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Comparing deliantra/server/server/player.C (file contents):
Revision 1.11 by root, Tue Aug 29 08:01:37 2006 UTC vs.
Revision 1.115 by root, Fri Apr 27 02:43:04 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * CrossFire, A Multiplayer game
3 * "$Id: player.C,v 1.11 2006/08/29 08:01:37 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> 26#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 27#include <sproto.h>
35#endif
36#include <sounds.h> 28#include <sounds.h>
37#include <living.h> 29#include <living.h>
38#include <object.h> 30#include <object.h>
39#include <spells.h> 31#include <spells.h>
40#include <skills.h> 32#include <skills.h>
41#include <newclient.h>
42 33
43#ifdef COZY_SERVER 34#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 35#include <functional>
45#endif
46 36
47player *find_player(const char *plname) 37playervec players;
38
39void
40display_motd (const object *op)
48{ 41{
49 player *pl; 42 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 43 char motd[HUGE_BUF];
51 { 44 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 50 return;
54 };
55 return NULL;
56}
57 51
58player* find_player_partial_name( const char* plname ) 52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
59 { 56 {
60 player* pl; 57 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; 58 continue;
67 59
68 if ( !strcmp( pl->ob->name, plname) ) 60 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 61 size += strlen (buf);
62 }
70 63
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
72 { 90 {
73 if ( found ) 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
74 return NULL; 92 break;
93 }
75 94
76 found = pl; 95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp))
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 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 */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
77 } 142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
78 } 145 }
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;
88 146 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 147
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 149 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); 150 close_and_delete (fp, comp);
103} 151}
104 152
105void send_rules(const object *op) { 153/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 154static void
107 char rules[HUGE_BUF]; 155set_first_map (object *op)
108 FILE *fp; 156{
109 int comp; 157 op->contr->maplevel = first_map_path;
110 int size; 158 op->x = -1;
111 159 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 160}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
114 return; 179 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
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}
132 180
133void send_news(const object *op) { 181 players.insert (this);
134 char buf[MAX_BUF]; 182 ob->remove ();
135 char news[HUGE_BUF]; 183 ob->map = 0;
136 char subject[MAX_BUF]; 184 ob->activate_recursive ();
137 FILE *fp; 185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
138 int comp; 186 add_friendly_object (ob);
139 int size; 187 enter_map ();
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;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179} 188}
180 189
181int playername_ok(const char *cp) { 190void
182 /* Don't allow - or _ as first character in the name */ 191player::deactivate ()
183 if (*cp == '-' || *cp == '_') return 0; 192{
184 193 if (!active)
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1; 194 return;
189}
190 195
191/* This no longer sets the player map. Also, it now updates 196 terminate_all_pets (ob);
192 * all the pointers so the caller doesn't need to do that. 197 remove_friendly_object (ob);
193 * Caller is responsible for setting the correct map. 198 ob->deactivate_recursive ();
194 */
195 199
196/* Redo this to do both get_player_ob and get_player. 200 if (ob->map)
197 * Hopefully this will be less bugfree and simpler. 201 maplevel = ob->map->path;
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;
205 202
206 if (!p) { 203 ob->remove ();
207 p = (player *) malloc(sizeof(player)); 204 ob->map = 0;
208 if(p==NULL) 205 party = 0;
209 fatal(OUT_OF_MEMORY);
210 206
211 /* This adds the player in the linked list. There is extra 207 // for weird reasons, this is often "ob", keeping a circular reference
212 * complexity here because we want to add the new player at the 208 ranges [range_skill] = 0;
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;
224 209
225 p->next = NULL; 210 players.erase (this);
211}
212
213// connect the player with a specific client
214// also changed, rationalises, and fixes some incorrect settings
215void
216player::connect (client *ns)
217{
218 this->ns = ns;
219 ns->pl = this;
220
221 run_on = 0;
222 fire_on = 0;
223 ob->close_container (); //TODO: client-specific
224
225 ns->update_look = 0;
226 ns->look_position = 0;
227
228 clear_los (ob);
229
230 ns->reset_stats ();
231
232 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race;
235
236 if (!legal_range (ob, shoottype))
237 shoottype = range_none;
238
239 ob->carrying = sum_weight (ob);
240 link_player_skills (ob);
241
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
243
244 assign (title, ob->arch->clone.name);
245
246 /* if it's a dragon player, set the correct title here */
247 if (is_dragon_pl (ob))
226 } 248 {
249 object *tmp, *abil = 0, *skin = 0;
227 250
228 /* Clears basically the entire player structure except 251 shstr_cmp dragon_ability_force ("dragon_ability_force");
229 * for next and socket. 252 shstr_cmp dragon_skin_force ("dragon_skin_force");
230 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
232 p->attachable_init (); //HACK
233 253
254 for (tmp = ob->inv; tmp; tmp = tmp->below)
255 if (tmp->type == FORCE)
256 if (tmp->arch->name == dragon_ability_force)
257 abil = tmp;
258 else if (tmp->arch->name == dragon_skin_force)
259 skin = tmp;
260
261 set_dragon_name (ob, abil, skin);
262 }
263
264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
265
266 esrv_new_player (this, ob->weight + ob->carrying);
267
268 ob->update_stats ();
269 ns->floorbox_update ();
270
271 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0);
273
274 activate ();
275
276 send_rules (ob);
277 send_news (ob);
278 display_motd (ob);
279
280 INVOKE_PLAYER (CONNECT, this);
281 INVOKE_PLAYER (LOGIN, this);
282}
283
284void
285player::disconnect ()
286{
287 if (ns)
288 {
289 if (active)
290 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
291
292 INVOKE_PLAYER (DISCONNECT, this);
293
294 ns->reset_stats ();
295 ns->pl = 0;
296 ns = 0;
297 }
298
299 if (ob)
300 ob->close_container (); //TODO: client-specific
301
302 deactivate ();
303}
304
305// the need for this function can be explained
306// by load_object not returning the object
307void
308player::set_object (object *op)
309{
310 ob = op;
311 ob->contr = this; /* this aren't yet in archetype */
312
313 ob->speed_left = 0.5;
314 ob->speed = 1.0;
315 ob->direction = 5; /* So player faces south */
316}
317
318player::player ()
319{
234 /* There are some elements we want initialized to non zero value - 320 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 321 * we deal with that below this point.
236 */ 322 */
237 p->party=NULL; 323 outputs_sync = 4;
238 p->outputs_sync=16; /* Every 2 seconds */ 324 outputs_count = 4;
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 325 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 326
243#ifdef AUTOSAVE 327 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 328
245#endif 329 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal;
332 petmode = pet_normal;
333 listening = 10;
334 usekeys = containers;
335 peaceful = 1; /* default peaceful */
336 do_los = 1;
337}
338
339void
340player::do_destroy ()
341{
342 disconnect ();
343
344 attachable::do_destroy ();
345
346 if (ob)
246 347 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 348 ob->destroy_inv (false);
349 ob->destroy ();
248 350 }
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} 351}
300 352
301 353player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 354{
305 strcpy(op->contr->maplevel, first_map_path); 355 /* Clear item stack */
306 op->x = -1; 356 free (stack_items);
307 op->y = -1;
308 enter_exit(op, NULL);
309} 357}
310 358
311/* Tries to add player on the connection passwd in ns. 359/* 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 360 * All we can really get in this is some settings like host and display
313 * mode. 361 * mode.
314 */ 362 */
363player *
364player::create ()
365{
366 player *pl = new player;
315 367
316int add_player(NewSocket *ns) { 368 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318 369
319 p=get_player(NULL); 370 pl->ob->roll_stats ();
320 p->socket = *ns; 371 pl->ob->stats.wc = 2;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 372 pl->ob->run_away = 25; /* Then we panick... */
322 if(p->socket.faces_sent == NULL) 373
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); 374 set_first_map (pl->ob);
331 375
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; 376 return pl;
339} 377}
340 378
341/* 379/*
342 * get_player_archetype() return next player archetype from archetype 380 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 381 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 382 * Note: there MUST be at least one player archetype!
345 */ 383 */
384archetype *
346archetype *get_player_archetype(archetype* at) 385get_player_archetype (archetype *at)
347{ 386{
348 archetype *start = at; 387 archetype *start = at;
388
349 for (;;) { 389 for (;;)
390 {
350 if (at==NULL || at->next==NULL) 391 if (at == NULL || at->next == NULL)
351 at=first_archetype; 392 at = first_archetype;
352 else 393 else
353 at=at->next; 394 at = at->next;
395
354 if(at->clone.type==PLAYER) 396 if (at->clone.type == PLAYER)
355 return at; 397 return at;
398
356 if (at == start) { 399 if (at == start)
400 {
357 LOG (llevError, "No Player archetypes\n"); 401 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 402 exit (-1);
359 } 403 }
360 } 404 }
361} 405}
362 406
363 407object *
364object *get_nearest_player(object *mon) { 408get_nearest_player (object *mon)
409{
365 object *op = NULL; 410 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 411 objectlink *ol;
368 unsigned lastdist; 412 unsigned lastdist;
369 rv_vector rv; 413 rv_vector rv;
370 414
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
416 {
372 /* We should not find free objects on this friendly list, but it 417 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 418 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 419 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 420 * list is also free, so encapsulate this in a while loop.
376 */ 421 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 422 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
423 {
378 object *tmp=ol->ob; 424 object *tmp = ol->ob;
379 425
380 /* Can't do much more other than log the fact, because the object 426 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 427 * itself will have been cleared.
382 */ 428 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 429 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
430 tmp->debug_desc ());
384 ol = ol->next; 431 ol = ol->next;
385 remove_friendly_object(tmp); 432 remove_friendly_object (tmp);
433 if (!ol)
386 if (!ol) return op; 434 return op;
387 } 435 }
388 436
389 /* Remove special check for player from this. First, it looks to cause 437 /* 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 438 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 439 * 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 440 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 441 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 442 * on_same_map check, as can_detect_enemy also does this
395 */ 443 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 444 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 445 continue;
398 446
399 if(lastdist>rv.distance) { 447 if (lastdist > rv.distance)
448 {
400 op=ol->ob; 449 op = ol->ob;
401 lastdist=rv.distance; 450 lastdist = rv.distance;
402 } 451 }
403 } 452 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 453
454 for_all_players (pl)
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 455 if (can_detect_enemy (mon, pl->ob, &rv))
406
407 if(lastdist>rv.distance) { 456 if (lastdist > rv.distance)
408 op=pl->ob;
409 lastdist=rv.distance;
410 }
411 } 457 {
412 } 458 op = pl->ob;
459 lastdist = rv.distance;
460 }
461
413#if 0 462#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 463 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 464#endif
416 return op; 465 return op;
417} 466}
418 467
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 468/* 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 469 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 470 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 484 * 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 485 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 486 * is probably not a good thing.
438 */ 487 */
439#define MAX_SPACES 50 488#define MAX_SPACES 50
440
441 489
442/* 490/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 491 * 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 492 * 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 493 * 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. 506 * 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, 507 * 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 508 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 509 * is blocking itself.
462 */ 510 */
511int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 512path_to_player (object *mon, object *pl, unsigned mindiff)
513{
464 rv_vector rv; 514 rv_vector rv;
465 sint16 x,y; 515 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 516 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 517 maptile *m, *lastmap;
468 518
469 get_rangevector(mon, pl, &rv, 0); 519 get_rangevector (mon, pl, &rv, 0);
470 520
471 if (rv.distance<mindiff) return 0; 521 if (rv.distance < mindiff)
522 return 0;
472 523
473 x=mon->x; 524 x = mon->x;
474 y=mon->y; 525 y = mon->y;
475 m=mon->map; 526 m = mon->map;
476 dir = rv.direction; 527 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 528 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); 529 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
530
479 /* If we can't solve it within the search distance, return now. */ 531 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 532 if (diff > max)
533 return 0;
534
481 while (diff >1 && max>0) { 535 while (diff > 1 && max > 0)
536 {
482 lastx = x; 537 lastx = x;
483 lasty = y; 538 lasty = y;
484 lastmap = m; 539 lastmap = m;
485 x = lastx + freearr_x[dir]; 540 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 541 y = lasty + freearr_y[dir];
487 542
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 543 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); 544 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
490 545
491 /* Space is blocked - try changing direction a little */ 546 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 547 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)))) { 548 && (m == mon->map && blocked_link (mon, m, x, y))))
549 {
494 /* recalculate direction from last good location. Possible 550 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 551 * we were not traversing ideal location before.
496 */ 552 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 553 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 554 if (rv.direction != dir)
555 {
499 /* OK - says direction should be different - lets reset the 556 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 557 * the values so it will try again.
501 */ 558 */
502 x = lastx; 559 x = lastx;
503 y = lasty; 560 y = lasty;
504 m = lastmap; 561 m = lastmap;
505 dir = firstdir = rv.direction; 562 dir = firstdir = rv.direction;
563 }
506 } else { 564 else
565 {
507 /* direct path is blocked - try taking a side step to 566 /* direct path is blocked - try taking a side step to
508 * either the left or right. 567 * either the left or right.
509 * Note increase the values in the loop below to be 568 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 569 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 570 * 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 571 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 572 * stepping back and forth
514 */ 573 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 574 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
575 {
576 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 577 continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 578 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 579 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 580 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 581 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 582 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 583 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 584 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 585 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 586 * the last direction the creature has successfully
526 * moved. 587 * moved.
527 */ 588 */
528 589
529 x = lastx + freearr_x[absdir(lastdir+i)]; 590 x = lastx + freearr_x[absdir (lastdir + i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 591 y = lasty + freearr_y[absdir (lastdir + i)];
531 m = lastmap; 592 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 593 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 594 if (mflags & P_OUT_OF_MAP)
595 continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 596 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 597 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
598 continue;
536 if (mflags & P_BLOCKSVIEW) continue; 599 if (mflags & P_BLOCKSVIEW)
600 continue;
537 601
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 602 if (m == mon->map && blocked_link (mon, m, x, y))
603 break;
539 } 604 }
540 /* go through entire loop without finding a valid 605 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 606 * sidestep to take - thus, no valid path.
542 */ 607 */
543 if (i==(DETOUR_AMOUNT+1)) 608 if (i == (DETOUR_AMOUNT + 1))
544 return 0; 609 return 0;
545 diff--; 610 diff--;
546 lastdir=dir; 611 lastdir = dir;
547 max--; 612 max--;
548 if (!firstdir) firstdir = dir+i; 613 if (!firstdir)
614 firstdir = dir + i;
549 } /* else check alternate directions */ 615 } /* else check alternate directions */
550 } /* if blocked */ 616 } /* if blocked */
551 else { 617 else
618 {
552 /* we moved towards creature, so diff is less */ 619 /* we moved towards creature, so diff is less */
553 diff--; 620 diff--;
554 max--; 621 max--;
555 lastdir=dir; 622 lastdir = dir;
623 if (!firstdir)
556 if (!firstdir) firstdir = dir; 624 firstdir = dir;
625 }
626
627 if (diff <= 1)
557 } 628 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 629 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 630 * headed toward player for entire distance.
561 */ 631 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 632 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); 633 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
564 } 634 }
565 if (diff>max) return 0; 635
636 if (diff > max)
637 return 0;
566 } 638 }
639
567 /* If we reached the max, didn't find a direction in time */ 640 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 641 if (!max)
642 return 0;
569 643
570 return firstdir; 644 return firstdir;
571} 645}
572 646
647void
573void give_initial_items(object *pl,treasurelist *items) { 648give_initial_items (object *pl, treasurelist * items)
649{
574 object *op,*next=NULL; 650 object *op, *next = NULL;
575 651
576 if(pl->randomitems!=NULL) 652 if (pl->randomitems != NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 653 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 654
579 for (op=pl->inv; op; op=next) { 655 for (op = pl->inv; op; op = next)
656 {
580 next = op->below; 657 next = op->below;
581 658
582 /* Forces get applied per default, unless they have the 659 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 660 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 661 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 662 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 663 SET_FLAG (op, FLAG_APPLIED);
587 664
588 /* we never give weapons/armour if these cannot be used 665 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 666 * by this player due to race restrictions
590 */ 667 */
591 if (pl->type == PLAYER) { 668 if (pl->type == PLAYER)
669 {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 670 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS || 671 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET || 672 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES || 673 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) || 674 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
598 remove_ob (op);
599 free_object (op);
600 continue;
601 } 675 {
602 } 676 op->destroy ();
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; 677 continue;
622 } 678 }
623 if (op->nrof > 1) op->nrof = 1; 679 }
680
681 /* This really needs to be better - we should really give
682 * a substitute spellbook. The problem is that we don't really
683 * have a good idea what to replace it with (need something like
684 * a first level treasurelist for each skill.)
685 * remove duplicate skills also
686 */
687 if (op->type == SPELLBOOK || op->type == SKILL)
624 } 688 {
689 object *tmp;
625 690
691 for (tmp = op->below; tmp; tmp = tmp->below)
692 if (tmp->type == op->type && tmp->name == op->name)
693 break;
694
695 if (tmp)
696 {
697 op->destroy ();
698 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
699 continue;
700 }
701
702 if (op->nrof > 1)
703 op->nrof = 1;
704 }
705
626 if (op->type == SPELLBOOK && op->inv) { 706 if (op->type == SPELLBOOK && op->inv)
707 {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 708 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
628 } 709 }
629 710
630 /* Give starting characters identified, uncursed, and undamned 711 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 712 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 713 * merged properly.
633 */ 714 */
634 if (need_identify(op)) { 715 if (need_identify (op))
716 {
635 SET_FLAG(op, FLAG_IDENTIFIED); 717 SET_FLAG (op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 718 CLEAR_FLAG (op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 719 CLEAR_FLAG (op, FLAG_DAMNED);
720 }
721 if (op->type == SPELL)
638 } 722 {
639 if(op->type==SPELL) { 723 op->destroy ();
640 remove_ob(op);
641 free_object(op);
642 continue; 724 continue;
725 }
726 else if (op->type == SKILL)
643 } 727 {
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 728 SET_FLAG (op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 729 op->stats.exp = 0;
647 op->level = 1; 730 op->level = 1;
648 } 731 }
649 /* lock all 'normal items by default */ 732 /* lock all 'normal items by default */
733 else
650 else SET_FLAG(op, FLAG_INV_LOCKED); 734 SET_FLAG (op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 735 } /* for loop of objects in player inv */
652 736
653 /* Need to set up the skill pointers */ 737 /* Need to set up the skill pointers */
654 link_player_skills(pl); 738 link_player_skills (pl);
655} 739}
656 740
657void get_name(object *op) { 741void
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;
724}
725
726void confirm_password(object *op) {
727
728 op->contr->write_buf[0]='\0';
729 op->contr->state=ST_CONFIRM_PASSWORD;
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731}
732
733void get_party_password(object *op, partylist *party) { 742get_party_password (object *op, partylist *party)
743{
734 if (party == NULL) { 744 if (party == NULL)
745 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 746 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 747 return;
737 } 748 }
749
738 op->contr->write_buf[0]='\0'; 750 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 751 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 752 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 753 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 754}
743
744 755
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 756/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
757static int
746int roll_stat(void) { 758roll_stat (void)
759{
747 int a[4],i,j,k; 760 int a[4], i, j, k;
748 761
749 for(i=0;i<4;i++) 762 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 763 a[i] = (int) rndm (6) + 1;
751 764
752 for(i=0,j=0,k=7;i<4;i++) 765 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 766 if (a[i] < k)
754 k=a[i],j=i; 767 k = a[i], j = i;
755 768
756 for(i=0,k=0;i<4;i++) { 769 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 770 if (i != j)
758 k+=a[i]; 771 k += a[i];
759 } 772
760 return k; 773 return k;
761} 774}
762 775
763void roll_stats(object *op) { 776void
764 int sum=0; 777object::roll_stats ()
765 int i = 0, j = 0; 778{
766 int statsort[7]; 779 int statsort [7];
767 780
781 for (;;)
768 do { 782 {
769 op->stats.Str=roll_stat(); 783 int sum = 0;
770 op->stats.Dex=roll_stat(); 784 for (int i = 7; i--; )
771 op->stats.Int=roll_stat(); 785 sum += statsort [i] = 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);
780 786
787 if (sum >= 82 && sum <= 116)
788 break;
789 }
790
781 /* Sort the stats so that rerolling is easier... */ 791 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 792 std::sort (statsort, statsort + 7, 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;
789 793
790 /* a quick and dirty bubblesort? */
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]; 794 stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 795 stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 796 stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 797 stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 798 stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 799 stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 800 stats.Cha = statsort[6];
809 801
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; 802 stats.exp = 0;
821 op->stats.ac=0; 803 stats.ac = 0;
822 804
805 stats.hp = stats.maxhp;
806 stats.sp = stats.maxsp;
807 stats.grace = stats.maxgrace;
808
809 if (contr)
810 {
823 op->contr->levhp[1] = 9; 811 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 812 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 813 contr->levgrace[1] = 3;
826 814
827 fix_player(op); 815 contr->orig_stats = stats;
816 }
817}
818
819void
820object::swap_stats (int a, int b)
821{
822 int tmp = get_attr_value (&contr->orig_stats, a);
823 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
824 set_attr_value (&contr->orig_stats, b, tmp);
825
826 stats.Str = contr->orig_stats.Str;
827 stats.Dex = contr->orig_stats.Dex;
828 stats.Con = contr->orig_stats.Con;
829 stats.Int = contr->orig_stats.Int;
830 stats.Wis = contr->orig_stats.Wis;
831 stats.Pow = contr->orig_stats.Pow;
832 stats.Cha = contr->orig_stats.Cha;
833
834 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats
836 stats.ac = 0;
837
838 level = 1;
839 stats.exp = 0;
840 stats.ac = 0;
841
828 op->stats.hp = op->stats.maxhp; 842 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 843 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 844 stats.grace = stats.maxgrace;
845
846 if (contr)
847 {
848 contr->levhp[1] = 9;
849 contr->levsp[1] = 6;
850 contr->levgrace[1] = 3;
851
831 op->contr->orig_stats=op->stats; 852 contr->orig_stats = stats;
853 }
832} 854}
833 855
834void Roll_Again(object *op) 856static void
857start_info (object *op)
835{ 858{
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]; 859 char buf[MAX_BUF];
844 860
845 if ( op->contr->Swap_First == -1 ) { 861 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); 862 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 863 //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); 864 //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} 865}
953 866
954/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
958 * not the class. 871 * not the class.
959 */ 872 */
960 873void
961int key_change_class(object *op, char key) 874player::chargen_race_done ()
962{ 875{
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 */ 876 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 878
879 treasurelist *tl = treasurelist::find ("starting_wealth");
880 if (tl)
881 create_treasure (tl, ob, 0, 0, 0);
882
977 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
979 885
980 op->contr->state=ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
981 887
982 if (op->msg) { 888 if (ob->msg)
983 free_string(op->msg); 889 ob->msg = 0;
984 op->msg=NULL;
985 }
986 890
987 /* We create this now because some of the unique maps will need it 891 /* We create this now because some of the unique maps will need it
988 * to save here. 892 * 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 */ 893 */
1029 894 {
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]; 895 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); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 897 make_path_to_file (buf);
1101 next = mp->next; 898 }
1102 if (!strncmp(mp->path, buf, strlen(buf))) 899
1103 delete_map(mp); 900 start_info (ob);
1104 } 901 CLEAR_FLAG (ob, FLAG_WIZ);
1105 902 give_initial_items (ob, ob->randomitems);
1106 delete_character(op->name, 1); 903 link_player_skills (ob);
904 esrv_send_inventory (ob, ob);
905 ob->update_stats ();
906
907 /* This moves the player to a different start map, if there
908 * is one for this race
909 */
910 if (*first_map_ext_path)
1107 } 911 {
1108 play_again(op); 912 object *tmp;
1109 return 1; 913 char mapname[MAX_BUF];
1110}
1111 914
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
916 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = ob->y;
920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the
922 * default initial map */
923 tmp->destroy ();
924 }
925 else
926 LOG (llevDebug, "first_map_ext_path not set\n");
927}
928
929void
930player::chargen_race_next ()
931{
932 /* Following actually changes the race - this is the default command
933 * if we don't match with one of the options above.
934 */
935
936 do
937 {
938 shstr name = ob->name;
939 int x = ob->x, y = ob->y;
940
941 ob->remove_statbonus ();
942 ob->remove ();
943 ob->arch = get_player_archetype (ob->arch);
944 ob->arch->clone.copy_to (ob);
945 ob->instantiate ();
946 ob->stats = ob->contr->orig_stats;
947 ob->name = ob->name_pl = name;
948 ob->x = x;
949 ob->y = y;
950 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (ob->contr->title, ob->arch->clone.name);
953 ob->add_statbonus ();
954 }
955 while (!allowed_class (ob));
956
957 update_object (ob, UP_OBJ_FACE);
958 esrv_update_item (UPD_FACE, ob, ob);
959 ob->update_stats ();
960 ob->stats.hp = ob->stats.maxhp;
961 ob->stats.sp = ob->stats.maxsp;
962 ob->stats.grace = 0;
963}
964
965void
1112void flee_player(object *op) { 966flee_player (object *op)
967{
1113 int dir,diff; 968 int dir, diff;
1114 rv_vector rv; 969 rv_vector rv;
1115 970
1116 if(op->stats.hp < 0) { 971 if (op->stats.hp < 0)
972 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 973 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 974 CLEAR_FLAG (op, FLAG_SCARED);
975 return;
976 }
977
978 if (op->enemy == NULL)
979 {
980 LOG (llevDebug, "Fleeing player had no enemy.\n");
981 CLEAR_FLAG (op, FLAG_SCARED);
982 return;
983 }
984
985 /* Seen some crashes here. Since we don't store an
986 * op->enemy_count, it is possible that something destroys the
987 * actual enemy, and the object is recycled.
988 */
989 if (op->enemy->map == NULL)
990 {
991 CLEAR_FLAG (op, FLAG_SCARED);
992 op->enemy = NULL;
993 return;
994 }
995
996 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
997 {
998 op->enemy = NULL;
999 CLEAR_FLAG (op, FLAG_SCARED);
1000 return;
1001 }
1002
1003 get_rangevector (op, op->enemy, &rv, 0);
1004
1005 dir = absdir (4 + rv.direction);
1006 for (diff = 0; diff < 3; diff++)
1007 {
1008 int m = 1 - (RANDOM () & 2);
1009
1010 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1119 return; 1011 return;
1120 } 1012 }
1121 1013
1122 if(op->enemy==NULL) {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED);
1125 return;
1126 }
1127
1128 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled.
1131 */
1132 if (op->enemy->map == NULL) {
1133 CLEAR_FLAG(op, FLAG_SCARED);
1134 op->enemy=NULL;
1135 return;
1136 }
1137
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1139 op->enemy=NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED);
1141 return;
1142 }
1143 get_rangevector(op, op->enemy, &rv, 0);
1144
1145 dir=absdir(4+rv.direction);
1146 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 }
1153 /* Cornered, get rid of scared */ 1014 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1016 op->enemy = NULL;
1156} 1017}
1157 1018
1158 1019
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1020/* 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 1021 * IT returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1022 * stop.
1162 */ 1023 */
1024int
1163int check_pick(object *op) { 1025check_pick (object *op)
1026{
1164 object *tmp, *next; 1027 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1028 int stop = 0;
1167 int j, k, wvratio; 1029 int wvratio;
1168 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1169
1170 1031
1171 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1173 return 1; 1034 return 1;
1174 1035
1175 op_tag = op->count;
1176
1177 next = op->below; 1036 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1037
1181 /* loop while there are items on the floor that are not marked as 1038 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1039 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1040 while (next && !next->destroyed ())
1184 { 1041 {
1185 tmp = next; 1042 tmp = next;
1186 next = tmp->below; 1043 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1044
1190 if (was_destroyed (op, op_tag)) 1045 if (op->destroyed ())
1191 return 0; 1046 return 0;
1192 1047
1193 if ( ! can_pick (op, tmp)) 1048 if (!can_pick (op, tmp))
1194 continue; 1049 continue;
1195 1050
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1052 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1053 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1054 pick_up (op, tmp);
1200 continue; 1055 continue;
1201 } 1056 }
1202 1057
1203 /* high not bit set? We're using the old autopickup model */ 1058 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1059 if (!(op->contr->mode & PU_NEWMODE))
1060 {
1205 switch (op->contr->mode) { 1061 switch (op->contr->mode)
1062 {
1063 case 0:
1206 case 0: return 1; /* don't pick up */ 1064 return 1; /* don't pick up */
1065 case 1:
1207 case 1: pick_up (op, tmp); 1066 pick_up (op, tmp);
1208 return 1; 1067 return 1;
1068 case 2:
1209 case 2: pick_up (op, tmp); 1069 pick_up (op, tmp);
1210 return 0; 1070 return 0;
1071 case 3:
1211 case 3: return 0; /* stop before pickup */ 1072 return 0; /* stop before pickup */
1073 case 4:
1212 case 4: pick_up (op, tmp); 1074 pick_up (op, tmp);
1213 break; 1075 break;
1076 case 5:
1214 case 5: pick_up (op, tmp); 1077 pick_up (op, tmp);
1215 stop = 1; 1078 stop = 1;
1216 break; 1079 break;
1217 case 6: 1080 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1081 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1220 pick_up(op, tmp); 1082 pick_up (op, tmp);
1221 break; 1083 break;
1222 1084
1223 case 7: 1085 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1086 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1087 pick_up (op, tmp);
1226 break; 1088 break;
1227 1089
1228 default: 1090 default:
1229 /* use value density */ 1091 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1092 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1093 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1)))
1233 >= op->contr->mode)
1234 pick_up(op,tmp); 1094 pick_up (op, tmp);
1235 }
1236 }
1237 else { /* old model */
1238 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG)
1240 {
1241 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type,
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type,
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1251
1252 sprintf(putstring,"...flags: ");
1253 for(k=0;k<4;k++)
1254 {
1255 for(j=0;j<32;j++)
1256 {
1257 if((tmp->flags[k]>>j)&0x01)
1258 {
1259 sprintf(tmpstr,"%d ",k*32+j);
1260 strcat(putstring, tmpstr);
1261 } 1095 }
1262 } 1096 }
1263 } 1097 else
1098 { /* old model */
1099 /* NEW pickup handling */
1100 if (op->contr->mode & PU_DEBUG)
1101 {
1102 /* some debugging code to figure out item information */
1103 if (tmp->name != NULL)
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106 else
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1111 }
1265 1112
1113 /* philosophy:
1114 * It's easy to grab an item type from a pile, as long as it's
1115 * generic. This takes no game-time. For more detailed pickups
1116 * and selections, select-items should be used. This is a
1117 * grab-as-you-run type mode that's really useful for arrows for
1118 * example.
1119 * The drawback: right now it has no frontend, so you need to
1120 * stick the bits you want into a calculator in hex mode and then
1121 * convert to decimal and then 'pickup <#>
1122 */
1123
1124 /* the first two modes are exclusive: if NOTHING we return, if
1125 * STOP then we stop. All the rest are applied sequentially,
1126 * meaning if any test passes, the item gets picked up. */
1127
1128 /* if mode is set to pick nothing up, return */
1129
1130 if (op->contr->mode & PU_NOTHING)
1131 return 1;
1132
1133 /* if mode is set to stop when encountering objects, return */
1134 /* take STOP before INHIBIT since it doesn't actually pick
1135 * anything up */
1136
1137 if (op->contr->mode & PU_STOP)
1138 return 0;
1139
1140 /* useful for going into stores and not losing your settings... */
1141 /* and for battles wher you don't want to get loaded down while
1142 * fighting */
1143 if (op->contr->mode & PU_INHIBIT)
1144 return 1;
1145
1146 /* prevent us from turning into auto-thieves :) */
1147 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1148 continue;
1149
1150 /* ignore known cursed objects */
1151 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1152 continue;
1153
1154 /* all food and drink if desired */
1155 /* question: don't pick up known-poisonous stuff? */
1156 if (op->contr->mode & PU_FOOD)
1157 if (tmp->type == FOOD)
1158 {
1159 pick_up (op, tmp);
1160 continue;
1161 }
1162
1163 if (op->contr->mode & PU_DRINK)
1164 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1165 {
1166 pick_up (op, tmp);
1167 continue;
1168 }
1169
1170 if (op->contr->mode & PU_POTION)
1171 if (tmp->type == POTION)
1172 {
1173 pick_up (op, tmp);
1174 continue;
1175 }
1176
1177 /* spellbooks, skillscrolls and normal books/scrolls */
1178 if (op->contr->mode & PU_SPELLBOOK)
1179 if (tmp->type == SPELLBOOK)
1180 {
1181 pick_up (op, tmp);
1182 continue;
1183 }
1184
1185 if (op->contr->mode & PU_SKILLSCROLL)
1186 if (tmp->type == SKILLSCROLL)
1187 {
1188 pick_up (op, tmp);
1189 continue;
1190 }
1191
1192 if (op->contr->mode & PU_READABLES)
1193 if (tmp->type == BOOK || tmp->type == SCROLL)
1194 {
1195 pick_up (op, tmp);
1196 continue;
1197 }
1198
1199 /* wands/staves/rods/horns */
1200 if (op->contr->mode & PU_MAGIC_DEVICE)
1201 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1202 {
1203 pick_up (op, tmp);
1204 continue;
1205 }
1206
1207 /* pick up all magical items */
1208 if (op->contr->mode & PU_MAGICAL)
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1210 {
1211 pick_up (op, tmp);
1212 continue;
1213 }
1214
1215 if (op->contr->mode & PU_VALUABLES)
1216 {
1217 if (tmp->type == MONEY || tmp->type == GEM)
1218 {
1219 pick_up (op, tmp);
1220 continue;
1221 }
1222 }
1223
1224 /* rings & amulets - talismans seems to be typed AMULET */
1225 if (op->contr->mode & PU_JEWELS)
1226 if (tmp->type == RING || tmp->type == AMULET)
1227 {
1228 pick_up (op, tmp);
1229 continue;
1230 }
1231
1232 /* we don't forget dragon food */
1233 if (op->contr->mode & PU_FLESH)
1234 if (tmp->type == FLESH)
1235 {
1236 pick_up (op, tmp);
1237 continue;
1238 }
1239
1240 /* bows and arrows. Bows are good for selling! */
1241 if (op->contr->mode & PU_BOW)
1242 if (tmp->type == BOW)
1243 {
1244 pick_up (op, tmp);
1245 continue;
1246 }
1247
1248 if (op->contr->mode & PU_ARROW)
1249 if (tmp->type == ARROW)
1250 {
1251 pick_up (op, tmp);
1252 continue;
1253 }
1254
1255 /* all kinds of armor etc. */
1256 if (op->contr->mode & PU_ARMOUR)
1257 if (tmp->type == ARMOUR)
1258 {
1259 pick_up (op, tmp);
1260 continue;
1261 }
1262
1263 if (op->contr->mode & PU_HELMET)
1264 if (tmp->type == HELMET)
1265 {
1266 pick_up (op, tmp);
1267 continue;
1268 }
1269
1270 if (op->contr->mode & PU_SHIELD)
1271 if (tmp->type == SHIELD)
1272 {
1273 pick_up (op, tmp);
1274 continue;
1275 }
1276
1277 if (op->contr->mode & PU_BOOTS)
1278 if (tmp->type == BOOTS)
1279 {
1280 pick_up (op, tmp);
1281 continue;
1282 }
1283
1284 if (op->contr->mode & PU_GLOVES)
1285 if (tmp->type == GLOVES)
1286 {
1287 pick_up (op, tmp);
1288 continue;
1289 }
1290
1291 if (op->contr->mode & PU_CLOAK)
1292 if (tmp->type == CLOAK)
1293 {
1294 pick_up (op, tmp);
1295 continue;
1296 }
1297
1298 /* hoping to catch throwing daggers here */
1299 if (op->contr->mode & PU_MISSILEWEAPON)
1300 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1301 {
1302 pick_up (op, tmp);
1303 continue;
1304 }
1305
1306 /* careful: chairs and tables are weapons! */
1307 if (op->contr->mode & PU_ALLWEAPON)
1308 {
1309 if (tmp->type == WEAPON && tmp->name != NULL)
1310 {
1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1312 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1313 {
1314 pick_up (op, tmp);
1315 continue;
1316 }
1317 }
1318
1319 if (tmp->type == WEAPON && tmp->name == NULL)
1320 {
1321 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1322 {
1323 pick_up (op, tmp);
1324 continue;
1325 }
1326 }
1327 }
1328
1329 /* misc stuff that's useful */
1330 if (op->contr->mode & PU_KEY)
1331 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1332 {
1333 pick_up (op, tmp);
1334 continue;
1335 }
1336
1337 /* any of the last 4 bits set means we use the ratio for value
1338 * pickups */
1339 if (op->contr->mode & PU_RATIO)
1340 {
1341 /* use value density to decide what else to grab */
1342 /* >=7 was >= op->contr->mode */
1343 /* >=7 is the old standard setting. Now we take the last 4 bits
1344 * and multiply them by 5, giving 0..15*5== 5..75 */
1345 wvratio = (op->contr->mode & PU_RATIO) * 5;
1346 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1347 {
1348 pick_up (op, tmp);
1266#if 0 1349#if 0
1267 /* print the flags too */ 1350 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1351 if (tmp->name != NULL)
1269 { 1352 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1353 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1354 }
1272 { 1355 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1356 fprintf (stderr, "%s", tmp->arch->name);
1274 if(!((j+1)%4))fprintf(stderr," "); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1358 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 1359#endif
1279 } 1360 continue;
1280 /* philosophy: 1361 }
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
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 } 1362 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1363 } /* the new pickup model */
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 } 1364 }
1440 } /* the new pickup model */ 1365
1441 }
1442 return ! stop; 1366 return !stop;
1443} 1367}
1444 1368
1445/* 1369/*
1446 * Find an arrow in the inventory and after that 1370 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1371 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1372 * found object is returned.
1449 */ 1373 */
1374object *
1450object *find_arrow(object *op, const char *type) 1375find_arrow (object *op, const char *type)
1451{ 1376{
1452 object *tmp = NULL; 1377 object *tmp = 0;
1453 1378
1454 for(op=op->inv; op; op=op->below) 1379 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1380 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); 1381 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1382 else if (op->type == ARROW && op->race == type)
1459 return op; 1383 return op;
1384
1460 return tmp; 1385 return tmp;
1461} 1386}
1462 1387
1463/* 1388/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1389 * 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 1390 * 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 1391 * 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. 1392 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1393 */
1469 1394object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1396{
1472 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1474 1399
1475 if (!type) 1400 if (!type)
1476 return NULL; 1401 return NULL;
1477 1402
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1403 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1404 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1405 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1406 {
1481 i = 0; 1407 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1408 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1409 if (i > betterby)
1410 {
1484 tmp = ntmp; 1411 tmp = ntmp;
1485 betterby = i; 1412 betterby = i;
1486 } 1413 }
1414 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1415 else if (arrow->type == ARROW && arrow->race == type)
1416 {
1488 /* allways prefer assasination/slaying */ 1417 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1418 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1419 {
1491 if (arrow->attacktype & AT_DEATH) { 1420 if (arrow->attacktype & AT_DEATH)
1421 {
1492 *better = 100; 1422 *better = 100;
1493 return arrow; 1423 return arrow;
1494 } else {
1495 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1424 }
1498 } else { 1425 else
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1500 attacktype = 1<<attacknum;
1501 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) {
1503 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1505 }
1506 } 1426 {
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1508 tmp = arrow; 1427 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1428 betterby = (arrow->magic + arrow->stats.dam) * 2;
1510 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1512 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1429 }
1515 } 1430 }
1431 else
1432 {
1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1434 {
1435 attacktype = 1 << attacknum;
1436 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1438 {
1439 tmp = arrow;
1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1441 }
1442 }
1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1444 {
1445 tmp = arrow;
1446 betterby = 2 + arrow->magic + arrow->stats.dam;
1447 }
1448 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1449 {
1450 tmp = arrow;
1451 betterby = 1 + arrow->magic + arrow->stats.dam;
1452 }
1516 } 1453 }
1454 }
1517 } 1455 }
1518 if (tmp == NULL && arrow == NULL) 1456 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1457 return find_arrow (op, type);
1520 1458
1521 *better = betterby; 1459 *better = betterby;
1522 return tmp; 1460 return tmp;
1523} 1461}
1524 1462
1525/* looks in a given direction, finds the first valid target, and calls 1463/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1464 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1465 * op = the shooter
1528 * type = bow->race 1466 * type = bow->race
1529 * dir = fire direction 1467 * dir = fire direction
1530 */ 1468 */
1531 1469
1470object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1471pick_arrow_target (object *op, const char *type, int dir)
1533{ 1472{
1534 object *tmp = NULL; 1473 object *tmp = NULL;
1535 mapstruct *m; 1474 maptile *m;
1536 int i, mflags, found, number; 1475 int i, mflags, found, number;
1537 sint16 x, y; 1476 sint16 x, y;
1538 1477
1539 if (op->map == NULL) 1478 if (op->map == NULL)
1540 return find_arrow(op, type); 1479 return find_arrow (op, type);
1541 1480
1542 /* do a dex check */ 1481 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1482 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))) 1483 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1484 return find_arrow (op, type);
1546 1485
1547 m = op->map; 1486 m = op->map;
1548 x = op->x; 1487 x = op->x;
1549 y = op->y; 1488 y = op->y;
1550 1489
1551 /* find the first target */ 1490 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1491 for (i = 0, found = 0; i < 20; i++)
1492 {
1553 x += freearr_x[dir]; 1493 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1494 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1495 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1496 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1497 {
1557 tmp = NULL; 1498 tmp = NULL;
1499 break;
1500 }
1501 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1502 {
1503 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1504 * perhaps a bad assumption.
1505 */
1506 tmp = NULL;
1507 break;
1508 }
1509 if (mflags & P_IS_ALIVE)
1510 {
1511 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1512 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1513 {
1514 found++;
1515 break;
1516 }
1517 if (found)
1558 break; 1518 break;
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption.
1562 */
1563 tmp = NULL;
1564 break;
1565 } 1519 }
1566 if (mflags & P_IS_ALIVE) {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1569 found++;
1570 break;
1571 }
1572 if (found)
1573 break;
1574 }
1575 } 1520 }
1576 if (tmp == NULL) 1521 if (tmp == NULL)
1577 return find_arrow(op, type); 1522 return find_arrow (op, type);
1578 1523
1579 if (tmp->head) 1524 if (tmp->head)
1580 tmp = tmp->head; 1525 tmp = tmp->head;
1581 1526
1582 return find_better_arrow(op, tmp, type, &i); 1527 return find_better_arrow (op, tmp, type, &i);
1583} 1528}
1584 1529
1585/* 1530/*
1586 * Creature fires a bow - op can be monster or player. Returns 1531 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1532 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1535 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1536 * 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 1537 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1538 * player fire modes.
1594 */ 1539 */
1540int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1541fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1542{
1598 object *left, *bow; 1543 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1544 int bowspeed, mflags;
1601 mapstruct *m; 1545 maptile *m;
1602 1546
1603 if (!dir) { 1547 if (!dir)
1548 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1550 return 0;
1606 } 1551 }
1552
1607 if (op->type == PLAYER) 1553 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1554 bow = op->contr->ranges[range_bow];
1609 else { 1555 else
1556 {
1610 for(bow=op->inv; bow; bow=bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1558 /* 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. 1559 * don't need to switch back and forth between bows and weapons.
1613 */ 1560 */
1614 if(bow->type==BOW) 1561 if (bow->type == BOW)
1615 break; 1562 break;
1616 1563
1617 if (!bow) { 1564 if (!bow)
1565 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1567 return 0;
1620 } 1568 }
1621 } 1569 }
1570
1622 if( !bow->race || !bow->skill) { 1571 if (!bow->race || !bow->skill)
1572 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1574 return 0;
1625 } 1575 }
1626 1576
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1577 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1578
1629 /* penalize ROF for bestarrow */ 1579 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1580 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1581 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1582
1632 if (bowspeed < 1) 1583 if (bowspeed < 1)
1633 bowspeed = 1; 1584 bowspeed = 1;
1634 1585
1635 if (arrow == NULL) { 1586 if (arrow == NULL)
1587 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1588 if ((arrow = find_arrow (op, bow->race)) == NULL)
1589 {
1637 if (op->type == PLAYER) 1590 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1591 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 */ 1592 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1593 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1595 return 0;
1644 } 1596 }
1645 } 1597 }
1598
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1600 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1601 return 0;
1649 } 1602
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1603 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1604 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1605 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1606 return 0;
1653 } 1607 }
1654 1608
1655 /* this should not happen, but sometimes does */ 1609 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1610 if (arrow->nrof == 0)
1657 remove_ob(arrow); 1611 {
1658 free_object(arrow); 1612 arrow->destroy ();
1659 return 0; 1613 return 0;
1660 } 1614 }
1661 1615
1662 left = arrow; /* these are arrows left to the player */ 1616 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1617 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1618 if (!arrow)
1619 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race);
1668 return 0; 1621 return 0;
1669 } 1622 }
1670 set_owner(arrow, op); 1623
1671 if (arrow->skill) free_string(arrow->skill); 1624 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1625 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1626 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1627
1678 if (op->type == PLAYER) { 1628 if (op->type == PLAYER)
1629 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1630 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1631 op->update_stats ();
1681 } 1632 }
1682 1633
1683 SET_ANIMATION(arrow, arrow->direction); 1634 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1635 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1636 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1637 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1638 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1639 arrow->spellarg = strdup (arrow->slaying);
1689 1640
1690 /* Note that this was different for monsters - they got their level 1641 /* Note that this was different for monsters - they got their level
1691 * added to the damage. I think the strength bonus is more proper. 1642 * added to the damage. I think the strength bonus is more proper.
1692 */ 1643 */
1693
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1644
1645 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1646
1698 /* update the speed */ 1647 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1648 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) + 1649 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1650
1704 if (arrow->speed < 1.0) 1651 arrow->set_speed (max (arrow->speed, 1.0));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1652 arrow->speed_left = 0;
1708 1653
1709 if (op->type == PLAYER) { 1654 if (op->type == PLAYER)
1655 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1656 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1657 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1658 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1713 arrow->stats.wc - bow->stats.wc + wc_mod;
1714 1659
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1660 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1661 }
1662 else
1663 {
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1664 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1718 arrow->stats.wc + wc_mod;
1719
1720 arrow->level = op->level; 1665 arrow->level = op->level;
1721 } 1666 }
1667
1722 if (arrow->attacktype == AT_PHYSICAL) 1668 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1669 arrow->attacktype |= bow->attacktype;
1670
1724 if (bow->slaying != NULL) 1671 if (bow->slaying)
1725 arrow->slaying = add_string(bow->slaying); 1672 arrow->slaying = bow->slaying;
1726 1673
1727 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1674 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1675 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1676
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1677 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1732 tag = arrow->count; 1678 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1679
1735 if (!was_destroyed(arrow, tag)) 1680 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1681 move_arrow (arrow);
1737 1682
1738 if (op->type == PLAYER) { 1683 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1684 {
1685 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1686 esrv_del_item (op->contr, left->count);
1741 else 1687 else
1742 esrv_send_item(op, left); 1688 esrv_send_item (op, left);
1743 } 1689 }
1690
1744 return 1; 1691 return 1;
1745} 1692}
1746 1693
1747/* Special fire code for players - this takes into 1694/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1695 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1696 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1697 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1698 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1699 * hence the function name.
1753 */ 1700 */
1701int
1754int player_fire_bow(object *op, int dir) 1702player_fire_bow (object *op, int dir)
1755{ 1703{
1756 int ret=0, wcmod=0; 1704 int ret = 0, wcmod = 0;
1757 1705
1758 if (op->contr->bowtype == bow_bestarrow) { 1706 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1707 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1708 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1761 dir, 0, op->x, op->y); 1709 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1710 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1711 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1712 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1713 wcmod = -1;
1714
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1715 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1716 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1717 else if (op->contr->bowtype == bow_threewide)
1718 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1719 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)]); 1720 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)]); 1721 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1722 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1723 else if (op->contr->bowtype == bow_spreadshot)
1724 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1725 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); 1726 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); 1727 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1728
1776 } else { 1729 }
1730 else
1731 {
1777 /* Simple case */ 1732 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1733 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1734 }
1780 return ret; 1735 return ret;
1781} 1736}
1782 1737
1783 1738
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1739/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1740 * Broken apart from 'fire' to keep it more readable.
1786 */ 1741 */
1742void
1787void fire_misc_object(object *op, int dir) 1743fire_misc_object (object *op, int dir)
1788{ 1744{
1789 object *item; 1745 object *item;
1790 1746
1791 if (!op->contr->ranges[range_misc]) { 1747 if (!op->contr->ranges[range_misc])
1748 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1749 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1750 return;
1794 } 1751 }
1795 1752
1796 item = op->contr->ranges[range_misc]; 1753 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1754 if (!item->inv)
1755 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1756 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1757 return;
1800 } 1758 }
1801 if (item->type == WAND) { 1759 if (item->type == WAND)
1760 {
1802 if(item->stats.food<=0) { 1761 if (item->stats.food <= 0)
1762 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1763 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)); 1764 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1805 return; 1765 return;
1806 } 1766 }
1767 }
1807 } else if (item->type == ROD || item->type==HORN) { 1768 else if (item->type == ROD || item->type == HORN)
1769 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1770 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1771 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 1773 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op,
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1774 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 else 1775 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return; 1777 return;
1817 } 1778 }
1818 } 1779 }
1819 1780
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1781 if (cast_spell (op, item, dir, item->inv, NULL))
1782 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1783 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 1784 if (item->type == WAND)
1785 {
1823 if (!(--item->stats.food)) { 1786 if (!(--item->stats.food))
1787 {
1824 object *tmp; 1788 object *tmp;
1789
1825 if (item->arch) { 1790 if (item->arch)
1791 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1792 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1793 item->face = item->arch->clone.face;
1828 item->speed = 0; 1794 item->set_speed (0);
1829 update_ob_speed(item);
1830 } 1795 }
1796
1831 if ((tmp=is_player_inv(item))) 1797 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1798 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1799 }
1834 } 1800 }
1835 else if (item->type == ROD || item->type==HORN) { 1801 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1802 drain_rod_charge (item);
1837 }
1838 } 1803 }
1839} 1804}
1840 1805
1841/* Received a fire command for the player - go and do it. 1806/* Received a fire command for the player - go and do it.
1842 */ 1807 */
1808void
1843void fire(object *op,int dir) { 1809fire (object *op, int dir)
1810{
1844 int spellcost=0; 1811 int spellcost = 0;
1845 1812
1846 /* check for loss of invisiblity/hide */ 1813 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1814 if (action_makes_visible (op))
1815 make_visible (op);
1848 1816
1849 switch(op->contr->shoottype) { 1817 switch (op->contr->shoottype)
1818 {
1850 case range_none: 1819 case range_none:
1820 return;
1821
1822 case range_bow:
1823 player_fire_bow (op, dir);
1824 return;
1825
1826 case range_magic: /* Casting spells */
1827 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1828 return;
1829
1830 case range_misc:
1831 fire_misc_object (op, dir);
1832 return;
1833
1834 case range_golem: /* Control summoned monsters from scrolls */
1835 control_golem (op->contr->ranges[range_golem], dir);
1836 return;
1837
1838 case range_skill:
1839 if (!op->chosen_skill)
1840 {
1841 if (op->type == PLAYER)
1842 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1843
1851 return; 1844 return;
1852
1853 case range_bow:
1854 player_fire_bow(op, dir);
1855 return;
1856
1857 case range_magic: /* Casting spells */
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1859 return;
1860
1861 case range_misc:
1862 fire_misc_object(op, dir);
1863 return;
1864
1865 case range_golem: /* Control summoned monsters from scrolls */
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 } 1845 }
1872 else
1873 control_golem(op->contr->ranges[range_golem], dir);
1874 return;
1875 1846
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); 1847 do_skill (op, op, op->chosen_skill, dir, NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir );
1886 return; 1848 return;
1849 case range_builder:
1850 apply_map_builder (op, dir);
1851 return;
1887 default: 1852 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1853 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 1854 return;
1890 } 1855 }
1891} 1856}
1892
1893
1894 1857
1895/* find_key 1858/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1859 * 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 1860 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1861 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1863 * pl is the player,
1901 * inv is the objects inventory to searched 1864 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1865 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1866 * This function can be called recursively to search containers.
1904 */ 1867 */
1905 1868object *
1906object * find_key(object *pl, object *container, object *door) 1869find_key (object *pl, object *container, object *door)
1907{ 1870{
1908 object *tmp,*key; 1871 object *tmp, *key;
1909 1872
1910 /* Should not happen, but sanity checking is never bad */ 1873 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1874 if (!container->inv)
1875 return 0;
1912 1876
1913 /* First, lets try to find a key in the top level inventory */ 1877 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1878 for (tmp = container->inv; tmp; tmp = tmp->below)
1879 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1880 if (door->type == DOOR && tmp->type == KEY)
1881 break;
1916 /* For sanity, we should really check door type, but other stuff 1882 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1883 * (like containers) can be locked with special keys
1918 */ 1884 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1885 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1886 break;
1921 } 1887 }
1888
1922 /* No key found - lets search inventories now */ 1889 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1890 /* 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 1891 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1892 * a key, return
1926 */ 1893 */
1927 if (!tmp) { 1894 if (!tmp)
1895 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1896 for (tmp = container->inv; tmp; tmp = tmp->below)
1897 {
1929 /* No reason to search empty containers */ 1898 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1899 if (tmp->type == CONTAINER && tmp->inv)
1900 {
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1901 if ((key = find_key (pl, tmp, door)))
1902 return key;
1932 } 1903 }
1933 } 1904 }
1905
1906 if (!tmp)
1934 if (!tmp) return NULL; 1907 return NULL;
1935 } 1908 }
1909
1936 /* We get down here if we have found a key. Now if its in a container, 1910 /* 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 1911 * see if we actually want to use it
1938 */ 1912 */
1939 if (pl!=container) { 1913 if (pl != container)
1914 {
1940 /* Only let players use keys in containers */ 1915 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1916 if (!pl->contr)
1917 return NULL;
1942 /* cases where this fails: 1918 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1919 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1920 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1921 * If the container is not active, return now since only active
1946 * containers can be used. 1922 * containers can be used.
1947 * If we only search keyrings and the container does not have 1923 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1924 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1925 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1926 * inv must have been an container and must have been active.
1951 * 1927 *
1952 * Change the color so that the message doesn't disappear with 1928 * Change the color so that the message doesn't disappear with
1953 * all the others. 1929 * all the others.
1954 */ 1930 */
1955 if (pl->contr->usekeys == key_inventory || 1931 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1932 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings &&
1958 (!container->race || strcmp(container->race, "keys"))) 1933 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 ) { 1934 {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1935 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 1936 "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; 1937 return NULL;
1964 } 1938 }
1965 } 1939 }
1940
1966 return tmp; 1941 return tmp;
1967} 1942}
1968 1943
1969/* moved door processing out of move_player_attack. 1944/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1945 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1946 * such that the caller should not do anything more,
1972 * 0 otherwise 1947 * 0 otherwise
1973 */ 1948 */
1949static int
1974static int player_attack_door(object *op, object *door) 1950player_attack_door (object *op, object *door)
1975{ 1951{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1952 /* 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 - 1953 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1954 * otherwise, we fall through to the rest of the code.
1980 */ 1955 */
1981 object *key=find_key(op, op, door); 1956 object *key = find_key (op, op, door);
1982 1957
1983 /* IF we found a key, do some extra work */ 1958 /* IF we found a key, do some extra work */
1984 if (key) { 1959 if (key)
1960 {
1985 object *container=key->env; 1961 object *container = key->env;
1986 1962
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1963 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 1964 if (action_makes_visible (op))
1965 make_visible (op);
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1966 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1967 spring_trap (door->inv, op);
1968
1990 if (door->type == DOOR) { 1969 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1970 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1971 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1972 {
1995 "You open the door with the %s", query_short_name(key)); 1973 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 ;-) */ 1974 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1975 }
1976
1998 /* Do this after we print the message */ 1977 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1978 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1979 /* Need to update the weight the container the key was in */
2001 if (container != op) 1980 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 1981 esrv_update_item (UPD_WEIGHT, op, container);
1982
2003 return 1; /* Nothing more to do below */ 1983 return 1; /* Nothing more to do below */
1984 }
2004 } else if (door->type==LOCKED_DOOR) { 1985 else if (door->type == LOCKED_DOOR)
1986 {
2005 /* Might as well return now - no other way to open this */ 1987 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1988 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 1989 return 1;
2008 } 1990 }
1991
2009 return 0; 1992 return 0;
2010} 1993}
2011 1994
2012/* This function is just part of a breakup from move_player. 1995/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 1996 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 1997 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 1998 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 1999 * going to try and move (not fire weapons).
2017 */ 2000 */
2018 2001void
2019void move_player_attack(object *op, int dir) 2002move_player_attack (object *op, int dir)
2020{ 2003{
2021 object *tmp, *mon; 2004 object *tmp, *mon;
2022 sint16 nx, ny; 2005 sint16 nx, ny;
2023 int on_battleground; 2006 int on_battleground;
2024 mapstruct *m; 2007 maptile *m;
2025 2008
2026 nx=freearr_x[dir]+op->x; 2009 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2010 ny = freearr_y[dir] + op->y;
2028 2011
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2012 on_battleground = op_on_battleground (op, 0, 0);
2030 2013
2031 /* If braced, or can't move to the square, and it is not out of the 2014 /* 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 2015 * 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 2016 * 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 2017 * 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 2018 * 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 2019 * 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 2020 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2021 * move_ob uses.
2039 */ 2022 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2023 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2024 {
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2025 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 } 2026 {
2027 m = op->map->xy_find (nx, ny);
2028 if (!m)
2029 return; /* Don't think this should happen */
2030 }
2031 else
2045 else m =op->map; 2032 m = op->map;
2046 2033
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2034 if (!(tmp = m->at (nx, ny).bot))
2048 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2035 return;
2036
2037 mon = 0;
2038 /* Go through all the objects, and find ones of interest. Only stop if
2039 * we find a monster - that is something we know we want to attack.
2040 * if its a door or barrel (can roll) see if there may be monsters
2041 * on the space
2042 */
2043 while (tmp)
2044 {
2045 if (tmp == op)
2046 {
2047 tmp = tmp->above;
2048 continue;
2049 }
2050
2051 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2052 {
2053 mon = tmp;
2054 break;
2055 }
2056
2057 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2058 mon = tmp;
2059
2060 tmp = tmp->above;
2061 }
2062
2063 if (!mon) /* This happens anytime the player tries to move */
2064 return; /* into a wall */
2065
2066 if (mon->head)
2067 mon = mon->head;
2068
2069 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2070 if (player_attack_door (op, mon))
2071 return;
2072
2073 /* The following deals with possibly attacking peaceful
2074 * or frienddly creatures. Basically, all players are considered
2075 * unaggressive. If the moving player has peaceful set, then the
2076 * object should be pushed instead of attacked. It is assumed that
2077 * if you are braced, you will not attack friends accidently,
2078 * and thus will not push them.
2079 */
2080
2081 /* If the creature is a pet, push it even if the player is not
2082 * peaceful. Our assumption is the creature is a pet if the
2083 * player owns it and it is either friendly or unagressive.
2084 */
2085 if ((op->type == PLAYER)
2086#if COZY_SERVER
2087 &&
2088 ((mon->owner && mon->owner->contr
2089 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2090#else
2091 && mon->owner == op
2092#endif
2093 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2094 {
2095 /* If we're braced, we don't want to switch places with it */
2096 if (op->contr->braced)
2049 return; 2097 return;
2050 }
2051 2098
2052 mon = NULL; 2099 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2053 /* Go through all the objects, and find ones of interest. Only stop if 2100 (void) push_ob (mon, dir, op);
2054 * we find a monster - that is something we know we want to attack. 2101 if (op->contr->tmp_invis || op->hide)
2055 * if its a door or barrel (can roll) see if there may be monsters 2102 make_visible (op);
2056 * on the space 2103
2104 return;
2105 }
2106
2107 /* in certain circumstances, you shouldn't attack friendly
2108 * creatures. Note that if you are braced, you can't push
2109 * someone, but put it inside this loop so that you won't
2110 * attack them either.
2057 */ 2111 */
2058 while (tmp!=NULL) { 2112 if ((mon->type == PLAYER || mon->enemy != op) &&
2059 if (tmp == op) { 2113 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2060 tmp=tmp->above; 2114#ifdef PROHIBIT_PLAYERKILL
2061 continue; 2115 (op->contr->peaceful
2116 || (mon->type == PLAYER
2117 && mon->contr->
2118 peaceful)) &&
2119#else
2120 op->contr->peaceful &&
2121#endif
2122 !on_battleground))
2123 {
2124 if (!op->contr->braced)
2125 {
2126 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2127 push_ob (mon, dir, op);
2062 } 2128 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2129 else
2064 mon = tmp; 2130 new_draw_info (0, 0, op, "You withhold your attack");
2065 break; 2131
2132 if (op->contr->tmp_invis || op->hide)
2133 make_visible (op);
2134 }
2135
2136 /* If the object is a boulder or other rollable object, then
2137 * roll it if not braced. You can't roll it if you are braced.
2138 */
2139 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2140 {
2141 recursive_roll (mon, dir, op);
2142 if (action_makes_visible (op))
2143 make_visible (op);
2144 }
2145
2146 /* Any generic living creature. Including things like doors.
2147 * 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:
2149 * 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.
2151 */
2152 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2153 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2154 {
2155
2156 /* If the player hasn't hit something this tick, and does
2157 * so, give them speed boost based on weapon speed. Doing
2158 * it here is better than process_players2, which basically
2159 * incurred a 1 tick offset.
2160 */
2161 if (!op->contr->has_hit)
2162 {
2163 op->speed_left += op->speed / op->contr->weapon_sp;
2164
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2066 } 2166 }
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2068 mon = tmp;
2069 tmp=tmp->above;
2070 }
2071
2072 if (mon==NULL) /* This happens anytime the player tries to move */
2073 return; /* into a wall */
2074 2167
2075 if(mon->head != NULL) 2168 skill_attack (mon, op, 0, 0, 0);
2076 mon = mon->head;
2077 2169
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2170 /* If attacking another player, that player gets automatic
2079 if (player_attack_door(op, mon)) return; 2171 * hitback, and doesn't loose luck either.
2080 2172 * Disable hitback on the battleground or if the target is
2081 /* The following deals with possibly attacking peaceful 2173 * the wiz.
2082 * or frienddly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them.
2087 */ 2174 */
2088 2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2089 /* 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
2091 * player owns it and it is either friendly or unagressive.
2092 */
2093 if ((op->type==PLAYER)
2094#if COZY_SERVER
2095 &&
2096 (
2097 (get_owner(mon) && get_owner(mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party))
2099 || get_owner(mon) == op
2100 )
2101#else
2102 && get_owner(mon)==op
2103#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2105 {
2106 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return;
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob(mon,dir,op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op);
2111 return;
2112 }
2113
2114 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't
2117 * attack them either.
2118 */
2119 if ((mon->type==PLAYER || mon->enemy != op) &&
2120 (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 &&
2126#endif
2127 !on_battleground
2128 )) { 2176 {
2129 if (!op->contr->braced) { 2177 short luck = mon->stats.luck;
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2178
2131 (void) push_ob(mon,dir,op); 2179 mon->contr->has_hit = 1;
2132 } else { 2180 skill_attack (op, mon, 0, 0, 0);
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2181 mon->stats.luck = luck;
2134 } 2182 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137 2183
2138 /* 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.
2140 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2142 recursive_roll(mon,dir,op);
2143 if(action_makes_visible(op)) make_visible(op); 2184 if (action_makes_visible (op))
2144 } 2185 make_visible (op);
2145
2146 /* Any generic living creature. Including things like doors.
2147 * 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:
2149 * 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.
2151 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL ||
2155 op->contr->party!=mon->contr->party))) {
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) {
2163 op->speed_left += op->speed / op->contr->weapon_sp;
2164
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 } 2186 }
2167
2168 skill_attack(mon, op, 0, NULL, NULL);
2169
2170 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is
2173 * the wiz.
2174 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2176 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2177 short luck = mon->stats.luck;
2178 mon->contr->has_hit = 1;
2179 skill_attack(op, mon, 0, NULL, NULL);
2180 mon->stats.luck = luck;
2181 }
2182 if(action_makes_visible(op)) make_visible(op);
2183 }
2184 } /* if player should attack something */ 2187 } /* if player should attack something */
2185} 2188}
2186 2189
2190int
2187int move_player(object *op,int dir) { 2191move_player (object *op, int dir)
2192{
2188 int pick; 2193 int pick;
2189 2194
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2195 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 (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2208 /*nop*/;
2209 else if (op->contr->fire_on)
2210 fire (op, dir);
2211 else
2212 {
2213 move_player_attack (op, dir);
2214 pick = check_pick(op);
2215 }
2216
2217 /* Add special check for newcs players and fire on - this way, the
2218 * server can handle repeat firing.
2219 */
2220 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2221 op->direction = dir;
2222 } else {
2223 op->direction=0;
2224 }
2225 /* Update how the player looks. Use the facing, so direction may
2226 * get reset to zero. This allows for full animation capabilities
2227 * for players.
2228 */
2229 animate_object(op, op->facing);
2230 return 0; 2196 return 0;
2197
2198 /* Sanity check: make sure dir is valid */
2199 if ((dir < 0) || (dir >= 9))
2200 {
2201 LOG (llevError, "move_player: invalid direction %d\n", dir);
2202 return 0;
2203 }
2204
2205 /* peterm: added following line */
2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2207 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2208
2209 op->facing = dir;
2210
2211 if (op->hide)
2212 do_hidden_move (op);
2213
2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2215 /*nop */ ;
2216 else if (op->contr->fire_on)
2217 fire (op, dir);
2218 else
2219 {
2220 move_player_attack (op, dir);
2221 pick = check_pick (op);
2222 }
2223
2224 /* Add special check for newcs players and fire on - this way, the
2225 * server can handle repeat firing.
2226 */
2227 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2228 op->direction = dir;
2229 else
2230 op->direction = 0;
2231
2232 /* Update how the player looks. Use the facing, so direction may
2233 * get reset to zero. This allows for full animation capabilities
2234 * for players.
2235 */
2236 animate_object (op, op->facing);
2237 return 0;
2231} 2238}
2232 2239
2233/* This is similar to handle_player, below, but is only used by the 2240/* This is similar to handle_player, below, but is only used by the
2234 * new client/server stuff. 2241 * new client/server stuff.
2235 * This is sort of special, in that the new client/server actually uses 2242 * This is sort of special, in that the new client/server actually uses
2236 * the new speed values for commands. 2243 * the new speed values for commands.
2237 * 2244 *
2238 * Returns true if there are more actions we can do. 2245 * Returns true if there are more actions we can do.
2239 */ 2246 */
2247int
2240int handle_newcs_player(object *op) 2248handle_newcs_player (object *op)
2241{ 2249{
2242 if (op->contr->hidden) {
2243 op->invisible = 1000;
2244 /* the socket code flashes the player visible/invisible
2245 * depending on the value of invisible, so we need to
2246 * alternate it here for it to work correctly.
2247 */
2248 if (pticks & 2) op->invisible--;
2249 }
2250 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2251 op->invisible--;
2252 if(!op->invisible) {
2253 make_visible(op);
2254 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2255 }
2256 }
2257
2258 if (QUERY_FLAG(op, FLAG_SCARED)) { 2250 if (QUERY_FLAG (op, FLAG_SCARED))
2251 {
2259 flee_player(op); 2252 flee_player (op);
2260 /* If player is still scared, that is his action for this tick */ 2253 /* If player is still scared, that is his action for this tick */
2261 if (QUERY_FLAG(op, FLAG_SCARED)) { 2254 if (QUERY_FLAG (op, FLAG_SCARED))
2255 {
2262 op->speed_left--; 2256 op->speed_left--;
2263 return 0; 2257 return 0;
2264 } 2258 }
2265 } 2259 }
2266 2260
2267 /* I've been seeing crashes where the golem has been destroyed, but
2268 * the player object still points to the defunct golem. The code that
2269 * destroys the golem looks correct, and it doesn't always happen, so
2270 * put this in a a workaround to clean up the golem pointer.
2271 */
2272 if (op->contr->ranges[range_golem] &&
2273 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2274 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2275 op->contr->ranges[range_golem] = NULL;
2276 op->contr->golem_count = 0;
2277 }
2278
2279 /* call this here - we also will call this in do_ericserver, but 2261 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2262 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2263 * called, so we recheck it here.
2282 */ 2264 */
2283 HandleClient(&op->contr->socket, op->contr); 2265 if (op->contr->ns->handle_command ())
2284 if (op->speed_left<0) return 0; 2266 return 1;
2285 2267
2268 if (op->speed_left > 0)
2269 {
2286 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2270 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2271 {
2287 /* All move commands take 1 tick, at least for now */ 2272 /* All move commands take 1 tick, at least for now */
2288 op->speed_left--; 2273 op->speed_left--;
2289 2274
2290 /* Instead of all the stuff below, let move_player take care 2275 /* Instead of all the stuff below, let move_player take care
2291 * of it. Also, some of the skill stuff is only put in 2276 * of it. Also, some of the skill stuff is only put in
2292 * there, as well as the confusion stuff. 2277 * there, as well as the confusion stuff.
2293 */ 2278 */
2294 move_player(op, op->direction); 2279 move_player (op, op->direction);
2295 if (op->speed_left>0) return 1; 2280
2296 else return 0; 2281 return op->speed_left > 0;
2282 }
2297 } 2283 }
2284
2285 return 0;
2286}
2287
2288int
2289save_life (object *op)
2290{
2291 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2298 return 0; 2292 return 0;
2299}
2300 2293
2301int save_life(object *op) {
2302 object *tmp;
2303
2304 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2305 return 0;
2306
2307 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2294 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2308 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2295 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2296 {
2309 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2297 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2310 new_draw_info_format(NDI_UNIQUE, 0,op, 2298 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2311 "Your %s vibrates violently, then evaporates.", 2299
2312 query_name(tmp));
2313 if (op->contr) 2300 if (op->contr)
2314 esrv_del_item(op->contr, tmp->count); 2301 esrv_del_item (op->contr, tmp->count);
2315 remove_ob(tmp); 2302
2316 free_object(tmp); 2303 tmp->destroy ();
2317 CLEAR_FLAG(op, FLAG_LIFESAVE); 2304 CLEAR_FLAG (op, FLAG_LIFESAVE);
2305
2318 if(op->stats.hp<0) 2306 if (op->stats.hp < 0)
2319 op->stats.hp = op->stats.maxhp; 2307 op->stats.hp = op->stats.maxhp;
2308
2320 if(op->stats.food<0) 2309 if (op->stats.food < 0)
2321 op->stats.food = 999; 2310 op->stats.food = 999;
2322 fix_player(op); 2311
2312 op->update_stats ();
2323 return 1; 2313 return 1;
2324 } 2314 }
2315
2325 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2316 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2326 CLEAR_FLAG(op, FLAG_LIFESAVE); 2317 CLEAR_FLAG (op, FLAG_LIFESAVE);
2327 enter_player_savebed(op); /* bring him home. */ 2318 enter_player_savebed (op); /* bring him home. */
2328 return 0; 2319 return 0;
2329} 2320}
2330 2321
2331/* This goes throws the inventory and removes unpaid objects, and puts them 2322/* This goes throws the inventory and removes unpaid objects, and puts them
2332 * back in the map (location and map determined by values of env). This 2323 * back in the map (location and map determined by values of env). This
2333 * function will descend into containers. op is the object to start the search 2324 * function will descend into containers. op is the object to start the search
2334 * from. 2325 * from.
2335 */ 2326 */
2327void
2336void remove_unpaid_objects(object *op, object *env) 2328remove_unpaid_objects (object *op, object *env)
2337{ 2329{
2338 object *next;
2339
2340 while (op) { 2330 while (op)
2331 {
2341 next=op->below; /* Make sure we have a good value, in case 2332 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2342 * we remove object 'op' 2333
2343 */
2344 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2334 if (QUERY_FLAG (op, FLAG_UNPAID))
2345 remove_ob(op); 2335 {
2346 op->x = env->x;
2347 op->y = env->y;
2348 if (env->type == PLAYER) 2336 if (env->type == PLAYER)
2349 esrv_del_item(env->contr, op->count); 2337 esrv_del_item (env->contr, op->count);
2350 insert_ob_in_map(op, env->map, NULL,0); 2338
2339 op->insert_at (env);
2351 } 2340 }
2341 else if (op->inv)
2352 else if (op->inv) remove_unpaid_objects(op->inv, env); 2342 remove_unpaid_objects (op->inv, env);
2343
2353 op=next; 2344 op = next;
2354 } 2345 }
2355} 2346}
2356
2357 2347
2358/* 2348/*
2359 * Returns pointer a static string containing gravestone text 2349 * Returns pointer a static string containing gravestone text
2360 * Moved from apply.c to player.c - player.c is what 2350 * Moved from apply.c to player.c - player.c is what
2361 * actually uses this function. player.c may not be quite the 2351 * actually uses this function. player.c may not be quite the
2362 * best, a misc file for object actions is probably better, 2352 * best, a misc file for object actions is probably better,
2363 * but there isn't one in the server directory. 2353 * but there isn't one in the server directory.
2364 */ 2354 */
2355char *
2365char *gravestone_text (object *op) 2356gravestone_text (object *op)
2366{ 2357{
2367 static char buf2[MAX_BUF]; 2358 static char buf2[MAX_BUF];
2368 char buf[MAX_BUF]; 2359 char buf[MAX_BUF];
2369 time_t now = time (NULL); 2360 time_t now = time (NULL);
2370 2361
2371 strcpy (buf2, " R.I.P.\n\n"); 2362 strcpy (buf2, " R.I.P.\n\n");
2372 if (op->type == PLAYER) 2363 if (op->type == PLAYER)
2373 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2364 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2374 else 2365 else
2375 sprintf (buf, "%s\n", op->name); 2366 sprintf (buf, "%s\n", &op->name);
2367
2376 strncat (buf2, " ", 20 - strlen (buf) / 2); 2368 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377 strcat (buf2, buf); 2369 strcat (buf2, buf);
2378 if (op->type == PLAYER) 2370 if (op->type == PLAYER)
2379 sprintf (buf, "who was in level %d when killed\n", op->level); 2371 sprintf (buf, "who was in level %d when killed\n", op->level);
2380 else 2372 else
2381 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2373 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2374
2382 strncat (buf2, " ", 20 - strlen (buf) / 2); 2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf); 2376 strcat (buf2, buf);
2384 if (op->type == PLAYER) { 2377 if (op->type == PLAYER)
2378 {
2385 sprintf (buf, "by %s.\n\n", op->contr->killer); 2379 sprintf (buf, "by %s.\n\n", op->contr->killer);
2386 strncat (buf2, " ", 21 - strlen (buf) / 2); 2380 strncat (buf2, " ", 21 - strlen (buf) / 2);
2387 strcat (buf2, buf); 2381 strcat (buf2, buf);
2388 } 2382 }
2383
2389 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2384 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2390 strncat (buf2, " ", 20 - strlen (buf) / 2); 2385 strncat (buf2, " ", 20 - strlen (buf) / 2);
2391 strcat (buf2, buf); 2386 strcat (buf2, buf);
2387
2392 return buf2; 2388 return buf2;
2393} 2389}
2394 2390
2395 2391void
2396
2397void do_some_living(object *op) { 2392do_some_living (object *op)
2393{
2398 int last_food=op->stats.food; 2394 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2395 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace; 2396 int over_hp, over_sp, over_grace;
2401 int i; 2397 int i;
2402 int rate_hp = 1200; 2398 int rate_hp = 1200;
2403 int rate_sp = 2500; 2399 int rate_sp = 2500;
2404 int rate_grace = 2000; 2400 int rate_grace = 2000;
2405 const int max_hp = 1; 2401 const int max_hp = 1;
2406 const int max_sp = 1; 2402 const int max_sp = 1;
2407 const int max_grace = 1; 2403 const int max_grace = 1;
2408 2404
2409 if (op->contr->outputs_sync) { 2405 if (op->contr->hidden)
2410 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2406 {
2411 if (op->contr->outputs[i].buf!=NULL && 2407 op->invisible = 1000;
2412 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2408 /* the socket code flashes the player visible/invisible
2413 flush_output_element(op, &op->contr->outputs[i]); 2409 * depending on the value of invisible, so we need to
2410 * alternate it here for it to work correctly.
2411 */
2412 if (pticks & 2)
2413 op->invisible--;
2414 } 2414 }
2415 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2416 {
2417 if (!op->invisible--)
2418 {
2419 make_visible (op);
2420 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2421 }
2422 }
2415 2423
2416 if(op->contr->state==ST_PLAYING) { 2424 if (op->contr->ns->state == ST_PLAYING)
2417 2425 {
2418 /* these next three if clauses make it possible to SLOW DOWN 2426 /* these next three if clauses make it possible to SLOW DOWN
2419 hp/grace/spellpoint regeneration. */ 2427 hp/grace/spellpoint regeneration. */
2420 if(op->contr->gen_hp >= 0 ) 2428 if (op->contr->gen_hp >= 0)
2421 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2429 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2422 else { 2430 else
2431 {
2423 gen_hp = op->stats.maxhp; 2432 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2433 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425 } 2434 }
2435
2426 if(op->contr->gen_sp >= 0 ) 2436 if (op->contr->gen_sp >= 0)
2427 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2437 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else { 2438 else
2439 {
2429 gen_sp = op->stats.maxsp; 2440 gen_sp = op->stats.maxsp;
2430 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2441 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2431 } 2442 }
2443
2432 if(op->contr->gen_grace >= 0) 2444 if (op->contr->gen_grace >= 0)
2433 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2445 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2434 else { 2446 else
2447 {
2435 gen_grace = op->stats.maxgrace; 2448 gen_grace = op->stats.maxgrace;
2436 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2449 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2437 } 2450 }
2438 2451
2439 /* Regenerate Spell Points */ 2452 /* Regenerate Spell Points */
2440 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2453 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2454 {
2441 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2455 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2442 if(op->stats.sp<op->stats.maxsp) {
2443 op->stats.sp++;
2444 /* dms do not consume food */
2445 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2446 op->stats.food--;
2447 if(op->contr->digestion<0)
2448 op->stats.food+=op->contr->digestion;
2449 else if(op->contr->digestion>0 &&
2450 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2451 op->stats.food=last_food;
2452 }
2453 }
2454 if (max_sp>1) {
2455 over_sp = (gen_sp+10)/rate_sp;
2456 if (over_sp > 0) {
2457 if(op->stats.sp<op->stats.maxsp) { 2456 if (op->stats.sp < op->stats.maxsp)
2458 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2457 {
2459 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2460 op->stats.sp--; 2458 op->stats.sp++;
2461 if(op->stats.sp>op->stats.maxsp) 2459 /* dms do not consume food */
2462 op->stats.sp=op->stats.maxsp; 2460 if (!QUERY_FLAG (op, FLAG_WIZ))
2461 {
2462 op->stats.food--;
2463 if (op->contr->digestion < 0)
2464 op->stats.food += op->contr->digestion;
2465 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2466 op->stats.food = last_food;
2463 } 2467 }
2464 op->last_sp=0;
2465 } else {
2466 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2467 }
2468 } else {
2469 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2470 }
2471 }
2472
2473 /* Regenerate Grace */
2474 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2475 if(--op->last_grace<0) {
2476 if(op->stats.grace<op->stats.maxgrace/2)
2477 op->stats.grace++; /* no penalty in food for regaining grace */
2478 if(max_grace>1) {
2479 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2480 if (over_grace > 0) {
2481 op->stats.sp += over_grace
2482 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2483 op->last_grace=0;
2484 } else {
2485 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2486 } 2468 }
2469
2470 if (max_sp > 1)
2471 {
2472 over_sp = (gen_sp + 10) / rate_sp;
2473 if (over_sp > 0)
2474 {
2475 if (op->stats.sp < op->stats.maxsp)
2476 {
2477 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2478
2479 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2480 op->stats.sp--;
2481
2482 if (op->stats.sp > op->stats.maxsp)
2483 op->stats.sp = op->stats.maxsp;
2484 }
2485 op->last_sp = 0;
2486 }
2487 else
2488 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2489 }
2487 } else { 2490 else
2491 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2492 }
2493
2494 /* Regenerate Grace */
2495 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2496 if (--op->last_grace < 0)
2497 {
2498 if (op->stats.grace < op->stats.maxgrace / 2)
2499 op->stats.grace++; /* no penalty in food for regaining grace */
2500
2501 if (max_grace > 1)
2502 {
2503 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2504 if (over_grace > 0)
2505 {
2506 op->stats.sp += over_grace
2507 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2508 op->last_grace = 0;
2509 }
2510 else
2511 {
2512 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2513 }
2514 }
2515 else
2516 {
2488 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2517 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2489 } 2518 }
2490 /* wearing stuff doesn't detract from grace generation. */ 2519 /* wearing stuff doesn't detract from grace generation. */
2491 } 2520 }
2492 2521
2493 /* Regenerate Hit Points */ 2522 /* Regenerate Hit Points */
2494 if(--op->last_heal<0) { 2523 if (--op->last_heal < 0)
2524 {
2495 if(op->stats.hp<op->stats.maxhp) { 2525 if (op->stats.hp < op->stats.maxhp)
2526 {
2496 op->stats.hp++; 2527 op->stats.hp++;
2497 /* dms do not consume food */ 2528 /* dms do not consume food */
2498 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2529 if (!QUERY_FLAG (op, FLAG_WIZ))
2499 op->stats.food--; 2530 {
2531 op->stats.food--;
2500 if(op->contr->digestion<0) 2532 if (op->contr->digestion < 0)
2501 op->stats.food+=op->contr->digestion; 2533 op->stats.food += op->contr->digestion;
2502 else if(op->contr->digestion>0 && 2534 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2503 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2504 op->stats.food=last_food; 2535 op->stats.food = last_food;
2536 }
2537 }
2538
2539 if (max_hp > 1)
2540 {
2541 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2542 if (over_hp > 0)
2543 {
2544 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2545 op->last_heal = 0;
2546 }
2547 else
2548 {
2549 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2550 }
2551 }
2552 else
2553 {
2554 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2555 }
2505 } 2556 }
2506 }
2507 if(max_hp>1) {
2508 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2509 if (over_hp > 0) {
2510 op->stats.sp += over_hp
2511 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2512 op->last_heal=0;
2513 } else {
2514 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2515 }
2516 } else {
2517 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2518 }
2519 }
2520 2557
2521 /* Digestion */ 2558 /* Digestion */
2522 if(--op->last_eat<0) { 2559 if (--op->last_eat < 0)
2560 {
2523#ifdef COZY_SERVER 2561#ifdef COZY_SERVER
2524 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2562 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2525 int bonus=dg>0?dg:0, 2563 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2526 penalty=dg<0?-dg:0;
2527#else 2564#else
2528 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2565 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2529 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2530#endif 2566#endif
2531 2567
2532 if(op->contr->gen_hp > 0) 2568 if (op->contr->gen_hp > 0)
2533 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2569 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2534 else 2570 else
2535 op->last_eat=25*(1+bonus)/(penalty +1); 2571 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2572
2536 /* dms do not consume food */ 2573 /* dms do not consume food */
2537 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2574 if (!QUERY_FLAG (op, FLAG_WIZ))
2538 } 2575 op->stats.food--;
2539 } 2576 }
2540 2577
2541 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2578 if (op->stats.food < 0 && op->stats.hp >= 0)
2579 {
2542 object *tmp, *flesh=NULL; 2580 object *tmp, *flesh = 0;
2543 2581
2544 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2582 for (tmp = op->inv; tmp; tmp = tmp->below)
2583 {
2545 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2584 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2585 {
2546 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2586 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2587 {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2588 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2548 manual_apply(op,tmp,0); 2589 manual_apply (op, tmp, 0);
2549 if(op->stats.food>=0||op->stats.hp<0) 2590 if (op->stats.food >= 0 || op->stats.hp < 0)
2550 break; 2591 break;
2551 } 2592 }
2552 else if (tmp->type==FLESH) flesh=tmp; 2593 else if (tmp->type == FLESH)
2594 flesh = tmp;
2553 } /* End if paid for object */ 2595 } /* End if paid for object */
2554 } /* end of for loop */ 2596 } /* end of for loop */
2597
2555 /* If player is still starving, it means they don't have any food, so 2598 /* If player is still starving, it means they don't have any food, so
2556 * eat flesh instead. 2599 * eat flesh instead.
2557 */ 2600 */
2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2601 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2602 {
2559 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2603 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2560 manual_apply(op,flesh,0); 2604 manual_apply (op, flesh, 0);
2561 } 2605 }
2562 } /* end if player is starving */ 2606 }
2563 2607
2564 while(op->stats.food<0&&op->stats.hp>0) 2608 while (op->stats.food < 0 && op->stats.hp >= 0)
2565 op->stats.food++,op->stats.hp--; 2609 op->stats.food++, op->stats.hp--;
2566 2610
2567 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2611 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2568 kill_player(op); 2612 kill_player (op);
2613 }
2569} 2614}
2570
2571
2572 2615
2573/* If the player should die (lack of hp, food, etc), we call this. 2616/* If the player should die (lack of hp, food, etc), we call this.
2574 * op is the player in jeopardy. If the player can not be saved (not 2617 * op is the player in jeopardy. If the player can not be saved (not
2575 * permadeath, no lifesave), this will take care of removing the player 2618 * permadeath, no lifesave), this will take care of removing the player
2576 * file. 2619 * file.
2577 */ 2620 */
2621void
2578void kill_player(object *op) 2622kill_player (object *op)
2579{ 2623{
2580 char buf[MAX_BUF]; 2624 char buf[MAX_BUF];
2581 int x,y,i; 2625 int x, y;
2626
2627 //int i;
2582 mapstruct *map; /* this is for resurrection */ 2628 maptile *map; /* this is for resurrection */
2629
2583 int z; 2630 /* int z;
2584 int num_stats_lose; 2631 int num_stats_lose;
2585 int lost_a_stat; 2632 int lost_a_stat;
2586 int lose_this_stat; 2633 int lose_this_stat;
2587 int this_stat; 2634 int this_stat; */
2588 int will_kill_again; 2635 int will_kill_again;
2589 archetype *at; 2636 archetype *at;
2590 object *tmp; 2637 object *tmp;
2591 2638
2592 if(save_life(op)) 2639 if (save_life (op))
2593 return; 2640 return;
2594 2641
2595 2642
2596 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2643 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2597 * in cities ONLY!!! It is very important that this doesn't get abused. 2644 * in cities ONLY!!! It is very important that this doesn't get abused.
2598 * Look at op_on_battleground() for more info --AndreasV 2645 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2646 */
2600 if (op_on_battleground(op, &x, &y)) { 2647 if (op_on_battleground (op, &x, &y))
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2648 {
2602 "You have been defeated in combat!"); 2649 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2603 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2650 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2604 "Local medics have saved your life..."); 2651
2605
2606 /* restore player */ 2652 /* restore player */
2607 at = find_archetype("poisoning"); 2653 at = archetype::find ("poisoning");
2608 tmp=present_arch_in_ob(at,op); 2654 if (object *tmp = present_arch_in_ob (at, op))
2609 if (tmp) { 2655 {
2610 remove_ob(tmp); 2656 tmp->destroy ();
2611 free_object(tmp);
2612 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2657 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2658 }
2659
2660 at = archetype::find ("confusion");
2661 if (object *tmp = present_arch_in_ob (at, op))
2613 } 2662 {
2614 2663 tmp->destroy ();
2615 at = find_archetype("confusion");
2616 tmp=present_arch_in_ob(at,op);
2617 if (tmp) {
2618 remove_ob(tmp);
2619 free_object(tmp);
2620 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2664 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2621 } 2665 }
2622 2666
2623 cure_disease(op,0); /* remove any disease */ 2667 cure_disease (op, 0); /* remove any disease */
2624 op->stats.hp=op->stats.maxhp; 2668 op->stats.hp = op->stats.maxhp;
2625 if (op->stats.food<=0) op->stats.food=999; 2669 if (op->stats.food <= 0)
2626 2670 op->stats.food = 999;
2671
2627 /* create a bodypart-trophy to make the winner happy */ 2672 /* create a bodypart-trophy to make the winner happy */
2628 tmp=arch_to_object(find_archetype("finger")); 2673 if (object *tmp = arch_to_object (archetype::find ("finger")))
2629 if (tmp != NULL)
2630 { 2674 {
2631 sprintf(buf,"%s's finger",op->name); 2675 sprintf (buf, "%s's finger", &op->name);
2632 tmp->name = add_string(buf); 2676 tmp->name = buf;
2633 sprintf(buf," This finger has been cut off %s\n" 2677 sprintf (buf, " This finger has been cut off %s\n"
2634 " the %s, when he was defeated at\n level %d by %s.\n", 2678 " the %s, when he was defeated at\n level %d by %s.\n",
2635 op->name, op->contr->title, (int)(op->level), 2679 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2636 op->contr->killer); 2680 tmp->msg = buf;
2637 tmp->msg=add_string(buf);
2638 tmp->value=0, tmp->material=0, tmp->type=0; 2681 tmp->value = 0, tmp->type = 0;
2639 tmp->materialname = NULL; 2682 tmp->materialname = "organics";
2640 tmp->x = op->x, tmp->y = op->y; 2683 tmp->insert_at (op, tmp);
2641 insert_ob_in_map(tmp,op->map,op,0);
2642 }
2643 2684 }
2685
2644 /* teleport defeated player to new destination*/ 2686 /* teleport defeated player to new destination */
2645 transfer_ob(op, x, y, 0, NULL); 2687 transfer_ob (op, x, y, 0, NULL);
2646 op->contr->braced=0; 2688 op->contr->braced = 0;
2647 return; 2689 return;
2648 } 2690 }
2649 2691
2650 INVOKE_PLAYER (DEATH, op->contr); 2692 INVOKE_PLAYER (DEATH, op->contr);
2651 2693
2652 command_kill_pets (op, 0); 2694 command_kill_pets (op, 0);
2653 2695
2654 if(op->stats.food<0) { 2696 if (op->stats.food < 0)
2655 if (op->contr->explore) { 2697 {
2656 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2657 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2658 op->stats.food=999;
2659 return;
2660 }
2661 sprintf(buf,"%s starved to death.",op->name); 2698 sprintf (buf, "%s starved to death.", &op->name);
2662 strcpy(op->contr->killer,"starvation"); 2699 strcpy (op->contr->killer, "starvation");
2663 } 2700 }
2664 else { 2701 else
2665 if (op->contr->explore) {
2666 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2667 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2668 op->stats.hp=op->stats.maxhp;
2669 return;
2670 }
2671 sprintf(buf,"%s died.",op->name); 2702 sprintf (buf, "%s died.", &op->name);
2672 } 2703
2673 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2704 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2674 2705
2675 /* save the map location for corpse, gravestone*/ 2706 /* save the map location for corpse, gravestone */
2676 x=op->x;y=op->y;map=op->map; 2707 x = op->x;
2708 y = op->y;
2709 map = op->map;
2677 2710
2678
2679 if (settings.not_permadeth == TRUE) {
2680 /* NOT_PERMADEATH code. This basically brings the character back to 2711 /* NOT_PERMADEATH code. This basically brings the character back to
2681 * life if they are dead - it takes some exp and a random stat. 2712 * life if they are dead - it takes some exp and a random stat.
2682 * See the config.h file for a little more in depth detail about this. 2713 * See the config.h file for a little more in depth detail about this.
2683 */ 2714 */
2684 2715
2685 /* Basically two ways to go - remove a stat permanently, or just 2716 /* Basically two ways to go - remove a stat permanently, or just
2686 * make it depletion. This bunch of code deals with that aspect 2717 * make it depletion. This bunch of code deals with that aspect
2687 * of death. 2718 * of death.
2688 */ 2719 */
2689#ifndef COZY_SERVER 2720#ifndef COZY_SERVER
2690 if (settings.balanced_stat_loss) { 2721 if (settings.balanced_stat_loss)
2722 {
2691 /* If stat loss is permanent, lose one stat only. */ 2723 /* If stat loss is permanent, lose one stat only. */
2692 /* Lower level chars don't lose as many stats because they suffer 2724 /* Lower level chars don't lose as many stats because they suffer
2693 more if they do. */ 2725 more if they do. */
2694 /* Higher level characters can afford things such as potions of 2726 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that 2727 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */ 2728 little bit harder. */
2697 /* GD */ 2729 /* GD */
2698 if (settings.stat_loss_on_death) 2730 if (settings.stat_loss_on_death)
2699 num_stats_lose = 1;
2700 else
2701 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2702 } else {
2703 num_stats_lose = 1; 2731 num_stats_lose = 1;
2704 } 2732 else
2733 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2734 }
2735 else
2736 num_stats_lose = 1;
2737
2705 lost_a_stat = 0; 2738 lost_a_stat = 0;
2706 2739
2707 for (z=0; z<num_stats_lose; z++) { 2740 for (z = 0; z < num_stats_lose; z++)
2741 {
2708 i = RANDOM() % NUM_STATS; 2742 i = RANDOM () % NUM_STATS;
2709 2743
2710 if (settings.stat_loss_on_death) { 2744 if (settings.stat_loss_on_death)
2745 {
2711 /* Pick a random stat and take a point off it. Tell the player 2746 /* Pick a random stat and take a point off it. Tell the player
2712 * what he lost. 2747 * what he lost.
2713 */ 2748 */
2714 change_attr_value(&(op->stats), i,-1); 2749 change_attr_value (&(op->stats), i, -1);
2715 check_stat_bounds(&(op->stats)); 2750 check_stat_bounds (&(op->stats));
2716 change_attr_value(&(op->contr->orig_stats), i,-1); 2751 change_attr_value (&(op->contr->orig_stats), i, -1);
2717 check_stat_bounds(&(op->contr->orig_stats)); 2752 check_stat_bounds (&(op->contr->orig_stats));
2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2753 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2719 lost_a_stat = 1; 2754 lost_a_stat = 1;
2720 } else { 2755 }
2756 else
2757 {
2721 /* deplete a stat */ 2758 /* deplete a stat */
2722 archetype *deparch=find_archetype("depletion"); 2759 archetype *deparch = archetype::find ("depletion");
2723 object *dep; 2760 object *dep;
2761
2762 dep = present_arch_in_ob (deparch, op);
2763 if (!dep)
2724 2764 {
2725 dep = present_arch_in_ob(deparch,op);
2726 if(!dep) {
2727 dep = arch_to_object(deparch); 2765 dep = arch_to_object (deparch);
2728 insert_ob_in_ob(dep, op); 2766 insert_ob_in_ob (dep, op);
2729 } 2767 }
2730 lose_this_stat = 1; 2768 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) { 2769 if (settings.balanced_stat_loss)
2770 {
2732 /* GD */ 2771 /* GD */
2733 /* Get the stat that we're about to deplete. */ 2772 /* Get the stat that we're about to deplete. */
2734 this_stat = get_attr_value(&(dep->stats), i); 2773 this_stat = get_attr_value (&(dep->stats), i);
2735 if (this_stat < 0) { 2774 if (this_stat < 0)
2775 {
2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2776 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2737 int keep_chance = this_stat * this_stat; 2777 int keep_chance = this_stat * this_stat;
2778
2738 /* Yes, I am paranoid. Sue me. */ 2779 /* Yes, I am paranoid. Sue me. */
2739 if (keep_chance < 1) 2780 if (keep_chance < 1)
2740 keep_chance = 1; 2781 keep_chance = 1;
2741 2782
2742 /* There is a maximum depletion total per level. */ 2783 /* There is a maximum depletion total per level. */
2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2784 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2785 {
2744 lose_this_stat = 0; 2786 lose_this_stat = 0;
2745 /* Take loss chance vs keep chance to see if we 2787 /* Take loss chance vs keep chance to see if we
2746 retain the stat. */ 2788 retain the stat. */
2747 } else {
2748 if (random_roll(0, loss_chance + keep_chance-1,
2749 op, PREFER_LOW) < keep_chance)
2750 lose_this_stat = 0;
2751 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2752 this_stat, keep_chance, loss_chance,
2753 lose_this_stat?"LOSE":"KEEP"); */
2754 }
2755 } 2789 }
2756 } 2790 else
2757
2758 if (lose_this_stat) {
2759 this_stat = get_attr_value(&(dep->stats), i);
2760 /* We could try to do something clever like find another
2761 * stat to reduce if this fails. But chances are, if
2762 * stats have been depleted to -50, all are pretty low
2763 * and should be roughly the same, so it shouldn't make a
2764 * difference.
2765 */ 2791 {
2766 if (this_stat>=-50) { 2792 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2767 change_attr_value(&(dep->stats), i, -1);
2768 SET_FLAG(dep, FLAG_APPLIED);
2769 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2770 fix_player(op);
2771 lost_a_stat = 1; 2793 lose_this_stat = 0;
2794 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2795 this_stat, keep_chance, loss_chance,
2796 lose_this_stat?"LOSE":"KEEP"); */
2772 } 2797 }
2773 } 2798 }
2774 } 2799 }
2775 } 2800
2776 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 2801 if (lose_this_stat)
2802 {
2803 this_stat = get_attr_value (&(dep->stats), i);
2804 /* We could try to do something clever like find another
2805 * stat to reduce if this fails. But chances are, if
2806 * stats have been depleted to -50, all are pretty low
2807 * and should be roughly the same, so it shouldn't make a
2808 * difference.
2809 */
2810 if (this_stat >= -50)
2778 { 2811 {
2779 /* determine_god() seems to not work sometimes... why is this? 2812 change_attr_value (&(dep->stats), i, -1);
2780 Should I be using something else? GD */ 2813 SET_FLAG (dep, FLAG_APPLIED);
2781 const char *god = determine_god(op);
2782 if (god && (strcmp(god, "none")))
2783 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2814 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2784 "moment you feel the holy presence of %s protecting" 2815 op->update_stats ();
2785 " you.", god); 2816 lost_a_stat = 1;
2786 else 2817 }
2787 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2788 " feel a holy presence protecting you.");
2789 } 2818 }
2819 }
2820 }
2821 /* If no stat lost, tell the player. */
2822 if (!lost_a_stat)
2823 {
2824 /* determine_god() seems to not work sometimes... why is this?
2825 Should I be using something else? GD */
2826 const char *god = determine_god (op);
2827
2828 if (god && (strcmp (god, "none")))
2829 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2830 else
2831 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2832 }
2833#else
2834 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2790#endif 2835#endif
2791 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2792 " feel a holy presence protecting you from losing yourself completely.");
2793 2836
2794 /* Put a gravestone up where the character 'almost' died. List the 2837 /* Put a gravestone up where the character 'almost' died. List the
2795 * exp loss on the stone. 2838 * exp loss on the stone.
2796 */ 2839 */
2797 tmp=arch_to_object(find_archetype("gravestone")); 2840 tmp = arch_to_object (archetype::find ("gravestone"));
2798 sprintf(buf,"%s's gravestone",op->name); 2841 sprintf (buf, "%s's gravestone", &op->name);
2799 FREE_AND_COPY(tmp->name, buf); 2842 tmp->name = buf;
2800 sprintf(buf,"%s's gravestones",op->name); 2843 sprintf (buf, "%s's gravestones", &op->name);
2801 FREE_AND_COPY(tmp->name_pl, buf); 2844 tmp->name_pl = buf;
2802 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2845 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);
2803 "who was killed\n" 2846 tmp->msg = buf;
2804 "by %s.\n",
2805 op->name, op->contr->title,
2806 op->contr->killer);
2807 tmp->msg = add_string(buf);
2808 tmp->x=op->x,tmp->y=op->y; 2847 tmp->x = op->x, tmp->y = op->y;
2809 insert_ob_in_map (tmp, op->map, NULL,0); 2848 insert_ob_in_map (tmp, op->map, NULL, 0);
2810 2849
2811 /**************************************/ 2850 /**************************************/
2812 /* */ 2851 /* */
2813 /* Subtract the experience points, */ 2852 /* Subtract the experience points, */
2814 /* if we died cause of food, give us */ 2853 /* if we died cause of food, give us */
2815 /* food, and reset HP's... */ 2854 /* food, and reset HP's... */
2816 /* */ 2855 /* */
2817 /**************************************/ 2856 /**************************************/
2818 2857
2819 /* remove any poisoning and confusion the character may be suffering.*/ 2858 /* remove any poisoning and confusion the character may be suffering. */
2820 /* restore player */ 2859 /* restore player */
2821 at = find_archetype("poisoning"); 2860 at = archetype::find ("poisoning");
2822 tmp=present_arch_in_ob(at,op); 2861 tmp = present_arch_in_ob (at, op);
2823 if (tmp) { 2862
2824 remove_ob(tmp); 2863 if (tmp)
2825 free_object(tmp); 2864 {
2865 tmp->destroy ();
2826 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2866 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2827 } 2867 }
2828 2868
2829 at = find_archetype("confusion"); 2869 at = archetype::find ("confusion");
2830 tmp=present_arch_in_ob(at,op); 2870 tmp = present_arch_in_ob (at, op);
2831 if (tmp) { 2871 if (tmp)
2832 remove_ob(tmp); 2872 {
2833 free_object(tmp); 2873 tmp->destroy ();
2834 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2874 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2835 } 2875 }
2876
2836 cure_disease(op,0); /* remove any disease */ 2877 cure_disease (op, 0); /* remove any disease */
2837 2878
2838 /*add_exp(op, (op->stats.exp * -0.20)); */ 2879 /*add_exp(op, (op->stats.exp * -0.20)); */
2839 apply_death_exp_penalty(op); 2880 apply_death_exp_penalty (op);
2840 if(op->stats.food < 100) op->stats.food = 900; 2881 if (op->stats.food < 100)
2882 op->stats.food = 900;
2841 op->stats.hp = op->stats.maxhp; 2883 op->stats.hp = op->stats.maxhp;
2842 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2884 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2843 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2885 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2844 2886
2887 /*
2888 * Check to see if the player has any unpaid items. If so, remove them
2889 * and put them back in the map.
2890 */
2891 remove_unpaid_objects (op->inv, op);
2892
2893 /****************************************/
2894 /* */
2895 /* Move player to his current respawn- */
2896 /* position (usually last savebed) */
2897 /* */
2898 /****************************************/
2899
2900 enter_player_savebed (op);
2901
2902 op->contr->braced = 0;
2903
2904 /* it is possible that the player has blown something up
2905 * at his savebed location, and that can have long lasting
2906 * spell effects. So first see if there is a spell effect
2907 * on the space that might harm the player.
2908 */
2909 will_kill_again = 0;
2910 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2911 if (tmp->type == SPELL_EFFECT)
2912 will_kill_again |= tmp->attacktype;
2913
2914 if (will_kill_again)
2915 {
2916 object *force;
2917 int at;
2918
2919 force = get_archetype (FORCE_NAME);
2920 /* 50 ticks should be enough time for the spell to abate */
2921 force->speed = 0.1;
2922 force->speed_left = -5.0;
2923 SET_FLAG (force, FLAG_APPLIED);
2924 for (at = 0; at < NROFATTACKS; at++)
2925 if (will_kill_again & (1 << at))
2926 force->resist[at] = 100;
2927
2928 insert_ob_in_ob (force, op);
2929 op->update_stats ();
2930
2931 }
2932
2933 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2934}
2935
2936void
2937loot_object (object *op)
2938{ /* Grab and destroy some treasure */
2939 object *tmp, *tmp2, *next;
2940
2941 op->close_container (); /* close open sack first */
2942
2943 for (tmp = op->inv; tmp; tmp = next)
2944 {
2945 next = tmp->below;
2946
2947 if (tmp->invisible)
2948 continue;
2949
2950 tmp->remove ();
2951 tmp->x = op->x, tmp->y = op->y;
2952
2953 if (tmp->type == CONTAINER)
2954 loot_object (tmp); /* empty container to ground */
2955
2956 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2845 /* 2957 {
2846 * Check to see if the player is in a shop. IF so, then check to see if 2958 if (tmp->nrof > 1)
2847 * the player has any unpaid items. If so, remove them and put them back
2848 * in the map.
2849 */ 2959 {
2850 2960 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2851 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2961 tmp2->destroy ();
2852 if (tmp->type == SHOP_FLOOR) { 2962 insert_ob_in_map (tmp, op->map, NULL, 0);
2853 remove_unpaid_objects(op->inv, op);
2854 break;
2855 } 2963 }
2856 }
2857
2858
2859 /****************************************/
2860 /* */
2861 /* Move player to his current respawn- */
2862 /* position (usually last savebed) */
2863 /* */
2864 /****************************************/
2865
2866 enter_player_savebed(op);
2867
2868 /* Save the player before inserting the force to reduce
2869 * chance of abuse.
2870 */
2871 op->contr->braced=0;
2872 save_player(op,1);
2873
2874 /* it is possible that the player has blown something up
2875 * at his savebed location, and that can have long lasting
2876 * spell effects. So first see if there is a spell effect
2877 * on the space that might harm the player.
2878 */
2879 will_kill_again=0;
2880 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2881 if (tmp->type ==SPELL_EFFECT)
2882 will_kill_again|=tmp->attacktype;
2883 }
2884 if (will_kill_again) {
2885 object *force;
2886 int at;
2887
2888 force=get_archetype(FORCE_NAME);
2889 /* 50 ticks should be enough time for the spell to abate */
2890 force->speed=0.1;
2891 force->speed_left=-5.0;
2892 SET_FLAG(force, FLAG_APPLIED);
2893 for (at=0; at<NROFATTACKS; at++) {
2894 if (will_kill_again & (1 << at))
2895 force->resist[at] = 100;
2896 }
2897 insert_ob_in_ob(force, op);
2898 fix_player(op);
2899
2900 }
2901 /**************************************/
2902 /* */
2903 /* Repaint the characters inv, and */
2904 /* stats, and show a nasty message ;) */
2905 /* */
2906 /**************************************/
2907
2908 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2909 return;
2910 } /* NOT_PERMADETH */
2911 else {
2912 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2913 * should probably be embedded in an else statement.
2914 */
2915
2916 op->contr->party=NULL;
2917 if (settings.set_title == TRUE)
2918 op->contr->own_title[0]='\0';
2919 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2920 check_score(op);
2921 if(op->contr->ranges[range_golem]!=NULL) {
2922 remove_friendly_object(op->contr->ranges[range_golem]);
2923 remove_ob(op->contr->ranges[range_golem]);
2924 free_object(op->contr->ranges[range_golem]);
2925 op->contr->ranges[range_golem]=NULL;
2926 op->contr->golem_count=0;
2927 }
2928 loot_object(op); /* Remove some of the items for good */
2929 remove_ob(op);
2930 op->direction=0;
2931
2932 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2933 delete_character(op->name,0);
2934 if (settings.resurrection == TRUE) {
2935 /* save playerfile sans equipment when player dies
2936 ** then save it as player.pl.dead so that future resurrection
2937 ** type spells will work on them nicely
2938 */
2939 delete_character(op->name,0);
2940 op->stats.hp = op->stats.maxhp;
2941 op->stats.food = 999;
2942
2943 /* set the location of where the person will reappear when */
2944 /* maybe resurrection code should fix map also */
2945 strcpy(op->contr->maplevel, settings.emergency_mapname);
2946 if(op->map!=NULL)
2947 op->map = NULL;
2948 op->x = settings.emergency_x;
2949 op->y = settings.emergency_y;
2950 save_player(op,0);
2951 op->map = map;
2952 /* please see resurrection.c: peterm */
2953 dead_player(op);
2954 } else { 2964 else
2955 delete_character(op->name,1); 2965 tmp->destroy ();
2956 } 2966 }
2957 } 2967 else
2958 play_again(op);
2959
2960 /* peterm: added to create a corpse at deathsite. */
2961 tmp=arch_to_object(find_archetype("corpse_pl"));
2962 sprintf(buf,"%s", op->name);
2963 FREE_AND_COPY(tmp->name, buf);
2964 FREE_AND_COPY(tmp->name_pl, buf);
2965 tmp->level=op->level;
2966 tmp->x=x;tmp->y=y;
2967 if (tmp->msg)
2968 free_string(tmp->msg);
2969 tmp->msg = add_string (gravestone_text(op));
2970 SET_FLAG (tmp, FLAG_UNIQUE);
2971 insert_ob_in_map (tmp, map, NULL,0);
2972 }
2973}
2974
2975
2976void loot_object(object *op) { /* Grab and destroy some treasure */
2977 object *tmp,*tmp2,*next;
2978
2979 if (op->container) { /* close open sack first */
2980 esrv_apply_container (op, op->container);
2981 }
2982
2983 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2984 next=tmp->below;
2985 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2986 remove_ob(tmp);
2987 tmp->x=op->x,tmp->y=op->y;
2988 if (tmp->type == CONTAINER) { /* empty container to ground */
2989 loot_object(tmp);
2990 }
2991 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2992 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2993 if(tmp->nrof>1) {
2994 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2995 free_object(tmp2);
2996 insert_ob_in_map(tmp,op->map,NULL,0); 2968 insert_ob_in_map (tmp, op->map, NULL, 0);
2997 } else
2998 free_object(tmp);
2999 } else
3000 insert_ob_in_map(tmp,op->map,NULL,0);
3001 } 2969 }
3002} 2970}
3003 2971
3004/* 2972/*
3005 * fix_weight(): Check recursively the weight of all players, and fix 2973 * fix_weight(): Check recursively the weight of all players, and fix
3006 * what needs to be fixed. Refresh windows and fix speed if anything 2974 * what needs to be fixed. Refresh windows and fix speed if anything
3007 * was changed. 2975 * was changed.
3008 */ 2976 */
3009 2977void
3010void fix_weight(void) { 2978fix_weight (void)
3011 player *pl; 2979{
3012 for (pl = first_player; pl != NULL; pl = pl->next) { 2980 for_all_players (pl)
2981 {
3013 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2982 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2983
3014 if(old == sum) 2984 if (old == sum)
3015 continue; 2985 continue;
3016 fix_player(pl->ob); 2986 pl->ob->update_stats ();
3017 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2987 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3018 pl->ob->name, old, sum);
3019 } 2988 }
3020} 2989}
3021 2990
2991void
3022void fix_luck(void) { 2992fix_luck (void)
3023 player *pl; 2993{
3024 for (pl = first_player; pl != NULL; pl = pl->next) 2994 for_all_players (pl)
3025 if (!pl->ob->contr->state) 2995 if (!pl->ob->contr->ns->state)
3026 change_luck(pl->ob, 0); 2996 pl->ob->change_luck (0);
3027} 2997}
3028
3029 2998
3030/* cast_dust() - handles op throwing objects of type 'DUST'. 2999/* cast_dust() - handles op throwing objects of type 'DUST'.
3031 * This is much simpler in the new spell code - we basically 3000 * This is much simpler in the new spell code - we basically
3032 * just treat this as any other spell casting object. 3001 * just treat this as any other spell casting object.
3033 */ 3002 */
3034
3035void 3003void
3036cast_dust (object * op, object * throw_ob, int dir) 3004cast_dust (object *op, object *throw_ob, int dir)
3037{ 3005{
3038 object *skop, *spob; 3006 object *skop, *spob;
3039 3007
3040 skop = find_skill_by_name (op, throw_ob->skill); 3008 skop = find_skill_by_name (op, throw_ob->skill);
3041 3009
3042 /* casting POTION 'dusts' is really a use_magic_item skill */ 3010 /* casting POTION 'dusts' is really a use_magic_item skill */
3043 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3011 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3044 { 3012 {
3045 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3013 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3046 op->name);
3047 return; 3014 return;
3048 } 3015 }
3049 3016
3050 spob = throw_ob->inv; 3017 spob = throw_ob->inv;
3051 3018
3052 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3019 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3053 // not pass NULL to cast_spell (which did indeed check itself, but 3020 // not pass NULL to cast_spell (which did indeed check itself, but
3054 // errors should be reported as early as possible IMHO) 3021 // errors should be reported as early as possible IMHO)
3055 if (!spob) 3022 if (!spob)
3056 { 3023 {
3057 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3024 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3058 throw_ob->name, op->name);
3059 return; 3025 return;
3060 } 3026 }
3061 3027
3062 if (op->type == PLAYER) 3028 if (op->type == PLAYER)
3063 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3029 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3064 3030
3065 cast_spell (op, throw_ob, dir, spob, NULL); 3031 cast_spell (op, throw_ob, dir, spob, NULL);
3066 3032
3067 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3033 throw_ob->destroy ();
3068 remove_ob (throw_ob);
3069 free_object (throw_ob);
3070} 3034}
3071 3035
3036void
3072void make_visible (object *op) { 3037make_visible (object *op)
3038{
3073 op->hide = 0; 3039 op->hide = 0;
3074 op->invisible = 0; 3040 op->invisible = 0;
3075 if(op->type==PLAYER) { 3041 if (op->type == PLAYER)
3042 {
3076 op->contr->tmp_invis = 0; 3043 op->contr->tmp_invis = 0;
3077 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3044 op->contr->invis_race = 0;
3078 } 3045 }
3046
3079 update_object(op,UP_OBJ_FACE); 3047 update_object (op, UP_OBJ_CHANGE);
3080} 3048}
3081 3049
3050int
3082int is_true_undead(object *op) { 3051is_true_undead (object *op)
3083 object *tmp=NULL; 3052{
3084
3085 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3053 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3054 return 1;
3086 3055
3087 if(op->type==PLAYER)
3088 for(tmp=op->inv;tmp;tmp=tmp->below)
3089 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3090 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3091 return 0; 3056 return 0;
3092} 3057}
3093 3058
3094/* look at the surrounding terrain to determine 3059/* look at the surrounding terrain to determine
3095 * the hideability of this object. Positive levels 3060 * the hideability of this object. Positive levels
3096 * indicate greater hideability. 3061 * indicate greater hideability.
3097 */ 3062 */
3098 3063
3064int
3099int hideability(object *ob) { 3065hideability (object *ob)
3066{
3100 int i,level=0, mflag; 3067 int i, level = 0, mflag;
3101 sint16 x,y; 3068 sint16 x, y;
3102 3069
3103 if(!ob||!ob->map) return 0; 3070 if (!ob || !ob->map)
3071 return 0;
3104 3072
3105 /* so, on normal lighted maps, its hard to hide */ 3073 /* so, on normal lighted maps, its hard to hide */
3106 level=ob->map->darkness - 2; 3074 level = ob->map->darkness - 2;
3107 3075
3108 /* this also picks up whether the object is glowing. 3076 /* this also picks up whether the object is glowing.
3109 * If you carry a light on a non-dark map, its not 3077 * If you carry a light on a non-dark map, its not
3110 * as bad as carrying a light on a pitch dark map */ 3078 * as bad as carrying a light on a pitch dark map */
3111 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3079 if (has_carried_lights (ob))
3080 level = -(10 + (2 * ob->map->darkness));
3112 3081
3113 /* scan through all nearby squares for terrain to hide in */ 3082 /* scan through all nearby squares for terrain to hide in */
3114 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3083 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3084 {
3115 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3085 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3116 if (mflag & P_OUT_OF_MAP) { continue; } 3086 if (mflag & P_OUT_OF_MAP)
3087 {
3088 continue;
3089 }
3117 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3090 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3118 level += 2; 3091 level += 2;
3119 else /* open terrain! */ 3092 else /* open terrain! */
3120 level -= 1; 3093 level -= 1;
3121 } 3094 }
3122 3095
3123#if 0 3096#if 0
3124 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3097 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3125#endif 3098#endif
3126 return level; 3099 return level;
3127} 3100}
3128 3101
3129/* For Hidden creatures - a chance of becoming 'unhidden' 3102/* For Hidden creatures - a chance of becoming 'unhidden'
3130 * every time they move - as we subtract off 'invisibility' 3103 * every time they move - as we subtract off 'invisibility'
3131 * AND, for players, if they move into a ridiculously unhideable 3104 * AND, for players, if they move into a ridiculously unhideable
3132 * spot (surrounded by clear terrain in broad daylight). -b.t. 3105 * spot (surrounded by clear terrain in broad daylight). -b.t.
3133 */ 3106 */
3134 3107
3108void
3135void do_hidden_move (object *op) { 3109do_hidden_move (object *op)
3110{
3136 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3111 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3137 object *skop; 3112 object *skop;
3138 3113
3139 if(!op || !op->map) return; 3114 if (!op || !op->map)
3115 return;
3140 3116
3141 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3117 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3142 3118
3143 /* its *extremely* hard to run and sneak/hide at the same time! */ 3119 /* its *extremely* hard to run and sneak/hide at the same time! */
3144 if(op->type==PLAYER && op->contr->run_on) { 3120 if (op->type == PLAYER && op->contr->run_on)
3145 if(!skop || num >= skop->level) { 3121 if (!skop || num >= skop->level)
3122 {
3146 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3123 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3147 make_visible(op);
3148 return;
3149 } else num += 20;
3150 }
3151 num += op->map->difficulty;
3152 hide = hideability(op); /* modify by terrain hidden level */
3153 num -= hide;
3154 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3155 make_visible(op); 3124 make_visible (op);
3156 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3125 return;
3157 "You moved out of hiding! You are visible!");
3158 } 3126 }
3127 else
3128 num += 20;
3129
3130 num += op->map->difficulty;
3131 hide = hideability (op); /* modify by terrain hidden level */
3132 num -= hide;
3133
3134 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3135 {
3136 make_visible (op);
3137 if (op->type == PLAYER)
3138 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3139 }
3159 else if (op->type == PLAYER && skop) { 3140 else if (op->type == PLAYER && skop)
3160 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3141 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3161 }
3162} 3142}
3163 3143
3164/* determine if who is standing near a hostile creature. */ 3144/* determine if who is standing near a hostile creature. */
3165 3145
3146int
3166int stand_near_hostile( object *who ) { 3147stand_near_hostile (object *who)
3148{
3167 object *tmp=NULL; 3149 object *tmp = NULL;
3168 int i,friendly=0,player=0, mflags; 3150 int i, friendly = 0, player = 0, mflags;
3169 mapstruct *m; 3151 maptile *m;
3170 sint16 x,y; 3152 sint16 x, y;
3171 3153
3172 if(!who) return 0; 3154 if (!who)
3155 return 0;
3173 3156
3174 if(who->type==PLAYER) player=1; 3157 if (who->type == PLAYER)
3158 player = 1;
3159
3160 else
3175 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3161 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3176 3162
3177 /* search adjacent squares */ 3163 /* search adjacent squares */
3178 for(i=1;i<9;i++) { 3164 for (i = 1; i < 9; i++)
3165 {
3179 x = who->x+freearr_x[i]; 3166 x = who->x + freearr_x[i];
3180 y = who->y+freearr_y[i]; 3167 y = who->y + freearr_y[i];
3181 m = who->map; 3168 m = who->map;
3182 mflags = get_map_flags(m, &m, x, y, &x, &y); 3169 mflags = get_map_flags (m, &m, x, y, &x, &y);
3183 /* space must be blocked if there is a monster. If not 3170 /* space must be blocked if there is a monster. If not
3184 * blocked, don't need to check this space. 3171 * blocked, don't need to check this space.
3185 */ 3172 */
3186 if (mflags & P_OUT_OF_MAP) continue; 3173 if (mflags & P_OUT_OF_MAP)
3174 continue;
3187 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3175 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3188 3176 continue;
3189 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3177
3190 if((player||friendly) 3178 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3179 {
3191 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3180 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3181 return 1;
3182 else if (tmp->type == PLAYER)
3183 {
3184 /*don't let a hidden DM prevent you from hiding */
3185 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3192 return 1; 3186 return 1;
3193 else if(tmp->type==PLAYER)
3194 {
3195 /*don't let a hidden DM prevent you from hiding*/
3196 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3197 return 1;
3198 } 3187 }
3199 } 3188 }
3200 } 3189 }
3201 return 0; 3190 return 0;
3202} 3191}
3203 3192
3204/* check the player los field for viewability of the 3193/* check the player los field for viewability of the
3205 * object op. This function works fine for monsters, 3194 * object op. This function works fine for monsters,
3206 * but we dont worry if the object isnt the top one in 3195 * but we dont worry if the object isnt the top one in
3213 * for them to differ. Sigh, this fctn could get a bit more complex. 3202 * for them to differ. Sigh, this fctn could get a bit more complex.
3214 * -b.t. 3203 * -b.t.
3215 * This function is now map tiling safe. 3204 * This function is now map tiling safe.
3216 */ 3205 */
3217 3206
3207int
3218int player_can_view (object *pl,object *op) { 3208player_can_view (object *pl, object *op)
3209{
3219 rv_vector rv; 3210 rv_vector rv;
3220 int dx,dy; 3211 int dx, dy;
3221 3212
3222 if(pl->type!=PLAYER) { 3213 if (pl->type != PLAYER)
3214 {
3223 LOG(llevError,"player_can_view() called for non-player object\n"); 3215 LOG (llevError, "player_can_view() called for non-player object\n");
3224 return -1; 3216 return -1;
3225 } 3217 }
3226 if (!pl || !op) return 0;
3227 3218
3228 if(op->head) { op = op->head; } 3219 if (!pl || !op)
3229 get_rangevector(pl, op, &rv, 0x1);
3230
3231 /* starting with the 'head' part, lets loop
3232 * through the object and find if it has any
3233 * part that is in the los array but isnt on
3234 * a blocked los square.
3235 * we use the archetype to figure out offsets.
3236 */
3237 while(op) {
3238 dx = rv.distance_x + op->arch->clone.x;
3239 dy = rv.distance_y + op->arch->clone.y;
3240
3241 /* only the viewable area the player sees is updated by LOS
3242 * code, so we need to restrict ourselves to that range of values
3243 * for any meaningful values.
3244 */
3245 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3246 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3247 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3248 return 1;
3249 op = op->more;
3250 }
3251 return 0; 3220 return 0;
3221
3222 op = op->head_ ();
3223
3224 get_rangevector (pl, op, &rv, 0x1);
3225
3226 /* starting with the 'head' part, lets loop
3227 * through the object and find if it has any
3228 * part that is in the los array but isnt on
3229 * a blocked los square.
3230 * we use the archetype to figure out offsets.
3231 */
3232 while (op)
3233 {
3234 dx = rv.distance_x + op->arch->clone.x;
3235 dy = rv.distance_y + op->arch->clone.y;
3236
3237 /* only the viewable area the player sees is updated by LOS
3238 * code, so we need to restrict ourselves to that range of values
3239 * for any meaningful values.
3240 */
3241 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3242 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3243 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3244 return 1;
3245 op = op->more;
3246 }
3247 return 0;
3252} 3248}
3253 3249
3254/* routine for both players and monsters. We call this when 3250/* routine for both players and monsters. We call this when
3255 * there is a possibility for our action distrubing our hiding 3251 * there is a possibility for our action distrubing our hiding
3256 * place or invisiblity spell. Artefact invisiblity is not 3252 * place or invisiblity spell. Artefact invisiblity is not
3257 * effected by this. If we arent invisible to begin with, we 3253 * effected by this. If we arent invisible to begin with, we
3258 * return 0. 3254 * return 0.
3259 */ 3255 */
3256int
3260int action_makes_visible (object *op) { 3257action_makes_visible (object *op)
3258{
3261 3259
3262 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3260 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3261 {
3263 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3262 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3264 return 0; 3263 return 0;
3265 3264
3266 if (op->contr && op->contr->tmp_invis == 0) return 0; 3265 if (op->contr && op->contr->tmp_invis == 0)
3266 return 0;
3267 3267
3268 /* If monsters, they should become visible */ 3268 /* If monsters, they should become visible */
3269 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3269 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3270 {
3270 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3271 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3271 return 1; 3272 return 1;
3272 } 3273 }
3273 } 3274 }
3274 return 0; 3275 return 0;
3275} 3276}
3276 3277
3277/* op_on_battleground - checks if the given object op (usually 3278/* op_on_battleground - checks if the given object op (usually
3278 * a player) is standing on a valid battleground-tile, 3279 * a player) is standing on a valid battleground-tile,
3279 * function returns TRUE/FALSE. If true x, y returns the battleground 3280 * function returns TRUE/FALSE. If true x, y returns the battleground
3280 * -exit-coord. (and if x, y not NULL) 3281 * -exit-coord. (and if x, y not NULL)
3281 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3282 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3282 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3283 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3283 * Default is to do the same as before, so only people wanting to have different points need worry about this 3284 * Default is to do the same as before, so only people wanting to have different points need worry about this
3284 */ 3285 */
3286int
3285int op_on_battleground (object *op, int *x, int *y) { 3287op_on_battleground (object *op, int *x, int *y)
3288{
3286 object *tmp; 3289 object *tmp;
3287 3290
3288 /* A battleground-tile needs the following attributes to be valid: 3291 /* A battleground-tile needs the following attributes to be valid:
3289 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3292 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3290 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3293 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3291 * and the exit-coordinates sp/hp must both be > 0. 3294 * and the exit-coordinates sp/hp must both be > 0.
3292 * => The intention here is to prevent abuse of the battleground- 3295 * => The intention here is to prevent abuse of the battleground-
3293 * feature (like pickable or hidden battleground tiles). */ 3296 * feature (like pickable or hidden battleground tiles). */
3294 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3297 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3298 {
3295 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3299 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3300 {
3296 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3301 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3297 strcmp(tmp->name, "battleground")==0 && 3302 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3298 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3303 {
3299 /*before we assign the exit, check if this is a teambattle*/ 3304 /*before we assign the exit, check if this is a teambattle */
3300 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3305 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3306 {
3301 object *invtmp; 3307 object *invtmp;
3308
3302 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3309 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3303 if(invtmp->type==FORCE && invtmp->slaying && 3310 {
3304 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3311 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3312 {
3305 if (x != NULL && y != NULL) 3313 if (x != NULL && y != NULL)
3306 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3314 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3307 return 1; 3315 return 1;
3316 }
3308 } 3317 }
3309 } 3318 }
3310 }
3311 if (x != NULL && y != NULL) 3319 if (x != NULL && y != NULL)
3312 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3320 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3313 return 1; 3321 return 1;
3322 }
3314 } 3323 }
3315 }
3316 } 3324 }
3317 /* If we got here, did not find a battleground */ 3325 /* If we got here, did not find a battleground */
3318 return 0; 3326 return 0;
3319} 3327}
3320 3328
3321/* 3329/*
3325 * attributes: 3333 * attributes:
3326 * object *who the dragon player 3334 * object *who the dragon player
3327 * int atnr the attack-number of the ability focus 3335 * int atnr the attack-number of the ability focus
3328 * int level ability level 3336 * int level ability level
3329 */ 3337 */
3338void
3330void dragon_ability_gain(object *who, int atnr, int level) { 3339dragon_ability_gain (object *who, int atnr, int level)
3340{
3331 treasurelist *trlist = NULL; /* treasurelist */ 3341 treasurelist *trlist = NULL; /* treasurelist */
3332 treasure *tr; /* treasure */ 3342 treasure *tr; /* treasure */
3333 object *tmp,*skop; /* tmp. object */ 3343 object *tmp, *skop; /* tmp. object */
3334 object *item; /* treasure object */ 3344 object *item; /* treasure object */
3335 char buf[MAX_BUF]; /* tmp. string buffer */ 3345 char buf[MAX_BUF]; /* tmp. string buffer */
3336 int i=0, j=0; 3346 int i = 0, j = 0;
3337 3347
3338 /* get the appropriate treasurelist */ 3348 /* get the appropriate treasurelist */
3339 if (atnr == ATNR_FIRE) 3349 if (atnr == ATNR_FIRE)
3340 trlist = find_treasurelist("dragon_ability_fire"); 3350 trlist = treasurelist::find ("dragon_ability_fire");
3341 else if (atnr == ATNR_COLD) 3351 else if (atnr == ATNR_COLD)
3342 trlist = find_treasurelist("dragon_ability_cold"); 3352 trlist = treasurelist::find ("dragon_ability_cold");
3343 else if (atnr == ATNR_ELECTRICITY) 3353 else if (atnr == ATNR_ELECTRICITY)
3344 trlist = find_treasurelist("dragon_ability_elec"); 3354 trlist = treasurelist::find ("dragon_ability_elec");
3345 else if (atnr == ATNR_POISON) 3355 else if (atnr == ATNR_POISON)
3346 trlist = find_treasurelist("dragon_ability_poison"); 3356 trlist = treasurelist::find ("dragon_ability_poison");
3347 3357
3348 if (trlist == NULL || who->type != PLAYER) 3358 if (trlist == NULL || who->type != PLAYER)
3359 return;
3360
3361 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3362
3363 if (!tr || !tr->item)
3364 {
3365 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3366 return;
3367 }
3368
3369 /* everything seems okay - now bring on the gift: */
3370 item = &(tr->item->clone);
3371
3372 if (item->type == SPELL)
3373 {
3374 if (check_spell_known (who, item->name))
3349 return; 3375 return;
3350 3376
3351 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3377 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3352 tr = tr->next, i++); 3378 do_learn_spell (who, item, 0);
3353 3379 return;
3354 if (tr == NULL || tr->item == NULL) { 3380 }
3355 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3381
3382 /* grant direct spell */
3383 if (item->type == SPELLBOOK)
3384 {
3385 if (!item->inv)
3386 {
3387 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3388 return;
3389 }
3390 if (check_spell_known (who, item->inv->name))
3356 return; 3391 return;
3357 }
3358
3359 /* everything seems okay - now bring on the gift: */
3360 item = &(tr->item->clone);
3361
3362 if (item->type == SPELL) {
3363 if (check_spell_known (who, item->name))
3364 return;
3365
3366 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name);
3367 do_learn_spell (who, item, 0);
3368 return;
3369 }
3370
3371 /* grant direct spell */
3372 if (item->type == SPELLBOOK) {
3373 if (!item->inv) {
3374 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n",
3375 item->name);
3376 return;
3377 }
3378 if (check_spell_known (who, item->inv->name))
3379 return;
3380 if (item->invisible) { 3392 if (item->invisible)
3393 {
3381 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3394 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3382 do_learn_spell (who, item->inv, 0); 3395 do_learn_spell (who, item->inv, 0);
3383 return; 3396 return;
3384 } 3397 }
3385 } 3398 }
3386 else if (item->type == SKILL_TOOL && item->invisible) { 3399 else if (item->type == SKILL_TOOL && item->invisible)
3400 {
3387 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3401 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3402 {
3388 3403
3389 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3404 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3390 * in this way, if the player is missing any of the attacktypes, he gets 3405 * in this way, if the player is missing any of the attacktypes, he gets
3391 * them. As it is now, if the player has any that match the granted skill, 3406 * them. As it is now, if the player has any that match the granted skill,
3392 * but not all of them, he gets nothing. 3407 * but not all of them, he gets nothing.
3393 */ 3408 */
3394 if (!(skop->attacktype & item->attacktype)) { 3409 if (!(skop->attacktype & item->attacktype))
3410 {
3395 /* Give new attacktype */ 3411 /* Give new attacktype */
3396 skop->attacktype |= item->attacktype; 3412 skop->attacktype |= item->attacktype;
3397 3413
3398 /* always add physical if there's none */ 3414 /* always add physical if there's none */
3399 skop->attacktype |= AT_PHYSICAL; 3415 skop->attacktype |= AT_PHYSICAL;
3400 3416
3401 if (item->msg != NULL) 3417 if (item->msg != NULL)
3402 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3418 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3403 3419
3404 /* Give player new face */ 3420 /* Give player new face */
3405 if (item->animation_id) { 3421 if (item->animation_id)
3422 {
3406 who->face = skop->face; 3423 who->face = skop->face;
3407 who->animation_id = item->animation_id; 3424 who->animation_id = item->animation_id;
3408 who->anim_speed = item->anim_speed; 3425 who->anim_speed = item->anim_speed;
3409 who->last_anim = 0; 3426 who->last_anim = 0;
3410 who->state = 0; 3427 who->state = 0;
3411 animate_object(who, who->direction); 3428 animate_object (who, who->direction);
3412 } 3429 }
3413 } 3430 }
3414 } 3431 }
3415 } 3432 }
3416 else if (item->type == FORCE) { 3433 else if (item->type == FORCE)
3434 {
3417 /* forces in the treasurelist can alter the player's stats */ 3435 /* forces in the treasurelist can alter the player's stats */
3418 object *skin; 3436 object *skin;
3437
3419 /* first get the dragon skin force */ 3438 /* first get the dragon skin force */
3420 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3439 shstr_cmp dragon_skin_force ("dragon_skin_force");
3421 skin=skin->below); 3440 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3422 if (skin == NULL) return; 3441 ;
3423 3442
3443 if (!skin)
3444 return;
3445
3424 /* adding new spellpath attunements */ 3446 /* adding new spellpath attunements */
3425 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3447 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3448 {
3426 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3449 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3427 3450
3428 /* print message */ 3451 /* print message */
3429 sprintf(buf, "You feel attuned to "); 3452 sprintf (buf, "You feel attuned to ");
3430 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3453 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3454 {
3431 if(item->path_attuned & (1<<i)) { 3455 if (item->path_attuned & (1 << i))
3456 {
3432 if (j) 3457 if (j)
3433 strcat(buf," and "); 3458 strcat (buf, " and ");
3434 else 3459 else
3435 j = 1; 3460 j = 1;
3436 strcat(buf, spellpathnames[i]); 3461 strcat (buf, spellpathnames[i]);
3437 } 3462 }
3438 } 3463 }
3439 strcat(buf,"."); 3464 strcat (buf, ".");
3440 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3465 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3441 } 3466 }
3442 3467
3443 /* evtl. adding flags: */ 3468 /* evtl. adding flags: */
3444 if(QUERY_FLAG(item, FLAG_XRAYS)) 3469 if (QUERY_FLAG (item, FLAG_XRAYS))
3445 SET_FLAG(skin, FLAG_XRAYS); 3470 SET_FLAG (skin, FLAG_XRAYS);
3446 if(QUERY_FLAG(item, FLAG_STEALTH)) 3471 if (QUERY_FLAG (item, FLAG_STEALTH))
3447 SET_FLAG(skin, FLAG_STEALTH); 3472 SET_FLAG (skin, FLAG_STEALTH);
3448 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3473 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3449 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3474 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3450 3475
3451 /* print message if there is one */ 3476 /* print message if there is one */
3452 if (item->msg != NULL) 3477 if (item->msg != NULL)
3453 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3478 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3479 }
3480 else
3454 } 3481 {
3455 else {
3456 /* generate misc. treasure */ 3482 /* generate misc. treasure */
3457 tmp = arch_to_object (tr->item); 3483 tmp = arch_to_object (tr->item);
3458 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3484 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3459 tmp = insert_ob_in_ob (tmp, who); 3485 tmp = insert_ob_in_ob (tmp, who);
3460 if (who->type == PLAYER) 3486 if (who->type == PLAYER)
3461 esrv_send_item(who, tmp); 3487 esrv_send_item (who, tmp);
3462 } 3488 }
3463} 3489}
3464 3490
3465/** 3491/**
3466 * Unready an object for a player. This function does nothing if the object was 3492 * Unready an object for a player. This function does nothing if the object was
3467 * not readied. 3493 * not readied.
3468 */ 3494 */
3495void
3469void player_unready_range_ob(player *pl, object *ob) { 3496player_unready_range_ob (player *pl, object *ob)
3470 rangetype i; 3497{
3471
3472 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3498 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3473 if (pl->ranges[i] == ob) { 3499 if (pl->ranges[i] == ob)
3500 {
3474 pl->ranges[i] = NULL; 3501 pl->ranges[i] = 0;
3475 if (pl->shoottype == i) { 3502 if (pl->shoottype == i)
3476 pl->shoottype = range_none; 3503 pl->shoottype = range_none;
3477 }
3478 } 3504 }
3479 }
3480} 3505}
3506
3507sint8
3508player::visibility_at (maptile *map, int x, int y) const
3509{
3510 if (!ns)
3511 return 0;
3512
3513 int dx, dy;
3514 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3515 return 0;
3516
3517 x += dx - ns->current_x + ns->mapx / 2;
3518 y += dy - ns->current_y + ns->mapy / 2;
3519
3520 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3521 return 0;
3522
3523 return 100 - blocked_los [x][y];
3524}

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