2475 op->stats.food += op->contr->digestion;
2476 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2477 op->stats.food = last_food;
2478 }
2479 }
2480
2481 if (max_sp > 1)
2482 {
2483 over_sp = (gen_sp + 10) / rate_sp;
2484 if (over_sp > 0)
2485 {
2486 if (op->stats.sp < op->stats.maxsp)
2487 {
2488 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2489
2490 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2491 op->stats.sp--;
2492
2493 if (op->stats.sp > op->stats.maxsp)
2494 op->stats.sp = op->stats.maxsp;
2495 }
2496 op->last_sp = 0;
2497 }
2498 else
2499 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2500 }
2501 else
2502 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2503 }
2504
2505 /* Regenerate Grace */
2506 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2507 if (--op->last_grace < 0)
2508 {
2509 if (op->stats.grace < op->stats.maxgrace / 2)
2510 op->stats.grace++; /* no penalty in food for regaining grace */
2511
2512 if (max_grace > 1)
2513 {
2514 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2515 if (over_grace > 0)
2516 {
2517 op->stats.sp += over_grace
2518 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2519 op->last_grace = 0;
2520 }
2521 else
2522 {
2523 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2524 }
2525 }
2526 else
2527 {
2528 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2529 }
2530 /* wearing stuff doesn't detract from grace generation. */
2531 }
2532
2533 /* Regenerate Hit Points */
2534 if (--op->last_heal < 0)
2535 {
2536 if (op->stats.hp < op->stats.maxhp)
2537 {
2538 op->stats.hp++;
2539 /* dms do not consume food */
2540 if (!QUERY_FLAG (op, FLAG_WIZ))
2541 {
2542 op->stats.food--;
2543 if (op->contr->digestion < 0)
2544 op->stats.food += op->contr->digestion;
2545 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2546 op->stats.food = last_food;
2547 }
2548 }
2549
2550 if (max_hp > 1)
2551 {
2552 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2553 if (over_hp > 0)
2554 {
2555 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2556 op->last_heal = 0;
2557 }
2558 else
2559 {
2560 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2561 }
2562 }
2563 else
2564 {
2565 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2566 }
2567 }
2568
2569 /* Digestion */
2570 if (--op->last_eat < 0)
2571 {
2572 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2573
2574 if (op->contr->gen_hp > 0)
2575 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2576 else
2533 op->last_eat=25*(1+bonus)/(penalty +1); 2577 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2578
2534 /* dms do not consume food */ 2579 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2580 if (!QUERY_FLAG (op, FLAG_WIZ))
2536 } 2581 op->stats.food--;
2537 } 2582 }
2538 2583
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2584 if (op->stats.food < 0 && op->stats.hp >= 0)
2540 object *tmp, *flesh=NULL; 2585 {
2586 object *tmp, *flesh = 0;
2541 2587
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2588 for (tmp = op->inv; tmp; tmp = tmp->below)
2589 {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2590 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2591 {
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2592 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2593 {
2545 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2594 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2546 manual_apply(op,tmp,0); 2595 manual_apply (op, tmp, 0);
2547 if(op->stats.food>=0||op->stats.hp<0) 2596 if (op->stats.food >= 0 || op->stats.hp < 0)
2548 break; 2597 break;
2549 } 2598 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2599 else if (tmp->type == FLESH)
2551 } /* End if paid for object */ 2600 flesh = tmp;
2552 } /* end of for loop */ 2601 } /* End if paid for object */
2602 } /* end of for loop */
2603
2553 /* If player is still starving, it means they don't have any food, so 2604 /* If player is still starving, it means they don't have any food, so
2554 * eat flesh instead. 2605 * eat flesh instead.
2555 */ 2606 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2607 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2608 {
2557 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2609 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2558 manual_apply(op,flesh,0); 2610 manual_apply (op, flesh, 0);
2559 } 2611 }
2560 } /* end if player is starving */ 2612 }
2561 2613
2562 while(op->stats.food<0&&op->stats.hp>0) 2614 while (op->stats.food < 0 && op->stats.hp >= 0)
2563 op->stats.food++,op->stats.hp--; 2615 op->stats.food++, op->stats.hp--;
2564 2616
2565 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2617 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2566 kill_player(op); 2618 kill_player (op);
2619 }
2567} 2620}
2568
2569
2570 2621
2571/* If the player should die (lack of hp, food, etc), we call this. 2622/* 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 2623 * 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 2624 * permadeath, no lifesave), this will take care of removing the player
2574 * file. 2625 * file.
2575 */ 2626 */
2627void
2576void kill_player(object *op) 2628kill_player (object *op)
2577{ 2629{
2578 char buf[MAX_BUF]; 2630 char buf[MAX_BUF];
2579 int x,y,i; 2631 int x, y;
2632
2633 //int i;
2580 mapstruct *map; /* this is for resurrection */ 2634 maptile *map; /* this is for resurrection */
2635
2581 int z; 2636 /* int z;
2582 int num_stats_lose; 2637 int num_stats_lose;
2583 int lost_a_stat; 2638 int lost_a_stat;
2584 int lose_this_stat; 2639 int lose_this_stat;
2585 int this_stat; 2640 int this_stat; */
2586 int will_kill_again; 2641 int will_kill_again;
2587 archetype *at; 2642 archetype *at;
2588 object *tmp; 2643 object *tmp;
2589 2644
2590 if(save_life(op)) 2645 if (save_life (op))
2591 return; 2646 return;
2592 2647
2593 2648
2594 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2649 /* 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. 2650 * in cities ONLY!!! It is very important that this doesn't get abused.
2596 * Look at op_on_battleground() for more info --AndreasV 2651 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2652 */
2598 if (op_on_battleground(op, &x, &y)) { 2653 if (op_on_battleground (op, &x, &y))
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2654 {
2600 "You have been defeated in combat!"); 2655 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, 2656 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2602 "Local medics have saved your life..."); 2657
2603
2604 /* restore player */ 2658 /* restore player */
2605 at = find_archetype("poisoning"); 2659 at = archetype::find ("poisoning");
2606 tmp=present_arch_in_ob(at,op); 2660 if (object *tmp = present_arch_in_ob (at, op))
2607 if (tmp) { 2661 {
2608 remove_ob(tmp); 2662 tmp->destroy ();
2609 free_object(tmp);
2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2663 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2611 } 2664 }
2612 2665
2613 at = find_archetype("confusion"); 2666 at = archetype::find ("confusion");
2614 tmp=present_arch_in_ob(at,op); 2667 if (object *tmp = present_arch_in_ob (at, op))
2615 if (tmp) { 2668 {
2616 remove_ob(tmp); 2669 tmp->destroy ();
2617 free_object(tmp);
2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2670 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2619 } 2671 }
2620 2672
2621 cure_disease(op,0); /* remove any disease */ 2673 cure_disease (op, 0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp; 2674 op->stats.hp = op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999; 2675 if (op->stats.food <= 0)
2624 2676 op->stats.food = 999;
2677
2625 /* create a bodypart-trophy to make the winner happy */ 2678 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 2679 if (object *tmp = arch_to_object (archetype::find ("finger")))
2627 if (tmp != NULL)
2628 { 2680 {
2629 sprintf(buf,"%s's finger",op->name); 2681 sprintf (buf, "%s's finger", &op->name);
2630 tmp->name = add_string(buf); 2682 tmp->name = buf;
2631 sprintf(buf," This finger has been cut off %s\n" 2683 sprintf (buf, " This finger has been cut off %s\n"
2632 " the %s, when he was defeated at\n level %d by %s.\n", 2684 " the %s, when he was defeated at\n level %d by %s.\n",
2633 op->name, op->contr->title, (int)(op->level), 2685 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2634 op->contr->killer); 2686 tmp->msg = buf;
2635 tmp->msg=add_string(buf); 2687 tmp->value = 0, tmp->type = 0;
2636 tmp->value=0, tmp->material=0, tmp->type=0; 2688 tmp->materialname = "organics";
2637 tmp->materialname = NULL; 2689 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 2690 }
2691
2642 /* teleport defeated player to new destination*/ 2692 /* teleport defeated player to new destination */
2643 transfer_ob(op, x, y, 0, NULL); 2693 transfer_ob (op, x, y, 0, NULL);
2644 op->contr->braced=0; 2694 op->contr->braced = 0;
2645 return; 2695 return;
2646 } 2696 }
2647 2697
2648 INVOKE_PLAYER (DEATH, op->contr); 2698 INVOKE_PLAYER (DEATH, op->contr);
2649 2699
2650 command_kill_pets (op, 0); 2700 command_kill_pets (op, 0);
2651 2701
2652 if(op->stats.food<0) { 2702 if (op->stats.food < 0)
2653 if (op->contr->explore) { 2703 {
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); 2704 sprintf (buf, "%s starved to death.", &op->name);
2660 strcpy(op->contr->killer,"starvation"); 2705 strcpy (op->contr->killer, "starvation");
2661 } 2706 }
2662 else { 2707 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); 2708 sprintf (buf, "%s died.", &op->name);
2670 } 2709
2671 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2710 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2672 2711
2673 /* save the map location for corpse, gravestone*/ 2712 /* save the map location for corpse, gravestone */
2674 x=op->x;y=op->y;map=op->map; 2713 x = op->x;
2714 y = op->y;
2715 map = op->map;
2675 2716
2676
2677 if (settings.not_permadeth == TRUE) {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 2717 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * life if they are dead - it takes some exp and a random stat. 2718 * 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. 2719 * See the config.h file for a little more in depth detail about this.
2681 */ 2720 */
2682 2721
2683 /* Basically two ways to go - remove a stat permanently, or just 2722 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 2723 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 2724 * of death.
2686 */ 2725 */
2687#ifndef COZY_SERVER 2726#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 2727 if (settings.balanced_stat_loss)
2728 {
2689 /* If stat loss is permanent, lose one stat only. */ 2729 /* If stat loss is permanent, lose one stat only. */
2690 /* Lower level chars don't lose as many stats because they suffer 2730 /* Lower level chars don't lose as many stats because they suffer
2691 more if they do. */ 2731 more if they do. */
2692 /* Higher level characters can afford things such as potions of 2732 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 2733 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 2734 little bit harder. */
2695 /* GD */ 2735 /* GD */
2696 if (settings.stat_loss_on_death) 2736 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1; 2737 num_stats_lose = 1;
2698 else 2738 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2739 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2700 } else { 2740 }
2741 else
2701 num_stats_lose = 1; 2742 num_stats_lose = 1;
2702 } 2743
2703 lost_a_stat = 0; 2744 lost_a_stat = 0;
2704 2745
2705 for (z=0; z<num_stats_lose; z++) { 2746 for (z = 0; z < num_stats_lose; z++)
2747 {
2706 i = RANDOM() % NUM_STATS; 2748 i = RANDOM () % NUM_STATS;
2707 2749
2708 if (settings.stat_loss_on_death) { 2750 if (settings.stat_loss_on_death)
2751 {
2709 /* Pick a random stat and take a point off it. Tell the player 2752 /* Pick a random stat and take a point off it. Tell the player
2710 * what he lost. 2753 * what he lost.
2711 */ 2754 */
2712 change_attr_value(&(op->stats), i,-1); 2755 change_attr_value (&(op->stats), i, -1);
2713 check_stat_bounds(&(op->stats)); 2756 check_stat_bounds (&(op->stats));
2714 change_attr_value(&(op->contr->orig_stats), i,-1); 2757 change_attr_value (&(op->contr->orig_stats), i, -1);
2715 check_stat_bounds(&(op->contr->orig_stats)); 2758 check_stat_bounds (&(op->contr->orig_stats));
2716 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2759 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2717 lost_a_stat = 1; 2760 lost_a_stat = 1;
2718 } else { 2761 }
2762 else
2763 {
2719 /* deplete a stat */ 2764 /* deplete a stat */
2720 archetype *deparch=find_archetype("depletion"); 2765 archetype *deparch = archetype::find ("depletion");
2721 object *dep; 2766 object *dep;
2767
2768 dep = present_arch_in_ob (deparch, op);
2769 if (!dep)
2722 2770 {
2723 dep = present_arch_in_ob(deparch,op);
2724 if(!dep) {
2725 dep = arch_to_object(deparch); 2771 dep = arch_to_object (deparch);
2726 insert_ob_in_ob(dep, op); 2772 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 2773 }
2756 if (lose_this_stat) { 2774 lose_this_stat = 1;
2775 if (settings.balanced_stat_loss)
2776 {
2777 /* GD */
2778 /* Get the stat that we're about to deplete. */
2757 this_stat = get_attr_value(&(dep->stats), i); 2779 this_stat = get_attr_value (&(dep->stats), i);
2780 if (this_stat < 0)
2781 {
2782 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2783 int keep_chance = this_stat * this_stat;
2784
2785 /* Yes, I am paranoid. Sue me. */
2786 if (keep_chance < 1)
2787 keep_chance = 1;
2788
2789 /* There is a maximum depletion total per level. */
2790 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2791 {
2792 lose_this_stat = 0;
2793 /* Take loss chance vs keep chance to see if we
2794 retain the stat. */
2795 }
2796 else
2797 {
2798 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2799 lose_this_stat = 0;
2800 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2801 this_stat, keep_chance, loss_chance,
2802 lose_this_stat?"LOSE":"KEEP"); */
2803 }
2804 }
2805 }
2806
2807 if (lose_this_stat)
2808 {
2809 this_stat = get_attr_value (&(dep->stats), i);
2758 /* We could try to do something clever like find another 2810 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if 2811 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low 2812 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a 2813 * and should be roughly the same, so it shouldn't make a
2762 * difference. 2814 * difference.
2763 */ 2815 */
2764 if (this_stat>=-50) { 2816 if (this_stat >= -50)
2817 {
2765 change_attr_value(&(dep->stats), i, -1); 2818 change_attr_value (&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED); 2819 SET_FLAG (dep, FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2820 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 fix_player(op); 2821 op->update_stats ();
2769 lost_a_stat = 1; 2822 lost_a_stat = 1;
2770 } 2823 }
2771 } 2824 }
2825 }
2772 } 2826 }
2773 }
2774 /* If no stat lost, tell the player. */ 2827 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 2828 if (!lost_a_stat)
2776 { 2829 {
2777 /* determine_god() seems to not work sometimes... why is this? 2830 /* determine_god() seems to not work sometimes... why is this?
2778 Should I be using something else? GD */ 2831 Should I be using something else? GD */
2779 const char *god = determine_god(op); 2832 const char *god = determine_god (op);
2833
2780 if (god && (strcmp(god, "none"))) 2834 if (god && (strcmp (god, "none")))
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2835 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" 2836 else
2783 " you.", god); 2837 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 } 2838 }
2839#else
2840 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2788#endif 2841#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 2842
2792 /* Put a gravestone up where the character 'almost' died. List the 2843 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 2844 * exp loss on the stone.
2794 */ 2845 */
2795 tmp=arch_to_object(find_archetype("gravestone")); 2846 tmp = arch_to_object (archetype::find ("gravestone"));
2796 sprintf(buf,"%s's gravestone",op->name); 2847 sprintf (buf, "%s's gravestone", &op->name);
2797 FREE_AND_COPY(tmp->name, buf); 2848 tmp->name = buf;
2798 sprintf(buf,"%s's gravestones",op->name); 2849 sprintf (buf, "%s's gravestones", &op->name);
2799 FREE_AND_COPY(tmp->name_pl, buf); 2850 tmp->name_pl = buf;
2800 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2851 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" 2852 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; 2853 tmp->x = op->x, tmp->y = op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0); 2854 insert_ob_in_map (tmp, op->map, NULL, 0);
2808 2855
2809 /**************************************/ 2856 /**************************************/
2810 /* */ 2857 /* */
2811 /* Subtract the experience points, */ 2858 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */ 2859 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */ 2860 /* food, and reset HP's... */
2814 /* */ 2861 /* */
2815 /**************************************/ 2862 /**************************************/
2816 2863
2817 /* remove any poisoning and confusion the character may be suffering.*/ 2864 /* remove any poisoning and confusion the character may be suffering. */
2818 /* restore player */ 2865 /* restore player */
2819 at = find_archetype("poisoning"); 2866 at = archetype::find ("poisoning");
2820 tmp=present_arch_in_ob(at,op); 2867 tmp = present_arch_in_ob (at, op);
2868
2821 if (tmp) { 2869 if (tmp)
2822 remove_ob(tmp); 2870 {
2823 free_object(tmp); 2871 tmp->destroy ();
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2872 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2825 } 2873 }
2826 2874
2827 at = find_archetype("confusion"); 2875 at = archetype::find ("confusion");
2828 tmp=present_arch_in_ob(at,op); 2876 tmp = present_arch_in_ob (at, op);
2829 if (tmp) { 2877 if (tmp)
2830 remove_ob(tmp); 2878 {
2831 free_object(tmp); 2879 tmp->destroy ();
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2880 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2833 } 2881 }
2882
2834 cure_disease(op,0); /* remove any disease */ 2883 cure_disease (op, 0); /* remove any disease */
2835 2884
2836 /*add_exp(op, (op->stats.exp * -0.20)); */ 2885 /*add_exp(op, (op->stats.exp * -0.20)); */
2837 apply_death_exp_penalty(op); 2886 apply_death_exp_penalty (op);
2838 if(op->stats.food < 100) op->stats.food = 900; 2887 if (op->stats.food < 100)
2888 op->stats.food = 900;
2839 op->stats.hp = op->stats.maxhp; 2889 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2890 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2891 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2842 2892
2843 /* 2893 /*
2844 * Check to see if the player is in a shop. IF so, then check to see if 2894 * 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 2895 * and put them back in the map.
2846 * in the map. 2896 */
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); 2897 remove_unpaid_objects (op->inv, op);
2852 break;
2853 }
2854 }
2855
2856 2898
2857 /****************************************/ 2899 /****************************************/
2858 /* */ 2900 /* */
2859 /* Move player to his current respawn- */ 2901 /* Move player to his current respawn- */
2860 /* position (usually last savebed) */ 2902 /* position (usually last savebed) */
2861 /* */ 2903 /* */
2862 /****************************************/ 2904 /****************************************/
2863 2905
2864 enter_player_savebed(op); 2906 enter_player_savebed (op);
2865 2907
2866 /* Save the player before inserting the force to reduce
2867 * chance of abuse.
2868 */
2869 op->contr->braced=0; 2908 op->contr->braced = 0;
2870 save_player(op,1);
2871 2909
2872 /* it is possible that the player has blown something up 2910 /* it is possible that the player has blown something up
2873 * at his savebed location, and that can have long lasting 2911 * at his savebed location, and that can have long lasting
2874 * spell effects. So first see if there is a spell effect 2912 * spell effects. So first see if there is a spell effect
2875 * on the space that might harm the player. 2913 * on the space that might harm the player.
2876 */ 2914 */
2877 will_kill_again=0; 2915 will_kill_again = 0;
2878 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2916 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2879 if (tmp->type ==SPELL_EFFECT) 2917 if (tmp->type == SPELL_EFFECT)
2880 will_kill_again|=tmp->attacktype; 2918 will_kill_again |= tmp->attacktype;
2881 } 2919
2882 if (will_kill_again) { 2920 if (will_kill_again)
2921 {
2883 object *force; 2922 object *force;
2884 int at; 2923 int at;
2885 2924
2886 force=get_archetype(FORCE_NAME); 2925 force = get_archetype (FORCE_NAME);
2887 /* 50 ticks should be enough time for the spell to abate */ 2926 /* 50 ticks should be enough time for the spell to abate */
2888 force->speed=0.1; 2927 force->speed = 0.1f;
2889 force->speed_left=-5.0; 2928 force->speed_left = -5.f;
2890 SET_FLAG(force, FLAG_APPLIED); 2929 SET_FLAG (force, FLAG_APPLIED);
2891 for (at=0; at<NROFATTACKS; at++) { 2930 for (at = 0; at < NROFATTACKS; at++)
2892 if (will_kill_again & (1 << at)) 2931 if (will_kill_again & (1 << at))
2893 force->resist[at] = 100; 2932 force->resist[at] = 100;
2894 } 2933
2895 insert_ob_in_ob(force, op); 2934 insert_ob_in_ob (force, op);
2896 fix_player(op); 2935 op->update_stats ();
2897
2898 }
2899 /**************************************/
2900 /* */
2901 /* Repaint the characters inv, and */
2902 /* stats, and show a nasty message ;) */
2903 /* */
2904 /**************************************/
2905 2936
2937 }
2938
2906 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2939 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} 2940}
2972 2941
2973 2942void
2974void loot_object(object *op) { /* Grab and destroy some treasure */ 2943loot_object (object *op)
2944{ /* Grab and destroy some treasure */
2975 object *tmp,*tmp2,*next; 2945 object *tmp, *tmp2, *next;
2976 2946
2977 if (op->container) { /* close open sack first */ 2947 op->close_container (); /* close open sack first */
2978 esrv_apply_container (op, op->container);
2979 }
2980 2948
2981 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2949 for (tmp = op->inv; tmp; tmp = next)
2950 {
2982 next=tmp->below; 2951 next = tmp->below;
2983 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2952
2984 remove_ob(tmp); 2953 if (tmp->invisible)
2954 continue;
2955
2956 tmp->remove ();
2985 tmp->x=op->x,tmp->y=op->y; 2957 tmp->x = op->x, tmp->y = op->y;
2986 if (tmp->type == CONTAINER) { /* empty container to ground */ 2958
2987 loot_object(tmp); 2959 if (tmp->type == CONTAINER)
2988 } 2960 loot_object (tmp); /* empty container to ground */
2989 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2961
2990 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2962 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2963 {
2991 if(tmp->nrof>1) { 2964 if (tmp->nrof > 1)
2965 {
2992 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2966 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2993 free_object(tmp2); 2967 tmp2->destroy ();
2994 insert_ob_in_map(tmp,op->map,NULL,0); 2968 insert_ob_in_map (tmp, op->map, NULL, 0);
2969 }
2970 else
2971 tmp->destroy ();
2972 }
2995 } else 2973 else
2996 free_object(tmp);
2997 } else
2998 insert_ob_in_map(tmp,op->map,NULL,0); 2974 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 } 2975 }
3000} 2976}
3001 2977
3002/* 2978/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 2979 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 2980 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 2981 * was changed.
3006 */ 2982 */
3007 2983void
3008void fix_weight(void) { 2984fix_weight (void)
3009 player *pl; 2985{
3010 for (pl = first_player; pl != NULL; pl = pl->next) { 2986 for_all_players (pl)
2987 {
3011 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2988 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2989
3012 if(old == sum) 2990 if (old == sum)
3013 continue; 2991 continue;
3014 fix_player(pl->ob); 2992 pl->ob->update_stats ();
3015 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2993 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3016 pl->ob->name, old, sum);
3017 } 2994 }
3018} 2995}
3019 2996
2997void
3020void fix_luck(void) { 2998fix_luck (void)
3021 player *pl; 2999{
3022 for (pl = first_player; pl != NULL; pl = pl->next) 3000 for_all_players (pl)
3023 if (!pl->ob->contr->state) 3001 if (!pl->ob->contr->ns->state)
3024 change_luck(pl->ob, 0); 3002 pl->ob->change_luck (0);
3025} 3003}
3026
3027 3004
3028/* cast_dust() - handles op throwing objects of type 'DUST'. 3005/* cast_dust() - handles op throwing objects of type 'DUST'.
3029 * This is much simpler in the new spell code - we basically 3006 * This is much simpler in the new spell code - we basically
3030 * just treat this as any other spell casting object. 3007 * just treat this as any other spell casting object.
3031 */ 3008 */
3032
3033void 3009void
3034cast_dust (object * op, object * throw_ob, int dir) 3010cast_dust (object *op, object *throw_ob, int dir)
3035{ 3011{
3036 object *skop, *spob; 3012 object *skop, *spob;
3037 3013
3038 skop = find_skill_by_name (op, throw_ob->skill); 3014 skop = find_skill_by_name (op, throw_ob->skill);
3039 3015
3040 /* casting POTION 'dusts' is really a use_magic_item skill */ 3016 /* casting POTION 'dusts' is really a use_magic_item skill */
3041 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3017 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3042 { 3018 {
3043 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3019 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3044 op->name);
3045 return; 3020 return;
3046 } 3021 }
3047 3022
3048 spob = throw_ob->inv; 3023 spob = throw_ob->inv;
3049 3024
3050 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3025 // 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 3026 // not pass NULL to cast_spell (which did indeed check itself, but
3052 // errors should be reported as early as possible IMHO) 3027 // errors should be reported as early as possible IMHO)
3053 if (!spob) 3028 if (!spob)
3054 { 3029 {
3055 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3030 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; 3031 return;
3058 } 3032 }
3059 3033
3060 if (op->type == PLAYER) 3034 if (op->type == PLAYER)
3061 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3035 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3062 3036
3063 cast_spell (op, throw_ob, dir, spob, NULL); 3037 cast_spell (op, throw_ob, dir, spob, NULL);
3064 3038
3065 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3039 throw_ob->destroy ();
3066 remove_ob (throw_ob);
3067 free_object (throw_ob);
3068} 3040}
3069 3041
3042void
3070void make_visible (object *op) { 3043make_visible (object *op)
3044{
3071 op->hide = 0; 3045 op->hide = 0;
3072 op->invisible = 0; 3046 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) 3047 if (op->type == PLAYER)
3086 for(tmp=op->inv;tmp;tmp=tmp->below) 3048 {
3087 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3049 op->contr->tmp_invis = 0;
3088 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3050 op->contr->invis_race = 0;
3051 }
3052
3053 update_object (op, UP_OBJ_CHANGE);
3054}
3055
3056int
3057is_true_undead (object *op)
3058{
3059 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3060 return 1;
3061
3089 return 0; 3062 return 0;
3090} 3063}
3091 3064
3092/* look at the surrounding terrain to determine 3065/* look at the surrounding terrain to determine
3093 * the hideability of this object. Positive levels 3066 * the hideability of this object. Positive levels
3094 * indicate greater hideability. 3067 * indicate greater hideability.
3095 */ 3068 */
3096 3069
3070int
3097int hideability(object *ob) { 3071hideability (object *ob)
3072{
3098 int i,level=0, mflag; 3073 int i, level = 0, mflag;
3099 sint16 x,y; 3074 sint16 x, y;
3100 3075
3101 if(!ob||!ob->map) return 0; 3076 if (!ob || !ob->map)
3077 return 0;
3102 3078
3103 /* so, on normal lighted maps, its hard to hide */ 3079 /* so, on normal lighted maps, its hard to hide */
3104 level=ob->map->darkness - 2; 3080 level = ob->map->darkness - 2;
3105 3081
3106 /* this also picks up whether the object is glowing. 3082 /* this also picks up whether the object is glowing.
3107 * If you carry a light on a non-dark map, its not 3083 * If you carry a light on a non-dark map, its not
3108 * as bad as carrying a light on a pitch dark map */ 3084 * as bad as carrying a light on a pitch dark map */
3109 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3085 if (has_carried_lights (ob))
3086 level = -(10 + (2 * ob->map->darkness));
3110 3087
3111 /* scan through all nearby squares for terrain to hide in */ 3088 /* 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]) { 3089 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3090 {
3113 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3091 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3114 if (mflag & P_OUT_OF_MAP) { continue; } 3092 if (mflag & P_OUT_OF_MAP)
3093 {
3094 continue;
3095 }
3115 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3096 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3116 level += 2; 3097 level += 2;
3117 else /* open terrain! */ 3098 else /* open terrain! */
3118 level -= 1; 3099 level -= 1;
3119 } 3100 }
3120 3101
3121#if 0 3102#if 0
3122 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3103 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3123#endif 3104#endif
3124 return level; 3105 return level;
3125} 3106}
3126 3107
3127/* For Hidden creatures - a chance of becoming 'unhidden' 3108/* For Hidden creatures - a chance of becoming 'unhidden'
3128 * every time they move - as we subtract off 'invisibility' 3109 * every time they move - as we subtract off 'invisibility'
3129 * AND, for players, if they move into a ridiculously unhideable 3110 * AND, for players, if they move into a ridiculously unhideable
3130 * spot (surrounded by clear terrain in broad daylight). -b.t. 3111 * spot (surrounded by clear terrain in broad daylight). -b.t.
3131 */ 3112 */
3132 3113
3114void
3133void do_hidden_move (object *op) { 3115do_hidden_move (object *op)
3116{
3134 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3117 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3135 object *skop; 3118 object *skop;
3136 3119
3137 if(!op || !op->map) return; 3120 if (!op || !op->map)
3121 return;
3138 3122
3139 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3123 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3140 3124
3141 /* its *extremely* hard to run and sneak/hide at the same time! */ 3125 /* its *extremely* hard to run and sneak/hide at the same time! */
3142 if(op->type==PLAYER && op->contr->run_on) { 3126 if (op->type == PLAYER && op->contr->run_on)
3143 if(!skop || num >= skop->level) { 3127 if (!skop || num >= skop->level)
3128 {
3144 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3129 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3145 make_visible(op); 3130 make_visible (op);
3146 return; 3131 return;
3147 } else num += 20;
3148 } 3132 }
3133 else
3134 num += 20;
3135
3149 num += op->map->difficulty; 3136 num += op->map->difficulty;
3150 hide = hideability(op); /* modify by terrain hidden level */ 3137 hide = hideability (op); /* modify by terrain hidden level */
3151 num -= hide; 3138 num -= hide;
3139
3152 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3140 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3141 {
3153 make_visible(op); 3142 make_visible (op);
3154 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3143 if (op->type == PLAYER)
3155 "You moved out of hiding! You are visible!"); 3144 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3156 } 3145 }
3157 else if (op->type == PLAYER && skop) { 3146 else if (op->type == PLAYER && skop)
3158 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3147 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3159 }
3160} 3148}
3161 3149
3162/* determine if who is standing near a hostile creature. */ 3150/* determine if who is standing near a hostile creature. */
3163 3151
3152int
3164int stand_near_hostile( object *who ) { 3153stand_near_hostile (object *who)
3154{
3165 object *tmp=NULL; 3155 object *tmp = NULL;
3166 int i,friendly=0,player=0, mflags; 3156 int i, friendly = 0, player = 0, mflags;
3167 mapstruct *m; 3157 maptile *m;
3168 sint16 x,y; 3158 sint16 x, y;
3169 3159
3170 if(!who) return 0; 3160 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; 3161 return 0;
3162
3163 if (who->type == PLAYER)
3164 player = 1;
3165
3166 else
3167 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3168
3169 /* search adjacent squares */
3170 for (i = 1; i < 9; i++)
3171 {
3172 x = who->x + freearr_x[i];
3173 y = who->y + freearr_y[i];
3174 m = who->map;
3175 mflags = get_map_flags (m, &m, x, y, &x, &y);
3176 /* space must be blocked if there is a monster. If not
3177 * blocked, don't need to check this space.
3178 */
3179 if (mflags & P_OUT_OF_MAP)
3180 continue;
3181 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3182 continue;
3183
3184 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3185 {
3186 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3187 return 1;
3188 else if (tmp->type == PLAYER)
3189 {
3190 /*don't let a hidden DM prevent you from hiding */
3191 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3192 return 1;
3193 }
3194 }
3195 }
3196 return 0;
3200} 3197}
3201 3198
3202/* check the player los field for viewability of the 3199/* check the player los field for viewability of the
3203 * object op. This function works fine for monsters, 3200 * object op. This function works fine for monsters,
3204 * but we dont worry if the object isnt the top one in 3201 * 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. 3208 * for them to differ. Sigh, this fctn could get a bit more complex.
3212 * -b.t. 3209 * -b.t.
3213 * This function is now map tiling safe. 3210 * This function is now map tiling safe.
3214 */ 3211 */
3215 3212
3213int
3216int player_can_view (object *pl,object *op) { 3214player_can_view (object *pl, object *op)
3215{
3217 rv_vector rv; 3216 rv_vector rv;
3218 int dx,dy; 3217 int dx, dy;
3219 3218
3220 if(pl->type!=PLAYER) { 3219 if (pl->type != PLAYER)
3220 {
3221 LOG(llevError,"player_can_view() called for non-player object\n"); 3221 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; 3222 return -1;
3247 op = op->more;
3248 } 3223 }
3224
3225 if (!pl || !op)
3249 return 0; 3226 return 0;
3227
3228 op = op->head_ ();
3229
3230 get_rangevector (pl, op, &rv, 0x1);
3231
3232 /* starting with the 'head' part, lets loop
3233 * through the object and find if it has any
3234 * part that is in the los array but isnt on
3235 * a blocked los square.
3236 * we use the archetype to figure out offsets.
3237 */
3238 while (op)
3239 {
3240 dx = rv.distance_x + op->arch->clone.x;
3241 dy = rv.distance_y + op->arch->clone.y;
3242
3243 /* only the viewable area the player sees is updated by LOS
3244 * code, so we need to restrict ourselves to that range of values
3245 * for any meaningful values.
3246 */
3247 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3248 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3249 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3250 return 1;
3251 op = op->more;
3252 }
3253 return 0;
3250} 3254}
3251 3255
3252/* routine for both players and monsters. We call this when 3256/* routine for both players and monsters. We call this when
3253 * there is a possibility for our action distrubing our hiding 3257 * there is a possibility for our action distrubing our hiding
3254 * place or invisiblity spell. Artefact invisiblity is not 3258 * place or invisiblity spell. Artefact invisiblity is not
3255 * effected by this. If we arent invisible to begin with, we 3259 * effected by this. If we arent invisible to begin with, we
3256 * return 0. 3260 * return 0.
3257 */ 3261 */
3262int
3258int action_makes_visible (object *op) { 3263action_makes_visible (object *op)
3264{
3259 3265
3260 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3266 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3267 {
3261 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3268 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3262 return 0; 3269 return 0;
3263 3270
3264 if (op->contr && op->contr->tmp_invis == 0) return 0; 3271 if (op->contr && op->contr->tmp_invis == 0)
3272 return 0;
3265 3273
3266 /* If monsters, they should become visible */ 3274 /* If monsters, they should become visible */
3267 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3275 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3276 {
3268 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3277 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3269 return 1; 3278 return 1;
3270 } 3279 }
3271 } 3280 }
3272 return 0; 3281 return 0;
3273} 3282}
3274 3283
3275/* op_on_battleground - checks if the given object op (usually 3284/* op_on_battleground - checks if the given object op (usually
3276 * a player) is standing on a valid battleground-tile, 3285 * a player) is standing on a valid battleground-tile,
3277 * function returns TRUE/FALSE. If true x, y returns the battleground 3286 * function returns TRUE/FALSE. If true x, y returns the battleground
3278 * -exit-coord. (and if x, y not NULL) 3287 * -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 3288 * 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 3289 * 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 3290 * Default is to do the same as before, so only people wanting to have different points need worry about this
3282 */ 3291 */
3292int
3283int op_on_battleground (object *op, int *x, int *y) { 3293op_on_battleground (object *op, int *x, int *y)
3294{
3284 object *tmp; 3295 object *tmp;
3285 3296
3286 /* A battleground-tile needs the following attributes to be valid: 3297 /* 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), 3298 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3288 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3299 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3289 * and the exit-coordinates sp/hp must both be > 0. 3300 * and the exit-coordinates sp/hp must both be > 0.
3290 * => The intention here is to prevent abuse of the battleground- 3301 * => The intention here is to prevent abuse of the battleground-
3291 * feature (like pickable or hidden battleground tiles). */ 3302 * feature (like pickable or hidden battleground tiles). */
3292 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3303 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3304 {
3293 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3305 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3306 {
3294 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3307 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3295 strcmp(tmp->name, "battleground")==0 && 3308 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3296 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3309 {
3297 /*before we assign the exit, check if this is a teambattle*/ 3310 /*before we assign the exit, check if this is a teambattle */
3298 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3311 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3312 {
3299 object *invtmp; 3313 object *invtmp;
3314
3300 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3315 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3301 if(invtmp->type==FORCE && invtmp->slaying && 3316 {
3302 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3317 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3318 {
3319 if (x != NULL && y != NULL)
3320 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3321 return 1;
3322 }
3323 }
3324 }
3303 if (x != NULL && y != NULL) 3325 if (x != NULL && y != NULL)
3304 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3326 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3305 return 1; 3327 return 1;
3306 } 3328 }
3307 } 3329 }
3308 }
3309 if (x != NULL && y != NULL)
3310 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3311 return 1;
3312 } 3330 }
3313 }
3314 }
3315 /* If we got here, did not find a battleground */ 3331 /* If we got here, did not find a battleground */
3316 return 0; 3332 return 0;
3317} 3333}
3318 3334
3319/* 3335/*
3323 * attributes: 3339 * attributes:
3324 * object *who the dragon player 3340 * object *who the dragon player
3325 * int atnr the attack-number of the ability focus 3341 * int atnr the attack-number of the ability focus
3326 * int level ability level 3342 * int level ability level
3327 */ 3343 */
3344void
3328void dragon_ability_gain(object *who, int atnr, int level) { 3345dragon_ability_gain (object *who, int atnr, int level)
3346{
3329 treasurelist *trlist = NULL; /* treasurelist */ 3347 treasurelist *trlist = NULL; /* treasurelist */
3330 treasure *tr; /* treasure */ 3348 treasure *tr; /* treasure */
3331 object *tmp,*skop; /* tmp. object */ 3349 object *tmp, *skop; /* tmp. object */
3332 object *item; /* treasure object */ 3350 object *item; /* treasure object */
3333 char buf[MAX_BUF]; /* tmp. string buffer */ 3351 char buf[MAX_BUF]; /* tmp. string buffer */
3334 int i=0, j=0; 3352 int i = 0, j = 0;
3335 3353
3336 /* get the appropriate treasurelist */ 3354 /* get the appropriate treasurelist */
3337 if (atnr == ATNR_FIRE) 3355 if (atnr == ATNR_FIRE)
3338 trlist = find_treasurelist("dragon_ability_fire"); 3356 trlist = treasurelist::find ("dragon_ability_fire");
3339 else if (atnr == ATNR_COLD) 3357 else if (atnr == ATNR_COLD)
3340 trlist = find_treasurelist("dragon_ability_cold"); 3358 trlist = treasurelist::find ("dragon_ability_cold");
3341 else if (atnr == ATNR_ELECTRICITY) 3359 else if (atnr == ATNR_ELECTRICITY)
3342 trlist = find_treasurelist("dragon_ability_elec"); 3360 trlist = treasurelist::find ("dragon_ability_elec");
3343 else if (atnr == ATNR_POISON) 3361 else if (atnr == ATNR_POISON)
3344 trlist = find_treasurelist("dragon_ability_poison"); 3362 trlist = treasurelist::find ("dragon_ability_poison");
3345 3363
3346 if (trlist == NULL || who->type != PLAYER) 3364 if (trlist == NULL || who->type != PLAYER)
3347 return; 3365 return;
3348 3366
3349 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3367 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3350 tr = tr->next, i++); 3368
3351 3369 if (!tr || !tr->item)
3352 if (tr == NULL || tr->item == NULL) { 3370 {
3353 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3371 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3354 return; 3372 return;
3355 } 3373 }
3356 3374
3357 /* everything seems okay - now bring on the gift: */ 3375 /* everything seems okay - now bring on the gift: */
3358 item = &(tr->item->clone); 3376 item = &(tr->item->clone);
3359 3377
3360 if (item->type == SPELL) { 3378 if (item->type == SPELL)
3379 {
3361 if (check_spell_known (who, item->name)) 3380 if (check_spell_known (who, item->name))
3362 return; 3381 return;
3363 3382
3364 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3383 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); 3384 do_learn_spell (who, item, 0);
3366 return; 3385 return;
3367 } 3386 }
3368 3387
3369 /* grant direct spell */ 3388 /* grant direct spell */
3370 if (item->type == SPELLBOOK) { 3389 if (item->type == SPELLBOOK)
3390 {
3371 if (!item->inv) { 3391 if (!item->inv)
3392 {
3372 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3393 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3373 item->name);
3374 return; 3394 return;
3375 } 3395 }
3376 if (check_spell_known (who, item->inv->name)) 3396 if (check_spell_known (who, item->inv->name))
3377 return; 3397 return;
3378 if (item->invisible) { 3398 if (item->invisible)
3399 {
3379 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3400 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); 3401 do_learn_spell (who, item->inv, 0);
3381 return; 3402 return;
3382 } 3403 }
3383 } 3404 }
3384 else if (item->type == SKILL_TOOL && item->invisible) { 3405 else if (item->type == SKILL_TOOL && item->invisible)
3406 {
3385 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3407 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3408 {
3386 3409
3387 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3410 /* 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 3411 * 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, 3412 * them. As it is now, if the player has any that match the granted skill,
3390 * but not all of them, he gets nothing. 3413 * but not all of them, he gets nothing.
3391 */ 3414 */
3392 if (!(skop->attacktype & item->attacktype)) { 3415 if (!(skop->attacktype & item->attacktype))
3416 {
3393 /* Give new attacktype */ 3417 /* Give new attacktype */
3394 skop->attacktype |= item->attacktype; 3418 skop->attacktype |= item->attacktype;
3395 3419
3396 /* always add physical if there's none */ 3420 /* always add physical if there's none */
3397 skop->attacktype |= AT_PHYSICAL; 3421 skop->attacktype |= AT_PHYSICAL;
3398 3422
3399 if (item->msg != NULL) 3423 if (item->msg != NULL)
3400 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3424 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3401 3425
3402 /* Give player new face */ 3426 /* Give player new face */
3403 if (item->animation_id) { 3427 if (item->animation_id)
3428 {
3404 who->face = skop->face; 3429 who->face = skop->face;
3405 who->animation_id = item->animation_id; 3430 who->animation_id = item->animation_id;
3406 who->anim_speed = item->anim_speed; 3431 who->anim_speed = item->anim_speed;
3407 who->last_anim = 0; 3432 who->last_anim = 0;
3408 who->state = 0; 3433 who->state = 0;
3409 animate_object(who, who->direction); 3434 animate_object (who, who->direction);
3410 } 3435 }
3436 }
3437 }
3411 } 3438 }
3412 }
3413 }
3414 else if (item->type == FORCE) { 3439 else if (item->type == FORCE)
3440 {
3415 /* forces in the treasurelist can alter the player's stats */ 3441 /* forces in the treasurelist can alter the player's stats */
3416 object *skin; 3442 object *skin;
3443
3417 /* first get the dragon skin force */ 3444 /* first get the dragon skin force */
3418 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3445 shstr_cmp dragon_skin_force ("dragon_skin_force");
3419 skin=skin->below); 3446 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3420 if (skin == NULL) return; 3447 ;
3421 3448
3449 if (!skin)
3450 return;
3451
3422 /* adding new spellpath attunements */ 3452 /* adding new spellpath attunements */
3423 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3453 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3454 {
3424 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3455 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3425 3456
3426 /* print message */ 3457 /* print message */
3427 sprintf(buf, "You feel attuned to "); 3458 sprintf (buf, "You feel attuned to ");
3428 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3459 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3429 if(item->path_attuned & (1<<i)) { 3460 {
3430 if (j) 3461 if (item->path_attuned & (1 << i))
3431 strcat(buf," and "); 3462 {
3432 else 3463 if (j)
3433 j = 1; 3464 strcat (buf, " and ");
3465 else
3466 j = 1;
3434 strcat(buf, spellpathnames[i]); 3467 strcat (buf, spellpathnames[i]);
3435 } 3468 }
3436 } 3469 }
3437 strcat(buf,"."); 3470 strcat (buf, ".");
3438 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3471 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3439 } 3472 }
3440 3473
3441 /* evtl. adding flags: */ 3474 /* evtl. adding flags: */
3442 if(QUERY_FLAG(item, FLAG_XRAYS)) 3475 if (QUERY_FLAG (item, FLAG_XRAYS))
3443 SET_FLAG(skin, FLAG_XRAYS); 3476 SET_FLAG (skin, FLAG_XRAYS);
3444 if(QUERY_FLAG(item, FLAG_STEALTH)) 3477 if (QUERY_FLAG (item, FLAG_STEALTH))
3445 SET_FLAG(skin, FLAG_STEALTH); 3478 SET_FLAG (skin, FLAG_STEALTH);
3446 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3479 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3447 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3480 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3448 3481
3449 /* print message if there is one */ 3482 /* print message if there is one */
3450 if (item->msg != NULL) 3483 if (item->msg != NULL)
3451 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3484 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3485 }
3486 else
3452 } 3487 {
3453 else {
3454 /* generate misc. treasure */ 3488 /* generate misc. treasure */
3455 tmp = arch_to_object (tr->item); 3489 tmp = arch_to_object (tr->item);
3456 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3490 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); 3491 tmp = insert_ob_in_ob (tmp, who);
3458 if (who->type == PLAYER) 3492 if (who->type == PLAYER)
3459 esrv_send_item(who, tmp); 3493 esrv_send_item (who, tmp);
3460 } 3494 }
3461} 3495}
3462 3496
3463/** 3497/**
3464 * Unready an object for a player. This function does nothing if the object was 3498 * Unready an object for a player. This function does nothing if the object was
3465 * not readied. 3499 * not readied.
3466 */ 3500 */
3501void
3467void player_unready_range_ob(player *pl, object *ob) { 3502player_unready_range_ob (player *pl, object *ob)
3468 rangetype i; 3503{
3504 if (pl->ob->current_weapon == ob)
3505 pl->ob->current_weapon = 0;
3469 3506
3470 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3507 if (pl->combat_ob == ob)
3471 if (pl->ranges[i] == ob) { 3508 pl->combat_ob = 0;
3472 pl->ranges[i] = NULL; 3509
3473 if (pl->shoottype == i) { 3510 if (pl->ranged_ob == ob)
3474 pl->shoottype = range_none; 3511 pl->ranged_ob = 0;
3475 }
3476 }
3477 }
3478} 3512}
3513
3514sint8
3515player::visibility_at (maptile *map, int x, int y) const
3516{
3517 if (!ns)
3518 return 0;
3519
3520 int dx, dy;
3521 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3522 return 0;
3523
3524 x += dx - ns->current_x + ns->mapx / 2;
3525 y += dy - ns->current_y + ns->mapy / 2;
3526
3527 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3528 return 0;
3529
3530 return 100 - blocked_los [x][y];
3531}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines