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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 1.137 by root, Thu May 17 14:14:55 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>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 26#include <sproto.h>
35#endif
36#include <sounds.h> 27#include <sounds.h>
37#include <living.h> 28#include <living.h>
38#include <object.h> 29#include <object.h>
39#include <spells.h> 30#include <spells.h>
40#include <skills.h> 31#include <skills.h>
41#include <newclient.h>
42 32
43#ifdef COZY_SERVER 33#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 34#include <functional>
45#endif
46 35
47player *find_player(const char *plname) 36playervec players;
37
38void
39display_motd (const object *op)
48{ 40{
49 player *pl; 41 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 42 char motd[HUGE_BUF];
51 { 43 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 49 return;
54 };
55 return NULL;
56}
57 50
58player* find_player_partial_name( const char* plname ) 51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
59 { 55 {
60 player* pl; 56 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 57 continue;
67 58
68 if ( !strcmp( pl->ob->name, plname) ) 59 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 60 size += strlen (buf);
61 }
70 62
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65}
66
67void
68send_rules (const object *op)
69{
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
72 { 89 {
73 if ( found ) 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
74 return NULL; 91 break;
92 }
75 93
76 found = pl; 94 strncat (rules + size, buf, HUGE_BUF - size);
95 size += strlen (buf);
96 }
97
98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99 close_and_delete (fp, comp);
100}
101
102void
103send_news (const object *op)
104{
105 char buf[MAX_BUF];
106 char news[HUGE_BUF];
107 char subject[MAX_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return;
115
116 news[0] = '\0';
117 subject[0] = '\0';
118 size = 0;
119
120 while (fgets (buf, MAX_BUF, fp))
121 {
122 if (*buf == '#')
123 continue;
124
125 if (*buf == '%')
126 { /* send one news */
127 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
130 strcpy (subject, buf + 1);
131 strip_endline (subject);
132 size = 0;
133 news[0] = '\0';
134 }
135 else
136 {
137 if (size + strlen (buf) >= HUGE_BUF)
138 {
139 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
140 break;
77 } 141 }
142 strncat (news + size, buf, HUGE_BUF - size);
143 size += strlen (buf);
78 } 144 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88 145 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 146
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 149 close_and_delete (fp, comp);
103} 150}
104 151
105void send_rules(const object *op) { 152float
106 char buf[MAX_BUF]; 153player::weapon_speed () const
107 char rules[HUGE_BUF]; 154{
108 FILE *fp; 155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
109 int comp; 156}
110 int size; 157
111 158/* This loads the first map an puts the player on it. */
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 159static void
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 160set_first_map (object *op)
161{
162 op->contr->maplevel = first_map_path;
163 op->x = -1;
164 op->y = -1;
165}
166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178}
179
180void
181player::activate ()
182{
183 if (active)
114 return; 184 return;
185
186 players.insert (this);
187 ob->remove ();
188 ob->map = 0;
189 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob);
192 enter_map ();
193}
194
195void
196player::deactivate ()
197{
198 if (!active)
199 return;
200
201 terminate_all_pets (ob);
202 remove_friendly_object (ob);
203 ob->deactivate_recursive ();
204
205 if (ob->map)
206 maplevel = ob->map->path;
207
208 ob->remove ();
209 ob->map = 0;
210 party = 0;
211
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213
214 players.erase (this);
215}
216
217// connect the player with a specific client
218// also changes, rationalises, and fixes some incorrect settings
219void
220player::connect (client *ns)
221{
222 this->ns = ns;
223 ns->pl = this;
224
225 run_on = 0;
226 fire_on = 0;
227 ob->close_container (); //TODO: client-specific
228
229 ns->update_look = 0;
230 ns->look_position = 0;
231
232 clear_los (ob);
233
234 ns->reset_stats ();
235
236 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race;
239
240 ob->carrying = sum_weight (ob);
241 link_player_skills (ob);
242
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244
245 assign (title, ob->arch->clone.name);
246
247 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob))
115 } 249 {
116 rules[0]='\0'; 250 object *tmp, *abil = 0, *skin = 0;
117 size=0; 251
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 252 shstr_cmp dragon_ability_force ("dragon_ability_force");
119 if( *buf == '#') 253 shstr_cmp dragon_skin_force ("dragon_skin_force");
120 continue; 254
121 if (size + strlen(buf)>=HUGE_BUF) 255 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force)
258 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force)
260 skin = tmp;
261
262 set_dragon_name (ob, abil, skin);
263 }
264
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266
267 esrv_new_player (this, ob->weight + ob->carrying);
268
269 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED])
271 switch (op->type)
122 { 272 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 273 case WAND:
124 break; 274 case ROD:
125 } 275 case HORN:
126 strncat(rules+size,buf,HUGE_BUF-size); 276 case BOW:
127 size+=strlen(buf); 277 case SKILL:
128 } 278 case SKILL_TOOL:
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 279 case WEAPON:
130 close_and_delete(fp, comp); 280 apply_special (ob, op, AP_UNAPPLY);
131} 281 apply_special (ob, op, AP_APPLY);
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break; 282 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 } 283 }
171 } 284
285 ob->update_stats ();
286 ns->floorbox_update ();
287
288 esrv_send_inventory (ob, ob);
289 esrv_add_spells (this, 0);
290
291 activate ();
292
293 send_rules (ob);
294 send_news (ob);
295 display_motd (ob);
296
297 INVOKE_PLAYER (CONNECT, this);
298 INVOKE_PLAYER (LOGIN, this);
299}
300
301void
302player::disconnect ()
303{
304 if (ns)
172 305 {
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 306 if (active)
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 307 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179}
180 308
181int playername_ok(const char *cp) { 309 INVOKE_PLAYER (DISCONNECT, this);
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184 310
185 for(;*cp!='\0';cp++) 311 ns->reset_stats ();
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_') 312 ns->pl = 0;
187 return 0; 313 ns = 0;
188 return 1;
189}
190
191/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map.
194 */
195
196/* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 p = (player *) malloc(sizeof(player));
208 if(p==NULL)
209 fatal(OUT_OF_MEMORY);
210
211 /* This adds the player in the linked list. There is extra
212 * complexity here because we want to add the new player at the
213 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of
215 * 'who'.
216 */
217 player *tmp = first_player;
218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next;
220 if(tmp!=NULL)
221 tmp->next=p;
222 else
223 first_player=p;
224
225 p->next = NULL;
226 } 314 }
227 315
228 /* Clears basically the entire player structure except 316 if (ob)
229 * for next and socket. 317 ob->close_container (); //TODO: client-specific
230 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
232 p->attachable_init (); //HACK
233 318
319 deactivate ();
320}
321
322// the need for this function can be explained
323// by load_object not returning the object
324void
325player::set_object (object *op)
326{
327 ob = op;
328 ob->contr = this; /* this aren't yet in archetype */
329
330 ob->speed_left = 0.5f;
331 ob->speed = 1.0f;
332 ob->direction = 5; /* So player faces south */
333}
334
335player::player ()
336{
234 /* There are some elements we want initialized to non zero value - 337 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 338 * we deal with that below this point.
236 */ 339 */
237 p->party=NULL; 340 outputs_sync = 4;
238 p->outputs_sync=16; /* Every 2 seconds */ 341 outputs_count = 4;
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 342 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 343
243#ifdef AUTOSAVE 344 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 345
245#endif 346 gen_sp_armour = 10;
347 bowtype = bow_normal;
348 petmode = pet_normal;
349 listening = 10;
350 usekeys = containers;
351 peaceful = 1; /* default peaceful */
352 do_los = 1;
353}
354
355void
356player::do_destroy ()
357{
358 disconnect ();
359
360 attachable::do_destroy ();
361
362 if (ob)
246 363 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 364 ob->destroy_inv (false);
365 ob->destroy ();
248 366 }
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} 367}
300 368
301 369player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 370{
305 strcpy(op->contr->maplevel, first_map_path); 371 /* Clear item stack */
306 op->x = -1; 372 free (stack_items);
307 op->y = -1;
308 enter_exit(op, NULL);
309} 373}
310 374
311/* Tries to add player on the connection passwd in ns. 375/* 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 376 * All we can really get in this is some settings like host and display
313 * mode. 377 * mode.
314 */ 378 */
379player *
380player::create ()
381{
382 player *pl = new player;
315 383
316int add_player(NewSocket *ns) { 384 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318 385
319 p=get_player(NULL); 386 pl->ob->roll_stats ();
320 p->socket = *ns; 387 pl->ob->stats.wc = 2;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 388 pl->ob->run_away = 25; /* Then we panick... */
322 if(p->socket.faces_sent == NULL) 389
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); 390 set_first_map (pl->ob);
331 391
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; 392 return pl;
339} 393}
340 394
341/* 395/*
342 * get_player_archetype() return next player archetype from archetype 396 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 397 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 398 * Note: there MUST be at least one player archetype!
345 */ 399 */
400archetype *
346archetype *get_player_archetype(archetype* at) 401get_player_archetype (archetype *at)
347{ 402{
348 archetype *start = at; 403 archetype *start = at;
404
349 for (;;) { 405 for (;;)
406 {
350 if (at==NULL || at->next==NULL) 407 if (at == NULL || at->next == NULL)
351 at=first_archetype; 408 at = first_archetype;
352 else 409 else
353 at=at->next; 410 at = at->next;
411
354 if(at->clone.type==PLAYER) 412 if (at->clone.type == PLAYER)
355 return at; 413 return at;
414
356 if (at == start) { 415 if (at == start)
416 {
357 LOG (llevError, "No Player archetypes\n"); 417 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 418 exit (-1);
359 } 419 }
360 } 420 }
361} 421}
362 422
363 423object *
364object *get_nearest_player(object *mon) { 424get_nearest_player (object *mon)
425{
365 object *op = NULL; 426 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 427 objectlink *ol;
368 unsigned lastdist; 428 unsigned lastdist;
369 rv_vector rv; 429 rv_vector rv;
370 430
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
432 {
372 /* We should not find free objects on this friendly list, but it 433 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 434 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 435 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 436 * list is also free, so encapsulate this in a while loop.
376 */ 437 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 438 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
439 {
378 object *tmp=ol->ob; 440 object *tmp = ol->ob;
379 441
380 /* Can't do much more other than log the fact, because the object 442 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 443 * itself will have been cleared.
382 */ 444 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 445 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
446 tmp->debug_desc ());
384 ol = ol->next; 447 ol = ol->next;
385 remove_friendly_object(tmp); 448 remove_friendly_object (tmp);
449 if (!ol)
386 if (!ol) return op; 450 return op;
387 } 451 }
388 452
389 /* Remove special check for player from this. First, it looks to cause 453 /* 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 454 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 455 * 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 456 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 457 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 458 * on_same_map check, as can_detect_enemy also does this
395 */ 459 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 460 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 461 continue;
398 462
399 if(lastdist>rv.distance) { 463 if (lastdist > rv.distance)
464 {
400 op=ol->ob; 465 op = ol->ob;
401 lastdist=rv.distance; 466 lastdist = rv.distance;
402 } 467 }
403 } 468 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 469
470 for_all_players (pl)
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 471 if (can_detect_enemy (mon, pl->ob, &rv))
406
407 if(lastdist>rv.distance) { 472 if (lastdist > rv.distance)
408 op=pl->ob;
409 lastdist=rv.distance;
410 }
411 } 473 {
412 } 474 op = pl->ob;
475 lastdist = rv.distance;
476 }
477
413#if 0 478#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 479 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 480#endif
416 return op; 481 return op;
417} 482}
418 483
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 484/* 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 485 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 486 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 500 * 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 501 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 502 * is probably not a good thing.
438 */ 503 */
439#define MAX_SPACES 50 504#define MAX_SPACES 50
440
441 505
442/* 506/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 507 * 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 508 * 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 509 * 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. 522 * 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, 523 * 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 524 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 525 * is blocking itself.
462 */ 526 */
527int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 528path_to_player (object *mon, object *pl, unsigned mindiff)
529{
464 rv_vector rv; 530 rv_vector rv;
465 sint16 x,y; 531 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 532 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 533 maptile *m, *lastmap;
468 534
469 get_rangevector(mon, pl, &rv, 0); 535 get_rangevector (mon, pl, &rv, 0);
470 536
471 if (rv.distance<mindiff) return 0; 537 if (rv.distance < mindiff)
538 return 0;
472 539
473 x=mon->x; 540 x = mon->x;
474 y=mon->y; 541 y = mon->y;
475 m=mon->map; 542 m = mon->map;
476 dir = rv.direction; 543 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 544 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); 545 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
546
479 /* If we can't solve it within the search distance, return now. */ 547 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 548 if (diff > max)
549 return 0;
550
481 while (diff >1 && max>0) { 551 while (diff > 1 && max > 0)
552 {
482 lastx = x; 553 lastx = x;
483 lasty = y; 554 lasty = y;
484 lastmap = m; 555 lastmap = m;
485 x = lastx + freearr_x[dir]; 556 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 557 y = lasty + freearr_y[dir];
487 558
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 559 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); 560 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
490 561
491 /* Space is blocked - try changing direction a little */ 562 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 563 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)))) { 564 && (m == mon->map && blocked_link (mon, m, x, y))))
565 {
494 /* recalculate direction from last good location. Possible 566 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 567 * we were not traversing ideal location before.
496 */ 568 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 569 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 570 if (rv.direction != dir)
571 {
499 /* OK - says direction should be different - lets reset the 572 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 573 * the values so it will try again.
501 */ 574 */
502 x = lastx; 575 x = lastx;
503 y = lasty; 576 y = lasty;
504 m = lastmap; 577 m = lastmap;
505 dir = firstdir = rv.direction; 578 dir = firstdir = rv.direction;
579 }
506 } else { 580 else
581 {
507 /* direct path is blocked - try taking a side step to 582 /* direct path is blocked - try taking a side step to
508 * either the left or right. 583 * either the left or right.
509 * Note increase the values in the loop below to be 584 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 585 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 586 * 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 587 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 588 * stepping back and forth
514 */ 589 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 590 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
591 {
592 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 593 continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 594 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 595 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 596 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 597 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 598 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 599 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 600 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 601 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 602 * the last direction the creature has successfully
526 * moved. 603 * moved.
527 */ 604 */
528 605
529 x = lastx + freearr_x[absdir(lastdir+i)]; 606 x = lastx + freearr_x[absdir (lastdir + i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 607 y = lasty + freearr_y[absdir (lastdir + i)];
531 m = lastmap; 608 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 609 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 610 if (mflags & P_OUT_OF_MAP)
611 continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 612 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 613 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
614 continue;
536 if (mflags & P_BLOCKSVIEW) continue; 615 if (mflags & P_BLOCKSVIEW)
616 continue;
537 617
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 618 if (m == mon->map && blocked_link (mon, m, x, y))
619 break;
539 } 620 }
540 /* go through entire loop without finding a valid 621 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 622 * sidestep to take - thus, no valid path.
542 */ 623 */
543 if (i==(DETOUR_AMOUNT+1)) 624 if (i == (DETOUR_AMOUNT + 1))
544 return 0; 625 return 0;
545 diff--; 626 diff--;
546 lastdir=dir; 627 lastdir = dir;
547 max--; 628 max--;
548 if (!firstdir) firstdir = dir+i; 629 if (!firstdir)
630 firstdir = dir + i;
549 } /* else check alternate directions */ 631 } /* else check alternate directions */
550 } /* if blocked */ 632 } /* if blocked */
551 else { 633 else
634 {
552 /* we moved towards creature, so diff is less */ 635 /* we moved towards creature, so diff is less */
553 diff--; 636 diff--;
554 max--; 637 max--;
555 lastdir=dir; 638 lastdir = dir;
639 if (!firstdir)
556 if (!firstdir) firstdir = dir; 640 firstdir = dir;
641 }
642
643 if (diff <= 1)
557 } 644 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 645 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 646 * headed toward player for entire distance.
561 */ 647 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 648 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); 649 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
564 } 650 }
565 if (diff>max) return 0; 651
652 if (diff > max)
653 return 0;
566 } 654 }
655
567 /* If we reached the max, didn't find a direction in time */ 656 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 657 if (!max)
658 return 0;
569 659
570 return firstdir; 660 return firstdir;
571} 661}
572 662
663void
573void give_initial_items(object *pl,treasurelist *items) { 664give_initial_items (object *pl, treasurelist * items)
665{
574 object *op,*next=NULL; 666 object *op, *next = NULL;
575 667
576 if(pl->randomitems!=NULL) 668 if (pl->randomitems != NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 669 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 670
579 for (op=pl->inv; op; op=next) { 671 for (op = pl->inv; op; op = next)
672 {
580 next = op->below; 673 next = op->below;
581 674
582 /* Forces get applied per default, unless they have the 675 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 676 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 677 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 678 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 679 SET_FLAG (op, FLAG_APPLIED);
587 680
588 /* we never give weapons/armour if these cannot be used 681 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 682 * by this player due to race restrictions
590 */ 683 */
591 if (pl->type == PLAYER) { 684 if (pl->type == PLAYER)
685 {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 686 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS || 687 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET || 688 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES || 689 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) || 690 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 } 691 {
602 } 692 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; 693 continue;
622 } 694 }
623 if (op->nrof > 1) op->nrof = 1; 695 }
696
697 /* This really needs to be better - we should really give
698 * a substitute spellbook. The problem is that we don't really
699 * have a good idea what to replace it with (need something like
700 * a first level treasurelist for each skill.)
701 * remove duplicate skills also
702 */
703 if (op->type == SPELLBOOK || op->type == SKILL)
624 } 704 {
705 object *tmp;
625 706
707 for (tmp = op->below; tmp; tmp = tmp->below)
708 if (tmp->type == op->type && tmp->name == op->name)
709 break;
710
711 if (tmp)
712 {
713 op->destroy ();
714 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
715 continue;
716 }
717
718 if (op->nrof > 1)
719 op->nrof = 1;
720 }
721
626 if (op->type == SPELLBOOK && op->inv) { 722 if (op->type == SPELLBOOK && op->inv)
723 {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 724 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
628 } 725 }
629 726
630 /* Give starting characters identified, uncursed, and undamned 727 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 728 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 729 * merged properly.
633 */ 730 */
634 if (need_identify(op)) { 731 if (need_identify (op))
732 {
635 SET_FLAG(op, FLAG_IDENTIFIED); 733 SET_FLAG (op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 734 CLEAR_FLAG (op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 735 CLEAR_FLAG (op, FLAG_DAMNED);
736 }
737 if (op->type == SPELL)
638 } 738 {
639 if(op->type==SPELL) { 739 op->destroy ();
640 remove_ob(op);
641 free_object(op);
642 continue; 740 continue;
741 }
742 else if (op->type == SKILL)
643 } 743 {
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 744 SET_FLAG (op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 745 op->stats.exp = 0;
647 op->level = 1; 746 op->level = 1;
648 } 747 }
649 /* lock all 'normal items by default */ 748 /* lock all 'normal items by default */
749 else
650 else SET_FLAG(op, FLAG_INV_LOCKED); 750 SET_FLAG (op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 751 } /* for loop of objects in player inv */
652 752
653 /* Need to set up the skill pointers */ 753 /* Need to set up the skill pointers */
654 link_player_skills(pl); 754 link_player_skills (pl);
655} 755}
656 756
657void get_name(object *op) { 757void
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) { 758get_party_password (object *op, partylist *party)
759{
734 if (party == NULL) { 760 if (party == NULL)
761 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 762 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 763 return;
737 } 764 }
765
738 op->contr->write_buf[0]='\0'; 766 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 767 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 768 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 769 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 770}
743
744 771
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 772/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
773static int
746int roll_stat(void) { 774roll_stat (void)
775{
747 int a[4],i,j,k; 776 int a[4], i, j, k;
748 777
749 for(i=0;i<4;i++) 778 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 779 a[i] = (int) rndm (6) + 1;
751 780
752 for(i=0,j=0,k=7;i<4;i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 782 if (a[i] < k)
754 k=a[i],j=i; 783 k = a[i], j = i;
755 784
756 for(i=0,k=0;i<4;i++) { 785 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 786 if (i != j)
758 k+=a[i]; 787 k += a[i];
759 } 788
760 return k; 789 return k;
761} 790}
762 791
763void roll_stats(object *op) { 792void
793object::roll_stats ()
794{
795 int statsort [NUM_STATS];
796
797 for (;;)
798 {
764 int sum=0; 799 int sum = 0;
765 int i = 0, j = 0; 800 for (int i = NUM_STATS; i--; )
766 int statsort[7]; 801 sum += statsort [i] = roll_stat ();
767 802
768 do { 803 if (sum >= 82 && sum <= 116)
769 op->stats.Str=roll_stat(); 804 break;
770 op->stats.Dex=roll_stat(); 805 }
771 op->stats.Int=roll_stat();
772 op->stats.Con=roll_stat();
773 op->stats.Wis=roll_stat();
774 op->stats.Pow=roll_stat();
775 op->stats.Cha=roll_stat();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
777 op->stats.Con+op->stats.Wis+op->stats.Pow+
778 op->stats.Cha;
779 } while(sum<82||sum>116);
780 806
781 /* Sort the stats so that rerolling is easier... */ 807 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 808 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
783 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha;
789 809
790 /* a quick and dirty bubblesort? */ 810 for (int i = 0; i < NUM_STATS; ++i)
791 do {
792 if (statsort[i] < statsort[i + 1]) {
793 j = statsort[i];
794 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j;
796 i = 0;
797 } else {
798 i++;
799 }
800 } while (i < 6);
801
802 op->stats.Str = statsort[0]; 811 stats.stat (i) = statsort [i];
803 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2];
805 op->stats.Int = statsort[3];
806 op->stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6];
809 812
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; 813 stats.exp = 0;
821 op->stats.ac=0; 814 stats.ac = 0;
822 815
816 stats.hp = stats.maxhp;
817 stats.sp = stats.maxsp;
818 stats.grace = stats.maxgrace;
819
820 if (contr)
821 {
823 op->contr->levhp[1] = 9; 822 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 823 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 824 contr->levgrace[1] = 3;
826 825
827 fix_player(op); 826 contr->orig_stats = stats;
827 }
828}
829
830void
831object::swap_stats (int a, int b)
832{
833 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
834
835 for (int i = 0; i < NUM_STATS; ++i)
836 stats.stat (i) = contr->orig_stats.stat (i);
837
838 //TODO: the following code looks so borked and should, at the very least,
839 // be merged with the similar code in roll_stats
840 stats.ac = 0;
841
842 level = 1;
843 stats.exp = 0;
844 stats.ac = 0;
845
828 op->stats.hp = op->stats.maxhp; 846 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 847 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 848 stats.grace = stats.maxgrace;
849
850 if (contr)
851 {
852 contr->levhp[1] = 9;
853 contr->levsp[1] = 6;
854 contr->levgrace[1] = 3;
855
831 op->contr->orig_stats=op->stats; 856 contr->orig_stats = stats;
857 }
832} 858}
833 859
834void Roll_Again(object *op) 860static void
861start_info (object *op)
835{ 862{
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]; 863 char buf[MAX_BUF];
844 864
845 if ( op->contr->Swap_First == -1 ) { 865 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); 866 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 867 //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); 868 //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} 869}
953 870
954/* This function takes the key that is passed, and does the 871/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 872 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 873 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 874 * separate race and class; this actually changes the RACE,
958 * not the class. 875 * not the class.
959 */ 876 */
960 877void
961int key_change_class(object *op, char key) 878player::chargen_race_done ()
962{ 879{
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 */ 880 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 881 esrv_new_player (ob->contr, ob->weight + ob->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 882
883 treasurelist *tl = treasurelist::find ("starting_wealth");
884 if (tl)
885 create_treasure (tl, ob, 0, 0, 0);
886
977 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, ob->contr);
979 889
980 op->contr->state=ST_PLAYING; 890 ob->contr->ns->state = ST_PLAYING;
981 891
982 if (op->msg) { 892 if (ob->msg)
983 free_string(op->msg); 893 ob->msg = 0;
984 op->msg=NULL;
985 }
986 894
987 /* We create this now because some of the unique maps will need it 895 /* We create this now because some of the unique maps will need it
988 * to save here. 896 * 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 */ 897 */
1029 898 {
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]; 899 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); 900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 901 make_path_to_file (buf);
1101 next = mp->next; 902 }
1102 if (!strncmp(mp->path, buf, strlen(buf))) 903
1103 delete_map(mp); 904 start_info (ob);
1104 } 905 CLEAR_FLAG (ob, FLAG_WIZ);
1105 906 give_initial_items (ob, ob->randomitems);
1106 delete_character(op->name, 1); 907 link_player_skills (ob);
908 esrv_send_inventory (ob, ob);
909 ob->update_stats ();
910
911 /* This moves the player to a different start map, if there
912 * is one for this race
913 */
914 if (*first_map_ext_path)
1107 } 915 {
1108 play_again(op); 916 object *tmp;
1109 return 1; 917 char mapname[MAX_BUF];
1110}
1111 918
919 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
920 tmp = object::create ();
921 EXIT_PATH (tmp) = mapname;
922 EXIT_X (tmp) = ob->x;
923 EXIT_Y (tmp) = ob->y;
924 ob->enter_exit (tmp); /* we don't really care if it succeeded;
925 * if the map isn't there, then stay on the
926 * default initial map */
927 tmp->destroy ();
928 }
929 else
930 LOG (llevDebug, "first_map_ext_path not set\n");
931}
932
933void
934player::chargen_race_next ()
935{
936 /* Following actually changes the race - this is the default command
937 * if we don't match with one of the options above.
938 */
939
940 do
941 {
942 shstr name = ob->name;
943 int x = ob->x, y = ob->y;
944
945 ob->remove_statbonus ();
946 ob->remove ();
947 ob->arch = get_player_archetype (ob->arch);
948 ob->arch->clone.copy_to (ob);
949 ob->instantiate ();
950 ob->stats = ob->contr->orig_stats;
951 ob->name = ob->name_pl = name;
952 ob->x = x;
953 ob->y = y;
954 SET_ANIMATION (ob, 2); /* So player faces south */
955 insert_ob_in_map (ob, ob->map, ob, 0);
956 assign (ob->contr->title, ob->arch->clone.name);
957 ob->add_statbonus ();
958 }
959 while (!allowed_class (ob));
960
961 update_object (ob, UP_OBJ_FACE);
962 esrv_update_item (UPD_FACE, ob, ob);
963 ob->update_stats ();
964 ob->stats.hp = ob->stats.maxhp;
965 ob->stats.sp = ob->stats.maxsp;
966 ob->stats.grace = 0;
967}
968
969void
1112void flee_player(object *op) { 970flee_player (object *op)
971{
1113 int dir,diff; 972 int dir, diff;
1114 rv_vector rv; 973 rv_vector rv;
1115 974
1116 if(op->stats.hp < 0) { 975 if (op->stats.hp < 0)
976 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 977 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 978 CLEAR_FLAG (op, FLAG_SCARED);
979 return;
980 }
981
982 if (op->enemy == NULL)
983 {
984 LOG (llevDebug, "Fleeing player had no enemy.\n");
985 CLEAR_FLAG (op, FLAG_SCARED);
986 return;
987 }
988
989 /* Seen some crashes here. Since we don't store an
990 * op->enemy_count, it is possible that something destroys the
991 * actual enemy, and the object is recycled.
992 */
993 if (op->enemy->map == NULL)
994 {
995 CLEAR_FLAG (op, FLAG_SCARED);
996 op->enemy = NULL;
997 return;
998 }
999
1000 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1001 {
1002 op->enemy = NULL;
1003 CLEAR_FLAG (op, FLAG_SCARED);
1004 return;
1005 }
1006
1007 get_rangevector (op, op->enemy, &rv, 0);
1008
1009 dir = absdir (4 + rv.direction);
1010 for (diff = 0; diff < 3; diff++)
1011 {
1012 int m = 1 - (RANDOM () & 2);
1013
1014 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1119 return; 1015 return;
1120 } 1016 }
1121 1017
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 */ 1018 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1019 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1020 op->enemy = NULL;
1156} 1021}
1157
1158 1022
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1023/* 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 1024 * It returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1025 * stop.
1162 */ 1026 */
1027int
1163int check_pick(object *op) { 1028check_pick (object *op)
1029{
1164 object *tmp, *next; 1030 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1031 int stop = 0;
1167 int j, k, wvratio; 1032 int wvratio;
1168 char putstring[128], tmpstr[16]; 1033 char putstring[128];
1169
1170 1034
1171 /* if you're flying, you cna't pick up anything */ 1035 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1036 if (op->move_type & MOVE_FLYING)
1173 return 1; 1037 return 1;
1174 1038
1175 op_tag = op->count;
1176
1177 next = op->below; 1039 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1040
1181 /* loop while there are items on the floor that are not marked as 1041 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1042 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1043 while (next && !next->destroyed ())
1184 { 1044 {
1185 tmp = next; 1045 tmp = next;
1186 next = tmp->below; 1046 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1047
1190 if (was_destroyed (op, op_tag)) 1048 if (op->destroyed ())
1191 return 0; 1049 return 0;
1192 1050
1193 if ( ! can_pick (op, tmp)) 1051 if (!can_pick (op, tmp))
1194 continue; 1052 continue;
1195 1053
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1054 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1055 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1056 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1057 pick_up (op, tmp);
1200 continue; 1058 continue;
1201 } 1059 }
1202 1060
1203 /* high not bit set? We're using the old autopickup model */ 1061 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1062 if (!(op->contr->mode & PU_NEWMODE))
1063 {
1205 switch (op->contr->mode) { 1064 switch (op->contr->mode)
1065 {
1066 case 0:
1206 case 0: return 1; /* don't pick up */ 1067 return 1; /* don't pick up */
1068 case 1:
1207 case 1: pick_up (op, tmp); 1069 pick_up (op, tmp);
1208 return 1; 1070 return 1;
1071 case 2:
1209 case 2: pick_up (op, tmp); 1072 pick_up (op, tmp);
1210 return 0; 1073 return 0;
1074 case 3:
1211 case 3: return 0; /* stop before pickup */ 1075 return 0; /* stop before pickup */
1076 case 4:
1212 case 4: pick_up (op, tmp); 1077 pick_up (op, tmp);
1213 break; 1078 break;
1079 case 5:
1214 case 5: pick_up (op, tmp); 1080 pick_up (op, tmp);
1215 stop = 1; 1081 stop = 1;
1216 break; 1082 break;
1217 case 6: 1083 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1084 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); 1085 pick_up (op, tmp);
1221 break; 1086 break;
1222 1087
1223 case 7: 1088 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1089 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1090 pick_up (op, tmp);
1226 break; 1091 break;
1227 1092
1228 default: 1093 default:
1229 /* use value density */ 1094 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1095 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1096 && (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); 1097 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 } 1098 }
1262 } 1099 }
1263 } 1100 else
1101 { /* old model */
1102 /* NEW pickup handling */
1103 if (op->contr->mode & PU_DEBUG)
1104 {
1105 /* some debugging code to figure out item information */
1106 if (tmp->name != NULL)
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109 else
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1114 }
1265 1115
1116 /* philosophy:
1117 * It's easy to grab an item type from a pile, as long as it's
1118 * generic. This takes no game-time. For more detailed pickups
1119 * and selections, select-items should be used. This is a
1120 * grab-as-you-run type mode that's really useful for arrows for
1121 * example.
1122 * The drawback: right now it has no frontend, so you need to
1123 * stick the bits you want into a calculator in hex mode and then
1124 * convert to decimal and then 'pickup <#>
1125 */
1126
1127 /* the first two modes are exclusive: if NOTHING we return, if
1128 * STOP then we stop. All the rest are applied sequentially,
1129 * meaning if any test passes, the item gets picked up. */
1130
1131 /* if mode is set to pick nothing up, return */
1132
1133 if (op->contr->mode & PU_NOTHING)
1134 return 1;
1135
1136 /* if mode is set to stop when encountering objects, return */
1137 /* take STOP before INHIBIT since it doesn't actually pick
1138 * anything up */
1139
1140 if (op->contr->mode & PU_STOP)
1141 return 0;
1142
1143 /* useful for going into stores and not losing your settings... */
1144 /* and for battles wher you don't want to get loaded down while
1145 * fighting */
1146 if (op->contr->mode & PU_INHIBIT)
1147 return 1;
1148
1149 /* prevent us from turning into auto-thieves :) */
1150 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1151 continue;
1152
1153 /* ignore known cursed objects */
1154 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1155 continue;
1156
1157 /* all food and drink if desired */
1158 /* question: don't pick up known-poisonous stuff? */
1159 if (op->contr->mode & PU_FOOD)
1160 if (tmp->type == FOOD)
1161 {
1162 pick_up (op, tmp);
1163 continue;
1164 }
1165
1166 if (op->contr->mode & PU_DRINK)
1167 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1168 {
1169 pick_up (op, tmp);
1170 continue;
1171 }
1172
1173 if (op->contr->mode & PU_POTION)
1174 if (tmp->type == POTION)
1175 {
1176 pick_up (op, tmp);
1177 continue;
1178 }
1179
1180 /* spellbooks, skillscrolls and normal books/scrolls */
1181 if (op->contr->mode & PU_SPELLBOOK)
1182 if (tmp->type == SPELLBOOK)
1183 {
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 if (op->contr->mode & PU_SKILLSCROLL)
1189 if (tmp->type == SKILLSCROLL)
1190 {
1191 pick_up (op, tmp);
1192 continue;
1193 }
1194
1195 if (op->contr->mode & PU_READABLES)
1196 if (tmp->type == BOOK || tmp->type == SCROLL)
1197 {
1198 pick_up (op, tmp);
1199 continue;
1200 }
1201
1202 /* wands/staves/rods/horns */
1203 if (op->contr->mode & PU_MAGIC_DEVICE)
1204 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1205 {
1206 pick_up (op, tmp);
1207 continue;
1208 }
1209
1210 /* pick up all magical items */
1211 if (op->contr->mode & PU_MAGICAL)
1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1213 {
1214 pick_up (op, tmp);
1215 continue;
1216 }
1217
1218 if (op->contr->mode & PU_VALUABLES)
1219 {
1220 if (tmp->type == MONEY || tmp->type == GEM)
1221 {
1222 pick_up (op, tmp);
1223 continue;
1224 }
1225 }
1226
1227 /* rings & amulets - talismans seems to be typed AMULET */
1228 if (op->contr->mode & PU_JEWELS)
1229 if (tmp->type == RING || tmp->type == AMULET)
1230 {
1231 pick_up (op, tmp);
1232 continue;
1233 }
1234
1235 /* we don't forget dragon food */
1236 if (op->contr->mode & PU_FLESH)
1237 if (tmp->type == FLESH)
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 /* bows and arrows. Bows are good for selling! */
1244 if (op->contr->mode & PU_BOW)
1245 if (tmp->type == BOW)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_ARROW)
1252 if (tmp->type == ARROW)
1253 {
1254 pick_up (op, tmp);
1255 continue;
1256 }
1257
1258 /* all kinds of armor etc. */
1259 if (op->contr->mode & PU_ARMOUR)
1260 if (tmp->type == ARMOUR)
1261 {
1262 pick_up (op, tmp);
1263 continue;
1264 }
1265
1266 if (op->contr->mode & PU_HELMET)
1267 if (tmp->type == HELMET)
1268 {
1269 pick_up (op, tmp);
1270 continue;
1271 }
1272
1273 if (op->contr->mode & PU_SHIELD)
1274 if (tmp->type == SHIELD)
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 if (op->contr->mode & PU_BOOTS)
1281 if (tmp->type == BOOTS)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 if (op->contr->mode & PU_GLOVES)
1288 if (tmp->type == GLOVES)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 if (op->contr->mode & PU_CLOAK)
1295 if (tmp->type == CLOAK)
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300
1301 /* hoping to catch throwing daggers here */
1302 if (op->contr->mode & PU_MISSILEWEAPON)
1303 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1304 {
1305 pick_up (op, tmp);
1306 continue;
1307 }
1308
1309 /* careful: chairs and tables are weapons! */
1310 if (op->contr->mode & PU_ALLWEAPON)
1311 {
1312 if (tmp->type == WEAPON && tmp->name != NULL)
1313 {
1314 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1315 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1316 {
1317 pick_up (op, tmp);
1318 continue;
1319 }
1320 }
1321
1322 if (tmp->type == WEAPON && tmp->name == NULL)
1323 {
1324 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1325 {
1326 pick_up (op, tmp);
1327 continue;
1328 }
1329 }
1330 }
1331
1332 /* misc stuff that's useful */
1333 if (op->contr->mode & PU_KEY)
1334 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1335 {
1336 pick_up (op, tmp);
1337 continue;
1338 }
1339
1340 /* any of the last 4 bits set means we use the ratio for value
1341 * pickups */
1342 if (op->contr->mode & PU_RATIO)
1343 {
1344 /* use value density to decide what else to grab */
1345 /* >=7 was >= op->contr->mode */
1346 /* >=7 is the old standard setting. Now we take the last 4 bits
1347 * and multiply them by 5, giving 0..15*5== 5..75 */
1348 wvratio = (op->contr->mode & PU_RATIO) * 5;
1349 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1350 {
1351 pick_up (op, tmp);
1266#if 0 1352#if 0
1267 /* print the flags too */ 1353 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1354 if (tmp->name != NULL)
1269 { 1355 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1356 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1357 }
1272 { 1358 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1359 fprintf (stderr, "%s", tmp->arch->name);
1274 if(!((j+1)%4))fprintf(stderr," "); 1360 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1361 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 1362#endif
1279 } 1363 continue;
1280 /* philosophy: 1364 }
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 } 1365 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1366 } /* 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 } 1367 }
1440 } /* the new pickup model */ 1368
1441 }
1442 return ! stop; 1369 return !stop;
1443} 1370}
1444 1371
1445/* 1372/*
1446 * Find an arrow in the inventory and after that 1373 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1374 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1375 * found object is returned.
1449 */ 1376 */
1377object *
1450object *find_arrow(object *op, const char *type) 1378find_arrow (object *op, const char *type)
1451{ 1379{
1452 object *tmp = NULL; 1380 object *tmp = 0;
1453 1381
1454 for(op=op->inv; op; op=op->below) 1382 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1383 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); 1384 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1385 else if (op->type == ARROW && op->race == type)
1459 return op; 1386 return op;
1387
1460 return tmp; 1388 return tmp;
1461} 1389}
1462 1390
1463/* 1391/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1392 * 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 1393 * 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 1394 * 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. 1395 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1396 */
1469 1397object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1398find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1399{
1472 object *tmp = NULL, *arrow, *ntmp; 1400 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1401 int attacknum, attacktype, betterby = 0, i;
1474 1402
1475 if (!type) 1403 if (!type)
1476 return NULL; 1404 return NULL;
1477 1405
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1406 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1407 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1408 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1409 {
1481 i = 0; 1410 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1411 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1412 if (i > betterby)
1413 {
1484 tmp = ntmp; 1414 tmp = ntmp;
1485 betterby = i; 1415 betterby = i;
1486 } 1416 }
1417 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1418 else if (arrow->type == ARROW && arrow->race == type)
1419 {
1488 /* allways prefer assasination/slaying */ 1420 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1421 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1422 {
1491 if (arrow->attacktype & AT_DEATH) { 1423 if (arrow->attacktype & AT_DEATH)
1424 {
1492 *better = 100; 1425 *better = 100;
1493 return arrow; 1426 return arrow;
1494 } else {
1495 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1427 }
1498 } else { 1428 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 } 1429 {
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1508 tmp = arrow; 1430 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1431 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 } 1432 }
1515 } 1433 }
1434 else
1435 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 {
1438 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1441 {
1442 tmp = arrow;
1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1444 }
1445 }
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 {
1448 tmp = arrow;
1449 betterby = 2 + arrow->magic + arrow->stats.dam;
1450 }
1451 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1452 {
1453 tmp = arrow;
1454 betterby = 1 + arrow->magic + arrow->stats.dam;
1455 }
1516 } 1456 }
1457 }
1517 } 1458 }
1518 if (tmp == NULL && arrow == NULL) 1459 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1460 return find_arrow (op, type);
1520 1461
1521 *better = betterby; 1462 *better = betterby;
1522 return tmp; 1463 return tmp;
1523} 1464}
1524 1465
1525/* looks in a given direction, finds the first valid target, and calls 1466/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1467 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1468 * op = the shooter
1528 * type = bow->race 1469 * type = bow->race
1529 * dir = fire direction 1470 * dir = fire direction
1530 */ 1471 */
1531 1472object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1473pick_arrow_target (object *op, const char *type, int dir)
1533{ 1474{
1534 object *tmp = NULL; 1475 object *tmp = NULL;
1535 mapstruct *m; 1476 maptile *m;
1536 int i, mflags, found, number; 1477 int i, mflags, found, number;
1537 sint16 x, y; 1478 sint16 x, y;
1538 1479
1539 if (op->map == NULL) 1480 if (op->map == NULL)
1540 return find_arrow(op, type); 1481 return find_arrow (op, type);
1541 1482
1542 /* do a dex check */ 1483 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1484 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))) 1485 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1486 return find_arrow (op, type);
1546 1487
1547 m = op->map; 1488 m = op->map;
1548 x = op->x; 1489 x = op->x;
1549 y = op->y; 1490 y = op->y;
1550 1491
1551 /* find the first target */ 1492 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1493 for (i = 0, found = 0; i < 20; i++)
1494 {
1553 x += freearr_x[dir]; 1495 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1496 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1497 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1498 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1499 {
1557 tmp = NULL; 1500 tmp = NULL;
1501 break;
1502 }
1503 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1504 {
1505 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1506 * perhaps a bad assumption.
1507 */
1508 tmp = NULL;
1509 break;
1510 }
1511 if (mflags & P_IS_ALIVE)
1512 {
1513 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1514 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1515 {
1516 found++;
1517 break;
1518 }
1519 if (found)
1558 break; 1520 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 } 1521 }
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 } 1522 }
1576 if (tmp == NULL) 1523 if (tmp == NULL)
1577 return find_arrow(op, type); 1524 return find_arrow (op, type);
1578 1525
1579 if (tmp->head) 1526 if (tmp->head)
1580 tmp = tmp->head; 1527 tmp = tmp->head;
1581 1528
1582 return find_better_arrow(op, tmp, type, &i); 1529 return find_better_arrow (op, tmp, type, &i);
1583} 1530}
1584 1531
1585/* 1532/*
1586 * Creature fires a bow - op can be monster or player. Returns 1533 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1534 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1537 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1538 * 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 1539 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1540 * player fire modes.
1594 */ 1541 */
1542int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1543fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1544{
1598 object *left, *bow; 1545 object *left, *bow;
1599 tag_t left_tag, tag; 1546 int mflags;
1600 int bowspeed, mflags; 1547 maptile *m;
1601 mapstruct *m;
1602 1548
1603 if (!dir) { 1549 if (!dir)
1550 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1551 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1552 return 0;
1553 }
1554
1555 if (op->contr)
1556 bow = op->current_weapon;
1557 else
1606 } 1558 {
1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow];
1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1559 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1560 /* 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. 1561 * don't need to switch back and forth between bows and weapons.
1613 */ 1562 */
1614 if(bow->type==BOW) 1563 if (bow->type == BOW)
1615 break; 1564 break;
1616 1565
1617 if (!bow) { 1566 if (!bow)
1567 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1569 return 0;
1570 }
1571
1572 // optimisation: move object to top so we will find it quickly again
1573 if (bow->below)
1620 } 1574 {
1575 bow->remove ();
1576 op->insert (bow);
1577 }
1578
1621 } 1579 }
1580
1622 if( !bow->race || !bow->skill) { 1581 if (!bow->race || !bow->skill)
1582 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1584 return 0;
1625 } 1585 }
1626 1586
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628
1629 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1632 if (bowspeed < 1)
1633 bowspeed = 1;
1634
1635 if (arrow == NULL) { 1587 if (arrow == NULL)
1588 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1589 if ((arrow = find_arrow (op, bow->race)) == NULL)
1590 {
1637 if (op->type == PLAYER) 1591 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1592 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 */ 1593 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1594 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1595 CLEAR_FLAG (op, FLAG_READY_BOW);
1596
1643 return 0; 1597 return 0;
1644 } 1598 }
1645 } 1599 }
1600
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1601 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1602 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1603 return 0;
1649 } 1604
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1605 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1606 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1607 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1608 return 0;
1653 } 1609 }
1654 1610
1655 /* this should not happen, but sometimes does */ 1611 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1612 if (arrow->nrof == 0)
1657 remove_ob(arrow); 1613 {
1658 free_object(arrow); 1614 arrow->destroy ();
1659 return 0; 1615 return 0;
1660 } 1616 }
1661 1617
1662 left = arrow; /* these are arrows left to the player */ 1618 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1619 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1620 if (!arrow)
1621 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1622 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race);
1668 return 0; 1623 return 0;
1669 } 1624 }
1670 set_owner(arrow, op); 1625
1671 if (arrow->skill) free_string(arrow->skill); 1626 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1627 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1628 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1629
1678 if (op->type == PLAYER) {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1680 fix_player(op);
1681 }
1682
1683 SET_ANIMATION(arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1630 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1631 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1632 arrow->stats.grace = arrow->attacktype;
1633
1687 if (arrow->slaying != NULL) 1634 if (arrow->slaying)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1635 arrow->spellarg = strdup (arrow->slaying);
1689 1636
1690 /* Note that this was different for monsters - they got their level 1637 if (player *pl = op->contr)
1691 * added to the damage. I think the strength bonus is more proper.
1692 */
1693 1638 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1639 if (!pl->has_hit)
1695 0 : dam_bonus[op->stats.Str]) + 1640 {
1696 bow->stats.dam + bow->magic + arrow->magic; 1641 pl->has_hit = 1;
1642 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1643 }
1644#if 0
1645 float speed = pl->weapon_sp;
1697 1646
1647 /* penalize ROF for bestarrow */
1648 if (pl->bowtype == bow_bestarrow)
1649 speed *= .9f;
1650 else
1651 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1652
1653 op->speed_left += speed - op->speed;
1654#endif
1655 }
1656
1657 SET_ANIMATION (arrow, arrow->direction);
1658
1698 /* update the speed */ 1659 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1700 0 : dam_bonus[op->stats.Str]) +
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0; 1661 + bow->stats.dam / 7.0;
1703 1662
1704 if (arrow->speed < 1.0) 1663 arrow->set_speed (max (arrow->speed, 2.0));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1664 arrow->speed_left = 0;
1708 1665
1666 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667
1709 if (op->type == PLAYER) { 1668 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1669 {
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; 1670 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1671 wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1672
1673 if (!arrow->slaying)
1674 arrow->slaying = op->slaying;
1675
1676 arrow->attacktype |= op->attacktype;
1677 }
1678 else
1679 {
1720 arrow->level = op->level; 1680 arrow->level = op->level;
1721 } 1681 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1682
1683 if (!arrow->slaying)
1684 arrow->slaying = bow->slaying;
1685
1723 arrow->attacktype |= bow->attacktype; 1686 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1687 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1688
1727 arrow->map = m; 1689 wc -= arrow->level;
1690 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1691
1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1728 arrow->move_type = MOVE_FLY_LOW; 1693 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1695
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1696 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1732 tag = arrow->count; 1697 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1698
1735 if (!was_destroyed(arrow, tag)) 1699 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1700 move_arrow (arrow);
1737 1701
1738 if (op->type == PLAYER) { 1702 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1703 {
1704 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1705 esrv_del_item (op->contr, left->count);
1741 else 1706 else
1742 esrv_send_item(op, left); 1707 esrv_send_item (op, left);
1743 } 1708 }
1709
1744 return 1; 1710 return 1;
1745} 1711}
1746 1712
1747/* Special fire code for players - this takes into 1713/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1714 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1715 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1716 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1717 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1718 * hence the function name.
1753 */ 1719 */
1720int
1754int player_fire_bow(object *op, int dir) 1721player_fire_bow (object *op, int dir)
1755{ 1722{
1756 int ret=0, wcmod=0; 1723 int ret = 0, wcmod = 0;
1757 1724
1758 if (op->contr->bowtype == bow_bestarrow) { 1725 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1726 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1727 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); 1728 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1729 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1730 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1731 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1732 wcmod = -1;
1733
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1734 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1735 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1736 else if (op->contr->bowtype == bow_threewide)
1737 {
1768 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);
1769 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1739 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)]); 1740 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1741 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1742 else if (op->contr->bowtype == bow_spreadshot)
1743 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1744 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); 1745 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); 1746 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1747 }
1776 } else { 1748 else
1749 {
1777 /* Simple case */ 1750 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1751 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1752 }
1753
1780 return ret; 1754 return ret;
1781} 1755}
1782
1783 1756
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1757/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1758 * Broken apart from 'fire' to keep it more readable.
1786 */ 1759 */
1760void
1787void fire_misc_object(object *op, int dir) 1761fire_misc_object (object *op, int dir)
1788{ 1762{
1789 object *item; 1763 object *item = op->contr->ranged_ob;
1790 1764
1791 if (!op->contr->ranges[range_misc]) { 1765 if (!item)
1766 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1767 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1768 return;
1794 } 1769 }
1795 1770
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1771 if (!item->inv)
1772 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1773 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1774 return;
1800 } 1775 }
1776
1777 if (!op->change_weapon (item))
1778 return;
1779
1801 if (item->type == WAND) { 1780 if (item->type == WAND)
1781 {
1802 if(item->stats.food<=0) { 1782 if (item->stats.food <= 0)
1783 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1784 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)); 1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1786
1805 return; 1787 return;
1806 } 1788 }
1789 }
1807 } else if (item->type == ROD || item->type==HORN) { 1790 else if (item->type == ROD || item->type == HORN)
1791 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1792 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1793 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1795
1810 if (item->type== ROD) 1796 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)); 1797 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 else 1798 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 1799 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)); 1800
1816 return; 1801 return;
1817 } 1802 }
1818 } 1803 }
1819 1804
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1805 if (cast_spell (op, item, dir, item->inv, NULL))
1806 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1807 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 1808 if (item->type == WAND)
1809 {
1823 if (!(--item->stats.food)) { 1810 if (!(--item->stats.food))
1811 {
1824 object *tmp; 1812 object *tmp;
1813
1825 if (item->arch) { 1814 if (item->arch)
1815 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1816 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1817 item->face = item->arch->clone.face;
1828 item->speed = 0; 1818 item->set_speed (0);
1829 update_ob_speed(item);
1830 } 1819 }
1820
1831 if ((tmp=is_player_inv(item))) 1821 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1822 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1823 }
1834 } 1824 }
1835 else if (item->type == ROD || item->type==HORN) { 1825 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1826 drain_rod_charge (item);
1837 }
1838 } 1827 }
1839} 1828}
1840 1829
1841/* Received a fire command for the player - go and do it. 1830/* Received a fire command for the player - go and do it.
1842 */ 1831 */
1832void
1843void fire(object *op,int dir) { 1833fire (object *op, int dir)
1834{
1844 int spellcost=0; 1835 int spellcost = 0;
1845 1836
1846 /* check for loss of invisiblity/hide */ 1837 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1838 if (action_makes_visible (op))
1839 make_visible (op);
1848 1840
1849 switch(op->contr->shoottype) { 1841 player *pl = op->contr;
1850 case range_none: 1842
1843 if (pl->golem)
1844 {
1845 control_golem (op->contr->golem, dir);
1851 return; 1846 return;
1847 }
1852 1848
1853 case range_bow: 1849 object *ob = pl->ranged_ob;
1850
1851 if (!ob)
1852 return;
1853
1854 if (!op->change_weapon (ob))
1855 return;
1856
1857 switch (ob->type)
1858 {
1859 case BOW:
1854 player_fire_bow(op, dir); 1860 player_fire_bow (op, dir);
1855 return; 1861 break;
1856 1862
1857 case range_magic: /* Casting spells */ 1863 case SPELL:
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1859 return; 1865 break;
1860 1866
1861 case range_misc: 1867 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 ); 1868 apply_map_builder (op, dir);
1886 return; 1869 break;
1870
1871 case SKILL:
1872 do_skill (op, op, ob, dir, 0);
1873 break;
1874
1887 default: 1875 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1876 fire_misc_object (op, dir);
1889 return; 1877 break;
1890 } 1878 }
1891} 1879}
1892
1893
1894 1880
1895/* find_key 1881/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1882 * 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 1883 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1884 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1886 * pl is the player,
1901 * inv is the objects inventory to searched 1887 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1888 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1889 * This function can be called recursively to search containers.
1904 */ 1890 */
1905 1891object *
1906object * find_key(object *pl, object *container, object *door) 1892find_key (object *pl, object *container, object *door)
1907{ 1893{
1908 object *tmp,*key; 1894 object *tmp, *key;
1909 1895
1910 /* Should not happen, but sanity checking is never bad */ 1896 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1897 if (!container->inv)
1898 return 0;
1912 1899
1913 /* First, lets try to find a key in the top level inventory */ 1900 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1901 for (tmp = container->inv; tmp; tmp = tmp->below)
1902 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1903 if (door->type == DOOR && tmp->type == KEY)
1904 break;
1916 /* For sanity, we should really check door type, but other stuff 1905 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1906 * (like containers) can be locked with special keys
1918 */ 1907 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1909 break;
1921 } 1910 }
1911
1922 /* No key found - lets search inventories now */ 1912 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1913 /* 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 1914 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1915 * a key, return
1926 */ 1916 */
1927 if (!tmp) { 1917 if (!tmp)
1918 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1919 for (tmp = container->inv; tmp; tmp = tmp->below)
1920 {
1929 /* No reason to search empty containers */ 1921 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1922 if (tmp->type == CONTAINER && tmp->inv)
1923 {
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1924 if ((key = find_key (pl, tmp, door)))
1925 return key;
1932 } 1926 }
1933 } 1927 }
1928
1929 if (!tmp)
1934 if (!tmp) return NULL; 1930 return NULL;
1935 } 1931 }
1932
1936 /* We get down here if we have found a key. Now if its in a container, 1933 /* 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 1934 * see if we actually want to use it
1938 */ 1935 */
1939 if (pl!=container) { 1936 if (pl != container)
1937 {
1940 /* Only let players use keys in containers */ 1938 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1939 if (!pl->contr)
1940 return NULL;
1942 /* cases where this fails: 1941 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1942 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1943 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1944 * If the container is not active, return now since only active
1946 * containers can be used. 1945 * containers can be used.
1947 * If we only search keyrings and the container does not have 1946 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1947 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1948 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1949 * inv must have been an container and must have been active.
1951 * 1950 *
1952 * Change the color so that the message doesn't disappear with 1951 * Change the color so that the message doesn't disappear with
1953 * all the others. 1952 * all the others.
1954 */ 1953 */
1955 if (pl->contr->usekeys == key_inventory || 1954 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1955 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings &&
1958 (!container->race || strcmp(container->race, "keys"))) 1956 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 ) { 1957 {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1958 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 1959 "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; 1960 return NULL;
1964 } 1961 }
1965 } 1962 }
1963
1966 return tmp; 1964 return tmp;
1967} 1965}
1968 1966
1969/* moved door processing out of move_player_attack. 1967/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1968 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1969 * such that the caller should not do anything more,
1972 * 0 otherwise 1970 * 0 otherwise
1973 */ 1971 */
1972static int
1974static int player_attack_door(object *op, object *door) 1973player_attack_door (object *op, object *door)
1975{ 1974{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1975 /* 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 - 1976 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1977 * otherwise, we fall through to the rest of the code.
1980 */ 1978 */
1981 object *key=find_key(op, op, door); 1979 object *key = find_key (op, op, door);
1982 1980
1983 /* IF we found a key, do some extra work */ 1981 /* IF we found a key, do some extra work */
1984 if (key) { 1982 if (key)
1983 {
1985 object *container=key->env; 1984 object *container = key->env;
1986 1985
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987
1988 if(action_makes_visible(op)) make_visible(op); 1988 if (action_makes_visible (op))
1989 make_visible (op);
1990
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1992 spring_trap (door->inv, op);
1993
1990 if (door->type == DOOR) { 1994 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1995 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1996 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1997 {
1995 "You open the door with the %s", query_short_name(key)); 1998 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 ;-) */ 1999 remove_door2 (door); /* remove door without violence ;-) */
1997 } 2000 }
2001
1998 /* Do this after we print the message */ 2002 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2003 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2004 /* Need to update the weight the container the key was in */
2001 if (container != op) 2005 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2006 esrv_update_item (UPD_WEIGHT, op, container);
2007
2003 return 1; /* Nothing more to do below */ 2008 return 1; /* Nothing more to do below */
2009 }
2004 } else if (door->type==LOCKED_DOOR) { 2010 else if (door->type == LOCKED_DOOR)
2011 {
2005 /* Might as well return now - no other way to open this */ 2012 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2014 return 1;
2008 } 2015 }
2016
2009 return 0; 2017 return 0;
2010} 2018}
2011 2019
2012/* This function is just part of a breakup from move_player. 2020/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2021 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2022 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2023 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2024 * going to try and move (not fire weapons).
2017 */ 2025 */
2018 2026void
2019void move_player_attack(object *op, int dir) 2027move_player_attack (object *op, int dir)
2020{ 2028{
2021 object *tmp, *mon; 2029 object *tmp, *mon;
2022 sint16 nx, ny;
2023 int on_battleground; 2030 int on_battleground;
2024 mapstruct *m; 2031 maptile *m;
2025 2032
2026 nx=freearr_x[dir]+op->x; 2033 sint16 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2034 sint16 ny = freearr_y[dir] + op->y;
2028 2035
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2036 on_battleground = op_on_battleground (op, 0, 0);
2030 2037
2031 /* If braced, or can't move to the square, and it is not out of the 2038 /* 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 2039 * 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 2040 * 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 2041 * 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 2042 * 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 2043 * 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 2044 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2045 * move_ob uses.
2039 */ 2046 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2047 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2048 {
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2049 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 } 2050 {
2051 m = op->map->xy_find (nx, ny);
2052 if (!m)
2053 return; /* Don't think this should happen */
2054 }
2055 else
2045 else m =op->map; 2056 m = op->map;
2046 2057
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2058 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");*/ 2059 return;
2060
2061 mon = 0;
2062 /* Go through all the objects, and find ones of interest. Only stop if
2063 * we find a monster - that is something we know we want to attack.
2064 * if its a door or barrel (can roll) see if there may be monsters
2065 * on the space
2066 */
2067 while (tmp)
2068 {
2069 if (tmp == op)
2070 {
2071 tmp = tmp->above;
2072 continue;
2073 }
2074
2075 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2076 {
2077 mon = tmp;
2078 break;
2079 }
2080
2081 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2082 mon = tmp;
2083
2084 tmp = tmp->above;
2085 }
2086
2087 if (!mon) /* This happens anytime the player tries to move */
2088 return; /* into a wall */
2089
2090 if (mon->head)
2091 mon = mon->head;
2092
2093 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2094 if (player_attack_door (op, mon))
2095 return;
2096
2097 /* The following deals with possibly attacking peaceful
2098 * or frienddly creatures. Basically, all players are considered
2099 * unaggressive. If the moving player has peaceful set, then the
2100 * object should be pushed instead of attacked. It is assumed that
2101 * if you are braced, you will not attack friends accidently,
2102 * and thus will not push them.
2103 */
2104
2105 /* If the creature is a pet, push it even if the player is not
2106 * peaceful. Our assumption is the creature is a pet if the
2107 * player owns it and it is either friendly or unagressive.
2108 */
2109 if (op->type == PLAYER
2110 && ((mon->owner && mon->owner->contr
2111 && same_party (mon->owner->contr->party, op->contr->party))
2112 || mon->owner == op)
2113 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2114 {
2115 /* If we're braced, we don't want to switch places with it */
2116 if (op->contr->braced)
2049 return; 2117 return;
2050 }
2051 2118
2052 mon = NULL; 2119 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 2120 push_ob (mon, dir, op);
2054 * we find a monster - that is something we know we want to attack. 2121 if (op->contr->tmp_invis || op->hide)
2055 * if its a door or barrel (can roll) see if there may be monsters 2122 make_visible (op);
2056 * on the space 2123
2124 return;
2125 }
2126
2127 /* in certain circumstances, you shouldn't attack friendly
2128 * creatures. Note that if you are braced, you can't push
2129 * someone, but put it inside this loop so that you won't
2130 * attack them either.
2057 */ 2131 */
2058 while (tmp!=NULL) { 2132 if ((mon->type == PLAYER || mon->enemy != op)
2059 if (tmp == op) { 2133 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2060 tmp=tmp->above; 2134 && ((op->contr->peaceful
2061 continue; 2135 || (mon->type == PLAYER && mon->contr->peaceful))
2136 && !on_battleground))
2137 {
2138 if (!op->contr->braced)
2139 {
2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2141 push_ob (mon, dir, op);
2062 } 2142 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2143 else
2064 mon = tmp; 2144 new_draw_info (0, 0, op, "You withhold your attack");
2065 break; 2145
2146 if (op->contr->tmp_invis || op->hide)
2147 make_visible (op);
2148 }
2149
2150 /* If the object is a boulder or other rollable object, then
2151 * roll it if not braced. You can't roll it if you are braced.
2152 */
2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2154 {
2155 recursive_roll (mon, dir, op);
2156 if (action_makes_visible (op))
2157 make_visible (op);
2158 }
2159
2160 /* Any generic living creature. Including things like doors.
2161 * Way it works is like this: First, it must have some hit points
2162 * and be living. Then, it must be one of the following:
2163 * 1) Not a player, 2) A player, but of a different party. Note
2164 * that party_number -1 is no party, so attacks can still happen.
2165 */
2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2168 {
2169 if (!op->contr->has_hit)
2170 {
2171 op->contr->has_hit = 1;
2172 op->speed_left += op->contr->weapon_speed () - op->speed;
2066 } 2173 }
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 2174
2075 if(mon->head != NULL) 2175 skill_attack (mon, op, 0, 0, 0);
2076 mon = mon->head;
2077 2176
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2177 /* If attacking another player, that player gets automatic
2079 if (player_attack_door(op, mon)) return; 2178 * hitback, and doesn't loose luck either.
2080 2179 * Disable hitback on the battleground or if the target is
2081 /* The following deals with possibly attacking peaceful 2180 * 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 */ 2181 */
2088 2182 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 )) { 2183 {
2129 if (!op->contr->braced) { 2184 short luck = mon->stats.luck;
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2185
2131 (void) push_ob(mon,dir,op); 2186 mon->contr->has_hit = 1;
2132 } else { 2187 skill_attack (op, mon, 0, 0, 0);
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2188 mon->stats.luck = luck;
2134 } 2189 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137 2190
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); 2191 if (action_makes_visible (op))
2144 } 2192 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 } 2193 }
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 */ 2194 } /* if player should attack something */
2185} 2195}
2186 2196
2197int
2187int move_player(object *op,int dir) { 2198move_player (object *op, int dir)
2199{
2188 int pick; 2200 int pick;
2189 2201
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2202 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; 2203 return 0;
2204
2205 /* Sanity check: make sure dir is valid */
2206 if ((dir < 0) || (dir >= 9))
2207 {
2208 LOG (llevError, "move_player: invalid direction %d\n", dir);
2209 return 0;
2210 }
2211
2212 /* peterm: added following line */
2213 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2214 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2215
2216 op->facing = dir;
2217
2218 if (op->hide)
2219 do_hidden_move (op);
2220
2221 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2222 /*nop */ ;
2223 else if (op->contr->fire_on)
2224 fire (op, dir);
2225 else
2226 {
2227 move_player_attack (op, dir);
2228 pick = check_pick (op);
2229 }
2230
2231 /* Add special check for newcs players and fire on - this way, the
2232 * server can handle repeat firing.
2233 */
2234 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2235 op->direction = dir;
2236 else
2237 op->direction = 0;
2238
2239 /* Update how the player looks. Use the facing, so direction may
2240 * get reset to zero. This allows for full animation capabilities
2241 * for players.
2242 */
2243 animate_object (op, op->facing);
2244 return 0;
2231} 2245}
2232 2246
2233/* This is similar to handle_player, below, but is only used by the 2247/* This is similar to handle_player, below, but is only used by the
2234 * new client/server stuff. 2248 * new client/server stuff.
2235 * This is sort of special, in that the new client/server actually uses 2249 * This is sort of special, in that the new client/server actually uses
2236 * the new speed values for commands. 2250 * the new speed values for commands.
2237 * 2251 *
2238 * Returns true if there are more actions we can do. 2252 * Returns true if there are more actions we can do.
2239 */ 2253 */
2254int
2240int handle_newcs_player(object *op) 2255handle_newcs_player (object *op)
2241{ 2256{
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)) { 2257 if (QUERY_FLAG (op, FLAG_SCARED))
2258 {
2259 flee_player(op); 2259 flee_player (op);
2260
2260 /* If player is still scared, that is his action for this tick */ 2261 /* If player is still scared, that is his action for this tick */
2261 if (QUERY_FLAG(op, FLAG_SCARED)) { 2262 if (op->flag [FLAG_SCARED])
2263 {
2262 op->speed_left--; 2264 --op->speed_left;
2263 return 0; 2265 return 0;
2264 } 2266 }
2265 } 2267 }
2266 2268
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 2269 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2270 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2271 * called, so we recheck it here.
2282 */ 2272 */
2283 HandleClient(&op->contr->socket, op->contr); 2273 if (op->contr->ns->handle_command ())
2284 if (op->speed_left<0) return 0; 2274 return 1;
2285 2275
2276 if (op->speed_left > 0.f)
2277 {
2286 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2278 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2279 {
2287 /* All move commands take 1 tick, at least for now */ 2280 /* All move commands take 1 tick, at least for now */
2288 op->speed_left--; 2281 --op->speed_left;
2289 2282
2290 /* Instead of all the stuff below, let move_player take care 2283 /* Instead of all the stuff below, let move_player take care
2291 * of it. Also, some of the skill stuff is only put in 2284 * of it. Also, some of the skill stuff is only put in
2292 * there, as well as the confusion stuff. 2285 * there, as well as the confusion stuff.
2293 */ 2286 */
2294 move_player(op, op->direction); 2287 move_player (op, op->direction);
2295 if (op->speed_left>0) return 1; 2288
2296 else return 0; 2289 return op->speed_left > 0.f;
2290 }
2297 } 2291 }
2292
2293 return 0;
2294}
2295
2296int
2297save_life (object *op)
2298{
2299 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2298 return 0; 2300 return 0;
2299}
2300 2301
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) 2302 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2308 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2303 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2304 {
2309 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2305 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2310 new_draw_info_format(NDI_UNIQUE, 0,op, 2306 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2311 "Your %s vibrates violently, then evaporates.", 2307
2312 query_name(tmp));
2313 if (op->contr) 2308 if (op->contr)
2314 esrv_del_item(op->contr, tmp->count); 2309 esrv_del_item (op->contr, tmp->count);
2315 remove_ob(tmp); 2310
2316 free_object(tmp); 2311 tmp->destroy ();
2317 CLEAR_FLAG(op, FLAG_LIFESAVE); 2312 CLEAR_FLAG (op, FLAG_LIFESAVE);
2313
2318 if(op->stats.hp<0) 2314 if (op->stats.hp < 0)
2319 op->stats.hp = op->stats.maxhp; 2315 op->stats.hp = op->stats.maxhp;
2316
2320 if(op->stats.food<0) 2317 if (op->stats.food < 0)
2321 op->stats.food = 999; 2318 op->stats.food = 999;
2322 fix_player(op); 2319
2320 op->update_stats ();
2323 return 1; 2321 return 1;
2324 } 2322 }
2323
2325 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2324 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2326 CLEAR_FLAG(op, FLAG_LIFESAVE); 2325 CLEAR_FLAG (op, FLAG_LIFESAVE);
2327 enter_player_savebed(op); /* bring him home. */ 2326 enter_player_savebed (op); /* bring him home. */
2328 return 0; 2327 return 0;
2329} 2328}
2330 2329
2331/* This goes throws the inventory and removes unpaid objects, and puts them 2330/* 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 2331 * 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 2332 * function will descend into containers. op is the object to start the search
2334 * from. 2333 * from.
2335 */ 2334 */
2335void
2336void remove_unpaid_objects(object *op, object *env) 2336remove_unpaid_objects (object *op, object *env)
2337{ 2337{
2338 object *next;
2339
2340 while (op) { 2338 while (op)
2339 {
2341 next=op->below; /* Make sure we have a good value, in case 2340 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2342 * we remove object 'op' 2341
2343 */
2344 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2342 if (QUERY_FLAG (op, FLAG_UNPAID))
2345 remove_ob(op); 2343 {
2346 op->x = env->x;
2347 op->y = env->y;
2348 if (env->type == PLAYER) 2344 if (env->type == PLAYER)
2349 esrv_del_item(env->contr, op->count); 2345 esrv_del_item (env->contr, op->count);
2350 insert_ob_in_map(op, env->map, NULL,0); 2346
2347 op->insert_at (env);
2351 } 2348 }
2349 else if (op->inv)
2352 else if (op->inv) remove_unpaid_objects(op->inv, env); 2350 remove_unpaid_objects (op->inv, env);
2351
2353 op=next; 2352 op = next;
2354 } 2353 }
2355} 2354}
2356
2357 2355
2358/* 2356/*
2359 * Returns pointer a static string containing gravestone text 2357 * Returns pointer a static string containing gravestone text
2360 * Moved from apply.c to player.c - player.c is what 2358 * Moved from apply.c to player.c - player.c is what
2361 * actually uses this function. player.c may not be quite the 2359 * actually uses this function. player.c may not be quite the
2362 * best, a misc file for object actions is probably better, 2360 * best, a misc file for object actions is probably better,
2363 * but there isn't one in the server directory. 2361 * but there isn't one in the server directory.
2364 */ 2362 */
2363char *
2365char *gravestone_text (object *op) 2364gravestone_text (object *op)
2366{ 2365{
2367 static char buf2[MAX_BUF]; 2366 static char buf2[MAX_BUF];
2368 char buf[MAX_BUF]; 2367 char buf[MAX_BUF];
2369 time_t now = time (NULL); 2368 time_t now = time (NULL);
2370 2369
2371 strcpy (buf2, " R.I.P.\n\n"); 2370 strcpy (buf2, " R.I.P.\n\n");
2372 if (op->type == PLAYER) 2371 if (op->type == PLAYER)
2373 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2372 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2374 else 2373 else
2375 sprintf (buf, "%s\n", op->name); 2374 sprintf (buf, "%s\n", &op->name);
2375
2376 strncat (buf2, " ", 20 - strlen (buf) / 2); 2376 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377 strcat (buf2, buf); 2377 strcat (buf2, buf);
2378 if (op->type == PLAYER) 2378 if (op->type == PLAYER)
2379 sprintf (buf, "who was in level %d when killed\n", op->level); 2379 sprintf (buf, "who was in level %d when killed\n", op->level);
2380 else 2380 else
2381 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2381 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2382
2382 strncat (buf2, " ", 20 - strlen (buf) / 2); 2383 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf); 2384 strcat (buf2, buf);
2384 if (op->type == PLAYER) { 2385 if (op->type == PLAYER)
2386 {
2385 sprintf (buf, "by %s.\n\n", op->contr->killer); 2387 sprintf (buf, "by %s.\n\n", op->contr->killer);
2386 strncat (buf2, " ", 21 - strlen (buf) / 2); 2388 strncat (buf2, " ", 21 - strlen (buf) / 2);
2387 strcat (buf2, buf); 2389 strcat (buf2, buf);
2388 } 2390 }
2391
2389 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2392 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2390 strncat (buf2, " ", 20 - strlen (buf) / 2); 2393 strncat (buf2, " ", 20 - strlen (buf) / 2);
2391 strcat (buf2, buf); 2394 strcat (buf2, buf);
2395
2392 return buf2; 2396 return buf2;
2393} 2397}
2394 2398
2395 2399void
2396
2397void do_some_living(object *op) { 2400do_some_living (object *op)
2401{
2398 int last_food=op->stats.food; 2402 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2403 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace; 2404 int over_hp, over_sp, over_grace;
2401 int i; 2405 int i;
2402 int rate_hp = 1200; 2406 int rate_hp = 1200;
2403 int rate_sp = 2500; 2407 int rate_sp = 2500;
2404 int rate_grace = 2000; 2408 int rate_grace = 2000;
2405 const int max_hp = 1; 2409 const int max_hp = 1;
2406 const int max_sp = 1; 2410 const int max_sp = 1;
2407 const int max_grace = 1; 2411 const int max_grace = 1;
2408 2412
2409 if (op->contr->outputs_sync) { 2413 if (op->contr->hidden)
2410 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2414 {
2411 if (op->contr->outputs[i].buf!=NULL && 2415 op->invisible = 1000;
2412 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2416 /* the socket code flashes the player visible/invisible
2413 flush_output_element(op, &op->contr->outputs[i]); 2417 * depending on the value of invisible, so we need to
2418 * alternate it here for it to work correctly.
2419 */
2420 if (pticks & 2)
2421 op->invisible--;
2414 } 2422 }
2423 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2424 {
2425 if (!op->invisible--)
2426 {
2427 make_visible (op);
2428 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2429 }
2430 }
2415 2431
2416 if(op->contr->state==ST_PLAYING) { 2432 if (op->contr->ns->state == ST_PLAYING)
2417 2433 {
2418 /* these next three if clauses make it possible to SLOW DOWN 2434 /* these next three if clauses make it possible to SLOW DOWN
2419 hp/grace/spellpoint regeneration. */ 2435 hp/grace/spellpoint regeneration. */
2420 if(op->contr->gen_hp >= 0 ) 2436 if (op->contr->gen_hp >= 0)
2421 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2437 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2422 else { 2438 else
2439 {
2423 gen_hp = op->stats.maxhp; 2440 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2441 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425 } 2442 }
2443
2426 if(op->contr->gen_sp >= 0 ) 2444 if (op->contr->gen_sp >= 0)
2427 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2445 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else { 2446 else
2447 {
2429 gen_sp = op->stats.maxsp; 2448 gen_sp = op->stats.maxsp;
2430 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2449 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2431 } 2450 }
2451
2432 if(op->contr->gen_grace >= 0) 2452 if (op->contr->gen_grace >= 0)
2433 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2453 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2434 else { 2454 else
2455 {
2435 gen_grace = op->stats.maxgrace; 2456 gen_grace = op->stats.maxgrace;
2436 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2457 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2437 } 2458 }
2438 2459
2439 /* Regenerate Spell Points */ 2460 /* Regenerate Spell Points */
2440 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2461 if (!op->contr->golem && --op->last_sp < 0)
2462 {
2441 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2463 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) { 2464 if (op->stats.sp < op->stats.maxsp)
2458 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2465 {
2459 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2460 op->stats.sp--; 2466 op->stats.sp++;
2461 if(op->stats.sp>op->stats.maxsp) 2467 /* dms do not consume food */
2462 op->stats.sp=op->stats.maxsp; 2468 if (!QUERY_FLAG (op, FLAG_WIZ))
2469 {
2470 op->stats.food--;
2471 if (op->contr->digestion < 0)
2472 op->stats.food += op->contr->digestion;
2473 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2474 op->stats.food = last_food;
2463 } 2475 }
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 } 2476 }
2477
2478 if (max_sp > 1)
2479 {
2480 over_sp = (gen_sp + 10) / rate_sp;
2481 if (over_sp > 0)
2482 {
2483 if (op->stats.sp < op->stats.maxsp)
2484 {
2485 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2486
2487 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2488 op->stats.sp--;
2489
2490 if (op->stats.sp > op->stats.maxsp)
2491 op->stats.sp = op->stats.maxsp;
2492 }
2493 op->last_sp = 0;
2494 }
2495 else
2496 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2497 }
2487 } else { 2498 else
2499 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2500 }
2501
2502 /* Regenerate Grace */
2503 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2504 if (--op->last_grace < 0)
2505 {
2506 if (op->stats.grace < op->stats.maxgrace / 2)
2507 op->stats.grace++; /* no penalty in food for regaining grace */
2508
2509 if (max_grace > 1)
2510 {
2511 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2512 if (over_grace > 0)
2513 {
2514 op->stats.sp += over_grace
2515 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2516 op->last_grace = 0;
2517 }
2518 else
2519 {
2520 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2521 }
2522 }
2523 else
2524 {
2488 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2525 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2489 } 2526 }
2490 /* wearing stuff doesn't detract from grace generation. */ 2527 /* wearing stuff doesn't detract from grace generation. */
2491 } 2528 }
2492 2529
2493 /* Regenerate Hit Points */ 2530 /* Regenerate Hit Points */
2494 if(--op->last_heal<0) { 2531 if (--op->last_heal < 0)
2532 {
2495 if(op->stats.hp<op->stats.maxhp) { 2533 if (op->stats.hp < op->stats.maxhp)
2534 {
2496 op->stats.hp++; 2535 op->stats.hp++;
2497 /* dms do not consume food */ 2536 /* dms do not consume food */
2498 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2537 if (!QUERY_FLAG (op, FLAG_WIZ))
2499 op->stats.food--; 2538 {
2539 op->stats.food--;
2500 if(op->contr->digestion<0) 2540 if (op->contr->digestion < 0)
2501 op->stats.food+=op->contr->digestion; 2541 op->stats.food += op->contr->digestion;
2502 else if(op->contr->digestion>0 && 2542 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; 2543 op->stats.food = last_food;
2544 }
2545 }
2546
2547 if (max_hp > 1)
2548 {
2549 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2550 if (over_hp > 0)
2551 {
2552 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2553 op->last_heal = 0;
2554 }
2555 else
2556 {
2557 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2558 }
2559 }
2560 else
2561 {
2562 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2563 }
2505 } 2564 }
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 2565
2521 /* Digestion */ 2566 /* Digestion */
2522 if(--op->last_eat<0) { 2567 if (--op->last_eat < 0)
2523#ifdef COZY_SERVER 2568 {
2524 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2569 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2525 int bonus=dg>0?dg:0,
2526 penalty=dg<0?-dg:0;
2527#else
2528 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2529 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2530#endif
2531 2570
2532 if(op->contr->gen_hp > 0) 2571 if (op->contr->gen_hp > 0)
2533 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2572 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2534 else 2573 else
2535 op->last_eat=25*(1+bonus)/(penalty +1); 2574 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2575
2536 /* dms do not consume food */ 2576 /* dms do not consume food */
2537 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2577 if (!QUERY_FLAG (op, FLAG_WIZ))
2538 } 2578 op->stats.food--;
2539 } 2579 }
2540 2580
2541 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2581 if (op->stats.food < 0 && op->stats.hp >= 0)
2582 {
2542 object *tmp, *flesh=NULL; 2583 object *tmp, *flesh = 0;
2543 2584
2544 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2585 for (tmp = op->inv; tmp; tmp = tmp->below)
2586 {
2545 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2587 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2588 {
2546 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2589 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2590 {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2591 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2548 manual_apply(op,tmp,0); 2592 manual_apply (op, tmp, 0);
2549 if(op->stats.food>=0||op->stats.hp<0) 2593 if (op->stats.food >= 0 || op->stats.hp < 0)
2550 break; 2594 break;
2551 } 2595 }
2552 else if (tmp->type==FLESH) flesh=tmp; 2596 else if (tmp->type == FLESH)
2597 flesh = tmp;
2553 } /* End if paid for object */ 2598 } /* End if paid for object */
2554 } /* end of for loop */ 2599 } /* end of for loop */
2600
2555 /* If player is still starving, it means they don't have any food, so 2601 /* If player is still starving, it means they don't have any food, so
2556 * eat flesh instead. 2602 * eat flesh instead.
2557 */ 2603 */
2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2604 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2605 {
2559 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2606 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2560 manual_apply(op,flesh,0); 2607 manual_apply (op, flesh, 0);
2561 } 2608 }
2562 } /* end if player is starving */ 2609 }
2563 2610
2564 while(op->stats.food<0&&op->stats.hp>0) 2611 while (op->stats.food < 0 && op->stats.hp >= 0)
2565 op->stats.food++,op->stats.hp--; 2612 op->stats.food++, op->stats.hp--;
2566 2613
2567 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2614 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2568 kill_player(op); 2615 kill_player (op);
2616 }
2569} 2617}
2570
2571
2572 2618
2573/* If the player should die (lack of hp, food, etc), we call this. 2619/* 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 2620 * 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 2621 * permadeath, no lifesave), this will take care of removing the player
2576 * file. 2622 * file.
2577 */ 2623 */
2624void
2578void kill_player(object *op) 2625kill_player (object *op)
2579{ 2626{
2580 char buf[MAX_BUF]; 2627 char buf[MAX_BUF];
2581 int x,y,i; 2628 int x, y;
2629
2630 //int i;
2582 mapstruct *map; /* this is for resurrection */ 2631 maptile *map; /* this is for resurrection */
2632
2583 int z; 2633 /* int z;
2584 int num_stats_lose; 2634 int num_stats_lose;
2585 int lost_a_stat; 2635 int lost_a_stat;
2586 int lose_this_stat; 2636 int lose_this_stat;
2587 int this_stat; 2637 int this_stat; */
2588 int will_kill_again; 2638 int will_kill_again;
2589 archetype *at; 2639 archetype *at;
2590 object *tmp; 2640 object *tmp;
2591 2641
2592 if(save_life(op)) 2642 if (save_life (op))
2593 return; 2643 return;
2594 2644
2595 2645
2596 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2646 /* 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. 2647 * in cities ONLY!!! It is very important that this doesn't get abused.
2598 * Look at op_on_battleground() for more info --AndreasV 2648 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2649 */
2600 if (op_on_battleground(op, &x, &y)) { 2650 if (op_on_battleground (op, &x, &y))
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2651 {
2602 "You have been defeated in combat!"); 2652 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, 2653 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2604 "Local medics have saved your life..."); 2654
2605
2606 /* restore player */ 2655 /* restore player */
2607 at = find_archetype("poisoning"); 2656 at = archetype::find ("poisoning");
2608 tmp=present_arch_in_ob(at,op); 2657 if (object *tmp = present_arch_in_ob (at, op))
2609 if (tmp) { 2658 {
2610 remove_ob(tmp); 2659 tmp->destroy ();
2611 free_object(tmp);
2612 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2660 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2661 }
2662
2663 at = archetype::find ("confusion");
2664 if (object *tmp = present_arch_in_ob (at, op))
2613 } 2665 {
2614 2666 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"); 2667 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2621 } 2668 }
2622 2669
2623 cure_disease(op,0); /* remove any disease */ 2670 cure_disease (op, 0); /* remove any disease */
2624 op->stats.hp=op->stats.maxhp; 2671 op->stats.hp = op->stats.maxhp;
2625 if (op->stats.food<=0) op->stats.food=999; 2672 if (op->stats.food <= 0)
2626 2673 op->stats.food = 999;
2674
2627 /* create a bodypart-trophy to make the winner happy */ 2675 /* create a bodypart-trophy to make the winner happy */
2628 tmp=arch_to_object(find_archetype("finger")); 2676 if (object *tmp = arch_to_object (archetype::find ("finger")))
2629 if (tmp != NULL)
2630 { 2677 {
2631 sprintf(buf,"%s's finger",op->name); 2678 sprintf (buf, "%s's finger", &op->name);
2632 tmp->name = add_string(buf); 2679 tmp->name = buf;
2633 sprintf(buf," This finger has been cut off %s\n" 2680 sprintf (buf, " This finger has been cut off %s\n"
2634 " the %s, when he was defeated at\n level %d by %s.\n", 2681 " the %s, when he was defeated at\n level %d by %s.\n",
2635 op->name, op->contr->title, (int)(op->level), 2682 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2636 op->contr->killer); 2683 tmp->msg = buf;
2637 tmp->msg=add_string(buf);
2638 tmp->value=0, tmp->material=0, tmp->type=0; 2684 tmp->value = 0, tmp->type = 0;
2639 tmp->materialname = NULL; 2685 tmp->materialname = "organics";
2640 tmp->x = op->x, tmp->y = op->y; 2686 tmp->insert_at (op, tmp);
2641 insert_ob_in_map(tmp,op->map,op,0);
2642 }
2643 2687 }
2688
2644 /* teleport defeated player to new destination*/ 2689 /* teleport defeated player to new destination */
2645 transfer_ob(op, x, y, 0, NULL); 2690 transfer_ob (op, x, y, 0, NULL);
2646 op->contr->braced=0; 2691 op->contr->braced = 0;
2647 return; 2692 return;
2648 } 2693 }
2649 2694
2650 INVOKE_PLAYER (DEATH, op->contr); 2695 INVOKE_PLAYER (DEATH, op->contr);
2651 2696
2652 command_kill_pets (op, 0); 2697 command_kill_pets (op, 0);
2653 2698
2654 if(op->stats.food<0) { 2699 if (op->stats.food < 0)
2655 if (op->contr->explore) { 2700 {
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); 2701 sprintf (buf, "%s starved to death.", &op->name);
2662 strcpy(op->contr->killer,"starvation"); 2702 strcpy (op->contr->killer, "starvation");
2663 } 2703 }
2664 else { 2704 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); 2705 sprintf (buf, "%s died.", &op->name);
2672 } 2706
2673 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2707 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2674 2708
2675 /* save the map location for corpse, gravestone*/ 2709 /* save the map location for corpse, gravestone */
2676 x=op->x;y=op->y;map=op->map; 2710 x = op->x;
2711 y = op->y;
2712 map = op->map;
2677 2713
2678
2679 if (settings.not_permadeth == TRUE) {
2680 /* NOT_PERMADEATH code. This basically brings the character back to 2714 /* NOT_PERMADEATH code. This basically brings the character back to
2681 * life if they are dead - it takes some exp and a random stat. 2715 * 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. 2716 * See the config.h file for a little more in depth detail about this.
2683 */ 2717 */
2684 2718
2685 /* Basically two ways to go - remove a stat permanently, or just 2719 /* Basically two ways to go - remove a stat permanently, or just
2686 * make it depletion. This bunch of code deals with that aspect 2720 * make it depletion. This bunch of code deals with that aspect
2687 * of death. 2721 * of death.
2688 */ 2722 */
2689#ifndef COZY_SERVER 2723#ifndef COZY_SERVER
2690 if (settings.balanced_stat_loss) { 2724 if (settings.balanced_stat_loss)
2725 {
2691 /* If stat loss is permanent, lose one stat only. */ 2726 /* If stat loss is permanent, lose one stat only. */
2692 /* Lower level chars don't lose as many stats because they suffer 2727 /* Lower level chars don't lose as many stats because they suffer
2693 more if they do. */ 2728 more if they do. */
2694 /* Higher level characters can afford things such as potions of 2729 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that 2730 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */ 2731 little bit harder. */
2697 /* GD */ 2732 /* GD */
2698 if (settings.stat_loss_on_death) 2733 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; 2734 num_stats_lose = 1;
2704 } 2735 else
2736 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2737 }
2738 else
2739 num_stats_lose = 1;
2740
2705 lost_a_stat = 0; 2741 lost_a_stat = 0;
2706 2742
2707 for (z=0; z<num_stats_lose; z++) { 2743 for (z = 0; z < num_stats_lose; z++)
2744 {
2708 i = RANDOM() % NUM_STATS; 2745 i = RANDOM () % NUM_STATS;
2709 2746
2710 if (settings.stat_loss_on_death) { 2747 if (settings.stat_loss_on_death)
2748 {
2711 /* Pick a random stat and take a point off it. Tell the player 2749 /* Pick a random stat and take a point off it. Tell the player
2712 * what he lost. 2750 * what he lost.
2713 */ 2751 */
2714 change_attr_value(&(op->stats), i,-1); 2752 change_attr_value (&(op->stats), i, -1);
2715 check_stat_bounds(&(op->stats)); 2753 check_stat_bounds (&(op->stats));
2716 change_attr_value(&(op->contr->orig_stats), i,-1); 2754 change_attr_value (&(op->contr->orig_stats), i, -1);
2717 check_stat_bounds(&(op->contr->orig_stats)); 2755 check_stat_bounds (&(op->contr->orig_stats));
2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2756 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2719 lost_a_stat = 1; 2757 lost_a_stat = 1;
2720 } else { 2758 }
2759 else
2760 {
2721 /* deplete a stat */ 2761 /* deplete a stat */
2722 archetype *deparch=find_archetype("depletion"); 2762 archetype *deparch = archetype::find ("depletion");
2723 object *dep; 2763 object *dep;
2764
2765 dep = present_arch_in_ob (deparch, op);
2766 if (!dep)
2724 2767 {
2725 dep = present_arch_in_ob(deparch,op);
2726 if(!dep) {
2727 dep = arch_to_object(deparch); 2768 dep = arch_to_object (deparch);
2728 insert_ob_in_ob(dep, op); 2769 insert_ob_in_ob (dep, op);
2729 } 2770 }
2730 lose_this_stat = 1; 2771 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) { 2772 if (settings.balanced_stat_loss)
2773 {
2732 /* GD */ 2774 /* GD */
2733 /* Get the stat that we're about to deplete. */ 2775 /* Get the stat that we're about to deplete. */
2734 this_stat = get_attr_value(&(dep->stats), i); 2776 this_stat = get_attr_value (&(dep->stats), i);
2735 if (this_stat < 0) { 2777 if (this_stat < 0)
2778 {
2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2779 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2737 int keep_chance = this_stat * this_stat; 2780 int keep_chance = this_stat * this_stat;
2781
2738 /* Yes, I am paranoid. Sue me. */ 2782 /* Yes, I am paranoid. Sue me. */
2739 if (keep_chance < 1) 2783 if (keep_chance < 1)
2740 keep_chance = 1; 2784 keep_chance = 1;
2741 2785
2742 /* There is a maximum depletion total per level. */ 2786 /* There is a maximum depletion total per level. */
2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2787 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2788 {
2744 lose_this_stat = 0; 2789 lose_this_stat = 0;
2745 /* Take loss chance vs keep chance to see if we 2790 /* Take loss chance vs keep chance to see if we
2746 retain the stat. */ 2791 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 } 2792 }
2756 } 2793 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 */ 2794 {
2766 if (this_stat>=-50) { 2795 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; 2796 lose_this_stat = 0;
2797 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2798 this_stat, keep_chance, loss_chance,
2799 lose_this_stat?"LOSE":"KEEP"); */
2772 } 2800 }
2773 } 2801 }
2774 } 2802 }
2775 } 2803
2776 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 2804 if (lose_this_stat)
2805 {
2806 this_stat = get_attr_value (&(dep->stats), i);
2807 /* We could try to do something clever like find another
2808 * stat to reduce if this fails. But chances are, if
2809 * stats have been depleted to -50, all are pretty low
2810 * and should be roughly the same, so it shouldn't make a
2811 * difference.
2812 */
2813 if (this_stat >= -50)
2778 { 2814 {
2779 /* determine_god() seems to not work sometimes... why is this? 2815 change_attr_value (&(dep->stats), i, -1);
2780 Should I be using something else? GD */ 2816 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 " 2817 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2784 "moment you feel the holy presence of %s protecting" 2818 op->update_stats ();
2785 " you.", god); 2819 lost_a_stat = 1;
2786 else 2820 }
2787 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2788 " feel a holy presence protecting you.");
2789 } 2821 }
2822 }
2823 }
2824 /* If no stat lost, tell the player. */
2825 if (!lost_a_stat)
2826 {
2827 /* determine_god() seems to not work sometimes... why is this?
2828 Should I be using something else? GD */
2829 const char *god = determine_god (op);
2830
2831 if (god && (strcmp (god, "none")))
2832 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2833 else
2834 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2835 }
2836#else
2837 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2790#endif 2838#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 2839
2794 /* Put a gravestone up where the character 'almost' died. List the 2840 /* Put a gravestone up where the character 'almost' died. List the
2795 * exp loss on the stone. 2841 * exp loss on the stone.
2796 */ 2842 */
2797 tmp=arch_to_object(find_archetype("gravestone")); 2843 tmp = arch_to_object (archetype::find ("gravestone"));
2798 sprintf(buf,"%s's gravestone",op->name); 2844 sprintf (buf, "%s's gravestone", &op->name);
2799 FREE_AND_COPY(tmp->name, buf); 2845 tmp->name = buf;
2800 sprintf(buf,"%s's gravestones",op->name); 2846 sprintf (buf, "%s's gravestones", &op->name);
2801 FREE_AND_COPY(tmp->name_pl, buf); 2847 tmp->name_pl = buf;
2802 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2848 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" 2849 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; 2850 tmp->x = op->x, tmp->y = op->y;
2809 insert_ob_in_map (tmp, op->map, NULL,0); 2851 insert_ob_in_map (tmp, op->map, NULL, 0);
2810 2852
2811 /**************************************/ 2853 /**************************************/
2812 /* */ 2854 /* */
2813 /* Subtract the experience points, */ 2855 /* Subtract the experience points, */
2814 /* if we died cause of food, give us */ 2856 /* if we died cause of food, give us */
2815 /* food, and reset HP's... */ 2857 /* food, and reset HP's... */
2816 /* */ 2858 /* */
2817 /**************************************/ 2859 /**************************************/
2818 2860
2819 /* remove any poisoning and confusion the character may be suffering.*/ 2861 /* remove any poisoning and confusion the character may be suffering. */
2820 /* restore player */ 2862 /* restore player */
2821 at = find_archetype("poisoning"); 2863 at = archetype::find ("poisoning");
2822 tmp=present_arch_in_ob(at,op); 2864 tmp = present_arch_in_ob (at, op);
2823 if (tmp) { 2865
2824 remove_ob(tmp); 2866 if (tmp)
2825 free_object(tmp); 2867 {
2868 tmp->destroy ();
2826 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2869 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2827 } 2870 }
2828 2871
2829 at = find_archetype("confusion"); 2872 at = archetype::find ("confusion");
2830 tmp=present_arch_in_ob(at,op); 2873 tmp = present_arch_in_ob (at, op);
2831 if (tmp) { 2874 if (tmp)
2832 remove_ob(tmp); 2875 {
2833 free_object(tmp); 2876 tmp->destroy ();
2834 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2877 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2835 } 2878 }
2879
2836 cure_disease(op,0); /* remove any disease */ 2880 cure_disease (op, 0); /* remove any disease */
2837 2881
2838 /*add_exp(op, (op->stats.exp * -0.20)); */ 2882 /*add_exp(op, (op->stats.exp * -0.20)); */
2839 apply_death_exp_penalty(op); 2883 apply_death_exp_penalty (op);
2840 if(op->stats.food < 100) op->stats.food = 900; 2884 if (op->stats.food < 100)
2885 op->stats.food = 900;
2841 op->stats.hp = op->stats.maxhp; 2886 op->stats.hp = op->stats.maxhp;
2842 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2887 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2843 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2888 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2844 2889
2845 /* 2890 /*
2846 * Check to see if the player is in a shop. IF so, then check to see if 2891 * 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 2892 * and put them back in the map.
2848 * in the map. 2893 */
2849 */
2850
2851 if (is_in_shop (op))
2852 remove_unpaid_objects(op->inv, op); 2894 remove_unpaid_objects (op->inv, op);
2853 2895
2854 /****************************************/ 2896 /****************************************/
2855 /* */ 2897 /* */
2856 /* Move player to his current respawn- */ 2898 /* Move player to his current respawn- */
2857 /* position (usually last savebed) */ 2899 /* position (usually last savebed) */
2858 /* */ 2900 /* */
2859 /****************************************/ 2901 /****************************************/
2860 2902
2861 enter_player_savebed(op); 2903 enter_player_savebed (op);
2862 2904
2863 /* Save the player before inserting the force to reduce
2864 * chance of abuse.
2865 */
2866 op->contr->braced=0; 2905 op->contr->braced = 0;
2867 save_player(op,1);
2868 2906
2869 /* it is possible that the player has blown something up 2907 /* it is possible that the player has blown something up
2870 * at his savebed location, and that can have long lasting 2908 * at his savebed location, and that can have long lasting
2871 * spell effects. So first see if there is a spell effect 2909 * spell effects. So first see if there is a spell effect
2872 * on the space that might harm the player. 2910 * on the space that might harm the player.
2873 */ 2911 */
2874 will_kill_again=0; 2912 will_kill_again = 0;
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2913 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2876 if (tmp->type ==SPELL_EFFECT) 2914 if (tmp->type == SPELL_EFFECT)
2877 will_kill_again|=tmp->attacktype; 2915 will_kill_again |= tmp->attacktype;
2878 } 2916
2879 if (will_kill_again) { 2917 if (will_kill_again)
2918 {
2880 object *force; 2919 object *force;
2881 int at; 2920 int at;
2882 2921
2883 force=get_archetype(FORCE_NAME); 2922 force = get_archetype (FORCE_NAME);
2884 /* 50 ticks should be enough time for the spell to abate */ 2923 /* 50 ticks should be enough time for the spell to abate */
2885 force->speed=0.1; 2924 force->speed = 0.1f;
2886 force->speed_left=-5.0; 2925 force->speed_left = -5.f;
2887 SET_FLAG(force, FLAG_APPLIED); 2926 SET_FLAG (force, FLAG_APPLIED);
2888 for (at=0; at<NROFATTACKS; at++) { 2927 for (at = 0; at < NROFATTACKS; at++)
2889 if (will_kill_again & (1 << at)) 2928 if (will_kill_again & (1 << at))
2890 force->resist[at] = 100; 2929 force->resist[at] = 100;
2930
2931 insert_ob_in_ob (force, op);
2932 op->update_stats ();
2933
2934 }
2935
2936 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2937}
2938
2939void
2940loot_object (object *op)
2941{ /* Grab and destroy some treasure */
2942 object *tmp, *tmp2, *next;
2943
2944 op->close_container (); /* close open sack first */
2945
2946 for (tmp = op->inv; tmp; tmp = next)
2947 {
2948 next = tmp->below;
2949
2950 if (tmp->invisible)
2951 continue;
2952
2953 tmp->remove ();
2954 tmp->x = op->x, tmp->y = op->y;
2955
2956 if (tmp->type == CONTAINER)
2957 loot_object (tmp); /* empty container to ground */
2958
2959 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2960 {
2961 if (tmp->nrof > 1)
2962 {
2963 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2964 tmp2->destroy ();
2965 insert_ob_in_map (tmp, op->map, NULL, 0);
2891 } 2966 }
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 { 2967 else
2950 delete_character(op->name,1); 2968 tmp->destroy ();
2951 } 2969 }
2952 } 2970 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); 2971 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 } 2972 }
2997} 2973}
2998 2974
2999/* 2975/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 2976 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 2977 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 2978 * was changed.
3003 */ 2979 */
3004 2980void
3005void fix_weight(void) { 2981fix_weight (void)
3006 player *pl; 2982{
3007 for (pl = first_player; pl != NULL; pl = pl->next) { 2983 for_all_players (pl)
2984 {
3008 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2985 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2986
3009 if(old == sum) 2987 if (old == sum)
3010 continue; 2988 continue;
3011 fix_player(pl->ob); 2989 pl->ob->update_stats ();
3012 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2990 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3013 pl->ob->name, old, sum);
3014 } 2991 }
3015} 2992}
3016 2993
2994void
3017void fix_luck(void) { 2995fix_luck (void)
3018 player *pl; 2996{
3019 for (pl = first_player; pl != NULL; pl = pl->next) 2997 for_all_players (pl)
3020 if (!pl->ob->contr->state) 2998 if (!pl->ob->contr->ns->state)
3021 change_luck(pl->ob, 0); 2999 pl->ob->change_luck (0);
3022} 3000}
3023
3024 3001
3025/* cast_dust() - handles op throwing objects of type 'DUST'. 3002/* cast_dust() - handles op throwing objects of type 'DUST'.
3026 * This is much simpler in the new spell code - we basically 3003 * This is much simpler in the new spell code - we basically
3027 * just treat this as any other spell casting object. 3004 * just treat this as any other spell casting object.
3028 */ 3005 */
3029
3030void 3006void
3031cast_dust (object * op, object * throw_ob, int dir) 3007cast_dust (object *op, object *throw_ob, int dir)
3032{ 3008{
3033 object *skop, *spob; 3009 object *skop, *spob;
3034 3010
3035 skop = find_skill_by_name (op, throw_ob->skill); 3011 skop = find_skill_by_name (op, throw_ob->skill);
3036 3012
3037 /* casting POTION 'dusts' is really a use_magic_item skill */ 3013 /* casting POTION 'dusts' is really a use_magic_item skill */
3038 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3014 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3039 { 3015 {
3040 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3016 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3041 op->name);
3042 return; 3017 return;
3043 } 3018 }
3044 3019
3045 spob = throw_ob->inv; 3020 spob = throw_ob->inv;
3046 3021
3047 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3022 // 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 3023 // not pass NULL to cast_spell (which did indeed check itself, but
3049 // errors should be reported as early as possible IMHO) 3024 // errors should be reported as early as possible IMHO)
3050 if (!spob) 3025 if (!spob)
3051 { 3026 {
3052 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3027 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; 3028 return;
3055 } 3029 }
3056 3030
3057 if (op->type == PLAYER) 3031 if (op->type == PLAYER)
3058 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3032 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3059 3033
3060 cast_spell (op, throw_ob, dir, spob, NULL); 3034 cast_spell (op, throw_ob, dir, spob, NULL);
3061 3035
3062 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3036 throw_ob->destroy ();
3063 remove_ob (throw_ob);
3064 free_object (throw_ob);
3065} 3037}
3066 3038
3039void
3067void make_visible (object *op) { 3040make_visible (object *op)
3041{
3068 op->hide = 0; 3042 op->hide = 0;
3069 op->invisible = 0; 3043 op->invisible = 0;
3070 if(op->type==PLAYER) { 3044 if (op->type == PLAYER)
3045 {
3071 op->contr->tmp_invis = 0; 3046 op->contr->tmp_invis = 0;
3072 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3047 op->contr->invis_race = 0;
3073 } 3048 }
3049
3074 update_object(op,UP_OBJ_FACE); 3050 update_object (op, UP_OBJ_CHANGE);
3075} 3051}
3076 3052
3053int
3077int is_true_undead(object *op) { 3054is_true_undead (object *op)
3078 object *tmp=NULL; 3055{
3079
3080 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3056 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3057 return 1;
3081 3058
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; 3059 return 0;
3087} 3060}
3088 3061
3089/* look at the surrounding terrain to determine 3062/* look at the surrounding terrain to determine
3090 * the hideability of this object. Positive levels 3063 * the hideability of this object. Positive levels
3091 * indicate greater hideability. 3064 * indicate greater hideability.
3092 */ 3065 */
3093 3066
3067int
3094int hideability(object *ob) { 3068hideability (object *ob)
3069{
3095 int i,level=0, mflag; 3070 int i, level = 0, mflag;
3096 sint16 x,y; 3071 sint16 x, y;
3097 3072
3098 if(!ob||!ob->map) return 0; 3073 if (!ob || !ob->map)
3074 return 0;
3099 3075
3100 /* so, on normal lighted maps, its hard to hide */ 3076 /* so, on normal lighted maps, its hard to hide */
3101 level=ob->map->darkness - 2; 3077 level = ob->map->darkness - 2;
3102 3078
3103 /* this also picks up whether the object is glowing. 3079 /* this also picks up whether the object is glowing.
3104 * If you carry a light on a non-dark map, its not 3080 * If you carry a light on a non-dark map, its not
3105 * as bad as carrying a light on a pitch dark map */ 3081 * as bad as carrying a light on a pitch dark map */
3106 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3082 if (has_carried_lights (ob))
3083 level = -(10 + (2 * ob->map->darkness));
3107 3084
3108 /* scan through all nearby squares for terrain to hide in */ 3085 /* 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]) { 3086 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3087 {
3110 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3088 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3111 if (mflag & P_OUT_OF_MAP) { continue; } 3089 if (mflag & P_OUT_OF_MAP)
3090 {
3091 continue;
3092 }
3112 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3093 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3113 level += 2; 3094 level += 2;
3114 else /* open terrain! */ 3095 else /* open terrain! */
3115 level -= 1; 3096 level -= 1;
3116 } 3097 }
3117 3098
3118#if 0 3099#if 0
3119 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3100 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3120#endif 3101#endif
3121 return level; 3102 return level;
3122} 3103}
3123 3104
3124/* For Hidden creatures - a chance of becoming 'unhidden' 3105/* For Hidden creatures - a chance of becoming 'unhidden'
3125 * every time they move - as we subtract off 'invisibility' 3106 * every time they move - as we subtract off 'invisibility'
3126 * AND, for players, if they move into a ridiculously unhideable 3107 * AND, for players, if they move into a ridiculously unhideable
3127 * spot (surrounded by clear terrain in broad daylight). -b.t. 3108 * spot (surrounded by clear terrain in broad daylight). -b.t.
3128 */ 3109 */
3129 3110
3111void
3130void do_hidden_move (object *op) { 3112do_hidden_move (object *op)
3113{
3131 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3114 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3132 object *skop; 3115 object *skop;
3133 3116
3134 if(!op || !op->map) return; 3117 if (!op || !op->map)
3118 return;
3135 3119
3136 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3120 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3137 3121
3138 /* its *extremely* hard to run and sneak/hide at the same time! */ 3122 /* its *extremely* hard to run and sneak/hide at the same time! */
3139 if(op->type==PLAYER && op->contr->run_on) { 3123 if (op->type == PLAYER && op->contr->run_on)
3140 if(!skop || num >= skop->level) { 3124 if (!skop || num >= skop->level)
3125 {
3141 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3126 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); 3127 make_visible (op);
3151 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3128 return;
3152 "You moved out of hiding! You are visible!");
3153 } 3129 }
3130 else
3131 num += 20;
3132
3133 num += op->map->difficulty;
3134 hide = hideability (op); /* modify by terrain hidden level */
3135 num -= hide;
3136
3137 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3138 {
3139 make_visible (op);
3140 if (op->type == PLAYER)
3141 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3142 }
3154 else if (op->type == PLAYER && skop) { 3143 else if (op->type == PLAYER && skop)
3155 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3144 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3156 }
3157} 3145}
3158 3146
3159/* determine if who is standing near a hostile creature. */ 3147/* determine if who is standing near a hostile creature. */
3160 3148
3149int
3161int stand_near_hostile( object *who ) { 3150stand_near_hostile (object *who)
3151{
3162 object *tmp=NULL; 3152 object *tmp = NULL;
3163 int i,friendly=0,player=0, mflags; 3153 int i, friendly = 0, player = 0, mflags;
3164 mapstruct *m; 3154 maptile *m;
3165 sint16 x,y; 3155 sint16 x, y;
3166 3156
3167 if(!who) return 0; 3157 if (!who)
3158 return 0;
3168 3159
3169 if(who->type==PLAYER) player=1; 3160 if (who->type == PLAYER)
3161 player = 1;
3162
3163 else
3170 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3164 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3171 3165
3172 /* search adjacent squares */ 3166 /* search adjacent squares */
3173 for(i=1;i<9;i++) { 3167 for (i = 1; i < 9; i++)
3168 {
3174 x = who->x+freearr_x[i]; 3169 x = who->x + freearr_x[i];
3175 y = who->y+freearr_y[i]; 3170 y = who->y + freearr_y[i];
3176 m = who->map; 3171 m = who->map;
3177 mflags = get_map_flags(m, &m, x, y, &x, &y); 3172 mflags = get_map_flags (m, &m, x, y, &x, &y);
3178 /* space must be blocked if there is a monster. If not 3173 /* space must be blocked if there is a monster. If not
3179 * blocked, don't need to check this space. 3174 * blocked, don't need to check this space.
3180 */ 3175 */
3181 if (mflags & P_OUT_OF_MAP) continue; 3176 if (mflags & P_OUT_OF_MAP)
3177 continue;
3182 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3178 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3183 3179 continue;
3184 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3180
3185 if((player||friendly) 3181 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3182 {
3186 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3183 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3184 return 1;
3185 else if (tmp->type == PLAYER)
3186 {
3187 /*don't let a hidden DM prevent you from hiding */
3188 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3187 return 1; 3189 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 } 3190 }
3194 } 3191 }
3195 } 3192 }
3196 return 0; 3193 return 0;
3197} 3194}
3198 3195
3199/* check the player los field for viewability of the 3196/* check the player los field for viewability of the
3200 * object op. This function works fine for monsters, 3197 * object op. This function works fine for monsters,
3201 * but we dont worry if the object isnt the top one in 3198 * 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. 3205 * for them to differ. Sigh, this fctn could get a bit more complex.
3209 * -b.t. 3206 * -b.t.
3210 * This function is now map tiling safe. 3207 * This function is now map tiling safe.
3211 */ 3208 */
3212 3209
3210int
3213int player_can_view (object *pl,object *op) { 3211player_can_view (object *pl, object *op)
3212{
3214 rv_vector rv; 3213 rv_vector rv;
3215 int dx,dy; 3214 int dx, dy;
3216 3215
3217 if(pl->type!=PLAYER) { 3216 if (pl->type != PLAYER)
3217 {
3218 LOG(llevError,"player_can_view() called for non-player object\n"); 3218 LOG (llevError, "player_can_view() called for non-player object\n");
3219 return -1; 3219 return -1;
3220 } 3220 }
3221 if (!pl || !op) return 0;
3222 3221
3223 if(op->head) { op = op->head; } 3222 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; 3223 return 0;
3224
3225 op = op->head_ ();
3226
3227 get_rangevector (pl, op, &rv, 0x1);
3228
3229 /* starting with the 'head' part, lets loop
3230 * through the object and find if it has any
3231 * part that is in the los array but isnt on
3232 * a blocked los square.
3233 * we use the archetype to figure out offsets.
3234 */
3235 while (op)
3236 {
3237 dx = rv.distance_x + op->arch->clone.x;
3238 dy = rv.distance_y + op->arch->clone.y;
3239
3240 /* only the viewable area the player sees is updated by LOS
3241 * code, so we need to restrict ourselves to that range of values
3242 * for any meaningful values.
3243 */
3244 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3245 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3246 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3247 return 1;
3248 op = op->more;
3249 }
3250 return 0;
3247} 3251}
3248 3252
3249/* routine for both players and monsters. We call this when 3253/* routine for both players and monsters. We call this when
3250 * there is a possibility for our action distrubing our hiding 3254 * there is a possibility for our action distrubing our hiding
3251 * place or invisiblity spell. Artefact invisiblity is not 3255 * place or invisiblity spell. Artefact invisiblity is not
3252 * effected by this. If we arent invisible to begin with, we 3256 * effected by this. If we arent invisible to begin with, we
3253 * return 0. 3257 * return 0.
3254 */ 3258 */
3259int
3255int action_makes_visible (object *op) { 3260action_makes_visible (object *op)
3261{
3256 3262
3257 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3263 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3264 {
3258 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3265 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3259 return 0; 3266 return 0;
3260 3267
3261 if (op->contr && op->contr->tmp_invis == 0) return 0; 3268 if (op->contr && op->contr->tmp_invis == 0)
3269 return 0;
3262 3270
3263 /* If monsters, they should become visible */ 3271 /* If monsters, they should become visible */
3264 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3272 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3273 {
3265 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3274 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3266 return 1; 3275 return 1;
3267 } 3276 }
3268 } 3277 }
3269 return 0; 3278 return 0;
3270} 3279}
3271 3280
3272/* op_on_battleground - checks if the given object op (usually 3281/* op_on_battleground - checks if the given object op (usually
3273 * a player) is standing on a valid battleground-tile, 3282 * a player) is standing on a valid battleground-tile,
3274 * function returns TRUE/FALSE. If true x, y returns the battleground 3283 * function returns TRUE/FALSE. If true x, y returns the battleground
3275 * -exit-coord. (and if x, y not NULL) 3284 * -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 3285 * 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 3286 * 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 3287 * Default is to do the same as before, so only people wanting to have different points need worry about this
3279 */ 3288 */
3289int
3280int op_on_battleground (object *op, int *x, int *y) { 3290op_on_battleground (object *op, int *x, int *y)
3291{
3281 object *tmp; 3292 object *tmp;
3282 3293
3283 /* A battleground-tile needs the following attributes to be valid: 3294 /* 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), 3295 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3285 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3296 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3286 * and the exit-coordinates sp/hp must both be > 0. 3297 * and the exit-coordinates sp/hp must both be > 0.
3287 * => The intention here is to prevent abuse of the battleground- 3298 * => The intention here is to prevent abuse of the battleground-
3288 * feature (like pickable or hidden battleground tiles). */ 3299 * feature (like pickable or hidden battleground tiles). */
3289 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3300 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3301 {
3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3302 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3303 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3304 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3292 strcmp(tmp->name, "battleground")==0 && 3305 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3293 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3306 {
3294 /*before we assign the exit, check if this is a teambattle*/ 3307 /*before we assign the exit, check if this is a teambattle */
3295 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3308 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3309 {
3296 object *invtmp; 3310 object *invtmp;
3311
3297 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3312 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3298 if(invtmp->type==FORCE && invtmp->slaying && 3313 {
3299 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3314 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3315 {
3300 if (x != NULL && y != NULL) 3316 if (x != NULL && y != NULL)
3301 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3317 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3302 return 1; 3318 return 1;
3319 }
3303 } 3320 }
3304 } 3321 }
3305 }
3306 if (x != NULL && y != NULL) 3322 if (x != NULL && y != NULL)
3307 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3323 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3308 return 1; 3324 return 1;
3325 }
3309 } 3326 }
3310 }
3311 } 3327 }
3312 /* If we got here, did not find a battleground */ 3328 /* If we got here, did not find a battleground */
3313 return 0; 3329 return 0;
3314} 3330}
3315 3331
3316/* 3332/*
3320 * attributes: 3336 * attributes:
3321 * object *who the dragon player 3337 * object *who the dragon player
3322 * int atnr the attack-number of the ability focus 3338 * int atnr the attack-number of the ability focus
3323 * int level ability level 3339 * int level ability level
3324 */ 3340 */
3341void
3325void dragon_ability_gain(object *who, int atnr, int level) { 3342dragon_ability_gain (object *who, int atnr, int level)
3343{
3326 treasurelist *trlist = NULL; /* treasurelist */ 3344 treasurelist *trlist = NULL; /* treasurelist */
3327 treasure *tr; /* treasure */ 3345 treasure *tr; /* treasure */
3328 object *tmp,*skop; /* tmp. object */ 3346 object *tmp, *skop; /* tmp. object */
3329 object *item; /* treasure object */ 3347 object *item; /* treasure object */
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3348 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i=0, j=0; 3349 int i = 0, j = 0;
3332 3350
3333 /* get the appropriate treasurelist */ 3351 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3352 if (atnr == ATNR_FIRE)
3335 trlist = find_treasurelist("dragon_ability_fire"); 3353 trlist = treasurelist::find ("dragon_ability_fire");
3336 else if (atnr == ATNR_COLD) 3354 else if (atnr == ATNR_COLD)
3337 trlist = find_treasurelist("dragon_ability_cold"); 3355 trlist = treasurelist::find ("dragon_ability_cold");
3338 else if (atnr == ATNR_ELECTRICITY) 3356 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = find_treasurelist("dragon_ability_elec"); 3357 trlist = treasurelist::find ("dragon_ability_elec");
3340 else if (atnr == ATNR_POISON) 3358 else if (atnr == ATNR_POISON)
3341 trlist = find_treasurelist("dragon_ability_poison"); 3359 trlist = treasurelist::find ("dragon_ability_poison");
3342 3360
3343 if (trlist == NULL || who->type != PLAYER) 3361 if (trlist == NULL || who->type != PLAYER)
3362 return;
3363
3364 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3365
3366 if (!tr || !tr->item)
3367 {
3368 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3369 return;
3370 }
3371
3372 /* everything seems okay - now bring on the gift: */
3373 item = &(tr->item->clone);
3374
3375 if (item->type == SPELL)
3376 {
3377 if (check_spell_known (who, item->name))
3344 return; 3378 return;
3345 3379
3346 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3380 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3347 tr = tr->next, i++); 3381 do_learn_spell (who, item, 0);
3348 3382 return;
3349 if (tr == NULL || tr->item == NULL) { 3383 }
3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3384
3385 /* grant direct spell */
3386 if (item->type == SPELLBOOK)
3387 {
3388 if (!item->inv)
3389 {
3390 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3391 return;
3392 }
3393 if (check_spell_known (who, item->inv->name))
3351 return; 3394 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) { 3395 if (item->invisible)
3396 {
3376 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3397 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); 3398 do_learn_spell (who, item->inv, 0);
3378 return; 3399 return;
3379 } 3400 }
3380 } 3401 }
3381 else if (item->type == SKILL_TOOL && item->invisible) { 3402 else if (item->type == SKILL_TOOL && item->invisible)
3403 {
3382 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3404 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3405 {
3383 3406
3384 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3407 /* 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 3408 * 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, 3409 * them. As it is now, if the player has any that match the granted skill,
3387 * but not all of them, he gets nothing. 3410 * but not all of them, he gets nothing.
3388 */ 3411 */
3389 if (!(skop->attacktype & item->attacktype)) { 3412 if (!(skop->attacktype & item->attacktype))
3413 {
3390 /* Give new attacktype */ 3414 /* Give new attacktype */
3391 skop->attacktype |= item->attacktype; 3415 skop->attacktype |= item->attacktype;
3392 3416
3393 /* always add physical if there's none */ 3417 /* always add physical if there's none */
3394 skop->attacktype |= AT_PHYSICAL; 3418 skop->attacktype |= AT_PHYSICAL;
3395 3419
3396 if (item->msg != NULL) 3420 if (item->msg != NULL)
3397 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3421 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3398 3422
3399 /* Give player new face */ 3423 /* Give player new face */
3400 if (item->animation_id) { 3424 if (item->animation_id)
3425 {
3401 who->face = skop->face; 3426 who->face = skop->face;
3402 who->animation_id = item->animation_id; 3427 who->animation_id = item->animation_id;
3403 who->anim_speed = item->anim_speed; 3428 who->anim_speed = item->anim_speed;
3404 who->last_anim = 0; 3429 who->last_anim = 0;
3405 who->state = 0; 3430 who->state = 0;
3406 animate_object(who, who->direction); 3431 animate_object (who, who->direction);
3407 } 3432 }
3408 } 3433 }
3409 } 3434 }
3410 } 3435 }
3411 else if (item->type == FORCE) { 3436 else if (item->type == FORCE)
3437 {
3412 /* forces in the treasurelist can alter the player's stats */ 3438 /* forces in the treasurelist can alter the player's stats */
3413 object *skin; 3439 object *skin;
3440
3414 /* first get the dragon skin force */ 3441 /* first get the dragon skin force */
3415 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3442 shstr_cmp dragon_skin_force ("dragon_skin_force");
3416 skin=skin->below); 3443 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3417 if (skin == NULL) return; 3444 ;
3418 3445
3446 if (!skin)
3447 return;
3448
3419 /* adding new spellpath attunements */ 3449 /* adding new spellpath attunements */
3420 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3451 {
3421 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3452 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3422 3453
3423 /* print message */ 3454 /* print message */
3424 sprintf(buf, "You feel attuned to "); 3455 sprintf (buf, "You feel attuned to ");
3425 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3456 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3457 {
3426 if(item->path_attuned & (1<<i)) { 3458 if (item->path_attuned & (1 << i))
3459 {
3427 if (j) 3460 if (j)
3428 strcat(buf," and "); 3461 strcat (buf, " and ");
3429 else 3462 else
3430 j = 1; 3463 j = 1;
3431 strcat(buf, spellpathnames[i]); 3464 strcat (buf, spellpathnames[i]);
3432 } 3465 }
3433 } 3466 }
3434 strcat(buf,"."); 3467 strcat (buf, ".");
3435 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3468 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3436 } 3469 }
3437 3470
3438 /* evtl. adding flags: */ 3471 /* evtl. adding flags: */
3439 if(QUERY_FLAG(item, FLAG_XRAYS)) 3472 if (QUERY_FLAG (item, FLAG_XRAYS))
3440 SET_FLAG(skin, FLAG_XRAYS); 3473 SET_FLAG (skin, FLAG_XRAYS);
3441 if(QUERY_FLAG(item, FLAG_STEALTH)) 3474 if (QUERY_FLAG (item, FLAG_STEALTH))
3442 SET_FLAG(skin, FLAG_STEALTH); 3475 SET_FLAG (skin, FLAG_STEALTH);
3443 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3476 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3444 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3477 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3445 3478
3446 /* print message if there is one */ 3479 /* print message if there is one */
3447 if (item->msg != NULL) 3480 if (item->msg != NULL)
3448 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3481 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3482 }
3483 else
3449 } 3484 {
3450 else {
3451 /* generate misc. treasure */ 3485 /* generate misc. treasure */
3452 tmp = arch_to_object (tr->item); 3486 tmp = arch_to_object (tr->item);
3453 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3487 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); 3488 tmp = insert_ob_in_ob (tmp, who);
3455 if (who->type == PLAYER) 3489 if (who->type == PLAYER)
3456 esrv_send_item(who, tmp); 3490 esrv_send_item (who, tmp);
3457 } 3491 }
3458} 3492}
3459 3493
3460/** 3494/**
3461 * Unready an object for a player. This function does nothing if the object was 3495 * Unready an object for a player. This function does nothing if the object was
3462 * not readied. 3496 * not readied.
3463 */ 3497 */
3498void
3464void player_unready_range_ob(player *pl, object *ob) { 3499player_unready_range_ob (player *pl, object *ob)
3465 rangetype i; 3500{
3501 if (pl->ob->current_weapon == ob)
3502 pl->ob->current_weapon = 0;
3466 3503
3467 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3504 if (pl->combat_ob == ob)
3468 if (pl->ranges[i] == ob) { 3505 pl->combat_ob = 0;
3469 pl->ranges[i] = NULL; 3506
3470 if (pl->shoottype == i) { 3507 if (pl->ranged_ob == ob)
3471 pl->shoottype = range_none; 3508 pl->ranged_ob = 0;
3472 }
3473 }
3474 }
3475} 3509}
3510
3511sint8
3512player::visibility_at (maptile *map, int x, int y) const
3513{
3514 if (!ns)
3515 return 0;
3516
3517 int dx, dy;
3518 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3519 return 0;
3520
3521 x += dx - ns->current_x + ns->mapx / 2;
3522 y += dy - ns->current_y + ns->mapy / 2;
3523
3524 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3525 return 0;
3526
3527 return 100 - blocked_los [x][y];
3528}

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