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Comparing deliantra/server/server/player.C (file contents):
Revision 1.12 by elmex, Tue Aug 29 10:51:43 2006 UTC vs.
Revision 1.120 by root, Thu May 3 09:39:56 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * CrossFire, A Multiplayer game
3 * "$Id: player.C,v 1.12 2006/08/29 10:51:43 elmex 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 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
212 * complexity here because we want to add the new player at the
213 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of
215 * 'who'.
216 */
217 player *tmp = first_player;
218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next;
220 if(tmp!=NULL)
221 tmp->next=p;
222 else
223 first_player=p;
224 208
225 p->next = NULL; 209 players.erase (this);
210}
211
212// connect the player with a specific client
213// also changed, rationalises, and fixes some incorrect settings
214void
215player::connect (client *ns)
216{
217 this->ns = ns;
218 ns->pl = this;
219
220 run_on = 0;
221 fire_on = 0;
222 ob->close_container (); //TODO: client-specific
223
224 ns->update_look = 0;
225 ns->look_position = 0;
226
227 clear_los (ob);
228
229 ns->reset_stats ();
230
231 /* make sure he's a player -- needed because of class change. */
232 ob->type = PLAYER; // we are paranoid
233 ob->race = ob->arch->clone.race;
234
235 ob->carrying = sum_weight (ob);
236 link_player_skills (ob);
237
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239
240 assign (title, ob->arch->clone.name);
241
242 /* if it's a dragon player, set the correct title here */
243 if (is_dragon_pl (ob))
226 } 244 {
245 object *tmp, *abil = 0, *skin = 0;
227 246
228 /* Clears basically the entire player structure except 247 shstr_cmp dragon_ability_force ("dragon_ability_force");
229 * for next and socket. 248 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
233 249
250 for (tmp = ob->inv; tmp; tmp = tmp->below)
251 if (tmp->type == FORCE)
252 if (tmp->arch->name == dragon_ability_force)
253 abil = tmp;
254 else if (tmp->arch->name == dragon_skin_force)
255 skin = tmp;
256
257 set_dragon_name (ob, abil, skin);
258 }
259
260 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
261
262 esrv_new_player (this, ob->weight + ob->carrying);
263
264 ob->update_stats ();
265 ns->floorbox_update ();
266
267 esrv_send_inventory (ob, ob);
268 esrv_add_spells (this, 0);
269
270 activate ();
271
272 send_rules (ob);
273 send_news (ob);
274 display_motd (ob);
275
276 INVOKE_PLAYER (CONNECT, this);
277 INVOKE_PLAYER (LOGIN, this);
278}
279
280void
281player::disconnect ()
282{
283 if (ns)
284 {
285 if (active)
286 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
287
288 INVOKE_PLAYER (DISCONNECT, this);
289
290 ns->reset_stats ();
291 ns->pl = 0;
292 ns = 0;
293 }
294
295 if (ob)
296 ob->close_container (); //TODO: client-specific
297
298 deactivate ();
299}
300
301// the need for this function can be explained
302// by load_object not returning the object
303void
304player::set_object (object *op)
305{
306 ob = op;
307 ob->contr = this; /* this aren't yet in archetype */
308
309 ob->speed_left = 0.5;
310 ob->speed = 1.0;
311 ob->direction = 5; /* So player faces south */
312}
313
314player::player ()
315{
234 /* There are some elements we want initialized to non zero value - 316 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 317 * we deal with that below this point.
236 */ 318 */
237 p->party=NULL; 319 outputs_sync = 4;
238 p->outputs_sync=16; /* Every 2 seconds */ 320 outputs_count = 4;
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 321 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 322
243#ifdef AUTOSAVE 323 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 324
245#endif 325 gen_sp_armour = 10;
326 bowtype = bow_normal;
327 petmode = pet_normal;
328 listening = 10;
329 usekeys = containers;
330 peaceful = 1; /* default peaceful */
331 do_los = 1;
332}
333
334void
335player::do_destroy ()
336{
337 disconnect ();
338
339 attachable::do_destroy ();
340
341 if (ob)
246 342 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 343 ob->destroy_inv (false);
344 ob->destroy ();
248 345 }
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} 346}
300 347
301 348player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 349{
305 strcpy(op->contr->maplevel, first_map_path); 350 /* Clear item stack */
306 op->x = -1; 351 free (stack_items);
307 op->y = -1;
308 enter_exit(op, NULL);
309} 352}
310 353
311/* Tries to add player on the connection passwd in ns. 354/* 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 355 * All we can really get in this is some settings like host and display
313 * mode. 356 * mode.
314 */ 357 */
358player *
359player::create ()
360{
361 player *pl = new player;
315 362
316int add_player(NewSocket *ns) { 363 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318 364
319 p=get_player(NULL); 365 pl->ob->roll_stats ();
320 p->socket = *ns; 366 pl->ob->stats.wc = 2;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 367 pl->ob->run_away = 25; /* Then we panick... */
322 if(p->socket.faces_sent == NULL) 368
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); 369 set_first_map (pl->ob);
331 370
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; 371 return pl;
339} 372}
340 373
341/* 374/*
342 * get_player_archetype() return next player archetype from archetype 375 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 376 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 377 * Note: there MUST be at least one player archetype!
345 */ 378 */
379archetype *
346archetype *get_player_archetype(archetype* at) 380get_player_archetype (archetype *at)
347{ 381{
348 archetype *start = at; 382 archetype *start = at;
383
349 for (;;) { 384 for (;;)
385 {
350 if (at==NULL || at->next==NULL) 386 if (at == NULL || at->next == NULL)
351 at=first_archetype; 387 at = first_archetype;
352 else 388 else
353 at=at->next; 389 at = at->next;
390
354 if(at->clone.type==PLAYER) 391 if (at->clone.type == PLAYER)
355 return at; 392 return at;
393
356 if (at == start) { 394 if (at == start)
395 {
357 LOG (llevError, "No Player archetypes\n"); 396 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 397 exit (-1);
359 } 398 }
360 } 399 }
361} 400}
362 401
363 402object *
364object *get_nearest_player(object *mon) { 403get_nearest_player (object *mon)
404{
365 object *op = NULL; 405 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 406 objectlink *ol;
368 unsigned lastdist; 407 unsigned lastdist;
369 rv_vector rv; 408 rv_vector rv;
370 409
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 410 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
411 {
372 /* We should not find free objects on this friendly list, but it 412 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 413 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 414 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 415 * list is also free, so encapsulate this in a while loop.
376 */ 416 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 417 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
418 {
378 object *tmp=ol->ob; 419 object *tmp = ol->ob;
379 420
380 /* Can't do much more other than log the fact, because the object 421 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 422 * itself will have been cleared.
382 */ 423 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 424 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
425 tmp->debug_desc ());
384 ol = ol->next; 426 ol = ol->next;
385 remove_friendly_object(tmp); 427 remove_friendly_object (tmp);
428 if (!ol)
386 if (!ol) return op; 429 return op;
387 } 430 }
388 431
389 /* Remove special check for player from this. First, it looks to cause 432 /* 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 433 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 434 * 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 435 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 436 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 437 * on_same_map check, as can_detect_enemy also does this
395 */ 438 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 440 continue;
398 441
399 if(lastdist>rv.distance) { 442 if (lastdist > rv.distance)
443 {
400 op=ol->ob; 444 op = ol->ob;
401 lastdist=rv.distance; 445 lastdist = rv.distance;
402 } 446 }
403 } 447 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 448
449 for_all_players (pl)
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 450 if (can_detect_enemy (mon, pl->ob, &rv))
406
407 if(lastdist>rv.distance) { 451 if (lastdist > rv.distance)
408 op=pl->ob;
409 lastdist=rv.distance;
410 }
411 } 452 {
412 } 453 op = pl->ob;
454 lastdist = rv.distance;
455 }
456
413#if 0 457#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 458 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 459#endif
416 return op; 460 return op;
417} 461}
418 462
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 463/* 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 464 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 465 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 479 * 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 480 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 481 * is probably not a good thing.
438 */ 482 */
439#define MAX_SPACES 50 483#define MAX_SPACES 50
440
441 484
442/* 485/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 486 * 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 487 * 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 488 * 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. 501 * 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, 502 * 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 503 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 504 * is blocking itself.
462 */ 505 */
506int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 507path_to_player (object *mon, object *pl, unsigned mindiff)
508{
464 rv_vector rv; 509 rv_vector rv;
465 sint16 x,y; 510 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 511 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 512 maptile *m, *lastmap;
468 513
469 get_rangevector(mon, pl, &rv, 0); 514 get_rangevector (mon, pl, &rv, 0);
470 515
471 if (rv.distance<mindiff) return 0; 516 if (rv.distance < mindiff)
517 return 0;
472 518
473 x=mon->x; 519 x = mon->x;
474 y=mon->y; 520 y = mon->y;
475 m=mon->map; 521 m = mon->map;
476 dir = rv.direction; 522 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 523 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); 524 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
525
479 /* If we can't solve it within the search distance, return now. */ 526 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 527 if (diff > max)
528 return 0;
529
481 while (diff >1 && max>0) { 530 while (diff > 1 && max > 0)
531 {
482 lastx = x; 532 lastx = x;
483 lasty = y; 533 lasty = y;
484 lastmap = m; 534 lastmap = m;
485 x = lastx + freearr_x[dir]; 535 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 536 y = lasty + freearr_y[dir];
487 537
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 538 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); 539 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
490 540
491 /* Space is blocked - try changing direction a little */ 541 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 542 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)))) { 543 && (m == mon->map && blocked_link (mon, m, x, y))))
544 {
494 /* recalculate direction from last good location. Possible 545 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 546 * we were not traversing ideal location before.
496 */ 547 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 548 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 549 if (rv.direction != dir)
550 {
499 /* OK - says direction should be different - lets reset the 551 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 552 * the values so it will try again.
501 */ 553 */
502 x = lastx; 554 x = lastx;
503 y = lasty; 555 y = lasty;
504 m = lastmap; 556 m = lastmap;
505 dir = firstdir = rv.direction; 557 dir = firstdir = rv.direction;
558 }
506 } else { 559 else
560 {
507 /* direct path is blocked - try taking a side step to 561 /* direct path is blocked - try taking a side step to
508 * either the left or right. 562 * either the left or right.
509 * Note increase the values in the loop below to be 563 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 564 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 565 * 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 566 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 567 * stepping back and forth
514 */ 568 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 569 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
570 {
571 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 572 continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 573 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 574 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 575 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 576 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 577 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 578 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 579 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 580 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 581 * the last direction the creature has successfully
526 * moved. 582 * moved.
527 */ 583 */
528 584
529 x = lastx + freearr_x[absdir(lastdir+i)]; 585 x = lastx + freearr_x[absdir (lastdir + i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 586 y = lasty + freearr_y[absdir (lastdir + i)];
531 m = lastmap; 587 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 588 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 589 if (mflags & P_OUT_OF_MAP)
590 continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 591 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 592 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
593 continue;
536 if (mflags & P_BLOCKSVIEW) continue; 594 if (mflags & P_BLOCKSVIEW)
595 continue;
537 596
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 597 if (m == mon->map && blocked_link (mon, m, x, y))
598 break;
539 } 599 }
540 /* go through entire loop without finding a valid 600 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 601 * sidestep to take - thus, no valid path.
542 */ 602 */
543 if (i==(DETOUR_AMOUNT+1)) 603 if (i == (DETOUR_AMOUNT + 1))
544 return 0; 604 return 0;
545 diff--; 605 diff--;
546 lastdir=dir; 606 lastdir = dir;
547 max--; 607 max--;
548 if (!firstdir) firstdir = dir+i; 608 if (!firstdir)
609 firstdir = dir + i;
549 } /* else check alternate directions */ 610 } /* else check alternate directions */
550 } /* if blocked */ 611 } /* if blocked */
551 else { 612 else
613 {
552 /* we moved towards creature, so diff is less */ 614 /* we moved towards creature, so diff is less */
553 diff--; 615 diff--;
554 max--; 616 max--;
555 lastdir=dir; 617 lastdir = dir;
618 if (!firstdir)
556 if (!firstdir) firstdir = dir; 619 firstdir = dir;
620 }
621
622 if (diff <= 1)
557 } 623 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 624 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 625 * headed toward player for entire distance.
561 */ 626 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 627 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); 628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
564 } 629 }
565 if (diff>max) return 0; 630
631 if (diff > max)
632 return 0;
566 } 633 }
634
567 /* If we reached the max, didn't find a direction in time */ 635 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 636 if (!max)
637 return 0;
569 638
570 return firstdir; 639 return firstdir;
571} 640}
572 641
642void
573void give_initial_items(object *pl,treasurelist *items) { 643give_initial_items (object *pl, treasurelist * items)
644{
574 object *op,*next=NULL; 645 object *op, *next = NULL;
575 646
576 if(pl->randomitems!=NULL) 647 if (pl->randomitems != NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 649
579 for (op=pl->inv; op; op=next) { 650 for (op = pl->inv; op; op = next)
651 {
580 next = op->below; 652 next = op->below;
581 653
582 /* Forces get applied per default, unless they have the 654 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 655 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 656 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 657 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 658 SET_FLAG (op, FLAG_APPLIED);
587 659
588 /* we never give weapons/armour if these cannot be used 660 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 661 * by this player due to race restrictions
590 */ 662 */
591 if (pl->type == PLAYER) { 663 if (pl->type == PLAYER)
664 {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS || 666 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET || 667 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES || 668 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) || 669 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 } 670 {
602 } 671 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; 672 continue;
622 } 673 }
623 if (op->nrof > 1) op->nrof = 1; 674 }
675
676 /* This really needs to be better - we should really give
677 * a substitute spellbook. The problem is that we don't really
678 * have a good idea what to replace it with (need something like
679 * a first level treasurelist for each skill.)
680 * remove duplicate skills also
681 */
682 if (op->type == SPELLBOOK || op->type == SKILL)
624 } 683 {
684 object *tmp;
625 685
686 for (tmp = op->below; tmp; tmp = tmp->below)
687 if (tmp->type == op->type && tmp->name == op->name)
688 break;
689
690 if (tmp)
691 {
692 op->destroy ();
693 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
694 continue;
695 }
696
697 if (op->nrof > 1)
698 op->nrof = 1;
699 }
700
626 if (op->type == SPELLBOOK && op->inv) { 701 if (op->type == SPELLBOOK && op->inv)
702 {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 703 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
628 } 704 }
629 705
630 /* Give starting characters identified, uncursed, and undamned 706 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 707 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 708 * merged properly.
633 */ 709 */
634 if (need_identify(op)) { 710 if (need_identify (op))
711 {
635 SET_FLAG(op, FLAG_IDENTIFIED); 712 SET_FLAG (op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 713 CLEAR_FLAG (op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 714 CLEAR_FLAG (op, FLAG_DAMNED);
715 }
716 if (op->type == SPELL)
638 } 717 {
639 if(op->type==SPELL) { 718 op->destroy ();
640 remove_ob(op);
641 free_object(op);
642 continue; 719 continue;
720 }
721 else if (op->type == SKILL)
643 } 722 {
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 723 SET_FLAG (op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 724 op->stats.exp = 0;
647 op->level = 1; 725 op->level = 1;
648 } 726 }
649 /* lock all 'normal items by default */ 727 /* lock all 'normal items by default */
728 else
650 else SET_FLAG(op, FLAG_INV_LOCKED); 729 SET_FLAG (op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 730 } /* for loop of objects in player inv */
652 731
653 /* Need to set up the skill pointers */ 732 /* Need to set up the skill pointers */
654 link_player_skills(pl); 733 link_player_skills (pl);
655} 734}
656 735
657void get_name(object *op) { 736void
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) { 737get_party_password (object *op, partylist *party)
738{
734 if (party == NULL) { 739 if (party == NULL)
740 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 741 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 742 return;
737 } 743 }
744
738 op->contr->write_buf[0]='\0'; 745 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 746 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 747 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 748 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 749}
743
744 750
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 751/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
752static int
746int roll_stat(void) { 753roll_stat (void)
754{
747 int a[4],i,j,k; 755 int a[4], i, j, k;
748 756
749 for(i=0;i<4;i++) 757 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 758 a[i] = (int) rndm (6) + 1;
751 759
752 for(i=0,j=0,k=7;i<4;i++) 760 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 761 if (a[i] < k)
754 k=a[i],j=i; 762 k = a[i], j = i;
755 763
756 for(i=0,k=0;i<4;i++) { 764 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 765 if (i != j)
758 k+=a[i]; 766 k += a[i];
759 } 767
760 return k; 768 return k;
761} 769}
762 770
763void roll_stats(object *op) { 771void
764 int sum=0; 772object::roll_stats ()
765 int i = 0, j = 0; 773{
766 int statsort[7]; 774 int statsort [7];
767 775
776 for (;;)
768 do { 777 {
769 op->stats.Str=roll_stat(); 778 int sum = 0;
770 op->stats.Dex=roll_stat(); 779 for (int i = 7; i--; )
771 op->stats.Int=roll_stat(); 780 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);
780 781
782 if (sum >= 82 && sum <= 116)
783 break;
784 }
785
781 /* Sort the stats so that rerolling is easier... */ 786 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 787 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;
789 788
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]; 789 stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 790 stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 791 stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 792 stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 793 stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 794 stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 795 stats.Cha = statsort[6];
809 796
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; 797 stats.exp = 0;
821 op->stats.ac=0; 798 stats.ac = 0;
822 799
800 stats.hp = stats.maxhp;
801 stats.sp = stats.maxsp;
802 stats.grace = stats.maxgrace;
803
804 if (contr)
805 {
823 op->contr->levhp[1] = 9; 806 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 807 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 808 contr->levgrace[1] = 3;
826 809
827 fix_player(op); 810 contr->orig_stats = stats;
811 }
812}
813
814void
815object::swap_stats (int a, int b)
816{
817 int tmp = get_attr_value (&contr->orig_stats, a);
818 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
819 set_attr_value (&contr->orig_stats, b, tmp);
820
821 stats.Str = contr->orig_stats.Str;
822 stats.Dex = contr->orig_stats.Dex;
823 stats.Con = contr->orig_stats.Con;
824 stats.Int = contr->orig_stats.Int;
825 stats.Wis = contr->orig_stats.Wis;
826 stats.Pow = contr->orig_stats.Pow;
827 stats.Cha = contr->orig_stats.Cha;
828
829 //TODO: the following code looks so borked and should, at the very least,
830 // be merged with the similar code in roll_stats
831 stats.ac = 0;
832
833 level = 1;
834 stats.exp = 0;
835 stats.ac = 0;
836
828 op->stats.hp = op->stats.maxhp; 837 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 838 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 839 stats.grace = stats.maxgrace;
840
841 if (contr)
842 {
843 contr->levhp[1] = 9;
844 contr->levsp[1] = 6;
845 contr->levgrace[1] = 3;
846
831 op->contr->orig_stats=op->stats; 847 contr->orig_stats = stats;
848 }
832} 849}
833 850
834void Roll_Again(object *op) 851static void
852start_info (object *op)
835{ 853{
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]; 854 char buf[MAX_BUF];
844 855
845 if ( op->contr->Swap_First == -1 ) { 856 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); 857 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 858 //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); 859 //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} 860}
953 861
954/* This function takes the key that is passed, and does the 862/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 863 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 864 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 865 * separate race and class; this actually changes the RACE,
958 * not the class. 866 * not the class.
959 */ 867 */
960 868void
961int key_change_class(object *op, char key) 869player::chargen_race_done ()
962{ 870{
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 */ 871 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 872 esrv_new_player (ob->contr, ob->weight + ob->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 873
874 treasurelist *tl = treasurelist::find ("starting_wealth");
875 if (tl)
876 create_treasure (tl, ob, 0, 0, 0);
877
977 INVOKE_PLAYER (BIRTH, op->contr); 878 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 879 INVOKE_PLAYER (LOGIN, ob->contr);
979 880
980 op->contr->state=ST_PLAYING; 881 ob->contr->ns->state = ST_PLAYING;
981 882
982 if (op->msg) { 883 if (ob->msg)
983 free_string(op->msg); 884 ob->msg = 0;
984 op->msg=NULL;
985 }
986 885
987 /* We create this now because some of the unique maps will need it 886 /* We create this now because some of the unique maps will need it
988 * to save here. 887 * 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 */ 888 */
1029 889 {
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]; 890 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); 891 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 892 make_path_to_file (buf);
1101 next = mp->next; 893 }
1102 if (!strncmp(mp->path, buf, strlen(buf))) 894
1103 delete_map(mp); 895 start_info (ob);
1104 } 896 CLEAR_FLAG (ob, FLAG_WIZ);
1105 897 give_initial_items (ob, ob->randomitems);
1106 delete_character(op->name, 1); 898 link_player_skills (ob);
899 esrv_send_inventory (ob, ob);
900 ob->update_stats ();
901
902 /* This moves the player to a different start map, if there
903 * is one for this race
904 */
905 if (*first_map_ext_path)
1107 } 906 {
1108 play_again(op); 907 object *tmp;
1109 return 1; 908 char mapname[MAX_BUF];
1110}
1111 909
910 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
911 tmp = object::create ();
912 EXIT_PATH (tmp) = mapname;
913 EXIT_X (tmp) = ob->x;
914 EXIT_Y (tmp) = ob->y;
915 ob->enter_exit (tmp); /* we don't really care if it succeeded;
916 * if the map isn't there, then stay on the
917 * default initial map */
918 tmp->destroy ();
919 }
920 else
921 LOG (llevDebug, "first_map_ext_path not set\n");
922}
923
924void
925player::chargen_race_next ()
926{
927 /* Following actually changes the race - this is the default command
928 * if we don't match with one of the options above.
929 */
930
931 do
932 {
933 shstr name = ob->name;
934 int x = ob->x, y = ob->y;
935
936 ob->remove_statbonus ();
937 ob->remove ();
938 ob->arch = get_player_archetype (ob->arch);
939 ob->arch->clone.copy_to (ob);
940 ob->instantiate ();
941 ob->stats = ob->contr->orig_stats;
942 ob->name = ob->name_pl = name;
943 ob->x = x;
944 ob->y = y;
945 SET_ANIMATION (ob, 2); /* So player faces south */
946 insert_ob_in_map (ob, ob->map, ob, 0);
947 assign (ob->contr->title, ob->arch->clone.name);
948 ob->add_statbonus ();
949 }
950 while (!allowed_class (ob));
951
952 update_object (ob, UP_OBJ_FACE);
953 esrv_update_item (UPD_FACE, ob, ob);
954 ob->update_stats ();
955 ob->stats.hp = ob->stats.maxhp;
956 ob->stats.sp = ob->stats.maxsp;
957 ob->stats.grace = 0;
958}
959
960void
1112void flee_player(object *op) { 961flee_player (object *op)
962{
1113 int dir,diff; 963 int dir, diff;
1114 rv_vector rv; 964 rv_vector rv;
1115 965
1116 if(op->stats.hp < 0) { 966 if (op->stats.hp < 0)
967 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 968 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 969 CLEAR_FLAG (op, FLAG_SCARED);
970 return;
971 }
972
973 if (op->enemy == NULL)
974 {
975 LOG (llevDebug, "Fleeing player had no enemy.\n");
976 CLEAR_FLAG (op, FLAG_SCARED);
977 return;
978 }
979
980 /* Seen some crashes here. Since we don't store an
981 * op->enemy_count, it is possible that something destroys the
982 * actual enemy, and the object is recycled.
983 */
984 if (op->enemy->map == NULL)
985 {
986 CLEAR_FLAG (op, FLAG_SCARED);
987 op->enemy = NULL;
988 return;
989 }
990
991 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
992 {
993 op->enemy = NULL;
994 CLEAR_FLAG (op, FLAG_SCARED);
995 return;
996 }
997
998 get_rangevector (op, op->enemy, &rv, 0);
999
1000 dir = absdir (4 + rv.direction);
1001 for (diff = 0; diff < 3; diff++)
1002 {
1003 int m = 1 - (RANDOM () & 2);
1004
1005 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1119 return; 1006 return;
1120 } 1007 }
1121 1008
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 */ 1009 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1010 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1011 op->enemy = NULL;
1156} 1012}
1157 1013
1158 1014
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1015/* 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 1016 * IT returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1017 * stop.
1162 */ 1018 */
1019int
1163int check_pick(object *op) { 1020check_pick (object *op)
1021{
1164 object *tmp, *next; 1022 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1023 int stop = 0;
1167 int j, k, wvratio; 1024 int wvratio;
1168 char putstring[128], tmpstr[16]; 1025 char putstring[128];
1169
1170 1026
1171 /* if you're flying, you cna't pick up anything */ 1027 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1028 if (op->move_type & MOVE_FLYING)
1173 return 1; 1029 return 1;
1174 1030
1175 op_tag = op->count;
1176
1177 next = op->below; 1031 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1032
1181 /* loop while there are items on the floor that are not marked as 1033 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1034 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1035 while (next && !next->destroyed ())
1184 { 1036 {
1185 tmp = next; 1037 tmp = next;
1186 next = tmp->below; 1038 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1039
1190 if (was_destroyed (op, op_tag)) 1040 if (op->destroyed ())
1191 return 0; 1041 return 0;
1192 1042
1193 if ( ! can_pick (op, tmp)) 1043 if (!can_pick (op, tmp))
1194 continue; 1044 continue;
1195 1045
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1046 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1047 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1048 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1049 pick_up (op, tmp);
1200 continue; 1050 continue;
1201 } 1051 }
1202 1052
1203 /* high not bit set? We're using the old autopickup model */ 1053 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1054 if (!(op->contr->mode & PU_NEWMODE))
1055 {
1205 switch (op->contr->mode) { 1056 switch (op->contr->mode)
1057 {
1058 case 0:
1206 case 0: return 1; /* don't pick up */ 1059 return 1; /* don't pick up */
1060 case 1:
1207 case 1: pick_up (op, tmp); 1061 pick_up (op, tmp);
1208 return 1; 1062 return 1;
1063 case 2:
1209 case 2: pick_up (op, tmp); 1064 pick_up (op, tmp);
1210 return 0; 1065 return 0;
1066 case 3:
1211 case 3: return 0; /* stop before pickup */ 1067 return 0; /* stop before pickup */
1068 case 4:
1212 case 4: pick_up (op, tmp); 1069 pick_up (op, tmp);
1213 break; 1070 break;
1071 case 5:
1214 case 5: pick_up (op, tmp); 1072 pick_up (op, tmp);
1215 stop = 1; 1073 stop = 1;
1216 break; 1074 break;
1217 case 6: 1075 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1076 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); 1077 pick_up (op, tmp);
1221 break; 1078 break;
1222 1079
1223 case 7: 1080 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1081 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1082 pick_up (op, tmp);
1226 break; 1083 break;
1227 1084
1228 default: 1085 default:
1229 /* use value density */ 1086 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1087 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1088 && (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); 1089 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 } 1090 }
1262 } 1091 }
1263 } 1092 else
1093 { /* old model */
1094 /* NEW pickup handling */
1095 if (op->contr->mode & PU_DEBUG)
1096 {
1097 /* some debugging code to figure out item information */
1098 if (tmp->name != NULL)
1099 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1100 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1101 else
1102 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1103 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1104
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1105 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1106 }
1265 1107
1108 /* philosophy:
1109 * It's easy to grab an item type from a pile, as long as it's
1110 * generic. This takes no game-time. For more detailed pickups
1111 * and selections, select-items should be used. This is a
1112 * grab-as-you-run type mode that's really useful for arrows for
1113 * example.
1114 * The drawback: right now it has no frontend, so you need to
1115 * stick the bits you want into a calculator in hex mode and then
1116 * convert to decimal and then 'pickup <#>
1117 */
1118
1119 /* the first two modes are exclusive: if NOTHING we return, if
1120 * STOP then we stop. All the rest are applied sequentially,
1121 * meaning if any test passes, the item gets picked up. */
1122
1123 /* if mode is set to pick nothing up, return */
1124
1125 if (op->contr->mode & PU_NOTHING)
1126 return 1;
1127
1128 /* if mode is set to stop when encountering objects, return */
1129 /* take STOP before INHIBIT since it doesn't actually pick
1130 * anything up */
1131
1132 if (op->contr->mode & PU_STOP)
1133 return 0;
1134
1135 /* useful for going into stores and not losing your settings... */
1136 /* and for battles wher you don't want to get loaded down while
1137 * fighting */
1138 if (op->contr->mode & PU_INHIBIT)
1139 return 1;
1140
1141 /* prevent us from turning into auto-thieves :) */
1142 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1143 continue;
1144
1145 /* ignore known cursed objects */
1146 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1147 continue;
1148
1149 /* all food and drink if desired */
1150 /* question: don't pick up known-poisonous stuff? */
1151 if (op->contr->mode & PU_FOOD)
1152 if (tmp->type == FOOD)
1153 {
1154 pick_up (op, tmp);
1155 continue;
1156 }
1157
1158 if (op->contr->mode & PU_DRINK)
1159 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1160 {
1161 pick_up (op, tmp);
1162 continue;
1163 }
1164
1165 if (op->contr->mode & PU_POTION)
1166 if (tmp->type == POTION)
1167 {
1168 pick_up (op, tmp);
1169 continue;
1170 }
1171
1172 /* spellbooks, skillscrolls and normal books/scrolls */
1173 if (op->contr->mode & PU_SPELLBOOK)
1174 if (tmp->type == SPELLBOOK)
1175 {
1176 pick_up (op, tmp);
1177 continue;
1178 }
1179
1180 if (op->contr->mode & PU_SKILLSCROLL)
1181 if (tmp->type == SKILLSCROLL)
1182 {
1183 pick_up (op, tmp);
1184 continue;
1185 }
1186
1187 if (op->contr->mode & PU_READABLES)
1188 if (tmp->type == BOOK || tmp->type == SCROLL)
1189 {
1190 pick_up (op, tmp);
1191 continue;
1192 }
1193
1194 /* wands/staves/rods/horns */
1195 if (op->contr->mode & PU_MAGIC_DEVICE)
1196 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1197 {
1198 pick_up (op, tmp);
1199 continue;
1200 }
1201
1202 /* pick up all magical items */
1203 if (op->contr->mode & PU_MAGICAL)
1204 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1205 {
1206 pick_up (op, tmp);
1207 continue;
1208 }
1209
1210 if (op->contr->mode & PU_VALUABLES)
1211 {
1212 if (tmp->type == MONEY || tmp->type == GEM)
1213 {
1214 pick_up (op, tmp);
1215 continue;
1216 }
1217 }
1218
1219 /* rings & amulets - talismans seems to be typed AMULET */
1220 if (op->contr->mode & PU_JEWELS)
1221 if (tmp->type == RING || tmp->type == AMULET)
1222 {
1223 pick_up (op, tmp);
1224 continue;
1225 }
1226
1227 /* we don't forget dragon food */
1228 if (op->contr->mode & PU_FLESH)
1229 if (tmp->type == FLESH)
1230 {
1231 pick_up (op, tmp);
1232 continue;
1233 }
1234
1235 /* bows and arrows. Bows are good for selling! */
1236 if (op->contr->mode & PU_BOW)
1237 if (tmp->type == BOW)
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 if (op->contr->mode & PU_ARROW)
1244 if (tmp->type == ARROW)
1245 {
1246 pick_up (op, tmp);
1247 continue;
1248 }
1249
1250 /* all kinds of armor etc. */
1251 if (op->contr->mode & PU_ARMOUR)
1252 if (tmp->type == ARMOUR)
1253 {
1254 pick_up (op, tmp);
1255 continue;
1256 }
1257
1258 if (op->contr->mode & PU_HELMET)
1259 if (tmp->type == HELMET)
1260 {
1261 pick_up (op, tmp);
1262 continue;
1263 }
1264
1265 if (op->contr->mode & PU_SHIELD)
1266 if (tmp->type == SHIELD)
1267 {
1268 pick_up (op, tmp);
1269 continue;
1270 }
1271
1272 if (op->contr->mode & PU_BOOTS)
1273 if (tmp->type == BOOTS)
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278
1279 if (op->contr->mode & PU_GLOVES)
1280 if (tmp->type == GLOVES)
1281 {
1282 pick_up (op, tmp);
1283 continue;
1284 }
1285
1286 if (op->contr->mode & PU_CLOAK)
1287 if (tmp->type == CLOAK)
1288 {
1289 pick_up (op, tmp);
1290 continue;
1291 }
1292
1293 /* hoping to catch throwing daggers here */
1294 if (op->contr->mode & PU_MISSILEWEAPON)
1295 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300
1301 /* careful: chairs and tables are weapons! */
1302 if (op->contr->mode & PU_ALLWEAPON)
1303 {
1304 if (tmp->type == WEAPON && tmp->name != NULL)
1305 {
1306 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1307 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1308 {
1309 pick_up (op, tmp);
1310 continue;
1311 }
1312 }
1313
1314 if (tmp->type == WEAPON && tmp->name == NULL)
1315 {
1316 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1317 {
1318 pick_up (op, tmp);
1319 continue;
1320 }
1321 }
1322 }
1323
1324 /* misc stuff that's useful */
1325 if (op->contr->mode & PU_KEY)
1326 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1327 {
1328 pick_up (op, tmp);
1329 continue;
1330 }
1331
1332 /* any of the last 4 bits set means we use the ratio for value
1333 * pickups */
1334 if (op->contr->mode & PU_RATIO)
1335 {
1336 /* use value density to decide what else to grab */
1337 /* >=7 was >= op->contr->mode */
1338 /* >=7 is the old standard setting. Now we take the last 4 bits
1339 * and multiply them by 5, giving 0..15*5== 5..75 */
1340 wvratio = (op->contr->mode & PU_RATIO) * 5;
1341 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1342 {
1343 pick_up (op, tmp);
1266#if 0 1344#if 0
1267 /* print the flags too */ 1345 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1346 if (tmp->name != NULL)
1269 { 1347 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1348 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1349 }
1272 { 1350 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1351 fprintf (stderr, "%s", tmp->arch->name);
1274 if(!((j+1)%4))fprintf(stderr," "); 1352 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1353 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 1354#endif
1279 } 1355 continue;
1280 /* philosophy: 1356 }
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 } 1357 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1358 } /* 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 } 1359 }
1440 } /* the new pickup model */ 1360
1441 }
1442 return ! stop; 1361 return !stop;
1443} 1362}
1444 1363
1445/* 1364/*
1446 * Find an arrow in the inventory and after that 1365 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1366 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1367 * found object is returned.
1449 */ 1368 */
1369object *
1450object *find_arrow(object *op, const char *type) 1370find_arrow (object *op, const char *type)
1451{ 1371{
1452 object *tmp = NULL; 1372 object *tmp = 0;
1453 1373
1454 for(op=op->inv; op; op=op->below) 1374 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1375 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); 1376 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1377 else if (op->type == ARROW && op->race == type)
1459 return op; 1378 return op;
1379
1460 return tmp; 1380 return tmp;
1461} 1381}
1462 1382
1463/* 1383/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1384 * 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 1385 * 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 1386 * 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. 1387 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1388 */
1469 1389object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1390find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1391{
1472 object *tmp = NULL, *arrow, *ntmp; 1392 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1393 int attacknum, attacktype, betterby = 0, i;
1474 1394
1475 if (!type) 1395 if (!type)
1476 return NULL; 1396 return NULL;
1477 1397
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1398 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1399 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1400 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1401 {
1481 i = 0; 1402 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1403 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1404 if (i > betterby)
1405 {
1484 tmp = ntmp; 1406 tmp = ntmp;
1485 betterby = i; 1407 betterby = i;
1486 } 1408 }
1409 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1410 else if (arrow->type == ARROW && arrow->race == type)
1411 {
1488 /* allways prefer assasination/slaying */ 1412 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1413 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1414 {
1491 if (arrow->attacktype & AT_DEATH) { 1415 if (arrow->attacktype & AT_DEATH)
1416 {
1492 *better = 100; 1417 *better = 100;
1493 return arrow; 1418 return arrow;
1494 } else {
1495 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1419 }
1498 } else { 1420 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 } 1421 {
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1508 tmp = arrow; 1422 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1423 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 } 1424 }
1515 } 1425 }
1426 else
1427 {
1428 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1429 {
1430 attacktype = 1 << attacknum;
1431 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1432 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1433 {
1434 tmp = arrow;
1435 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1436 }
1437 }
1438 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1439 {
1440 tmp = arrow;
1441 betterby = 2 + arrow->magic + arrow->stats.dam;
1442 }
1443 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1444 {
1445 tmp = arrow;
1446 betterby = 1 + arrow->magic + arrow->stats.dam;
1447 }
1516 } 1448 }
1449 }
1517 } 1450 }
1518 if (tmp == NULL && arrow == NULL) 1451 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1452 return find_arrow (op, type);
1520 1453
1521 *better = betterby; 1454 *better = betterby;
1522 return tmp; 1455 return tmp;
1523} 1456}
1524 1457
1525/* looks in a given direction, finds the first valid target, and calls 1458/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1459 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1460 * op = the shooter
1528 * type = bow->race 1461 * type = bow->race
1529 * dir = fire direction 1462 * dir = fire direction
1530 */ 1463 */
1531 1464object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1465pick_arrow_target (object *op, const char *type, int dir)
1533{ 1466{
1534 object *tmp = NULL; 1467 object *tmp = NULL;
1535 mapstruct *m; 1468 maptile *m;
1536 int i, mflags, found, number; 1469 int i, mflags, found, number;
1537 sint16 x, y; 1470 sint16 x, y;
1538 1471
1539 if (op->map == NULL) 1472 if (op->map == NULL)
1540 return find_arrow(op, type); 1473 return find_arrow (op, type);
1541 1474
1542 /* do a dex check */ 1475 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1476 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))) 1477 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1478 return find_arrow (op, type);
1546 1479
1547 m = op->map; 1480 m = op->map;
1548 x = op->x; 1481 x = op->x;
1549 y = op->y; 1482 y = op->y;
1550 1483
1551 /* find the first target */ 1484 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1485 for (i = 0, found = 0; i < 20; i++)
1486 {
1553 x += freearr_x[dir]; 1487 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1488 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1489 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1490 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1491 {
1557 tmp = NULL; 1492 tmp = NULL;
1493 break;
1494 }
1495 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1496 {
1497 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1498 * perhaps a bad assumption.
1499 */
1500 tmp = NULL;
1501 break;
1502 }
1503 if (mflags & P_IS_ALIVE)
1504 {
1505 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1506 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1507 {
1508 found++;
1509 break;
1510 }
1511 if (found)
1558 break; 1512 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 } 1513 }
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 } 1514 }
1576 if (tmp == NULL) 1515 if (tmp == NULL)
1577 return find_arrow(op, type); 1516 return find_arrow (op, type);
1578 1517
1579 if (tmp->head) 1518 if (tmp->head)
1580 tmp = tmp->head; 1519 tmp = tmp->head;
1581 1520
1582 return find_better_arrow(op, tmp, type, &i); 1521 return find_better_arrow (op, tmp, type, &i);
1583} 1522}
1584 1523
1585/* 1524/*
1586 * Creature fires a bow - op can be monster or player. Returns 1525 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1526 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1529 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1530 * 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 1531 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1532 * player fire modes.
1594 */ 1533 */
1534int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1535fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1536{
1598 object *left, *bow; 1537 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1538 int bowspeed, mflags;
1601 mapstruct *m; 1539 maptile *m;
1602 1540
1603 if (!dir) { 1541 if (!dir)
1542 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1543 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1544 return 0;
1545 }
1546
1547 if (player *pl = op->contr)
1606 } 1548 {
1607 if (op->type == PLAYER) 1549 bow = pl->ranged_ob;
1608 bow=op->contr->ranges[range_bow]; 1550
1551 if (op->current_weapon != pl->ranged_ob)
1552 {
1553 op->current_weapon = pl->ranged_ob;
1554 new_draw_info_format (NDI_UNIQUE, 0, op, "You switch to your %s.", &op->current_weapon->name);
1555 op->update_stats ();
1556 }
1557 }
1609 else { 1558 else
1559 {
1610 for(bow=op->inv; bow; bow=bow->below) 1560 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1561 /* 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. 1562 * don't need to switch back and forth between bows and weapons.
1613 */ 1563 */
1614 if(bow->type==BOW) 1564 if (bow->type == BOW)
1615 break; 1565 break;
1616 1566
1617 if (!bow) { 1567 if (!bow)
1568 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1569 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1570 return 0;
1571 }
1572
1573 // optimisation: move object to top so we will find it quickly again
1574 if (bow->below)
1620 } 1575 {
1576 bow->remove ();
1577 op->insert (bow);
1578 }
1579
1621 } 1580 }
1581
1622 if( !bow->race || !bow->skill) { 1582 if (!bow->race || !bow->skill)
1583 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1584 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1585 return 0;
1625 } 1586 }
1626 1587
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1588 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1589
1629 /* penalize ROF for bestarrow */ 1590 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1591 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1592 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1593
1632 if (bowspeed < 1) 1594 if (bowspeed < 1)
1633 bowspeed = 1; 1595 bowspeed = 1;
1634 1596
1635 if (arrow == NULL) { 1597 if (arrow == NULL)
1598 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1599 if ((arrow = find_arrow (op, bow->race)) == NULL)
1600 {
1637 if (op->type == PLAYER) 1601 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1602 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 */ 1603 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1604 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1605 CLEAR_FLAG (op, FLAG_READY_BOW);
1606
1643 return 0; 1607 return 0;
1644 } 1608 }
1645 } 1609 }
1610
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1611 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1612 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1613 return 0;
1649 } 1614
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1615 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1616 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1617 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1618 return 0;
1653 } 1619 }
1654 1620
1655 /* this should not happen, but sometimes does */ 1621 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1622 if (arrow->nrof == 0)
1657 remove_ob(arrow); 1623 {
1658 free_object(arrow); 1624 arrow->destroy ();
1659 return 0; 1625 return 0;
1660 } 1626 }
1661 1627
1662 left = arrow; /* these are arrows left to the player */ 1628 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1629 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1630 if (!arrow)
1631 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1632 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race);
1668 return 0; 1633 return 0;
1669 } 1634 }
1670 set_owner(arrow, op); 1635
1671 if (arrow->skill) free_string(arrow->skill); 1636 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1637 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1638 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1639
1678 if (op->type == PLAYER) { 1640 if (op->type == PLAYER)
1641 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1642 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1643 op->update_stats ();
1681 } 1644 }
1682 1645
1683 SET_ANIMATION(arrow, arrow->direction); 1646 SET_ANIMATION (arrow, arrow->direction);
1647
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1648 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1649 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1650 arrow->stats.grace = arrow->attacktype;
1651
1687 if (arrow->slaying != NULL) 1652 if (arrow->slaying)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1653 arrow->spellarg = strdup (arrow->slaying);
1689 1654
1690 /* Note that this was different for monsters - they got their level 1655 arrow->stats.dam += op->stats.dam + arrow->magic;
1691 * added to the damage. I think the strength bonus is more proper.
1692 */
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 1656
1698 /* update the speed */ 1657 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1658 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) + 1659 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 1660
1704 if (arrow->speed < 1.0) 1661 arrow->set_speed (max (arrow->speed, 1.0));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1662 arrow->speed_left = 0;
1708 1663
1664 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1665
1709 if (op->type == PLAYER) { 1666 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1667 {
1711 (op->chosen_skill?op->chosen_skill->level:op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1713 arrow->stats.wc - bow->stats.wc + wc_mod;
1714
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1668 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1669 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1670
1671 if (!arrow->slaying)
1672 arrow->slaying = op->slaying;
1673 }
1674 else
1675 {
1720 arrow->level = op->level; 1676 arrow->level = op->level;
1677 arrow->stats.wc -= bow->magic;
1678
1679 if (!arrow->slaying)
1680 arrow->slaying = bow->slaying;
1721 } 1681 }
1722 if (arrow->attacktype == AT_PHYSICAL) 1682
1683 arrow->stats.wc -= arrow->level;
1684
1723 arrow->attacktype |= bow->attacktype; 1685 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL)
1725 arrow->slaying = add_string(bow->slaying);
1726 1686
1727 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1689
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1732 tag = arrow->count; 1691 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1692
1735 if (!was_destroyed(arrow, tag)) 1693 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1694 move_arrow (arrow);
1737 1695
1738 if (op->type == PLAYER) { 1696 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1697 {
1698 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1699 esrv_del_item (op->contr, left->count);
1741 else 1700 else
1742 esrv_send_item(op, left); 1701 esrv_send_item (op, left);
1743 } 1702 }
1703
1744 return 1; 1704 return 1;
1745} 1705}
1746 1706
1747/* Special fire code for players - this takes into 1707/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1708 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1709 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1710 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1711 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1712 * hence the function name.
1753 */ 1713 */
1714int
1754int player_fire_bow(object *op, int dir) 1715player_fire_bow (object *op, int dir)
1755{ 1716{
1756 int ret=0, wcmod=0; 1717 int ret = 0, wcmod = 0;
1757 1718
1758 if (op->contr->bowtype == bow_bestarrow) { 1719 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1720 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1721 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1761 dir, 0, op->x, op->y); 1722 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1723 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1724 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1726 wcmod = -1;
1727
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1728 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1729 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1730 else if (op->contr->bowtype == bow_threewide)
1731 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1732 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)]); 1733 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)]); 1734 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1735 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1736 else if (op->contr->bowtype == bow_spreadshot)
1737 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1738 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); 1739 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); 1740 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1741
1776 } else { 1742 }
1743 else
1744 {
1777 /* Simple case */ 1745 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1746 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1747 }
1780 return ret; 1748 return ret;
1781} 1749}
1782 1750
1783 1751
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1752/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1753 * Broken apart from 'fire' to keep it more readable.
1786 */ 1754 */
1755void
1787void fire_misc_object(object *op, int dir) 1756fire_misc_object (object *op, int dir)
1788{ 1757{
1789 object *item; 1758 object *item = op->contr->ranged_ob;
1790 1759
1791 if (!op->contr->ranges[range_misc]) { 1760 if (!item)
1761 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1762 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1763 return;
1794 } 1764 }
1795 1765
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1766 if (!item->inv)
1767 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1768 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1769 return;
1800 } 1770 }
1771
1801 if (item->type == WAND) { 1772 if (item->type == WAND)
1773 {
1802 if(item->stats.food<=0) { 1774 if (item->stats.food <= 0)
1775 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1776 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)); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1805 return; 1778 return;
1806 } 1779 }
1780 }
1807 } else if (item->type == ROD || item->type==HORN) { 1781 else if (item->type == ROD || item->type == HORN)
1782 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1783 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1784 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 1786 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)); 1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 else 1788 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 1789 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; 1790 return;
1817 } 1791 }
1818 } 1792 }
1819 1793
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1794 if (cast_spell (op, item, dir, item->inv, NULL))
1795 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1796 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 1797 if (item->type == WAND)
1798 {
1823 if (!(--item->stats.food)) { 1799 if (!(--item->stats.food))
1800 {
1824 object *tmp; 1801 object *tmp;
1802
1825 if (item->arch) { 1803 if (item->arch)
1804 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1806 item->face = item->arch->clone.face;
1828 item->speed = 0; 1807 item->set_speed (0);
1829 update_ob_speed(item);
1830 } 1808 }
1809
1831 if ((tmp=is_player_inv(item))) 1810 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1812 }
1834 } 1813 }
1835 else if (item->type == ROD || item->type==HORN) { 1814 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1815 drain_rod_charge (item);
1837 }
1838 } 1816 }
1839} 1817}
1840 1818
1841/* Received a fire command for the player - go and do it. 1819/* Received a fire command for the player - go and do it.
1842 */ 1820 */
1821void
1843void fire(object *op,int dir) { 1822fire (object *op, int dir)
1823{
1844 int spellcost=0; 1824 int spellcost = 0;
1845 1825
1846 /* check for loss of invisiblity/hide */ 1826 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1827 if (action_makes_visible (op))
1828 make_visible (op);
1848 1829
1849 switch(op->contr->shoottype) { 1830 player *pl = op->contr;
1850 case range_none: 1831
1832 if (pl->golem)
1833 {
1834 control_golem (op->contr->golem, dir);
1851 return; 1835 return;
1836 }
1852 1837
1853 case range_bow: 1838 object *ob = pl->ranged_ob;
1839
1840 if (!ob)
1841 return;
1842
1843 switch (ob->type)
1844 {
1845 case BOW:
1854 player_fire_bow(op, dir); 1846 player_fire_bow (op, dir);
1855 return; 1847 break;
1856 1848
1857 case range_magic: /* Casting spells */ 1849 case SPELL:
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1850 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1859 return; 1851 break;
1860 1852
1861 case range_misc: 1853 case BUILDER:
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 }
1872 else
1873 control_golem(op->contr->ranges[range_golem], dir);
1874 return;
1875
1876 case range_skill:
1877 if(!op->chosen_skill) {
1878 if(op->type==PLAYER)
1879 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1880 return;
1881 }
1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir ); 1854 apply_map_builder (op, dir);
1886 return; 1855 break;
1856
1857 case SKILL:
1858 case SKILL_TOOL:
1859 do_skill (op, op, ob, dir, 0);
1860 break;
1861
1887 default: 1862 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1863 fire_misc_object (op, dir);
1889 return; 1864 break;
1890 } 1865 }
1891} 1866}
1892
1893
1894 1867
1895/* find_key 1868/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1869 * 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 1870 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1871 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1873 * pl is the player,
1901 * inv is the objects inventory to searched 1874 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1875 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1876 * This function can be called recursively to search containers.
1904 */ 1877 */
1905 1878object *
1906object * find_key(object *pl, object *container, object *door) 1879find_key (object *pl, object *container, object *door)
1907{ 1880{
1908 object *tmp,*key; 1881 object *tmp, *key;
1909 1882
1910 /* Should not happen, but sanity checking is never bad */ 1883 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1884 if (!container->inv)
1885 return 0;
1912 1886
1913 /* First, lets try to find a key in the top level inventory */ 1887 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1888 for (tmp = container->inv; tmp; tmp = tmp->below)
1889 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1890 if (door->type == DOOR && tmp->type == KEY)
1891 break;
1916 /* For sanity, we should really check door type, but other stuff 1892 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1893 * (like containers) can be locked with special keys
1918 */ 1894 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1895 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1896 break;
1921 } 1897 }
1898
1922 /* No key found - lets search inventories now */ 1899 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1900 /* 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 1901 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1902 * a key, return
1926 */ 1903 */
1927 if (!tmp) { 1904 if (!tmp)
1905 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1906 for (tmp = container->inv; tmp; tmp = tmp->below)
1907 {
1929 /* No reason to search empty containers */ 1908 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1909 if (tmp->type == CONTAINER && tmp->inv)
1910 {
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1911 if ((key = find_key (pl, tmp, door)))
1912 return key;
1932 } 1913 }
1933 } 1914 }
1915
1916 if (!tmp)
1934 if (!tmp) return NULL; 1917 return NULL;
1935 } 1918 }
1919
1936 /* We get down here if we have found a key. Now if its in a container, 1920 /* 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 1921 * see if we actually want to use it
1938 */ 1922 */
1939 if (pl!=container) { 1923 if (pl != container)
1924 {
1940 /* Only let players use keys in containers */ 1925 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1926 if (!pl->contr)
1927 return NULL;
1942 /* cases where this fails: 1928 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1929 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1930 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1931 * If the container is not active, return now since only active
1946 * containers can be used. 1932 * containers can be used.
1947 * If we only search keyrings and the container does not have 1933 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1934 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1935 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1936 * inv must have been an container and must have been active.
1951 * 1937 *
1952 * Change the color so that the message doesn't disappear with 1938 * Change the color so that the message doesn't disappear with
1953 * all the others. 1939 * all the others.
1954 */ 1940 */
1955 if (pl->contr->usekeys == key_inventory || 1941 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1942 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings &&
1958 (!container->race || strcmp(container->race, "keys"))) 1943 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 ) { 1944 {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1945 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 1946 "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; 1947 return NULL;
1964 } 1948 }
1965 } 1949 }
1950
1966 return tmp; 1951 return tmp;
1967} 1952}
1968 1953
1969/* moved door processing out of move_player_attack. 1954/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1955 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1956 * such that the caller should not do anything more,
1972 * 0 otherwise 1957 * 0 otherwise
1973 */ 1958 */
1959static int
1974static int player_attack_door(object *op, object *door) 1960player_attack_door (object *op, object *door)
1975{ 1961{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1962 /* 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 - 1963 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1964 * otherwise, we fall through to the rest of the code.
1980 */ 1965 */
1981 object *key=find_key(op, op, door); 1966 object *key = find_key (op, op, door);
1982 1967
1983 /* IF we found a key, do some extra work */ 1968 /* IF we found a key, do some extra work */
1984 if (key) { 1969 if (key)
1970 {
1985 object *container=key->env; 1971 object *container = key->env;
1986 1972
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1973 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1974
1988 if(action_makes_visible(op)) make_visible(op); 1975 if (action_makes_visible (op))
1976 make_visible (op);
1977
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1978 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1979 spring_trap (door->inv, op);
1980
1990 if (door->type == DOOR) { 1981 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1982 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1983 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1984 {
1995 "You open the door with the %s", query_short_name(key)); 1985 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 ;-) */ 1986 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1987 }
1988
1998 /* Do this after we print the message */ 1989 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1990 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1991 /* Need to update the weight the container the key was in */
2001 if (container != op) 1992 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 1993 esrv_update_item (UPD_WEIGHT, op, container);
1994
2003 return 1; /* Nothing more to do below */ 1995 return 1; /* Nothing more to do below */
1996 }
2004 } else if (door->type==LOCKED_DOOR) { 1997 else if (door->type == LOCKED_DOOR)
1998 {
2005 /* Might as well return now - no other way to open this */ 1999 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2000 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2001 return 1;
2008 } 2002 }
2003
2009 return 0; 2004 return 0;
2010} 2005}
2011 2006
2012/* This function is just part of a breakup from move_player. 2007/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2008 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2009 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2010 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2011 * going to try and move (not fire weapons).
2017 */ 2012 */
2018 2013void
2019void move_player_attack(object *op, int dir) 2014move_player_attack (object *op, int dir)
2020{ 2015{
2021 object *tmp, *mon; 2016 object *tmp, *mon;
2022 sint16 nx, ny;
2023 int on_battleground; 2017 int on_battleground;
2024 mapstruct *m; 2018 maptile *m;
2025 2019
2026 nx=freearr_x[dir]+op->x; 2020 sint16 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2021 sint16 ny = freearr_y[dir] + op->y;
2028 2022
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2023 on_battleground = op_on_battleground (op, 0, 0);
2030 2024
2031 /* If braced, or can't move to the square, and it is not out of the 2025 /* 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 2026 * 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 2027 * 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 2028 * 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 2029 * 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 2030 * 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 2031 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2032 * move_ob uses.
2039 */ 2033 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2034 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2035 {
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2036 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 } 2037 {
2038 m = op->map->xy_find (nx, ny);
2039 if (!m)
2040 return; /* Don't think this should happen */
2041 }
2042 else
2045 else m =op->map; 2043 m = op->map;
2046 2044
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2045 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");*/ 2046 return;
2047
2048 mon = 0;
2049 /* Go through all the objects, and find ones of interest. Only stop if
2050 * we find a monster - that is something we know we want to attack.
2051 * if its a door or barrel (can roll) see if there may be monsters
2052 * on the space
2053 */
2054 while (tmp)
2055 {
2056 if (tmp == op)
2057 {
2058 tmp = tmp->above;
2059 continue;
2060 }
2061
2062 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2063 {
2064 mon = tmp;
2065 break;
2066 }
2067
2068 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2069 mon = tmp;
2070
2071 tmp = tmp->above;
2072 }
2073
2074 if (!mon) /* This happens anytime the player tries to move */
2075 return; /* into a wall */
2076
2077 if (mon->head)
2078 mon = mon->head;
2079
2080 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2081 if (player_attack_door (op, mon))
2082 return;
2083
2084 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them.
2090 */
2091
2092 /* If the creature is a pet, push it even if the player is not
2093 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive.
2095 */
2096 if ((op->type == PLAYER)
2097#if COZY_SERVER
2098 &&
2099 ((mon->owner && mon->owner->contr
2100 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2101#else
2102 && mon->owner == 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)
2049 return; 2108 return;
2050 }
2051 2109
2052 mon = NULL; 2110 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 2111 push_ob (mon, dir, op);
2054 * we find a monster - that is something we know we want to attack. 2112 if (op->contr->tmp_invis || op->hide)
2055 * if its a door or barrel (can roll) see if there may be monsters 2113 make_visible (op);
2056 * on the space 2114
2115 return;
2116 }
2117
2118 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push
2120 * someone, but put it inside this loop so that you won't
2121 * attack them either.
2057 */ 2122 */
2058 while (tmp!=NULL) { 2123 if ((mon->type == PLAYER || mon->enemy != op) &&
2059 if (tmp == op) { 2124 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2060 tmp=tmp->above; 2125#ifdef PROHIBIT_PLAYERKILL
2061 continue; 2126 (op->contr->peaceful
2127 || (mon->type == PLAYER
2128 && mon->contr->
2129 peaceful)) &&
2130#else
2131 op->contr->peaceful &&
2132#endif
2133 !on_battleground))
2134 {
2135 if (!op->contr->braced)
2136 {
2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2138 push_ob (mon, dir, op);
2062 } 2139 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2140 else
2064 mon = tmp; 2141 new_draw_info (0, 0, op, "You withhold your attack");
2065 break; 2142
2143 if (op->contr->tmp_invis || op->hide)
2144 make_visible (op);
2145 }
2146
2147 /* If the object is a boulder or other rollable object, then
2148 * roll it if not braced. You can't roll it if you are braced.
2149 */
2150 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2151 {
2152 recursive_roll (mon, dir, op);
2153 if (action_makes_visible (op))
2154 make_visible (op);
2155 }
2156
2157 /* Any generic living creature. Including things like doors.
2158 * Way it works is like this: First, it must have some hit points
2159 * and be living. Then, it must be one of the following:
2160 * 1) Not a player, 2) A player, but of a different party. Note
2161 * that party_number -1 is no party, so attacks can still happen.
2162 */
2163 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2164 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2165 {
2166
2167 /* If the player hasn't hit something this tick, and does
2168 * so, give them speed boost based on weapon speed. Doing
2169 * it here is better than process_players2, which basically
2170 * incurred a 1 tick offset.
2171 */
2172 if (!op->contr->has_hit)
2173 {
2174 op->speed_left += op->speed / op->contr->weapon_sp;
2175
2176 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2066 } 2177 }
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 2178
2075 if(mon->head != NULL) 2179 skill_attack (mon, op, 0, 0, 0);
2076 mon = mon->head;
2077 2180
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2181 /* If attacking another player, that player gets automatic
2079 if (player_attack_door(op, mon)) return; 2182 * hitback, and doesn't loose luck either.
2080 2183 * Disable hitback on the battleground or if the target is
2081 /* The following deals with possibly attacking peaceful 2184 * 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 */ 2185 */
2088 2186 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 )) { 2187 {
2129 if (!op->contr->braced) { 2188 short luck = mon->stats.luck;
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2189
2131 (void) push_ob(mon,dir,op); 2190 mon->contr->has_hit = 1;
2132 } else { 2191 skill_attack (op, mon, 0, 0, 0);
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2192 mon->stats.luck = luck;
2134 } 2193 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137 2194
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); 2195 if (action_makes_visible (op))
2144 } 2196 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 } 2197 }
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 */ 2198 } /* if player should attack something */
2185} 2199}
2186 2200
2201int
2187int move_player(object *op,int dir) { 2202move_player (object *op, int dir)
2203{
2188 int pick; 2204 int pick;
2189 2205
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2206 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; 2207 return 0;
2208
2209 /* Sanity check: make sure dir is valid */
2210 if ((dir < 0) || (dir >= 9))
2211 {
2212 LOG (llevError, "move_player: invalid direction %d\n", dir);
2213 return 0;
2214 }
2215
2216 /* peterm: added following line */
2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2218 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2219
2220 op->facing = dir;
2221
2222 if (op->hide)
2223 do_hidden_move (op);
2224
2225 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2226 /*nop */ ;
2227 else if (op->contr->fire_on)
2228 fire (op, dir);
2229 else
2230 {
2231 move_player_attack (op, dir);
2232 pick = check_pick (op);
2233 }
2234
2235 /* Add special check for newcs players and fire on - this way, the
2236 * server can handle repeat firing.
2237 */
2238 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2239 op->direction = dir;
2240 else
2241 op->direction = 0;
2242
2243 /* Update how the player looks. Use the facing, so direction may
2244 * get reset to zero. This allows for full animation capabilities
2245 * for players.
2246 */
2247 animate_object (op, op->facing);
2248 return 0;
2231} 2249}
2232 2250
2233/* This is similar to handle_player, below, but is only used by the 2251/* This is similar to handle_player, below, but is only used by the
2234 * new client/server stuff. 2252 * new client/server stuff.
2235 * This is sort of special, in that the new client/server actually uses 2253 * This is sort of special, in that the new client/server actually uses
2236 * the new speed values for commands. 2254 * the new speed values for commands.
2237 * 2255 *
2238 * Returns true if there are more actions we can do. 2256 * Returns true if there are more actions we can do.
2239 */ 2257 */
2258int
2240int handle_newcs_player(object *op) 2259handle_newcs_player (object *op)
2241{ 2260{
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)) { 2261 if (QUERY_FLAG (op, FLAG_SCARED))
2262 {
2259 flee_player(op); 2263 flee_player (op);
2260 /* If player is still scared, that is his action for this tick */ 2264 /* If player is still scared, that is his action for this tick */
2261 if (QUERY_FLAG(op, FLAG_SCARED)) { 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2266 {
2262 op->speed_left--; 2267 op->speed_left--;
2263 return 0; 2268 return 0;
2264 } 2269 }
2265 } 2270 }
2266 2271
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 2272 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2273 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2274 * called, so we recheck it here.
2282 */ 2275 */
2283 HandleClient(&op->contr->socket, op->contr); 2276 if (op->contr->ns->handle_command ())
2284 if (op->speed_left<0) return 0; 2277 return 1;
2285 2278
2279 if (op->speed_left > 0)
2280 {
2286 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2281 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2282 {
2287 /* All move commands take 1 tick, at least for now */ 2283 /* All move commands take 1 tick, at least for now */
2288 op->speed_left--; 2284 op->speed_left--;
2289 2285
2290 /* Instead of all the stuff below, let move_player take care 2286 /* Instead of all the stuff below, let move_player take care
2291 * of it. Also, some of the skill stuff is only put in 2287 * of it. Also, some of the skill stuff is only put in
2292 * there, as well as the confusion stuff. 2288 * there, as well as the confusion stuff.
2293 */ 2289 */
2294 move_player(op, op->direction); 2290 move_player (op, op->direction);
2295 if (op->speed_left>0) return 1; 2291
2296 else return 0; 2292 return op->speed_left > 0;
2293 }
2297 } 2294 }
2295
2296 return 0;
2297}
2298
2299int
2300save_life (object *op)
2301{
2302 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2298 return 0; 2303 return 0;
2299}
2300 2304
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) 2305 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2308 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2306 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2307 {
2309 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2308 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2310 new_draw_info_format(NDI_UNIQUE, 0,op, 2309 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2311 "Your %s vibrates violently, then evaporates.", 2310
2312 query_name(tmp));
2313 if (op->contr) 2311 if (op->contr)
2314 esrv_del_item(op->contr, tmp->count); 2312 esrv_del_item (op->contr, tmp->count);
2315 remove_ob(tmp); 2313
2316 free_object(tmp); 2314 tmp->destroy ();
2317 CLEAR_FLAG(op, FLAG_LIFESAVE); 2315 CLEAR_FLAG (op, FLAG_LIFESAVE);
2316
2318 if(op->stats.hp<0) 2317 if (op->stats.hp < 0)
2319 op->stats.hp = op->stats.maxhp; 2318 op->stats.hp = op->stats.maxhp;
2319
2320 if(op->stats.food<0) 2320 if (op->stats.food < 0)
2321 op->stats.food = 999; 2321 op->stats.food = 999;
2322 fix_player(op); 2322
2323 op->update_stats ();
2323 return 1; 2324 return 1;
2324 } 2325 }
2326
2325 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2327 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2326 CLEAR_FLAG(op, FLAG_LIFESAVE); 2328 CLEAR_FLAG (op, FLAG_LIFESAVE);
2327 enter_player_savebed(op); /* bring him home. */ 2329 enter_player_savebed (op); /* bring him home. */
2328 return 0; 2330 return 0;
2329} 2331}
2330 2332
2331/* This goes throws the inventory and removes unpaid objects, and puts them 2333/* This goes throws the inventory and removes unpaid objects, and puts them
2332 * back in the map (location and map determined by values of env). This 2334 * back in the map (location and map determined by values of env). This
2333 * function will descend into containers. op is the object to start the search 2335 * function will descend into containers. op is the object to start the search
2334 * from. 2336 * from.
2335 */ 2337 */
2338void
2336void remove_unpaid_objects(object *op, object *env) 2339remove_unpaid_objects (object *op, object *env)
2337{ 2340{
2338 object *next;
2339
2340 while (op) { 2341 while (op)
2342 {
2341 next=op->below; /* Make sure we have a good value, in case 2343 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2342 * we remove object 'op' 2344
2343 */
2344 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2345 if (QUERY_FLAG (op, FLAG_UNPAID))
2345 remove_ob(op); 2346 {
2346 op->x = env->x;
2347 op->y = env->y;
2348 if (env->type == PLAYER) 2347 if (env->type == PLAYER)
2349 esrv_del_item(env->contr, op->count); 2348 esrv_del_item (env->contr, op->count);
2350 insert_ob_in_map(op, env->map, NULL,0); 2349
2350 op->insert_at (env);
2351 } 2351 }
2352 else if (op->inv)
2352 else if (op->inv) remove_unpaid_objects(op->inv, env); 2353 remove_unpaid_objects (op->inv, env);
2354
2353 op=next; 2355 op = next;
2354 } 2356 }
2355} 2357}
2356
2357 2358
2358/* 2359/*
2359 * Returns pointer a static string containing gravestone text 2360 * Returns pointer a static string containing gravestone text
2360 * Moved from apply.c to player.c - player.c is what 2361 * Moved from apply.c to player.c - player.c is what
2361 * actually uses this function. player.c may not be quite the 2362 * actually uses this function. player.c may not be quite the
2362 * best, a misc file for object actions is probably better, 2363 * best, a misc file for object actions is probably better,
2363 * but there isn't one in the server directory. 2364 * but there isn't one in the server directory.
2364 */ 2365 */
2366char *
2365char *gravestone_text (object *op) 2367gravestone_text (object *op)
2366{ 2368{
2367 static char buf2[MAX_BUF]; 2369 static char buf2[MAX_BUF];
2368 char buf[MAX_BUF]; 2370 char buf[MAX_BUF];
2369 time_t now = time (NULL); 2371 time_t now = time (NULL);
2370 2372
2371 strcpy (buf2, " R.I.P.\n\n"); 2373 strcpy (buf2, " R.I.P.\n\n");
2372 if (op->type == PLAYER) 2374 if (op->type == PLAYER)
2373 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2375 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2374 else 2376 else
2375 sprintf (buf, "%s\n", op->name); 2377 sprintf (buf, "%s\n", &op->name);
2378
2376 strncat (buf2, " ", 20 - strlen (buf) / 2); 2379 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377 strcat (buf2, buf); 2380 strcat (buf2, buf);
2378 if (op->type == PLAYER) 2381 if (op->type == PLAYER)
2379 sprintf (buf, "who was in level %d when killed\n", op->level); 2382 sprintf (buf, "who was in level %d when killed\n", op->level);
2380 else 2383 else
2381 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2384 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2385
2382 strncat (buf2, " ", 20 - strlen (buf) / 2); 2386 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf); 2387 strcat (buf2, buf);
2384 if (op->type == PLAYER) { 2388 if (op->type == PLAYER)
2389 {
2385 sprintf (buf, "by %s.\n\n", op->contr->killer); 2390 sprintf (buf, "by %s.\n\n", op->contr->killer);
2386 strncat (buf2, " ", 21 - strlen (buf) / 2); 2391 strncat (buf2, " ", 21 - strlen (buf) / 2);
2387 strcat (buf2, buf); 2392 strcat (buf2, buf);
2388 } 2393 }
2394
2389 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2395 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2390 strncat (buf2, " ", 20 - strlen (buf) / 2); 2396 strncat (buf2, " ", 20 - strlen (buf) / 2);
2391 strcat (buf2, buf); 2397 strcat (buf2, buf);
2398
2392 return buf2; 2399 return buf2;
2393} 2400}
2394 2401
2395 2402void
2396
2397void do_some_living(object *op) { 2403do_some_living (object *op)
2404{
2398 int last_food=op->stats.food; 2405 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2406 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace; 2407 int over_hp, over_sp, over_grace;
2401 int i; 2408 int i;
2402 int rate_hp = 1200; 2409 int rate_hp = 1200;
2403 int rate_sp = 2500; 2410 int rate_sp = 2500;
2404 int rate_grace = 2000; 2411 int rate_grace = 2000;
2405 const int max_hp = 1; 2412 const int max_hp = 1;
2406 const int max_sp = 1; 2413 const int max_sp = 1;
2407 const int max_grace = 1; 2414 const int max_grace = 1;
2408 2415
2409 if (op->contr->outputs_sync) { 2416 if (op->contr->hidden)
2410 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2417 {
2411 if (op->contr->outputs[i].buf!=NULL && 2418 op->invisible = 1000;
2412 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2419 /* the socket code flashes the player visible/invisible
2413 flush_output_element(op, &op->contr->outputs[i]); 2420 * depending on the value of invisible, so we need to
2421 * alternate it here for it to work correctly.
2422 */
2423 if (pticks & 2)
2424 op->invisible--;
2414 } 2425 }
2426 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2427 {
2428 if (!op->invisible--)
2429 {
2430 make_visible (op);
2431 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2432 }
2433 }
2415 2434
2416 if(op->contr->state==ST_PLAYING) { 2435 if (op->contr->ns->state == ST_PLAYING)
2417 2436 {
2418 /* these next three if clauses make it possible to SLOW DOWN 2437 /* these next three if clauses make it possible to SLOW DOWN
2419 hp/grace/spellpoint regeneration. */ 2438 hp/grace/spellpoint regeneration. */
2420 if(op->contr->gen_hp >= 0 ) 2439 if (op->contr->gen_hp >= 0)
2421 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2440 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2422 else { 2441 else
2442 {
2423 gen_hp = op->stats.maxhp; 2443 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2444 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425 } 2445 }
2446
2426 if(op->contr->gen_sp >= 0 ) 2447 if (op->contr->gen_sp >= 0)
2427 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2448 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else { 2449 else
2450 {
2429 gen_sp = op->stats.maxsp; 2451 gen_sp = op->stats.maxsp;
2430 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2452 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2431 } 2453 }
2454
2432 if(op->contr->gen_grace >= 0) 2455 if (op->contr->gen_grace >= 0)
2433 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2456 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2434 else { 2457 else
2458 {
2435 gen_grace = op->stats.maxgrace; 2459 gen_grace = op->stats.maxgrace;
2436 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2460 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2437 } 2461 }
2438 2462
2439 /* Regenerate Spell Points */ 2463 /* Regenerate Spell Points */
2440 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2464 if (!op->contr->golem && --op->last_sp < 0)
2465 {
2441 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2466 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) { 2467 if (op->stats.sp < op->stats.maxsp)
2458 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2468 {
2459 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2460 op->stats.sp--; 2469 op->stats.sp++;
2461 if(op->stats.sp>op->stats.maxsp) 2470 /* dms do not consume food */
2462 op->stats.sp=op->stats.maxsp; 2471 if (!QUERY_FLAG (op, FLAG_WIZ))
2472 {
2473 op->stats.food--;
2474 if (op->contr->digestion < 0)
2475 op->stats.food += op->contr->digestion;
2476 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2477 op->stats.food = last_food;
2463 } 2478 }
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 } 2479 }
2480
2481 if (max_sp > 1)
2482 {
2483 over_sp = (gen_sp + 10) / rate_sp;
2484 if (over_sp > 0)
2485 {
2486 if (op->stats.sp < op->stats.maxsp)
2487 {
2488 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2489
2490 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2491 op->stats.sp--;
2492
2493 if (op->stats.sp > op->stats.maxsp)
2494 op->stats.sp = op->stats.maxsp;
2495 }
2496 op->last_sp = 0;
2497 }
2498 else
2499 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2500 }
2487 } else { 2501 else
2502 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2503 }
2504
2505 /* Regenerate Grace */
2506 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2507 if (--op->last_grace < 0)
2508 {
2509 if (op->stats.grace < op->stats.maxgrace / 2)
2510 op->stats.grace++; /* no penalty in food for regaining grace */
2511
2512 if (max_grace > 1)
2513 {
2514 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2515 if (over_grace > 0)
2516 {
2517 op->stats.sp += over_grace
2518 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2519 op->last_grace = 0;
2520 }
2521 else
2522 {
2523 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2524 }
2525 }
2526 else
2527 {
2488 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2528 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2489 } 2529 }
2490 /* wearing stuff doesn't detract from grace generation. */ 2530 /* wearing stuff doesn't detract from grace generation. */
2491 } 2531 }
2492 2532
2493 /* Regenerate Hit Points */ 2533 /* Regenerate Hit Points */
2494 if(--op->last_heal<0) { 2534 if (--op->last_heal < 0)
2535 {
2495 if(op->stats.hp<op->stats.maxhp) { 2536 if (op->stats.hp < op->stats.maxhp)
2537 {
2496 op->stats.hp++; 2538 op->stats.hp++;
2497 /* dms do not consume food */ 2539 /* dms do not consume food */
2498 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2540 if (!QUERY_FLAG (op, FLAG_WIZ))
2499 op->stats.food--; 2541 {
2542 op->stats.food--;
2500 if(op->contr->digestion<0) 2543 if (op->contr->digestion < 0)
2501 op->stats.food+=op->contr->digestion; 2544 op->stats.food += op->contr->digestion;
2502 else if(op->contr->digestion>0 && 2545 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; 2546 op->stats.food = last_food;
2547 }
2548 }
2549
2550 if (max_hp > 1)
2551 {
2552 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2553 if (over_hp > 0)
2554 {
2555 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2556 op->last_heal = 0;
2557 }
2558 else
2559 {
2560 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2561 }
2562 }
2563 else
2564 {
2565 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2566 }
2505 } 2567 }
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 2568
2521 /* Digestion */ 2569 /* Digestion */
2522 if(--op->last_eat<0) { 2570 if (--op->last_eat < 0)
2571 {
2523#ifdef COZY_SERVER 2572#ifdef COZY_SERVER
2524 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2573 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2525 int bonus=dg>0?dg:0, 2574 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2526 penalty=dg<0?-dg:0;
2527#else 2575#else
2528 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2576 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 2577#endif
2531 2578
2532 if(op->contr->gen_hp > 0) 2579 if (op->contr->gen_hp > 0)
2533 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2580 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2534 else 2581 else
2535 op->last_eat=25*(1+bonus)/(penalty +1); 2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2583
2536 /* dms do not consume food */ 2584 /* dms do not consume food */
2537 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2585 if (!QUERY_FLAG (op, FLAG_WIZ))
2538 } 2586 op->stats.food--;
2539 } 2587 }
2540 2588
2541 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2589 if (op->stats.food < 0 && op->stats.hp >= 0)
2590 {
2542 object *tmp, *flesh=NULL; 2591 object *tmp, *flesh = 0;
2543 2592
2544 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2593 for (tmp = op->inv; tmp; tmp = tmp->below)
2594 {
2545 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2595 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2596 {
2546 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2597 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2598 {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2599 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2548 manual_apply(op,tmp,0); 2600 manual_apply (op, tmp, 0);
2549 if(op->stats.food>=0||op->stats.hp<0) 2601 if (op->stats.food >= 0 || op->stats.hp < 0)
2550 break; 2602 break;
2551 } 2603 }
2552 else if (tmp->type==FLESH) flesh=tmp; 2604 else if (tmp->type == FLESH)
2605 flesh = tmp;
2553 } /* End if paid for object */ 2606 } /* End if paid for object */
2554 } /* end of for loop */ 2607 } /* end of for loop */
2608
2555 /* If player is still starving, it means they don't have any food, so 2609 /* If player is still starving, it means they don't have any food, so
2556 * eat flesh instead. 2610 * eat flesh instead.
2557 */ 2611 */
2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2612 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2613 {
2559 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2614 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2560 manual_apply(op,flesh,0); 2615 manual_apply (op, flesh, 0);
2561 } 2616 }
2562 } /* end if player is starving */ 2617 }
2563 2618
2564 while(op->stats.food<0&&op->stats.hp>0) 2619 while (op->stats.food < 0 && op->stats.hp >= 0)
2565 op->stats.food++,op->stats.hp--; 2620 op->stats.food++, op->stats.hp--;
2566 2621
2567 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2622 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2568 kill_player(op); 2623 kill_player (op);
2624 }
2569} 2625}
2570
2571
2572 2626
2573/* If the player should die (lack of hp, food, etc), we call this. 2627/* 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 2628 * 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 2629 * permadeath, no lifesave), this will take care of removing the player
2576 * file. 2630 * file.
2577 */ 2631 */
2632void
2578void kill_player(object *op) 2633kill_player (object *op)
2579{ 2634{
2580 char buf[MAX_BUF]; 2635 char buf[MAX_BUF];
2581 int x,y,i; 2636 int x, y;
2637
2638 //int i;
2582 mapstruct *map; /* this is for resurrection */ 2639 maptile *map; /* this is for resurrection */
2640
2583 int z; 2641 /* int z;
2584 int num_stats_lose; 2642 int num_stats_lose;
2585 int lost_a_stat; 2643 int lost_a_stat;
2586 int lose_this_stat; 2644 int lose_this_stat;
2587 int this_stat; 2645 int this_stat; */
2588 int will_kill_again; 2646 int will_kill_again;
2589 archetype *at; 2647 archetype *at;
2590 object *tmp; 2648 object *tmp;
2591 2649
2592 if(save_life(op)) 2650 if (save_life (op))
2593 return; 2651 return;
2594 2652
2595 2653
2596 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2654 /* 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. 2655 * in cities ONLY!!! It is very important that this doesn't get abused.
2598 * Look at op_on_battleground() for more info --AndreasV 2656 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2657 */
2600 if (op_on_battleground(op, &x, &y)) { 2658 if (op_on_battleground (op, &x, &y))
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2659 {
2602 "You have been defeated in combat!"); 2660 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, 2661 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2604 "Local medics have saved your life..."); 2662
2605
2606 /* restore player */ 2663 /* restore player */
2607 at = find_archetype("poisoning"); 2664 at = archetype::find ("poisoning");
2608 tmp=present_arch_in_ob(at,op); 2665 if (object *tmp = present_arch_in_ob (at, op))
2609 if (tmp) { 2666 {
2610 remove_ob(tmp); 2667 tmp->destroy ();
2611 free_object(tmp);
2612 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2668 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2669 }
2670
2671 at = archetype::find ("confusion");
2672 if (object *tmp = present_arch_in_ob (at, op))
2613 } 2673 {
2614 2674 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"); 2675 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2621 } 2676 }
2622 2677
2623 cure_disease(op,0); /* remove any disease */ 2678 cure_disease (op, 0); /* remove any disease */
2624 op->stats.hp=op->stats.maxhp; 2679 op->stats.hp = op->stats.maxhp;
2625 if (op->stats.food<=0) op->stats.food=999; 2680 if (op->stats.food <= 0)
2626 2681 op->stats.food = 999;
2682
2627 /* create a bodypart-trophy to make the winner happy */ 2683 /* create a bodypart-trophy to make the winner happy */
2628 tmp=arch_to_object(find_archetype("finger")); 2684 if (object *tmp = arch_to_object (archetype::find ("finger")))
2629 if (tmp != NULL)
2630 { 2685 {
2631 sprintf(buf,"%s's finger",op->name); 2686 sprintf (buf, "%s's finger", &op->name);
2632 tmp->name = add_string(buf); 2687 tmp->name = buf;
2633 sprintf(buf," This finger has been cut off %s\n" 2688 sprintf (buf, " This finger has been cut off %s\n"
2634 " the %s, when he was defeated at\n level %d by %s.\n", 2689 " the %s, when he was defeated at\n level %d by %s.\n",
2635 op->name, op->contr->title, (int)(op->level), 2690 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2636 op->contr->killer); 2691 tmp->msg = buf;
2637 tmp->msg=add_string(buf);
2638 tmp->value=0, tmp->material=0, tmp->type=0; 2692 tmp->value = 0, tmp->type = 0;
2639 tmp->materialname = NULL; 2693 tmp->materialname = "organics";
2640 tmp->x = op->x, tmp->y = op->y; 2694 tmp->insert_at (op, tmp);
2641 insert_ob_in_map(tmp,op->map,op,0);
2642 }
2643 2695 }
2696
2644 /* teleport defeated player to new destination*/ 2697 /* teleport defeated player to new destination */
2645 transfer_ob(op, x, y, 0, NULL); 2698 transfer_ob (op, x, y, 0, NULL);
2646 op->contr->braced=0; 2699 op->contr->braced = 0;
2647 return; 2700 return;
2648 } 2701 }
2649 2702
2650 INVOKE_PLAYER (DEATH, op->contr); 2703 INVOKE_PLAYER (DEATH, op->contr);
2651 2704
2652 command_kill_pets (op, 0); 2705 command_kill_pets (op, 0);
2653 2706
2654 if(op->stats.food<0) { 2707 if (op->stats.food < 0)
2655 if (op->contr->explore) { 2708 {
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); 2709 sprintf (buf, "%s starved to death.", &op->name);
2662 strcpy(op->contr->killer,"starvation"); 2710 strcpy (op->contr->killer, "starvation");
2663 } 2711 }
2664 else { 2712 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); 2713 sprintf (buf, "%s died.", &op->name);
2672 } 2714
2673 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2715 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2674 2716
2675 /* save the map location for corpse, gravestone*/ 2717 /* save the map location for corpse, gravestone */
2676 x=op->x;y=op->y;map=op->map; 2718 x = op->x;
2719 y = op->y;
2720 map = op->map;
2677 2721
2678
2679 if (settings.not_permadeth == TRUE) {
2680 /* NOT_PERMADEATH code. This basically brings the character back to 2722 /* NOT_PERMADEATH code. This basically brings the character back to
2681 * life if they are dead - it takes some exp and a random stat. 2723 * 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. 2724 * See the config.h file for a little more in depth detail about this.
2683 */ 2725 */
2684 2726
2685 /* Basically two ways to go - remove a stat permanently, or just 2727 /* Basically two ways to go - remove a stat permanently, or just
2686 * make it depletion. This bunch of code deals with that aspect 2728 * make it depletion. This bunch of code deals with that aspect
2687 * of death. 2729 * of death.
2688 */ 2730 */
2689#ifndef COZY_SERVER 2731#ifndef COZY_SERVER
2690 if (settings.balanced_stat_loss) { 2732 if (settings.balanced_stat_loss)
2733 {
2691 /* If stat loss is permanent, lose one stat only. */ 2734 /* If stat loss is permanent, lose one stat only. */
2692 /* Lower level chars don't lose as many stats because they suffer 2735 /* Lower level chars don't lose as many stats because they suffer
2693 more if they do. */ 2736 more if they do. */
2694 /* Higher level characters can afford things such as potions of 2737 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that 2738 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */ 2739 little bit harder. */
2697 /* GD */ 2740 /* GD */
2698 if (settings.stat_loss_on_death) 2741 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; 2742 num_stats_lose = 1;
2704 } 2743 else
2744 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2745 }
2746 else
2747 num_stats_lose = 1;
2748
2705 lost_a_stat = 0; 2749 lost_a_stat = 0;
2706 2750
2707 for (z=0; z<num_stats_lose; z++) { 2751 for (z = 0; z < num_stats_lose; z++)
2752 {
2708 i = RANDOM() % NUM_STATS; 2753 i = RANDOM () % NUM_STATS;
2709 2754
2710 if (settings.stat_loss_on_death) { 2755 if (settings.stat_loss_on_death)
2756 {
2711 /* Pick a random stat and take a point off it. Tell the player 2757 /* Pick a random stat and take a point off it. Tell the player
2712 * what he lost. 2758 * what he lost.
2713 */ 2759 */
2714 change_attr_value(&(op->stats), i,-1); 2760 change_attr_value (&(op->stats), i, -1);
2715 check_stat_bounds(&(op->stats)); 2761 check_stat_bounds (&(op->stats));
2716 change_attr_value(&(op->contr->orig_stats), i,-1); 2762 change_attr_value (&(op->contr->orig_stats), i, -1);
2717 check_stat_bounds(&(op->contr->orig_stats)); 2763 check_stat_bounds (&(op->contr->orig_stats));
2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2764 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2719 lost_a_stat = 1; 2765 lost_a_stat = 1;
2720 } else { 2766 }
2767 else
2768 {
2721 /* deplete a stat */ 2769 /* deplete a stat */
2722 archetype *deparch=find_archetype("depletion"); 2770 archetype *deparch = archetype::find ("depletion");
2723 object *dep; 2771 object *dep;
2772
2773 dep = present_arch_in_ob (deparch, op);
2774 if (!dep)
2724 2775 {
2725 dep = present_arch_in_ob(deparch,op);
2726 if(!dep) {
2727 dep = arch_to_object(deparch); 2776 dep = arch_to_object (deparch);
2728 insert_ob_in_ob(dep, op); 2777 insert_ob_in_ob (dep, op);
2729 } 2778 }
2730 lose_this_stat = 1; 2779 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) { 2780 if (settings.balanced_stat_loss)
2781 {
2732 /* GD */ 2782 /* GD */
2733 /* Get the stat that we're about to deplete. */ 2783 /* Get the stat that we're about to deplete. */
2734 this_stat = get_attr_value(&(dep->stats), i); 2784 this_stat = get_attr_value (&(dep->stats), i);
2735 if (this_stat < 0) { 2785 if (this_stat < 0)
2786 {
2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2787 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2737 int keep_chance = this_stat * this_stat; 2788 int keep_chance = this_stat * this_stat;
2789
2738 /* Yes, I am paranoid. Sue me. */ 2790 /* Yes, I am paranoid. Sue me. */
2739 if (keep_chance < 1) 2791 if (keep_chance < 1)
2740 keep_chance = 1; 2792 keep_chance = 1;
2741 2793
2742 /* There is a maximum depletion total per level. */ 2794 /* There is a maximum depletion total per level. */
2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2795 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2796 {
2744 lose_this_stat = 0; 2797 lose_this_stat = 0;
2745 /* Take loss chance vs keep chance to see if we 2798 /* Take loss chance vs keep chance to see if we
2746 retain the stat. */ 2799 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 } 2800 }
2756 } 2801 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 */ 2802 {
2766 if (this_stat>=-50) { 2803 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; 2804 lose_this_stat = 0;
2805 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2806 this_stat, keep_chance, loss_chance,
2807 lose_this_stat?"LOSE":"KEEP"); */
2772 } 2808 }
2773 } 2809 }
2774 } 2810 }
2775 } 2811
2776 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 2812 if (lose_this_stat)
2813 {
2814 this_stat = get_attr_value (&(dep->stats), i);
2815 /* We could try to do something clever like find another
2816 * stat to reduce if this fails. But chances are, if
2817 * stats have been depleted to -50, all are pretty low
2818 * and should be roughly the same, so it shouldn't make a
2819 * difference.
2820 */
2821 if (this_stat >= -50)
2778 { 2822 {
2779 /* determine_god() seems to not work sometimes... why is this? 2823 change_attr_value (&(dep->stats), i, -1);
2780 Should I be using something else? GD */ 2824 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 " 2825 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2784 "moment you feel the holy presence of %s protecting" 2826 op->update_stats ();
2785 " you.", god); 2827 lost_a_stat = 1;
2786 else 2828 }
2787 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2788 " feel a holy presence protecting you.");
2789 } 2829 }
2830 }
2831 }
2832 /* If no stat lost, tell the player. */
2833 if (!lost_a_stat)
2834 {
2835 /* determine_god() seems to not work sometimes... why is this?
2836 Should I be using something else? GD */
2837 const char *god = determine_god (op);
2838
2839 if (god && (strcmp (god, "none")))
2840 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2841 else
2842 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2843 }
2844#else
2845 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2790#endif 2846#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 2847
2794 /* Put a gravestone up where the character 'almost' died. List the 2848 /* Put a gravestone up where the character 'almost' died. List the
2795 * exp loss on the stone. 2849 * exp loss on the stone.
2796 */ 2850 */
2797 tmp=arch_to_object(find_archetype("gravestone")); 2851 tmp = arch_to_object (archetype::find ("gravestone"));
2798 sprintf(buf,"%s's gravestone",op->name); 2852 sprintf (buf, "%s's gravestone", &op->name);
2799 FREE_AND_COPY(tmp->name, buf); 2853 tmp->name = buf;
2800 sprintf(buf,"%s's gravestones",op->name); 2854 sprintf (buf, "%s's gravestones", &op->name);
2801 FREE_AND_COPY(tmp->name_pl, buf); 2855 tmp->name_pl = buf;
2802 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2856 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" 2857 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; 2858 tmp->x = op->x, tmp->y = op->y;
2809 insert_ob_in_map (tmp, op->map, NULL,0); 2859 insert_ob_in_map (tmp, op->map, NULL, 0);
2810 2860
2811 /**************************************/ 2861 /**************************************/
2812 /* */ 2862 /* */
2813 /* Subtract the experience points, */ 2863 /* Subtract the experience points, */
2814 /* if we died cause of food, give us */ 2864 /* if we died cause of food, give us */
2815 /* food, and reset HP's... */ 2865 /* food, and reset HP's... */
2816 /* */ 2866 /* */
2817 /**************************************/ 2867 /**************************************/
2818 2868
2819 /* remove any poisoning and confusion the character may be suffering.*/ 2869 /* remove any poisoning and confusion the character may be suffering. */
2820 /* restore player */ 2870 /* restore player */
2821 at = find_archetype("poisoning"); 2871 at = archetype::find ("poisoning");
2822 tmp=present_arch_in_ob(at,op); 2872 tmp = present_arch_in_ob (at, op);
2823 if (tmp) { 2873
2824 remove_ob(tmp); 2874 if (tmp)
2825 free_object(tmp); 2875 {
2876 tmp->destroy ();
2826 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2877 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2827 } 2878 }
2828 2879
2829 at = find_archetype("confusion"); 2880 at = archetype::find ("confusion");
2830 tmp=present_arch_in_ob(at,op); 2881 tmp = present_arch_in_ob (at, op);
2831 if (tmp) { 2882 if (tmp)
2832 remove_ob(tmp); 2883 {
2833 free_object(tmp); 2884 tmp->destroy ();
2834 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2885 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2835 } 2886 }
2887
2836 cure_disease(op,0); /* remove any disease */ 2888 cure_disease (op, 0); /* remove any disease */
2837 2889
2838 /*add_exp(op, (op->stats.exp * -0.20)); */ 2890 /*add_exp(op, (op->stats.exp * -0.20)); */
2839 apply_death_exp_penalty(op); 2891 apply_death_exp_penalty (op);
2840 if(op->stats.food < 100) op->stats.food = 900; 2892 if (op->stats.food < 100)
2893 op->stats.food = 900;
2841 op->stats.hp = op->stats.maxhp; 2894 op->stats.hp = op->stats.maxhp;
2842 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2895 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2843 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2896 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2844 2897
2845 /* 2898 /*
2846 * Check to see if the player is in a shop. IF so, then check to see if 2899 * Check to see if the player has any unpaid items. If so, remove them
2847 * the player has any unpaid items. If so, remove them and put them back 2900 * and put them back in the map.
2848 * in the map. 2901 */
2849 */
2850
2851 if (is_in_shop (op))
2852 remove_unpaid_objects(op->inv, op); 2902 remove_unpaid_objects (op->inv, op);
2853 2903
2854 /****************************************/ 2904 /****************************************/
2855 /* */ 2905 /* */
2856 /* Move player to his current respawn- */ 2906 /* Move player to his current respawn- */
2857 /* position (usually last savebed) */ 2907 /* position (usually last savebed) */
2858 /* */ 2908 /* */
2859 /****************************************/ 2909 /****************************************/
2860 2910
2861 enter_player_savebed(op); 2911 enter_player_savebed (op);
2862 2912
2863 /* Save the player before inserting the force to reduce
2864 * chance of abuse.
2865 */
2866 op->contr->braced=0; 2913 op->contr->braced = 0;
2867 save_player(op,1);
2868 2914
2869 /* it is possible that the player has blown something up 2915 /* it is possible that the player has blown something up
2870 * at his savebed location, and that can have long lasting 2916 * at his savebed location, and that can have long lasting
2871 * spell effects. So first see if there is a spell effect 2917 * spell effects. So first see if there is a spell effect
2872 * on the space that might harm the player. 2918 * on the space that might harm the player.
2873 */ 2919 */
2874 will_kill_again=0; 2920 will_kill_again = 0;
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2921 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2876 if (tmp->type ==SPELL_EFFECT) 2922 if (tmp->type == SPELL_EFFECT)
2877 will_kill_again|=tmp->attacktype; 2923 will_kill_again |= tmp->attacktype;
2878 } 2924
2879 if (will_kill_again) { 2925 if (will_kill_again)
2926 {
2880 object *force; 2927 object *force;
2881 int at; 2928 int at;
2882 2929
2883 force=get_archetype(FORCE_NAME); 2930 force = get_archetype (FORCE_NAME);
2884 /* 50 ticks should be enough time for the spell to abate */ 2931 /* 50 ticks should be enough time for the spell to abate */
2885 force->speed=0.1; 2932 force->speed = 0.1;
2886 force->speed_left=-5.0; 2933 force->speed_left = -5.0;
2887 SET_FLAG(force, FLAG_APPLIED); 2934 SET_FLAG (force, FLAG_APPLIED);
2888 for (at=0; at<NROFATTACKS; at++) { 2935 for (at = 0; at < NROFATTACKS; at++)
2889 if (will_kill_again & (1 << at)) 2936 if (will_kill_again & (1 << at))
2890 force->resist[at] = 100; 2937 force->resist[at] = 100;
2938
2939 insert_ob_in_ob (force, op);
2940 op->update_stats ();
2941
2942 }
2943
2944 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2945}
2946
2947void
2948loot_object (object *op)
2949{ /* Grab and destroy some treasure */
2950 object *tmp, *tmp2, *next;
2951
2952 op->close_container (); /* close open sack first */
2953
2954 for (tmp = op->inv; tmp; tmp = next)
2955 {
2956 next = tmp->below;
2957
2958 if (tmp->invisible)
2959 continue;
2960
2961 tmp->remove ();
2962 tmp->x = op->x, tmp->y = op->y;
2963
2964 if (tmp->type == CONTAINER)
2965 loot_object (tmp); /* empty container to ground */
2966
2967 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2968 {
2969 if (tmp->nrof > 1)
2970 {
2971 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2972 tmp2->destroy ();
2973 insert_ob_in_map (tmp, op->map, NULL, 0);
2891 } 2974 }
2892 insert_ob_in_ob(force, op);
2893 fix_player(op);
2894
2895 }
2896 /**************************************/
2897 /* */
2898 /* Repaint the characters inv, and */
2899 /* stats, and show a nasty message ;) */
2900 /* */
2901 /**************************************/
2902
2903 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2904 return;
2905 } /* NOT_PERMADETH */
2906 else {
2907 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2908 * should probably be embedded in an else statement.
2909 */
2910
2911 op->contr->party=NULL;
2912 if (settings.set_title == TRUE)
2913 op->contr->own_title[0]='\0';
2914 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2915 check_score(op);
2916 if(op->contr->ranges[range_golem]!=NULL) {
2917 remove_friendly_object(op->contr->ranges[range_golem]);
2918 remove_ob(op->contr->ranges[range_golem]);
2919 free_object(op->contr->ranges[range_golem]);
2920 op->contr->ranges[range_golem]=NULL;
2921 op->contr->golem_count=0;
2922 }
2923 loot_object(op); /* Remove some of the items for good */
2924 remove_ob(op);
2925 op->direction=0;
2926
2927 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2928 delete_character(op->name,0);
2929 if (settings.resurrection == TRUE) {
2930 /* save playerfile sans equipment when player dies
2931 ** then save it as player.pl.dead so that future resurrection
2932 ** type spells will work on them nicely
2933 */
2934 delete_character(op->name,0);
2935 op->stats.hp = op->stats.maxhp;
2936 op->stats.food = 999;
2937
2938 /* set the location of where the person will reappear when */
2939 /* maybe resurrection code should fix map also */
2940 strcpy(op->contr->maplevel, settings.emergency_mapname);
2941 if(op->map!=NULL)
2942 op->map = NULL;
2943 op->x = settings.emergency_x;
2944 op->y = settings.emergency_y;
2945 save_player(op,0);
2946 op->map = map;
2947 /* please see resurrection.c: peterm */
2948 dead_player(op);
2949 } else { 2975 else
2950 delete_character(op->name,1); 2976 tmp->destroy ();
2951 } 2977 }
2952 } 2978 else
2953 play_again(op);
2954
2955 /* peterm: added to create a corpse at deathsite. */
2956 tmp=arch_to_object(find_archetype("corpse_pl"));
2957 sprintf(buf,"%s", op->name);
2958 FREE_AND_COPY(tmp->name, buf);
2959 FREE_AND_COPY(tmp->name_pl, buf);
2960 tmp->level=op->level;
2961 tmp->x=x;tmp->y=y;
2962 if (tmp->msg)
2963 free_string(tmp->msg);
2964 tmp->msg = add_string (gravestone_text(op));
2965 SET_FLAG (tmp, FLAG_UNIQUE);
2966 insert_ob_in_map (tmp, map, NULL,0);
2967 }
2968}
2969
2970
2971void loot_object(object *op) { /* Grab and destroy some treasure */
2972 object *tmp,*tmp2,*next;
2973
2974 if (op->container) { /* close open sack first */
2975 esrv_apply_container (op, op->container);
2976 }
2977
2978 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2979 next=tmp->below;
2980 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2981 remove_ob(tmp);
2982 tmp->x=op->x,tmp->y=op->y;
2983 if (tmp->type == CONTAINER) { /* empty container to ground */
2984 loot_object(tmp);
2985 }
2986 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2987 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2988 if(tmp->nrof>1) {
2989 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2990 free_object(tmp2);
2991 insert_ob_in_map(tmp,op->map,NULL,0); 2979 insert_ob_in_map (tmp, op->map, NULL, 0);
2992 } else
2993 free_object(tmp);
2994 } else
2995 insert_ob_in_map(tmp,op->map,NULL,0);
2996 } 2980 }
2997} 2981}
2998 2982
2999/* 2983/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 2984 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 2985 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 2986 * was changed.
3003 */ 2987 */
3004 2988void
3005void fix_weight(void) { 2989fix_weight (void)
3006 player *pl; 2990{
3007 for (pl = first_player; pl != NULL; pl = pl->next) { 2991 for_all_players (pl)
2992 {
3008 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2993 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2994
3009 if(old == sum) 2995 if (old == sum)
3010 continue; 2996 continue;
3011 fix_player(pl->ob); 2997 pl->ob->update_stats ();
3012 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2998 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3013 pl->ob->name, old, sum);
3014 } 2999 }
3015} 3000}
3016 3001
3002void
3017void fix_luck(void) { 3003fix_luck (void)
3018 player *pl; 3004{
3019 for (pl = first_player; pl != NULL; pl = pl->next) 3005 for_all_players (pl)
3020 if (!pl->ob->contr->state) 3006 if (!pl->ob->contr->ns->state)
3021 change_luck(pl->ob, 0); 3007 pl->ob->change_luck (0);
3022} 3008}
3023
3024 3009
3025/* cast_dust() - handles op throwing objects of type 'DUST'. 3010/* cast_dust() - handles op throwing objects of type 'DUST'.
3026 * This is much simpler in the new spell code - we basically 3011 * This is much simpler in the new spell code - we basically
3027 * just treat this as any other spell casting object. 3012 * just treat this as any other spell casting object.
3028 */ 3013 */
3029
3030void 3014void
3031cast_dust (object * op, object * throw_ob, int dir) 3015cast_dust (object *op, object *throw_ob, int dir)
3032{ 3016{
3033 object *skop, *spob; 3017 object *skop, *spob;
3034 3018
3035 skop = find_skill_by_name (op, throw_ob->skill); 3019 skop = find_skill_by_name (op, throw_ob->skill);
3036 3020
3037 /* casting POTION 'dusts' is really a use_magic_item skill */ 3021 /* casting POTION 'dusts' is really a use_magic_item skill */
3038 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3022 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3039 { 3023 {
3040 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3024 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3041 op->name);
3042 return; 3025 return;
3043 } 3026 }
3044 3027
3045 spob = throw_ob->inv; 3028 spob = throw_ob->inv;
3046 3029
3047 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3030 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3048 // not pass NULL to cast_spell (which did indeed check itself, but 3031 // not pass NULL to cast_spell (which did indeed check itself, but
3049 // errors should be reported as early as possible IMHO) 3032 // errors should be reported as early as possible IMHO)
3050 if (!spob) 3033 if (!spob)
3051 { 3034 {
3052 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3035 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3053 throw_ob->name, op->name);
3054 return; 3036 return;
3055 } 3037 }
3056 3038
3057 if (op->type == PLAYER) 3039 if (op->type == PLAYER)
3058 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3040 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3059 3041
3060 cast_spell (op, throw_ob, dir, spob, NULL); 3042 cast_spell (op, throw_ob, dir, spob, NULL);
3061 3043
3062 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3044 throw_ob->destroy ();
3063 remove_ob (throw_ob);
3064 free_object (throw_ob);
3065} 3045}
3066 3046
3047void
3067void make_visible (object *op) { 3048make_visible (object *op)
3049{
3068 op->hide = 0; 3050 op->hide = 0;
3069 op->invisible = 0; 3051 op->invisible = 0;
3070 if(op->type==PLAYER) { 3052 if (op->type == PLAYER)
3053 {
3071 op->contr->tmp_invis = 0; 3054 op->contr->tmp_invis = 0;
3072 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3055 op->contr->invis_race = 0;
3073 } 3056 }
3057
3074 update_object(op,UP_OBJ_FACE); 3058 update_object (op, UP_OBJ_CHANGE);
3075} 3059}
3076 3060
3061int
3077int is_true_undead(object *op) { 3062is_true_undead (object *op)
3078 object *tmp=NULL; 3063{
3079
3080 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3064 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3065 return 1;
3081 3066
3082 if(op->type==PLAYER)
3083 for(tmp=op->inv;tmp;tmp=tmp->below)
3084 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3085 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3086 return 0; 3067 return 0;
3087} 3068}
3088 3069
3089/* look at the surrounding terrain to determine 3070/* look at the surrounding terrain to determine
3090 * the hideability of this object. Positive levels 3071 * the hideability of this object. Positive levels
3091 * indicate greater hideability. 3072 * indicate greater hideability.
3092 */ 3073 */
3093 3074
3075int
3094int hideability(object *ob) { 3076hideability (object *ob)
3077{
3095 int i,level=0, mflag; 3078 int i, level = 0, mflag;
3096 sint16 x,y; 3079 sint16 x, y;
3097 3080
3098 if(!ob||!ob->map) return 0; 3081 if (!ob || !ob->map)
3082 return 0;
3099 3083
3100 /* so, on normal lighted maps, its hard to hide */ 3084 /* so, on normal lighted maps, its hard to hide */
3101 level=ob->map->darkness - 2; 3085 level = ob->map->darkness - 2;
3102 3086
3103 /* this also picks up whether the object is glowing. 3087 /* this also picks up whether the object is glowing.
3104 * If you carry a light on a non-dark map, its not 3088 * If you carry a light on a non-dark map, its not
3105 * as bad as carrying a light on a pitch dark map */ 3089 * as bad as carrying a light on a pitch dark map */
3106 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3090 if (has_carried_lights (ob))
3091 level = -(10 + (2 * ob->map->darkness));
3107 3092
3108 /* scan through all nearby squares for terrain to hide in */ 3093 /* scan through all nearby squares for terrain to hide in */
3109 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3094 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3095 {
3110 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3096 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3111 if (mflag & P_OUT_OF_MAP) { continue; } 3097 if (mflag & P_OUT_OF_MAP)
3098 {
3099 continue;
3100 }
3112 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3101 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3113 level += 2; 3102 level += 2;
3114 else /* open terrain! */ 3103 else /* open terrain! */
3115 level -= 1; 3104 level -= 1;
3116 } 3105 }
3117 3106
3118#if 0 3107#if 0
3119 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3108 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3120#endif 3109#endif
3121 return level; 3110 return level;
3122} 3111}
3123 3112
3124/* For Hidden creatures - a chance of becoming 'unhidden' 3113/* For Hidden creatures - a chance of becoming 'unhidden'
3125 * every time they move - as we subtract off 'invisibility' 3114 * every time they move - as we subtract off 'invisibility'
3126 * AND, for players, if they move into a ridiculously unhideable 3115 * AND, for players, if they move into a ridiculously unhideable
3127 * spot (surrounded by clear terrain in broad daylight). -b.t. 3116 * spot (surrounded by clear terrain in broad daylight). -b.t.
3128 */ 3117 */
3129 3118
3119void
3130void do_hidden_move (object *op) { 3120do_hidden_move (object *op)
3121{
3131 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3122 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3132 object *skop; 3123 object *skop;
3133 3124
3134 if(!op || !op->map) return; 3125 if (!op || !op->map)
3126 return;
3135 3127
3136 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3128 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3137 3129
3138 /* its *extremely* hard to run and sneak/hide at the same time! */ 3130 /* its *extremely* hard to run and sneak/hide at the same time! */
3139 if(op->type==PLAYER && op->contr->run_on) { 3131 if (op->type == PLAYER && op->contr->run_on)
3140 if(!skop || num >= skop->level) { 3132 if (!skop || num >= skop->level)
3133 {
3141 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3134 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3142 make_visible(op);
3143 return;
3144 } else num += 20;
3145 }
3146 num += op->map->difficulty;
3147 hide = hideability(op); /* modify by terrain hidden level */
3148 num -= hide;
3149 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3150 make_visible(op); 3135 make_visible (op);
3151 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3136 return;
3152 "You moved out of hiding! You are visible!");
3153 } 3137 }
3138 else
3139 num += 20;
3140
3141 num += op->map->difficulty;
3142 hide = hideability (op); /* modify by terrain hidden level */
3143 num -= hide;
3144
3145 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3146 {
3147 make_visible (op);
3148 if (op->type == PLAYER)
3149 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3150 }
3154 else if (op->type == PLAYER && skop) { 3151 else if (op->type == PLAYER && skop)
3155 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3152 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3156 }
3157} 3153}
3158 3154
3159/* determine if who is standing near a hostile creature. */ 3155/* determine if who is standing near a hostile creature. */
3160 3156
3157int
3161int stand_near_hostile( object *who ) { 3158stand_near_hostile (object *who)
3159{
3162 object *tmp=NULL; 3160 object *tmp = NULL;
3163 int i,friendly=0,player=0, mflags; 3161 int i, friendly = 0, player = 0, mflags;
3164 mapstruct *m; 3162 maptile *m;
3165 sint16 x,y; 3163 sint16 x, y;
3166 3164
3167 if(!who) return 0; 3165 if (!who)
3166 return 0;
3168 3167
3169 if(who->type==PLAYER) player=1; 3168 if (who->type == PLAYER)
3169 player = 1;
3170
3171 else
3170 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3172 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3171 3173
3172 /* search adjacent squares */ 3174 /* search adjacent squares */
3173 for(i=1;i<9;i++) { 3175 for (i = 1; i < 9; i++)
3176 {
3174 x = who->x+freearr_x[i]; 3177 x = who->x + freearr_x[i];
3175 y = who->y+freearr_y[i]; 3178 y = who->y + freearr_y[i];
3176 m = who->map; 3179 m = who->map;
3177 mflags = get_map_flags(m, &m, x, y, &x, &y); 3180 mflags = get_map_flags (m, &m, x, y, &x, &y);
3178 /* space must be blocked if there is a monster. If not 3181 /* space must be blocked if there is a monster. If not
3179 * blocked, don't need to check this space. 3182 * blocked, don't need to check this space.
3180 */ 3183 */
3181 if (mflags & P_OUT_OF_MAP) continue; 3184 if (mflags & P_OUT_OF_MAP)
3185 continue;
3182 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3186 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3183 3187 continue;
3184 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3188
3185 if((player||friendly) 3189 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3190 {
3186 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3191 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3192 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)
3187 return 1; 3197 return 1;
3188 else if(tmp->type==PLAYER)
3189 {
3190 /*don't let a hidden DM prevent you from hiding*/
3191 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3192 return 1;
3193 } 3198 }
3194 } 3199 }
3195 } 3200 }
3196 return 0; 3201 return 0;
3197} 3202}
3198 3203
3199/* check the player los field for viewability of the 3204/* check the player los field for viewability of the
3200 * object op. This function works fine for monsters, 3205 * object op. This function works fine for monsters,
3201 * but we dont worry if the object isnt the top one in 3206 * but we dont worry if the object isnt the top one in
3208 * for them to differ. Sigh, this fctn could get a bit more complex. 3213 * for them to differ. Sigh, this fctn could get a bit more complex.
3209 * -b.t. 3214 * -b.t.
3210 * This function is now map tiling safe. 3215 * This function is now map tiling safe.
3211 */ 3216 */
3212 3217
3218int
3213int player_can_view (object *pl,object *op) { 3219player_can_view (object *pl, object *op)
3220{
3214 rv_vector rv; 3221 rv_vector rv;
3215 int dx,dy; 3222 int dx, dy;
3216 3223
3217 if(pl->type!=PLAYER) { 3224 if (pl->type != PLAYER)
3225 {
3218 LOG(llevError,"player_can_view() called for non-player object\n"); 3226 LOG (llevError, "player_can_view() called for non-player object\n");
3219 return -1; 3227 return -1;
3220 } 3228 }
3221 if (!pl || !op) return 0;
3222 3229
3223 if(op->head) { op = op->head; } 3230 if (!pl || !op)
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 dx = rv.distance_x + op->arch->clone.x;
3234 dy = rv.distance_y + op->arch->clone.y;
3235
3236 /* only the viewable area the player sees is updated by LOS
3237 * code, so we need to restrict ourselves to that range of values
3238 * for any meaningful values.
3239 */
3240 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3241 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3242 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3243 return 1;
3244 op = op->more;
3245 }
3246 return 0; 3231 return 0;
3232
3233 op = op->head_ ();
3234
3235 get_rangevector (pl, op, &rv, 0x1);
3236
3237 /* starting with the 'head' part, lets loop
3238 * through the object and find if it has any
3239 * part that is in the los array but isnt on
3240 * a blocked los square.
3241 * we use the archetype to figure out offsets.
3242 */
3243 while (op)
3244 {
3245 dx = rv.distance_x + op->arch->clone.x;
3246 dy = rv.distance_y + op->arch->clone.y;
3247
3248 /* only the viewable area the player sees is updated by LOS
3249 * code, so we need to restrict ourselves to that range of values
3250 * for any meaningful values.
3251 */
3252 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3253 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3254 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3255 return 1;
3256 op = op->more;
3257 }
3258 return 0;
3247} 3259}
3248 3260
3249/* routine for both players and monsters. We call this when 3261/* routine for both players and monsters. We call this when
3250 * there is a possibility for our action distrubing our hiding 3262 * there is a possibility for our action distrubing our hiding
3251 * place or invisiblity spell. Artefact invisiblity is not 3263 * place or invisiblity spell. Artefact invisiblity is not
3252 * effected by this. If we arent invisible to begin with, we 3264 * effected by this. If we arent invisible to begin with, we
3253 * return 0. 3265 * return 0.
3254 */ 3266 */
3267int
3255int action_makes_visible (object *op) { 3268action_makes_visible (object *op)
3269{
3256 3270
3257 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3271 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3272 {
3258 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3273 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3259 return 0; 3274 return 0;
3260 3275
3261 if (op->contr && op->contr->tmp_invis == 0) return 0; 3276 if (op->contr && op->contr->tmp_invis == 0)
3277 return 0;
3262 3278
3263 /* If monsters, they should become visible */ 3279 /* If monsters, they should become visible */
3264 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3280 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3281 {
3265 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3282 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3266 return 1; 3283 return 1;
3267 } 3284 }
3268 } 3285 }
3269 return 0; 3286 return 0;
3270} 3287}
3271 3288
3272/* op_on_battleground - checks if the given object op (usually 3289/* op_on_battleground - checks if the given object op (usually
3273 * a player) is standing on a valid battleground-tile, 3290 * a player) is standing on a valid battleground-tile,
3274 * function returns TRUE/FALSE. If true x, y returns the battleground 3291 * function returns TRUE/FALSE. If true x, y returns the battleground
3275 * -exit-coord. (and if x, y not NULL) 3292 * -exit-coord. (and if x, y not NULL)
3276 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3293 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3277 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3294 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3278 * Default is to do the same as before, so only people wanting to have different points need worry about this 3295 * Default is to do the same as before, so only people wanting to have different points need worry about this
3279 */ 3296 */
3297int
3280int op_on_battleground (object *op, int *x, int *y) { 3298op_on_battleground (object *op, int *x, int *y)
3299{
3281 object *tmp; 3300 object *tmp;
3282 3301
3283 /* A battleground-tile needs the following attributes to be valid: 3302 /* A battleground-tile needs the following attributes to be valid:
3284 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3303 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3285 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3304 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3286 * and the exit-coordinates sp/hp must both be > 0. 3305 * and the exit-coordinates sp/hp must both be > 0.
3287 * => The intention here is to prevent abuse of the battleground- 3306 * => The intention here is to prevent abuse of the battleground-
3288 * feature (like pickable or hidden battleground tiles). */ 3307 * feature (like pickable or hidden battleground tiles). */
3289 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3308 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3309 {
3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3310 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3311 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3312 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3292 strcmp(tmp->name, "battleground")==0 && 3313 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3293 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3314 {
3294 /*before we assign the exit, check if this is a teambattle*/ 3315 /*before we assign the exit, check if this is a teambattle */
3295 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3316 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3317 {
3296 object *invtmp; 3318 object *invtmp;
3319
3297 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3320 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3298 if(invtmp->type==FORCE && invtmp->slaying && 3321 {
3299 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3322 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3323 {
3300 if (x != NULL && y != NULL) 3324 if (x != NULL && y != NULL)
3301 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3325 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3302 return 1; 3326 return 1;
3327 }
3303 } 3328 }
3304 } 3329 }
3305 }
3306 if (x != NULL && y != NULL) 3330 if (x != NULL && y != NULL)
3307 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3331 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3308 return 1; 3332 return 1;
3333 }
3309 } 3334 }
3310 }
3311 } 3335 }
3312 /* If we got here, did not find a battleground */ 3336 /* If we got here, did not find a battleground */
3313 return 0; 3337 return 0;
3314} 3338}
3315 3339
3316/* 3340/*
3320 * attributes: 3344 * attributes:
3321 * object *who the dragon player 3345 * object *who the dragon player
3322 * int atnr the attack-number of the ability focus 3346 * int atnr the attack-number of the ability focus
3323 * int level ability level 3347 * int level ability level
3324 */ 3348 */
3349void
3325void dragon_ability_gain(object *who, int atnr, int level) { 3350dragon_ability_gain (object *who, int atnr, int level)
3351{
3326 treasurelist *trlist = NULL; /* treasurelist */ 3352 treasurelist *trlist = NULL; /* treasurelist */
3327 treasure *tr; /* treasure */ 3353 treasure *tr; /* treasure */
3328 object *tmp,*skop; /* tmp. object */ 3354 object *tmp, *skop; /* tmp. object */
3329 object *item; /* treasure object */ 3355 object *item; /* treasure object */
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3356 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i=0, j=0; 3357 int i = 0, j = 0;
3332 3358
3333 /* get the appropriate treasurelist */ 3359 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3360 if (atnr == ATNR_FIRE)
3335 trlist = find_treasurelist("dragon_ability_fire"); 3361 trlist = treasurelist::find ("dragon_ability_fire");
3336 else if (atnr == ATNR_COLD) 3362 else if (atnr == ATNR_COLD)
3337 trlist = find_treasurelist("dragon_ability_cold"); 3363 trlist = treasurelist::find ("dragon_ability_cold");
3338 else if (atnr == ATNR_ELECTRICITY) 3364 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = find_treasurelist("dragon_ability_elec"); 3365 trlist = treasurelist::find ("dragon_ability_elec");
3340 else if (atnr == ATNR_POISON) 3366 else if (atnr == ATNR_POISON)
3341 trlist = find_treasurelist("dragon_ability_poison"); 3367 trlist = treasurelist::find ("dragon_ability_poison");
3342 3368
3343 if (trlist == NULL || who->type != PLAYER) 3369 if (trlist == NULL || who->type != PLAYER)
3370 return;
3371
3372 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3373
3374 if (!tr || !tr->item)
3375 {
3376 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3377 return;
3378 }
3379
3380 /* everything seems okay - now bring on the gift: */
3381 item = &(tr->item->clone);
3382
3383 if (item->type == SPELL)
3384 {
3385 if (check_spell_known (who, item->name))
3344 return; 3386 return;
3345 3387
3346 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3388 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3347 tr = tr->next, i++); 3389 do_learn_spell (who, item, 0);
3348 3390 return;
3349 if (tr == NULL || tr->item == NULL) { 3391 }
3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3392
3393 /* grant direct spell */
3394 if (item->type == SPELLBOOK)
3395 {
3396 if (!item->inv)
3397 {
3398 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3399 return;
3400 }
3401 if (check_spell_known (who, item->inv->name))
3351 return; 3402 return;
3352 }
3353
3354 /* everything seems okay - now bring on the gift: */
3355 item = &(tr->item->clone);
3356
3357 if (item->type == SPELL) {
3358 if (check_spell_known (who, item->name))
3359 return;
3360
3361 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name);
3362 do_learn_spell (who, item, 0);
3363 return;
3364 }
3365
3366 /* grant direct spell */
3367 if (item->type == SPELLBOOK) {
3368 if (!item->inv) {
3369 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n",
3370 item->name);
3371 return;
3372 }
3373 if (check_spell_known (who, item->inv->name))
3374 return;
3375 if (item->invisible) { 3403 if (item->invisible)
3404 {
3376 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3405 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3377 do_learn_spell (who, item->inv, 0); 3406 do_learn_spell (who, item->inv, 0);
3378 return; 3407 return;
3379 } 3408 }
3380 } 3409 }
3381 else if (item->type == SKILL_TOOL && item->invisible) { 3410 else if (item->type == SKILL_TOOL && item->invisible)
3411 {
3382 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3412 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3413 {
3383 3414
3384 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3415 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3385 * in this way, if the player is missing any of the attacktypes, he gets 3416 * in this way, if the player is missing any of the attacktypes, he gets
3386 * them. As it is now, if the player has any that match the granted skill, 3417 * them. As it is now, if the player has any that match the granted skill,
3387 * but not all of them, he gets nothing. 3418 * but not all of them, he gets nothing.
3388 */ 3419 */
3389 if (!(skop->attacktype & item->attacktype)) { 3420 if (!(skop->attacktype & item->attacktype))
3421 {
3390 /* Give new attacktype */ 3422 /* Give new attacktype */
3391 skop->attacktype |= item->attacktype; 3423 skop->attacktype |= item->attacktype;
3392 3424
3393 /* always add physical if there's none */ 3425 /* always add physical if there's none */
3394 skop->attacktype |= AT_PHYSICAL; 3426 skop->attacktype |= AT_PHYSICAL;
3395 3427
3396 if (item->msg != NULL) 3428 if (item->msg != NULL)
3397 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3429 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3398 3430
3399 /* Give player new face */ 3431 /* Give player new face */
3400 if (item->animation_id) { 3432 if (item->animation_id)
3433 {
3401 who->face = skop->face; 3434 who->face = skop->face;
3402 who->animation_id = item->animation_id; 3435 who->animation_id = item->animation_id;
3403 who->anim_speed = item->anim_speed; 3436 who->anim_speed = item->anim_speed;
3404 who->last_anim = 0; 3437 who->last_anim = 0;
3405 who->state = 0; 3438 who->state = 0;
3406 animate_object(who, who->direction); 3439 animate_object (who, who->direction);
3407 } 3440 }
3408 } 3441 }
3409 } 3442 }
3410 } 3443 }
3411 else if (item->type == FORCE) { 3444 else if (item->type == FORCE)
3445 {
3412 /* forces in the treasurelist can alter the player's stats */ 3446 /* forces in the treasurelist can alter the player's stats */
3413 object *skin; 3447 object *skin;
3448
3414 /* first get the dragon skin force */ 3449 /* first get the dragon skin force */
3415 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3450 shstr_cmp dragon_skin_force ("dragon_skin_force");
3416 skin=skin->below); 3451 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3417 if (skin == NULL) return; 3452 ;
3418 3453
3454 if (!skin)
3455 return;
3456
3419 /* adding new spellpath attunements */ 3457 /* adding new spellpath attunements */
3420 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3458 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3459 {
3421 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3460 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3422 3461
3423 /* print message */ 3462 /* print message */
3424 sprintf(buf, "You feel attuned to "); 3463 sprintf (buf, "You feel attuned to ");
3425 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3464 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3465 {
3426 if(item->path_attuned & (1<<i)) { 3466 if (item->path_attuned & (1 << i))
3467 {
3427 if (j) 3468 if (j)
3428 strcat(buf," and "); 3469 strcat (buf, " and ");
3429 else 3470 else
3430 j = 1; 3471 j = 1;
3431 strcat(buf, spellpathnames[i]); 3472 strcat (buf, spellpathnames[i]);
3432 } 3473 }
3433 } 3474 }
3434 strcat(buf,"."); 3475 strcat (buf, ".");
3435 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3476 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3436 } 3477 }
3437 3478
3438 /* evtl. adding flags: */ 3479 /* evtl. adding flags: */
3439 if(QUERY_FLAG(item, FLAG_XRAYS)) 3480 if (QUERY_FLAG (item, FLAG_XRAYS))
3440 SET_FLAG(skin, FLAG_XRAYS); 3481 SET_FLAG (skin, FLAG_XRAYS);
3441 if(QUERY_FLAG(item, FLAG_STEALTH)) 3482 if (QUERY_FLAG (item, FLAG_STEALTH))
3442 SET_FLAG(skin, FLAG_STEALTH); 3483 SET_FLAG (skin, FLAG_STEALTH);
3443 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3484 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3444 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3485 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3445 3486
3446 /* print message if there is one */ 3487 /* print message if there is one */
3447 if (item->msg != NULL) 3488 if (item->msg != NULL)
3448 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3489 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3490 }
3491 else
3449 } 3492 {
3450 else {
3451 /* generate misc. treasure */ 3493 /* generate misc. treasure */
3452 tmp = arch_to_object (tr->item); 3494 tmp = arch_to_object (tr->item);
3453 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3495 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3454 tmp = insert_ob_in_ob (tmp, who); 3496 tmp = insert_ob_in_ob (tmp, who);
3455 if (who->type == PLAYER) 3497 if (who->type == PLAYER)
3456 esrv_send_item(who, tmp); 3498 esrv_send_item (who, tmp);
3457 } 3499 }
3458} 3500}
3459 3501
3460/** 3502/**
3461 * Unready an object for a player. This function does nothing if the object was 3503 * Unready an object for a player. This function does nothing if the object was
3462 * not readied. 3504 * not readied.
3463 */ 3505 */
3506void
3464void player_unready_range_ob(player *pl, object *ob) { 3507player_unready_range_ob (player *pl, object *ob)
3465 rangetype i; 3508{
3509 if (pl->ob->current_weapon == ob)
3510 pl->ob->current_weapon = 0;
3466 3511
3467 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3512 if (pl->combat_ob == ob)
3468 if (pl->ranges[i] == ob) { 3513 pl->combat_ob = 0;
3469 pl->ranges[i] = NULL; 3514
3470 if (pl->shoottype == i) { 3515 if (pl->ranged_ob == ob)
3471 pl->shoottype = range_none; 3516 pl->ranged_ob = 0;
3472 }
3473 }
3474 }
3475} 3517}
3518
3519sint8
3520player::visibility_at (maptile *map, int x, int y) const
3521{
3522 if (!ns)
3523 return 0;
3524
3525 int dx, dy;
3526 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3527 return 0;
3528
3529 x += dx - ns->current_x + ns->mapx / 2;
3530 y += dy - ns->current_y + ns->mapy / 2;
3531
3532 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3533 return 0;
3534
3535 return 100 - blocked_los [x][y];
3536}

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