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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 1.140 by root, Fri May 18 13:15:29 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * CrossFire, A Multiplayer game
3 * "$Id: player.C,v 1.12 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 ob->flag [FLAG_READY_WEAPON] = false;
270 ob->flag [FLAG_READY_SKILL] = false;
271 ob->flag [FLAG_READY_BOW] = false;
272
273 for (object *op = ob->inv; op; op = op->below)
274 if (op->flag [FLAG_APPLIED])
275 switch (op->type)
122 { 276 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 277 case SKILL:
124 break; 278 ob->flag [FLAG_APPLIED] = false;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break; 279 break;
167 } 280
168 strncat(news+size,buf,HUGE_BUF-size); 281 case WAND:
169 size+=strlen(buf); 282 case ROD:
283 case HORN:
284 case BOW:
285 ranged_ob = op;
286 break;
287
288 case WEAPON:
289 combat_ob = op;
290 break;
170 } 291 }
171 } 292
293 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
294 ob->update_stats ();
295
296 ns->floorbox_update ();
297 esrv_send_inventory (ob, ob);
298 esrv_add_spells (this, 0);
299
300 activate ();
301
302 send_rules (ob);
303 send_news (ob);
304 display_motd (ob);
305
306 INVOKE_PLAYER (CONNECT, this);
307 INVOKE_PLAYER (LOGIN, this);
308}
309
310void
311player::disconnect ()
312{
313 if (ns)
172 314 {
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 315 if (active)
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 316 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179}
180 317
181int playername_ok(const char *cp) { 318 INVOKE_PLAYER (DISCONNECT, this);
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184 319
185 for(;*cp!='\0';cp++) 320 ns->reset_stats ();
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_') 321 ns->pl = 0;
187 return 0; 322 ns = 0;
188 return 1;
189}
190
191/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map.
194 */
195
196/* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 p = (player *) malloc(sizeof(player));
208 if(p==NULL)
209 fatal(OUT_OF_MEMORY);
210
211 /* This adds the player in the linked list. There is extra
212 * complexity here because we want to add the new player at the
213 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of
215 * 'who'.
216 */
217 player *tmp = first_player;
218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next;
220 if(tmp!=NULL)
221 tmp->next=p;
222 else
223 first_player=p;
224
225 p->next = NULL;
226 } 323 }
227 324
228 /* Clears basically the entire player structure except 325 if (ob)
229 * for next and socket. 326 ob->close_container (); //TODO: client-specific
230 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
232 p->attachable_init (); //HACK
233 327
328 deactivate ();
329}
330
331// the need for this function can be explained
332// by load_object not returning the object
333void
334player::set_object (object *op)
335{
336 ob = op;
337 ob->contr = this; /* this aren't yet in archetype */
338
339 ob->speed_left = 0.5f;
340 ob->speed = 1.0f;
341 ob->direction = 5; /* So player faces south */
342}
343
344player::player ()
345{
234 /* There are some elements we want initialized to non zero value - 346 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 347 * we deal with that below this point.
236 */ 348 */
237 p->party=NULL; 349 outputs_sync = 4;
238 p->outputs_sync=16; /* Every 2 seconds */ 350 outputs_count = 4;
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 351 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 352
243#ifdef AUTOSAVE 353 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 354
245#endif 355 gen_sp_armour = 10;
356 bowtype = bow_normal;
357 petmode = pet_normal;
358 listening = 10;
359 usekeys = containers;
360 peaceful = 1; /* default peaceful */
361 do_los = 1;
362}
363
364void
365player::do_destroy ()
366{
367 disconnect ();
368
369 attachable::do_destroy ();
370
371 if (ob)
246 372 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 373 ob->destroy_inv (false);
374 ob->destroy ();
248 375 }
249 op->contr=p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left=0.5;
252 op->speed=1.0;
253 op->direction=5; /* So player faces south */
254 op->stats.wc=2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257
258 roll_stats(op);
259 p->state=ST_ROLL_STAT;
260 clear_los(op);
261
262 p->gen_sp_armour=10;
263 p->last_speed= -1;
264 p->shoottype=range_none;
265 p->bowtype=bow_normal;
266 p->petmode=pet_normal;
267 p->listening=10;
268 p->usekeys=containers;
269 p->last_weapon_sp= -1;
270 p->peaceful=1; /* default peaceful */
271 p->do_los=1;
272 p->explore=0;
273 p->no_shout=0; /* default can shout */
274
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race);
278
279 CLEAR_FLAG(op,FLAG_READY_SKILL);
280
281 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i=0; i < NUM_SKILLS; i++) {
287 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL;
289 }
290 for (i=0; i < NROFATTACKS; i++) {
291 p->last_resist[i] = -1;
292 }
293 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1;
295
296 p->socket.update_look=0;
297 p->socket.look_position=0;
298 return p;
299} 376}
300 377
301 378player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 379{
305 strcpy(op->contr->maplevel, first_map_path); 380 /* Clear item stack */
306 op->x = -1; 381 free (stack_items);
307 op->y = -1;
308 enter_exit(op, NULL);
309} 382}
310 383
311/* Tries to add player on the connection passwd in ns. 384/* Tries to add player on the connection passed in ns.
312 * All we can really get in this is some settings like host and display 385 * All we can really get in this is some settings like host and display
313 * mode. 386 * mode.
314 */ 387 */
388player *
389player::create ()
390{
391 player *pl = new player;
315 392
316int add_player(NewSocket *ns) { 393 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318 394
319 p=get_player(NULL); 395 pl->ob->roll_stats ();
320 p->socket = *ns; 396 pl->ob->stats.wc = 2;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 397 pl->ob->run_away = 25; /* Then we panick... */
322 if(p->socket.faces_sent == NULL) 398
323 fatal(OUT_OF_MEMORY);
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket.
328 */
329 p->socket.inbuf.len = 0;
330 set_first_map(p->ob); 399 set_first_map (pl->ob);
331 400
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob);
334 send_rules(p->ob);
335 send_news(p->ob);
336 display_motd(p->ob);
337 get_name(p->ob);
338 return 0; 401 return pl;
339} 402}
340 403
341/* 404/*
342 * get_player_archetype() return next player archetype from archetype 405 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 406 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 407 * Note: there MUST be at least one player archetype!
345 */ 408 */
409archetype *
346archetype *get_player_archetype(archetype* at) 410get_player_archetype (archetype *at)
347{ 411{
348 archetype *start = at; 412 archetype *start = at;
413
349 for (;;) { 414 for (;;)
415 {
350 if (at==NULL || at->next==NULL) 416 if (at == NULL || at->next == NULL)
351 at=first_archetype; 417 at = first_archetype;
352 else 418 else
353 at=at->next; 419 at = at->next;
420
354 if(at->clone.type==PLAYER) 421 if (at->clone.type == PLAYER)
355 return at; 422 return at;
423
356 if (at == start) { 424 if (at == start)
425 {
357 LOG (llevError, "No Player archetypes\n"); 426 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 427 exit (-1);
359 } 428 }
360 } 429 }
361} 430}
362 431
363 432object *
364object *get_nearest_player(object *mon) { 433get_nearest_player (object *mon)
434{
365 object *op = NULL; 435 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 436 objectlink *ol;
368 unsigned lastdist; 437 unsigned lastdist;
369 rv_vector rv; 438 rv_vector rv;
370 439
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 440 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
441 {
372 /* We should not find free objects on this friendly list, but it 442 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 443 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 444 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 445 * list is also free, so encapsulate this in a while loop.
376 */ 446 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 447 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
448 {
378 object *tmp=ol->ob; 449 object *tmp = ol->ob;
379 450
380 /* Can't do much more other than log the fact, because the object 451 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 452 * itself will have been cleared.
382 */ 453 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 454 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
455 tmp->debug_desc ());
384 ol = ol->next; 456 ol = ol->next;
385 remove_friendly_object(tmp); 457 remove_friendly_object (tmp);
458 if (!ol)
386 if (!ol) return op; 459 return op;
387 } 460 }
388 461
389 /* Remove special check for player from this. First, it looks to cause 462 /* Remove special check for player from this. First, it looks to cause
390 * some crashes (ol->ob->contr not set properly?), but secondly, a more 463 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 464 * complicated method of state checking would be needed in any case -
392 * as it was, a clever player could type quit, and the function would 465 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 466 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 467 * on_same_map check, as can_detect_enemy also does this
395 */ 468 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 469 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 470 continue;
398 471
399 if(lastdist>rv.distance) { 472 if (lastdist > rv.distance)
473 {
400 op=ol->ob; 474 op = ol->ob;
401 lastdist=rv.distance; 475 lastdist = rv.distance;
402 } 476 }
403 } 477 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 478
479 for_all_players (pl)
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 480 if (can_detect_enemy (mon, pl->ob, &rv))
406
407 if(lastdist>rv.distance) { 481 if (lastdist > rv.distance)
408 op=pl->ob;
409 lastdist=rv.distance;
410 }
411 } 482 {
412 } 483 op = pl->ob;
484 lastdist = rv.distance;
485 }
486
413#if 0 487#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 488 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 489#endif
416 return op; 490 return op;
417} 491}
418 492
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 493/* I believe this can safely go to 2, 3 is questionable, 4 will likely
420 * result in a monster paths backtracking. It basically determines how large a 494 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 495 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 509 * circling behaviour. Unfortunately, this function is also used to determined
436 * if the creature should cast a spell, so returning a direction in that case 510 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 511 * is probably not a good thing.
438 */ 512 */
439#define MAX_SPACES 50 513#define MAX_SPACES 50
440
441 514
442/* 515/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 516 * Returns the direction to the player, if valid. Returns 0 otherwise.
444 * modified to verify there is a path to the player. Does this by stepping towards 517 * modified to verify there is a path to the player. Does this by stepping towards
445 * player and if path is blocked then see if blockage is close enough to player that 518 * player and if path is blocked then see if blockage is close enough to player that
458 * monster can in fact move one space in that direction. 531 * monster can in fact move one space in that direction.
459 * 3) I'm not sure how good this code will be for moving multipart monsters, 532 * 3) I'm not sure how good this code will be for moving multipart monsters,
460 * since only simple checks to blocked are being called, which could mean the monster 533 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 534 * is blocking itself.
462 */ 535 */
536int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 537path_to_player (object *mon, object *pl, unsigned mindiff)
538{
464 rv_vector rv; 539 rv_vector rv;
465 sint16 x,y; 540 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 541 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 542 maptile *m, *lastmap;
468 543
469 get_rangevector(mon, pl, &rv, 0); 544 get_rangevector (mon, pl, &rv, 0);
470 545
471 if (rv.distance<mindiff) return 0; 546 if (rv.distance < mindiff)
547 return 0;
472 548
473 x=mon->x; 549 x = mon->x;
474 y=mon->y; 550 y = mon->y;
475 m=mon->map; 551 m = mon->map;
476 dir = rv.direction; 552 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 553 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); 554 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
555
479 /* If we can't solve it within the search distance, return now. */ 556 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 557 if (diff > max)
558 return 0;
559
481 while (diff >1 && max>0) { 560 while (diff > 1 && max > 0)
561 {
482 lastx = x; 562 lastx = x;
483 lasty = y; 563 lasty = y;
484 lastmap = m; 564 lastmap = m;
485 x = lastx + freearr_x[dir]; 565 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 566 y = lasty + freearr_y[dir];
487 567
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 568 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); 569 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
490 570
491 /* Space is blocked - try changing direction a little */ 571 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 572 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)))) { 573 && (m == mon->map && blocked_link (mon, m, x, y))))
574 {
494 /* recalculate direction from last good location. Possible 575 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 576 * we were not traversing ideal location before.
496 */ 577 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 578 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 579 if (rv.direction != dir)
580 {
499 /* OK - says direction should be different - lets reset the 581 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 582 * the values so it will try again.
501 */ 583 */
502 x = lastx; 584 x = lastx;
503 y = lasty; 585 y = lasty;
504 m = lastmap; 586 m = lastmap;
505 dir = firstdir = rv.direction; 587 dir = firstdir = rv.direction;
588 }
506 } else { 589 else
590 {
507 /* direct path is blocked - try taking a side step to 591 /* direct path is blocked - try taking a side step to
508 * either the left or right. 592 * either the left or right.
509 * Note increase the values in the loop below to be 593 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 594 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 595 * 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 596 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 597 * stepping back and forth
514 */ 598 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 599 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
600 {
601 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 602 continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 603 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 604 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 605 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 606 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 607 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 608 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 609 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 610 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 611 * the last direction the creature has successfully
526 * moved. 612 * moved.
527 */ 613 */
528 614
529 x = lastx + freearr_x[absdir(lastdir+i)]; 615 x = lastx + freearr_x[absdir (lastdir + i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 616 y = lasty + freearr_y[absdir (lastdir + i)];
531 m = lastmap; 617 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 618 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 619 if (mflags & P_OUT_OF_MAP)
620 continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 621 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 622 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
623 continue;
536 if (mflags & P_BLOCKSVIEW) continue; 624 if (mflags & P_BLOCKSVIEW)
625 continue;
537 626
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 627 if (m == mon->map && blocked_link (mon, m, x, y))
628 break;
539 } 629 }
540 /* go through entire loop without finding a valid 630 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 631 * sidestep to take - thus, no valid path.
542 */ 632 */
543 if (i==(DETOUR_AMOUNT+1)) 633 if (i == (DETOUR_AMOUNT + 1))
544 return 0; 634 return 0;
545 diff--; 635 diff--;
546 lastdir=dir; 636 lastdir = dir;
547 max--; 637 max--;
548 if (!firstdir) firstdir = dir+i; 638 if (!firstdir)
639 firstdir = dir + i;
549 } /* else check alternate directions */ 640 } /* else check alternate directions */
550 } /* if blocked */ 641 } /* if blocked */
551 else { 642 else
643 {
552 /* we moved towards creature, so diff is less */ 644 /* we moved towards creature, so diff is less */
553 diff--; 645 diff--;
554 max--; 646 max--;
555 lastdir=dir; 647 lastdir = dir;
648 if (!firstdir)
556 if (!firstdir) firstdir = dir; 649 firstdir = dir;
650 }
651
652 if (diff <= 1)
557 } 653 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 654 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 655 * headed toward player for entire distance.
561 */ 656 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 657 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); 658 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
564 } 659 }
565 if (diff>max) return 0; 660
661 if (diff > max)
662 return 0;
566 } 663 }
664
567 /* If we reached the max, didn't find a direction in time */ 665 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 666 if (!max)
667 return 0;
569 668
570 return firstdir; 669 return firstdir;
571} 670}
572 671
672void
573void give_initial_items(object *pl,treasurelist *items) { 673give_initial_items (object *pl, treasurelist * items)
674{
574 object *op,*next=NULL; 675 object *op, *next = NULL;
575 676
576 if(pl->randomitems!=NULL) 677 if (pl->randomitems != NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 678 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 679
579 for (op=pl->inv; op; op=next) { 680 for (op = pl->inv; op; op = next)
681 {
580 next = op->below; 682 next = op->below;
581 683
582 /* Forces get applied per default, unless they have the 684 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 685 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 686 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 687 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 688 SET_FLAG (op, FLAG_APPLIED);
587 689
588 /* we never give weapons/armour if these cannot be used 690 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 691 * by this player due to race restrictions
590 */ 692 */
591 if (pl->type == PLAYER) { 693 if (pl->type == PLAYER)
694 {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 695 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS || 696 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET || 697 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES || 698 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) || 699 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 } 700 {
602 } 701 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; 702 continue;
622 } 703 }
623 if (op->nrof > 1) op->nrof = 1; 704 }
705
706 /* This really needs to be better - we should really give
707 * a substitute spellbook. The problem is that we don't really
708 * have a good idea what to replace it with (need something like
709 * a first level treasurelist for each skill.)
710 * remove duplicate skills also
711 */
712 if (op->type == SPELLBOOK || op->type == SKILL)
624 } 713 {
714 object *tmp;
625 715
716 for (tmp = op->below; tmp; tmp = tmp->below)
717 if (tmp->type == op->type && tmp->name == op->name)
718 break;
719
720 if (tmp)
721 {
722 op->destroy ();
723 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
724 continue;
725 }
726
727 if (op->nrof > 1)
728 op->nrof = 1;
729 }
730
626 if (op->type == SPELLBOOK && op->inv) { 731 if (op->type == SPELLBOOK && op->inv)
732 {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 733 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
628 } 734 }
629 735
630 /* Give starting characters identified, uncursed, and undamned 736 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 737 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 738 * merged properly.
633 */ 739 */
634 if (need_identify(op)) { 740 if (need_identify (op))
741 {
635 SET_FLAG(op, FLAG_IDENTIFIED); 742 SET_FLAG (op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 743 CLEAR_FLAG (op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 744 CLEAR_FLAG (op, FLAG_DAMNED);
745 }
746 if (op->type == SPELL)
638 } 747 {
639 if(op->type==SPELL) { 748 op->destroy ();
640 remove_ob(op);
641 free_object(op);
642 continue; 749 continue;
750 }
751 else if (op->type == SKILL)
643 } 752 {
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 753 SET_FLAG (op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 754 op->stats.exp = 0;
647 op->level = 1; 755 op->level = 1;
648 } 756 }
649 /* lock all 'normal items by default */ 757 /* lock all 'normal items by default */
758 else
650 else SET_FLAG(op, FLAG_INV_LOCKED); 759 SET_FLAG (op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 760 } /* for loop of objects in player inv */
652 761
653 /* Need to set up the skill pointers */ 762 /* Need to set up the skill pointers */
654 link_player_skills(pl); 763 link_player_skills (pl);
655} 764}
656 765
657void get_name(object *op) { 766void
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) { 767get_party_password (object *op, partylist *party)
768{
734 if (party == NULL) { 769 if (party == NULL)
770 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 771 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 772 return;
737 } 773 }
774
738 op->contr->write_buf[0]='\0'; 775 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 776 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 777 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 778 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 779}
743
744 780
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 781/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
782static int
746int roll_stat(void) { 783roll_stat (void)
784{
747 int a[4],i,j,k; 785 int a[4], i, j, k;
748 786
749 for(i=0;i<4;i++) 787 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 788 a[i] = (int) rndm (6) + 1;
751 789
752 for(i=0,j=0,k=7;i<4;i++) 790 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 791 if (a[i] < k)
754 k=a[i],j=i; 792 k = a[i], j = i;
755 793
756 for(i=0,k=0;i<4;i++) { 794 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 795 if (i != j)
758 k+=a[i]; 796 k += a[i];
759 } 797
760 return k; 798 return k;
761} 799}
762 800
763void roll_stats(object *op) { 801void
802object::roll_stats ()
803{
804 int statsort [NUM_STATS];
805
806 for (;;)
807 {
764 int sum=0; 808 int sum = 0;
765 int i = 0, j = 0; 809 for (int i = NUM_STATS; i--; )
766 int statsort[7]; 810 sum += statsort [i] = roll_stat ();
767 811
768 do { 812 if (sum >= 82 && sum <= 116)
769 op->stats.Str=roll_stat(); 813 break;
770 op->stats.Dex=roll_stat(); 814 }
771 op->stats.Int=roll_stat();
772 op->stats.Con=roll_stat();
773 op->stats.Wis=roll_stat();
774 op->stats.Pow=roll_stat();
775 op->stats.Cha=roll_stat();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
777 op->stats.Con+op->stats.Wis+op->stats.Pow+
778 op->stats.Cha;
779 } while(sum<82||sum>116);
780 815
781 /* Sort the stats so that rerolling is easier... */ 816 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 817 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
783 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha;
789 818
790 /* a quick and dirty bubblesort? */ 819 for (int i = 0; i < NUM_STATS; ++i)
791 do {
792 if (statsort[i] < statsort[i + 1]) {
793 j = statsort[i];
794 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j;
796 i = 0;
797 } else {
798 i++;
799 }
800 } while (i < 6);
801
802 op->stats.Str = statsort[0]; 820 stats.stat (i) = statsort [i];
803 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2];
805 op->stats.Int = statsort[3];
806 op->stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6];
809 821
810
811 op->contr->orig_stats.Str=op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha;
818
819 op->level=1;
820 op->stats.exp=0; 822 stats.exp = 0;
821 op->stats.ac=0; 823 stats.ac = 0;
822 824
825 stats.hp = stats.maxhp;
826 stats.sp = stats.maxsp;
827 stats.grace = stats.maxgrace;
828
829 if (contr)
830 {
823 op->contr->levhp[1] = 9; 831 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 832 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 833 contr->levgrace[1] = 3;
826 834
827 fix_player(op); 835 contr->orig_stats = stats;
836 }
837}
838
839void
840object::swap_stats (int a, int b)
841{
842 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
843
844 for (int i = 0; i < NUM_STATS; ++i)
845 stats.stat (i) = contr->orig_stats.stat (i);
846
847 //TODO: the following code looks so borked and should, at the very least,
848 // be merged with the similar code in roll_stats
849 stats.ac = 0;
850
851 level = 1;
852 stats.exp = 0;
853 stats.ac = 0;
854
828 op->stats.hp = op->stats.maxhp; 855 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 856 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 857 stats.grace = stats.maxgrace;
858
859 if (contr)
860 {
861 contr->levhp[1] = 9;
862 contr->levsp[1] = 6;
863 contr->levgrace[1] = 3;
864
831 op->contr->orig_stats=op->stats; 865 contr->orig_stats = stats;
866 }
832} 867}
833 868
834void Roll_Again(object *op) 869static void
870start_info (object *op)
835{ 871{
836 esrv_new_player(op->contr, 0);
837 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
838}
839
840void Swap_Stat(object *op,int Swap_Second)
841{
842 signed char tmp;
843 char buf[MAX_BUF]; 872 char buf[MAX_BUF];
844 873
845 if ( op->contr->Swap_First == -1 ) { 874 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
849 return;
850 }
851
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
853
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
858
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 875 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 876 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0;
869
870 op->level=1;
871 op->stats.exp=0;
872 op->stats.ac=0;
873
874 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3;
877
878 fix_player(op);
879 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats;
883 op->contr->Swap_First=-1;
884}
885
886
887/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats
891 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation.
893 */
894int key_roll_stat(object *op, char key)
895{
896 int keynum = key -'0';
897 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
899
900 if (keynum>0 && keynum<=7) {
901 if (op->contr->Swap_First==-1) {
902 op->contr->Swap_First=stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf); 877 //new_draw_info (NDI_UNIQUE, 0, op, " ");
905 }
906 else
907 Swap_Stat(op,stat_trans[keynum]);
908
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
910 return 1;
911 }
912 switch (key) {
913 case 'n':
914 case 'N': {
915 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n");
918 break;
919 }
920
921#if 0
922 /* So that enter_exit will put us at startx/starty */
923 op->x= -1;
924
925 enter_exit(op,NULL);
926#endif
927 SET_ANIMATION(op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */
929 add_statbonus(op);
930 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
931 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg);
934 return 0;
935 }
936 case 'y':
937 case 'Y':
938 roll_stats(op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1;
941
942 case 'q':
943 case 'Q':
944 play_again(op);
945 return 1;
946
947 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
949 return 0;
950 }
951 return 0;
952} 878}
953 879
954/* This function takes the key that is passed, and does the 880/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 881 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 882 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 883 * separate race and class; this actually changes the RACE,
958 * not the class. 884 * not the class.
959 */ 885 */
960 886void
961int key_change_class(object *op, char key) 887player::chargen_race_done ()
962{ 888{
963 int tmp_loop;
964
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') {
971 char buf[MAX_BUF];
972
973 /* this must before then initial items are given */ 889 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 890 esrv_new_player (ob->contr, ob->weight + ob->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 891
892 treasurelist *tl = treasurelist::find ("starting_wealth");
893 if (tl)
894 create_treasure (tl, ob, 0, 0, 0);
895
977 INVOKE_PLAYER (BIRTH, op->contr); 896 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 897 INVOKE_PLAYER (LOGIN, ob->contr);
979 898
980 op->contr->state=ST_PLAYING; 899 ob->contr->ns->state = ST_PLAYING;
981 900
982 if (op->msg) { 901 if (ob->msg)
983 free_string(op->msg); 902 ob->msg = 0;
984 op->msg=NULL;
985 }
986 903
987 /* We create this now because some of the unique maps will need it 904 /* We create this now because some of the unique maps will need it
988 * to save here. 905 * to save here.
989 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
991 make_path_to_file(buf);
992
993#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks;
995#endif
996 start_info(op);
997 CLEAR_FLAG(op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems);
999 link_player_skills(op);
1000 esrv_send_inventory(op, op);
1001 fix_player(op);
1002
1003 /* This moves the player to a different start map, if there
1004 * is one for this race
1005 */
1006 if(*first_map_ext_path) {
1007 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s",
1011 first_map_ext_path, op->arch->name);
1012 tmp=get_object();
1013 EXIT_PATH(tmp) = add_string(mapname);
1014 EXIT_X(tmp) = op->x;
1015 EXIT_Y(tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the
1018 * default initial map */
1019 free_object(tmp);
1020 } else {
1021 LOG(llevDebug,"first_map_ext_path not set\n");
1022 }
1023 return 0;
1024 }
1025
1026 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above.
1028 */ 906 */
1029 907 {
1030 tmp_loop = 0;
1031 while(!tmp_loop) {
1032 const char *name = add_string (op->name);
1033 int x = op->x, y = op->y;
1034 remove_statbonus(op);
1035 remove_ob (op);
1036 op->arch = get_player_archetype(op->arch);
1037 copy_object (&op->arch->clone, op);
1038 op->instantiate ();
1039 op->stats = op->contr->orig_stats;
1040 free_string (op->name);
1041 op->name = name;
1042 free_string(op->name_pl);
1043 op->name_pl = add_string(name);
1044 op->x = x;
1045 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op);
1051 tmp_loop=allowed_class(op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 }
1055 update_object(op,UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op);
1057 fix_player(op);
1058 op->stats.hp=op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp;
1060 op->stats.grace=0;
1061 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg);
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1064 return 0;
1065}
1066
1067int key_confirm_quit(object *op, char key)
1068{
1069 char buf[MAX_BUF]; 908 char buf[MAX_BUF];
1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1072 op->contr->state=ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1074 return 1;
1075 }
1076
1077 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr);
1079
1080 terminate_all_pets(op);
1081 leave_map(op);
1082 op->direction=0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1084 "%s quits the game.",op->name);
1085
1086 strcpy(op->contr->killer,"quit");
1087 check_score(op);
1088 op->contr->party=NULL;
1089 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0';
1091
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1093 mapstruct *mp, *next;
1094
1095 /* We need to hunt for any per player unique maps in memory and
1096 * get rid of them. The trailing slash in the path is intentional,
1097 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 909 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 910 make_path_to_file (buf);
1101 next = mp->next; 911 }
1102 if (!strncmp(mp->path, buf, strlen(buf))) 912
1103 delete_map(mp); 913 start_info (ob);
1104 } 914 CLEAR_FLAG (ob, FLAG_WIZ);
1105 915 give_initial_items (ob, ob->randomitems);
1106 delete_character(op->name, 1); 916 link_player_skills (ob);
917 esrv_send_inventory (ob, ob);
918 ob->update_stats ();
919
920 /* This moves the player to a different start map, if there
921 * is one for this race
922 */
923 if (*first_map_ext_path)
1107 } 924 {
1108 play_again(op); 925 object *tmp;
1109 return 1; 926 char mapname[MAX_BUF];
1110}
1111 927
928 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
929 tmp = object::create ();
930 EXIT_PATH (tmp) = mapname;
931 EXIT_X (tmp) = ob->x;
932 EXIT_Y (tmp) = ob->y;
933 ob->enter_exit (tmp); /* we don't really care if it succeeded;
934 * if the map isn't there, then stay on the
935 * default initial map */
936 tmp->destroy ();
937 }
938 else
939 LOG (llevDebug, "first_map_ext_path not set\n");
940}
941
942void
943player::chargen_race_next ()
944{
945 /* Following actually changes the race - this is the default command
946 * if we don't match with one of the options above.
947 */
948
949 do
950 {
951 shstr name = ob->name;
952 int x = ob->x, y = ob->y;
953
954 ob->remove_statbonus ();
955 ob->remove ();
956 ob->arch = get_player_archetype (ob->arch);
957 ob->arch->clone.copy_to (ob);
958 ob->instantiate ();
959 ob->stats = ob->contr->orig_stats;
960 ob->name = ob->name_pl = name;
961 ob->x = x;
962 ob->y = y;
963 SET_ANIMATION (ob, 2); /* So player faces south */
964 insert_ob_in_map (ob, ob->map, ob, 0);
965 assign (ob->contr->title, ob->arch->clone.name);
966 ob->add_statbonus ();
967 }
968 while (!allowed_class (ob));
969
970 update_object (ob, UP_OBJ_FACE);
971 esrv_update_item (UPD_FACE, ob, ob);
972 ob->update_stats ();
973 ob->stats.hp = ob->stats.maxhp;
974 ob->stats.sp = ob->stats.maxsp;
975 ob->stats.grace = 0;
976}
977
978void
1112void flee_player(object *op) { 979flee_player (object *op)
980{
1113 int dir,diff; 981 int dir, diff;
1114 rv_vector rv; 982 rv_vector rv;
1115 983
1116 if(op->stats.hp < 0) { 984 if (op->stats.hp < 0)
985 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 986 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 987 CLEAR_FLAG (op, FLAG_SCARED);
988 return;
989 }
990
991 if (op->enemy == NULL)
992 {
993 LOG (llevDebug, "Fleeing player had no enemy.\n");
994 CLEAR_FLAG (op, FLAG_SCARED);
995 return;
996 }
997
998 /* Seen some crashes here. Since we don't store an
999 * op->enemy_count, it is possible that something destroys the
1000 * actual enemy, and the object is recycled.
1001 */
1002 if (op->enemy->map == NULL)
1003 {
1004 CLEAR_FLAG (op, FLAG_SCARED);
1005 op->enemy = NULL;
1006 return;
1007 }
1008
1009 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1010 {
1011 op->enemy = NULL;
1012 CLEAR_FLAG (op, FLAG_SCARED);
1013 return;
1014 }
1015
1016 get_rangevector (op, op->enemy, &rv, 0);
1017
1018 dir = absdir (4 + rv.direction);
1019 for (diff = 0; diff < 3; diff++)
1020 {
1021 int m = 1 - (RANDOM () & 2);
1022
1023 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1119 return; 1024 return;
1120 } 1025 }
1121 1026
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 */ 1027 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1028 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1029 op->enemy = NULL;
1156} 1030}
1157
1158 1031
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1032/* check_pick sees if there is stuff to be picked up/picks up stuff.
1160 * IT returns 1 if the player should keep on moving, 0 if he should 1033 * It returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1034 * stop.
1162 */ 1035 */
1036int
1163int check_pick(object *op) { 1037check_pick (object *op)
1038{
1164 object *tmp, *next; 1039 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1040 int stop = 0;
1167 int j, k, wvratio; 1041 int wvratio;
1168 char putstring[128], tmpstr[16]; 1042 char putstring[128];
1169
1170 1043
1171 /* if you're flying, you cna't pick up anything */ 1044 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1045 if (op->move_type & MOVE_FLYING)
1173 return 1; 1046 return 1;
1174 1047
1175 op_tag = op->count;
1176
1177 next = op->below; 1048 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1049
1181 /* loop while there are items on the floor that are not marked as 1050 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1051 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1052 while (next && !next->destroyed ())
1184 { 1053 {
1185 tmp = next; 1054 tmp = next;
1186 next = tmp->below; 1055 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1056
1190 if (was_destroyed (op, op_tag)) 1057 if (op->destroyed ())
1191 return 0; 1058 return 0;
1192 1059
1193 if ( ! can_pick (op, tmp)) 1060 if (!can_pick (op, tmp))
1194 continue; 1061 continue;
1195 1062
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1063 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1064 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1065 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1066 pick_up (op, tmp);
1200 continue; 1067 continue;
1201 } 1068 }
1202 1069
1203 /* high not bit set? We're using the old autopickup model */ 1070 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1071 if (!(op->contr->mode & PU_NEWMODE))
1072 {
1205 switch (op->contr->mode) { 1073 switch (op->contr->mode)
1074 {
1075 case 0:
1206 case 0: return 1; /* don't pick up */ 1076 return 1; /* don't pick up */
1077 case 1:
1207 case 1: pick_up (op, tmp); 1078 pick_up (op, tmp);
1208 return 1; 1079 return 1;
1080 case 2:
1209 case 2: pick_up (op, tmp); 1081 pick_up (op, tmp);
1210 return 0; 1082 return 0;
1083 case 3:
1211 case 3: return 0; /* stop before pickup */ 1084 return 0; /* stop before pickup */
1085 case 4:
1212 case 4: pick_up (op, tmp); 1086 pick_up (op, tmp);
1213 break; 1087 break;
1088 case 5:
1214 case 5: pick_up (op, tmp); 1089 pick_up (op, tmp);
1215 stop = 1; 1090 stop = 1;
1216 break; 1091 break;
1217 case 6: 1092 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1093 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); 1094 pick_up (op, tmp);
1221 break; 1095 break;
1222 1096
1223 case 7: 1097 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1098 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1099 pick_up (op, tmp);
1226 break; 1100 break;
1227 1101
1228 default: 1102 default:
1229 /* use value density */ 1103 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1104 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1105 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1)))
1233 >= op->contr->mode)
1234 pick_up(op,tmp); 1106 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 } 1107 }
1262 } 1108 }
1263 } 1109 else
1110 { /* old model */
1111 /* NEW pickup handling */
1112 if (op->contr->mode & PU_DEBUG)
1113 {
1114 /* some debugging code to figure out item information */
1115 if (tmp->name != NULL)
1116 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1117 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1118 else
1119 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1120 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1121
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1122 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1123 }
1265 1124
1125 /* philosophy:
1126 * It's easy to grab an item type from a pile, as long as it's
1127 * generic. This takes no game-time. For more detailed pickups
1128 * and selections, select-items should be used. This is a
1129 * grab-as-you-run type mode that's really useful for arrows for
1130 * example.
1131 * The drawback: right now it has no frontend, so you need to
1132 * stick the bits you want into a calculator in hex mode and then
1133 * convert to decimal and then 'pickup <#>
1134 */
1135
1136 /* the first two modes are exclusive: if NOTHING we return, if
1137 * STOP then we stop. All the rest are applied sequentially,
1138 * meaning if any test passes, the item gets picked up. */
1139
1140 /* if mode is set to pick nothing up, return */
1141
1142 if (op->contr->mode & PU_NOTHING)
1143 return 1;
1144
1145 /* if mode is set to stop when encountering objects, return */
1146 /* take STOP before INHIBIT since it doesn't actually pick
1147 * anything up */
1148
1149 if (op->contr->mode & PU_STOP)
1150 return 0;
1151
1152 /* useful for going into stores and not losing your settings... */
1153 /* and for battles wher you don't want to get loaded down while
1154 * fighting */
1155 if (op->contr->mode & PU_INHIBIT)
1156 return 1;
1157
1158 /* prevent us from turning into auto-thieves :) */
1159 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1160 continue;
1161
1162 /* ignore known cursed objects */
1163 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1164 continue;
1165
1166 /* all food and drink if desired */
1167 /* question: don't pick up known-poisonous stuff? */
1168 if (op->contr->mode & PU_FOOD)
1169 if (tmp->type == FOOD)
1170 {
1171 pick_up (op, tmp);
1172 continue;
1173 }
1174
1175 if (op->contr->mode & PU_DRINK)
1176 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1177 {
1178 pick_up (op, tmp);
1179 continue;
1180 }
1181
1182 if (op->contr->mode & PU_POTION)
1183 if (tmp->type == POTION)
1184 {
1185 pick_up (op, tmp);
1186 continue;
1187 }
1188
1189 /* spellbooks, skillscrolls and normal books/scrolls */
1190 if (op->contr->mode & PU_SPELLBOOK)
1191 if (tmp->type == SPELLBOOK)
1192 {
1193 pick_up (op, tmp);
1194 continue;
1195 }
1196
1197 if (op->contr->mode & PU_SKILLSCROLL)
1198 if (tmp->type == SKILLSCROLL)
1199 {
1200 pick_up (op, tmp);
1201 continue;
1202 }
1203
1204 if (op->contr->mode & PU_READABLES)
1205 if (tmp->type == BOOK || tmp->type == SCROLL)
1206 {
1207 pick_up (op, tmp);
1208 continue;
1209 }
1210
1211 /* wands/staves/rods/horns */
1212 if (op->contr->mode & PU_MAGIC_DEVICE)
1213 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1214 {
1215 pick_up (op, tmp);
1216 continue;
1217 }
1218
1219 /* pick up all magical items */
1220 if (op->contr->mode & PU_MAGICAL)
1221 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1222 {
1223 pick_up (op, tmp);
1224 continue;
1225 }
1226
1227 if (op->contr->mode & PU_VALUABLES)
1228 {
1229 if (tmp->type == MONEY || tmp->type == GEM)
1230 {
1231 pick_up (op, tmp);
1232 continue;
1233 }
1234 }
1235
1236 /* rings & amulets - talismans seems to be typed AMULET */
1237 if (op->contr->mode & PU_JEWELS)
1238 if (tmp->type == RING || tmp->type == AMULET)
1239 {
1240 pick_up (op, tmp);
1241 continue;
1242 }
1243
1244 /* we don't forget dragon food */
1245 if (op->contr->mode & PU_FLESH)
1246 if (tmp->type == FLESH)
1247 {
1248 pick_up (op, tmp);
1249 continue;
1250 }
1251
1252 /* bows and arrows. Bows are good for selling! */
1253 if (op->contr->mode & PU_BOW)
1254 if (tmp->type == BOW)
1255 {
1256 pick_up (op, tmp);
1257 continue;
1258 }
1259
1260 if (op->contr->mode & PU_ARROW)
1261 if (tmp->type == ARROW)
1262 {
1263 pick_up (op, tmp);
1264 continue;
1265 }
1266
1267 /* all kinds of armor etc. */
1268 if (op->contr->mode & PU_ARMOUR)
1269 if (tmp->type == ARMOUR)
1270 {
1271 pick_up (op, tmp);
1272 continue;
1273 }
1274
1275 if (op->contr->mode & PU_HELMET)
1276 if (tmp->type == HELMET)
1277 {
1278 pick_up (op, tmp);
1279 continue;
1280 }
1281
1282 if (op->contr->mode & PU_SHIELD)
1283 if (tmp->type == SHIELD)
1284 {
1285 pick_up (op, tmp);
1286 continue;
1287 }
1288
1289 if (op->contr->mode & PU_BOOTS)
1290 if (tmp->type == BOOTS)
1291 {
1292 pick_up (op, tmp);
1293 continue;
1294 }
1295
1296 if (op->contr->mode & PU_GLOVES)
1297 if (tmp->type == GLOVES)
1298 {
1299 pick_up (op, tmp);
1300 continue;
1301 }
1302
1303 if (op->contr->mode & PU_CLOAK)
1304 if (tmp->type == CLOAK)
1305 {
1306 pick_up (op, tmp);
1307 continue;
1308 }
1309
1310 /* hoping to catch throwing daggers here */
1311 if (op->contr->mode & PU_MISSILEWEAPON)
1312 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1313 {
1314 pick_up (op, tmp);
1315 continue;
1316 }
1317
1318 /* careful: chairs and tables are weapons! */
1319 if (op->contr->mode & PU_ALLWEAPON)
1320 {
1321 if (tmp->type == WEAPON && tmp->name != NULL)
1322 {
1323 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1324 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1325 {
1326 pick_up (op, tmp);
1327 continue;
1328 }
1329 }
1330
1331 if (tmp->type == WEAPON && tmp->name == NULL)
1332 {
1333 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1334 {
1335 pick_up (op, tmp);
1336 continue;
1337 }
1338 }
1339 }
1340
1341 /* misc stuff that's useful */
1342 if (op->contr->mode & PU_KEY)
1343 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1344 {
1345 pick_up (op, tmp);
1346 continue;
1347 }
1348
1349 /* any of the last 4 bits set means we use the ratio for value
1350 * pickups */
1351 if (op->contr->mode & PU_RATIO)
1352 {
1353 /* use value density to decide what else to grab */
1354 /* >=7 was >= op->contr->mode */
1355 /* >=7 is the old standard setting. Now we take the last 4 bits
1356 * and multiply them by 5, giving 0..15*5== 5..75 */
1357 wvratio = (op->contr->mode & PU_RATIO) * 5;
1358 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1359 {
1360 pick_up (op, tmp);
1266#if 0 1361#if 0
1267 /* print the flags too */ 1362 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1363 if (tmp->name != NULL)
1269 { 1364 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1365 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1366 }
1272 { 1367 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1368 fprintf (stderr, "%s", tmp->arch->name);
1274 if(!((j+1)%4))fprintf(stderr," "); 1369 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1370 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1276 fprintf(stderr," [%d]\n", k*32);
1277 }
1278#endif 1371#endif
1279 } 1372 continue;
1280 /* philosophy: 1373 }
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 } 1374 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1375 } /* 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 } 1376 }
1440 } /* the new pickup model */ 1377
1441 }
1442 return ! stop; 1378 return !stop;
1443} 1379}
1444 1380
1445/* 1381/*
1446 * Find an arrow in the inventory and after that 1382 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1383 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1384 * found object is returned.
1449 */ 1385 */
1386object *
1450object *find_arrow(object *op, const char *type) 1387find_arrow (object *op, const char *type)
1451{ 1388{
1452 object *tmp = NULL; 1389 object *tmp = 0;
1453 1390
1454 for(op=op->inv; op; op=op->below) 1391 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1392 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1456 QUERY_FLAG(op,FLAG_APPLIED))
1457 tmp = find_arrow (op, type); 1393 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1394 else if (op->type == ARROW && op->race == type)
1459 return op; 1395 return op;
1396
1460 return tmp; 1397 return tmp;
1461} 1398}
1462 1399
1463/* 1400/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1401 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1465 * against the target. A full test is not performed, simply a basic test 1402 * against the target. A full test is not performed, simply a basic test
1466 * of resistances. The archer is making a quick guess at what he sees down 1403 * of resistances. The archer is making a quick guess at what he sees down
1467 * the hall. Failing that it does it's best to pick the highest plus arrow. 1404 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1405 */
1469 1406object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1407find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1408{
1472 object *tmp = NULL, *arrow, *ntmp; 1409 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1410 int attacknum, attacktype, betterby = 0, i;
1474 1411
1475 if (!type) 1412 if (!type)
1476 return NULL; 1413 return NULL;
1477 1414
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1415 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1416 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1417 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1418 {
1481 i = 0; 1419 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1420 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1421 if (i > betterby)
1422 {
1484 tmp = ntmp; 1423 tmp = ntmp;
1485 betterby = i; 1424 betterby = i;
1486 } 1425 }
1426 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1427 else if (arrow->type == ARROW && arrow->race == type)
1428 {
1488 /* allways prefer assasination/slaying */ 1429 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1430 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1431 {
1491 if (arrow->attacktype & AT_DEATH) { 1432 if (arrow->attacktype & AT_DEATH)
1433 {
1492 *better = 100; 1434 *better = 100;
1493 return arrow; 1435 return arrow;
1494 } else {
1495 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1436 }
1498 } else { 1437 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 } 1438 {
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1508 tmp = arrow; 1439 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1440 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 } 1441 }
1515 } 1442 }
1443 else
1444 {
1445 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1446 {
1447 attacktype = 1 << attacknum;
1448 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1449 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1450 {
1451 tmp = arrow;
1452 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1453 }
1454 }
1455 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1456 {
1457 tmp = arrow;
1458 betterby = 2 + arrow->magic + arrow->stats.dam;
1459 }
1460 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1461 {
1462 tmp = arrow;
1463 betterby = 1 + arrow->magic + arrow->stats.dam;
1464 }
1516 } 1465 }
1466 }
1517 } 1467 }
1518 if (tmp == NULL && arrow == NULL) 1468 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1469 return find_arrow (op, type);
1520 1470
1521 *better = betterby; 1471 *better = betterby;
1522 return tmp; 1472 return tmp;
1523} 1473}
1524 1474
1525/* looks in a given direction, finds the first valid target, and calls 1475/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1476 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1477 * op = the shooter
1528 * type = bow->race 1478 * type = bow->race
1529 * dir = fire direction 1479 * dir = fire direction
1530 */ 1480 */
1531 1481object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1482pick_arrow_target (object *op, const char *type, int dir)
1533{ 1483{
1534 object *tmp = NULL; 1484 object *tmp = NULL;
1535 mapstruct *m; 1485 maptile *m;
1536 int i, mflags, found, number; 1486 int i, mflags, found, number;
1537 sint16 x, y; 1487 sint16 x, y;
1538 1488
1539 if (op->map == NULL) 1489 if (op->map == NULL)
1540 return find_arrow(op, type); 1490 return find_arrow (op, type);
1541 1491
1542 /* do a dex check */ 1492 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1493 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1544 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1494 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1495 return find_arrow (op, type);
1546 1496
1547 m = op->map; 1497 m = op->map;
1548 x = op->x; 1498 x = op->x;
1549 y = op->y; 1499 y = op->y;
1550 1500
1551 /* find the first target */ 1501 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1502 for (i = 0, found = 0; i < 20; i++)
1503 {
1553 x += freearr_x[dir]; 1504 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1505 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1506 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1507 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1508 {
1557 tmp = NULL; 1509 tmp = NULL;
1510 break;
1511 }
1512 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1513 {
1514 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1515 * perhaps a bad assumption.
1516 */
1517 tmp = NULL;
1518 break;
1519 }
1520 if (mflags & P_IS_ALIVE)
1521 {
1522 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1523 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1524 {
1525 found++;
1526 break;
1527 }
1528 if (found)
1558 break; 1529 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 } 1530 }
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 } 1531 }
1576 if (tmp == NULL) 1532 if (tmp == NULL)
1577 return find_arrow(op, type); 1533 return find_arrow (op, type);
1578 1534
1579 if (tmp->head) 1535 if (tmp->head)
1580 tmp = tmp->head; 1536 tmp = tmp->head;
1581 1537
1582 return find_better_arrow(op, tmp, type, &i); 1538 return find_better_arrow (op, tmp, type, &i);
1583} 1539}
1584 1540
1585/* 1541/*
1586 * Creature fires a bow - op can be monster or player. Returns 1542 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1543 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1546 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1547 * wc_mod is any special modifier to give (used in special player fire modes)
1592 * sx, sy are coordinates to fire arrow from - also used in some of the special 1548 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1549 * player fire modes.
1594 */ 1550 */
1551int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1552fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1553{
1598 object *left, *bow; 1554 object *left, *bow;
1599 tag_t left_tag, tag; 1555 int mflags;
1600 int bowspeed, mflags; 1556 maptile *m;
1601 mapstruct *m;
1602 1557
1603 if (!dir) { 1558 if (!dir)
1559 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1560 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1561 return 0;
1562 }
1563
1564 if (op->contr)
1565 bow = op->current_weapon;
1566 else
1606 } 1567 {
1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow];
1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1568 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1569 /* Don't check for applied - monsters don't apply bows - in that way, they
1612 * don't need to switch back and forth between bows and weapons. 1570 * don't need to switch back and forth between bows and weapons.
1613 */ 1571 */
1614 if(bow->type==BOW) 1572 if (bow->type == BOW)
1615 break; 1573 break;
1616 1574
1617 if (!bow) { 1575 if (!bow)
1576 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1577 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1578 return 0;
1579 }
1580
1581 // optimisation: move object to top so we will find it quickly again
1582 if (bow->below)
1620 } 1583 {
1584 bow->remove ();
1585 op->insert (bow);
1586 }
1587
1621 } 1588 }
1589
1622 if( !bow->race || !bow->skill) { 1590 if (!bow->race || !bow->skill)
1591 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1593 return 0;
1625 } 1594 }
1626 1595
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628
1629 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1632 if (bowspeed < 1)
1633 bowspeed = 1;
1634
1635 if (arrow == NULL) { 1596 if (arrow == NULL)
1597 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1598 if ((arrow = find_arrow (op, bow->race)) == NULL)
1599 {
1637 if (op->type == PLAYER) 1600 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1601 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1639 "You have no %s left.", bow->race);
1640 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1602 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1603 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1604 CLEAR_FLAG (op, FLAG_READY_BOW);
1605
1643 return 0; 1606 return 0;
1644 } 1607 }
1645 } 1608 }
1609
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1610 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1611 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1612 return 0;
1649 } 1613
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1614 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1615 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1616 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1617 return 0;
1653 } 1618 }
1654 1619
1655 /* this should not happen, but sometimes does */ 1620 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1621 if (arrow->nrof == 0)
1657 remove_ob(arrow); 1622 {
1658 free_object(arrow); 1623 arrow->destroy ();
1659 return 0; 1624 return 0;
1660 } 1625 }
1661 1626
1662 left = arrow; /* these are arrows left to the player */ 1627 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1628 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1629 if (!arrow)
1630 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1631 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race);
1668 return 0; 1632 return 0;
1669 } 1633 }
1670 set_owner(arrow, op); 1634
1671 if (arrow->skill) free_string(arrow->skill); 1635 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1636 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1637 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1638
1678 if (op->type == PLAYER) {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1680 fix_player(op);
1681 }
1682
1683 SET_ANIMATION(arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1639 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1640 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1641 arrow->stats.grace = arrow->attacktype;
1642
1687 if (arrow->slaying != NULL) 1643 if (arrow->slaying)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1644 arrow->spellarg = strdup (arrow->slaying);
1689 1645
1690 /* Note that this was different for monsters - they got their level 1646 if (player *pl = op->contr)
1691 * added to the damage. I think the strength bonus is more proper.
1692 */
1693 1647 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1648 if (!pl->has_hit)
1695 0 : dam_bonus[op->stats.Str]) + 1649 {
1696 bow->stats.dam + bow->magic + arrow->magic; 1650 pl->has_hit = 1;
1651 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1652 }
1653#if 0
1654 float speed = pl->weapon_sp;
1697 1655
1656 /* penalize ROF for bestarrow */
1657 if (pl->bowtype == bow_bestarrow)
1658 speed *= .9f;
1659 else
1660 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1661
1662 op->speed_left += speed - op->speed;
1663#endif
1664 }
1665
1666 SET_ANIMATION (arrow, arrow->direction);
1667
1698 /* update the speed */ 1668 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1669 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1700 0 : dam_bonus[op->stats.Str]) +
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0; 1670 + bow->stats.dam / 7.0;
1703 1671
1704 if (arrow->speed < 1.0) 1672 arrow->set_speed (max (arrow->speed, 2.0));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1673 arrow->speed_left = 0;
1708 1674
1675 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1676
1709 if (op->type == PLAYER) { 1677 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1678 {
1711 (op->chosen_skill?op->chosen_skill->level:op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1713 arrow->stats.wc - bow->stats.wc + wc_mod;
1714
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1679 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1680 wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1681
1682 if (!arrow->slaying)
1683 arrow->slaying = op->slaying;
1684
1685 arrow->attacktype |= op->attacktype;
1686 }
1687 else
1688 {
1720 arrow->level = op->level; 1689 arrow->level = op->level;
1721 } 1690 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1691
1692 if (!arrow->slaying)
1693 arrow->slaying = bow->slaying;
1694
1723 arrow->attacktype |= bow->attacktype; 1695 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1696 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1697
1727 arrow->map = m; 1698 wc -= arrow->level;
1699 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1700
1701 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1728 arrow->move_type = MOVE_FLY_LOW; 1702 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1703 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1704
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1705 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1732 tag = arrow->count; 1706 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1707
1735 if (!was_destroyed(arrow, tag)) 1708 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1709 move_arrow (arrow);
1737 1710
1738 if (op->type == PLAYER) { 1711 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1712 {
1713 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1714 esrv_del_item (op->contr, left->count);
1741 else 1715 else
1742 esrv_send_item(op, left); 1716 esrv_send_item (op, left);
1743 } 1717 }
1718
1744 return 1; 1719 return 1;
1745} 1720}
1746 1721
1747/* Special fire code for players - this takes into 1722/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1723 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1724 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1725 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1726 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1727 * hence the function name.
1753 */ 1728 */
1729int
1754int player_fire_bow(object *op, int dir) 1730player_fire_bow (object *op, int dir)
1755{ 1731{
1756 int ret=0, wcmod=0; 1732 int ret = 0, wcmod = 0;
1757 1733
1758 if (op->contr->bowtype == bow_bestarrow) { 1734 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1735 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1736 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1761 dir, 0, op->x, op->y); 1737 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1738 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1739 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1740 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1741 wcmod = -1;
1742
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1743 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1744 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1745 else if (op->contr->bowtype == bow_threewide)
1746 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1747 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1769 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1748 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1749 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1750 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1751 else if (op->contr->bowtype == bow_spreadshot)
1752 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1753 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1773 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1754 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1755 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1756 }
1776 } else { 1757 else
1758 {
1777 /* Simple case */ 1759 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1760 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1761 }
1762
1780 return ret; 1763 return ret;
1781} 1764}
1782
1783 1765
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1766/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1767 * Broken apart from 'fire' to keep it more readable.
1786 */ 1768 */
1769void
1787void fire_misc_object(object *op, int dir) 1770fire_misc_object (object *op, int dir)
1788{ 1771{
1789 object *item; 1772 object *item = op->contr->ranged_ob;
1790 1773
1791 if (!op->contr->ranges[range_misc]) { 1774 if (!item)
1775 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1776 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1777 return;
1794 } 1778 }
1795 1779
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1780 if (!item->inv)
1781 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1782 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1783 return;
1800 } 1784 }
1785
1786 if (!op->change_weapon (item))
1787 return;
1788
1801 if (item->type == WAND) { 1789 if (item->type == WAND)
1790 {
1802 if(item->stats.food<=0) { 1791 if (item->stats.food <= 0)
1792 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1793 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)); 1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1795
1805 return; 1796 return;
1806 } 1797 }
1798 }
1807 } else if (item->type == ROD || item->type==HORN) { 1799 else if (item->type == ROD || item->type == HORN)
1800 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1801 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1802 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1803 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1804
1810 if (item->type== ROD) 1805 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op,
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1806 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 else 1807 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 1808 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)); 1809
1816 return; 1810 return;
1817 } 1811 }
1818 } 1812 }
1819 1813
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1814 if (cast_spell (op, item, dir, item->inv, NULL))
1815 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1816 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 1817 if (item->type == WAND)
1818 {
1823 if (!(--item->stats.food)) { 1819 if (!(--item->stats.food))
1820 {
1824 object *tmp; 1821 object *tmp;
1822
1825 if (item->arch) { 1823 if (item->arch)
1824 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1825 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1826 item->face = item->arch->clone.face;
1828 item->speed = 0; 1827 item->set_speed (0);
1829 update_ob_speed(item);
1830 } 1828 }
1829
1831 if ((tmp=is_player_inv(item))) 1830 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1831 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1832 }
1834 } 1833 }
1835 else if (item->type == ROD || item->type==HORN) { 1834 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1835 drain_rod_charge (item);
1837 }
1838 } 1836 }
1839} 1837}
1840 1838
1841/* Received a fire command for the player - go and do it. 1839/* Received a fire command for the player - go and do it.
1842 */ 1840 */
1841void
1843void fire(object *op,int dir) { 1842fire (object *op, int dir)
1843{
1844 int spellcost=0; 1844 int spellcost = 0;
1845 1845
1846 /* check for loss of invisiblity/hide */ 1846 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1847 if (action_makes_visible (op))
1848 make_visible (op);
1848 1849
1849 switch(op->contr->shoottype) { 1850 player *pl = op->contr;
1850 case range_none: 1851
1852 if (pl->golem)
1853 {
1854 control_golem (op->contr->golem, dir);
1851 return; 1855 return;
1856 }
1852 1857
1853 case range_bow: 1858 object *ob = pl->ranged_ob;
1859
1860 if (!ob)
1861 return;
1862
1863 if (!op->change_weapon (ob))
1864 return;
1865
1866 switch (ob->type)
1867 {
1868 case BOW:
1854 player_fire_bow(op, dir); 1869 player_fire_bow (op, dir);
1855 return; 1870 break;
1856 1871
1857 case range_magic: /* Casting spells */ 1872 case SPELL:
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1873 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1859 return; 1874 break;
1860 1875
1861 case range_misc: 1876 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 ); 1877 apply_map_builder (op, dir);
1886 return; 1878 break;
1879
1880 case SKILL:
1881 do_skill (op, op, ob, dir, 0);
1882 break;
1883
1887 default: 1884 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1885 fire_misc_object (op, dir);
1889 return; 1886 break;
1890 } 1887 }
1891} 1888}
1892
1893
1894 1889
1895/* find_key 1890/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1891 * We try to find a key for the door as passed. If we find a key
1897 * and successfully use it, we return the key, otherwise NULL 1892 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1893 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1895 * pl is the player,
1901 * inv is the objects inventory to searched 1896 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1897 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1898 * This function can be called recursively to search containers.
1904 */ 1899 */
1905 1900object *
1906object * find_key(object *pl, object *container, object *door) 1901find_key (object *pl, object *container, object *door)
1907{ 1902{
1908 object *tmp,*key; 1903 object *tmp, *key;
1909 1904
1910 /* Should not happen, but sanity checking is never bad */ 1905 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1906 if (!container->inv)
1907 return 0;
1912 1908
1913 /* First, lets try to find a key in the top level inventory */ 1909 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1910 for (tmp = container->inv; tmp; tmp = tmp->below)
1911 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1912 if (door->type == DOOR && tmp->type == KEY)
1913 break;
1916 /* For sanity, we should really check door type, but other stuff 1914 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1915 * (like containers) can be locked with special keys
1918 */ 1916 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1917 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1918 break;
1921 } 1919 }
1920
1922 /* No key found - lets search inventories now */ 1921 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1922 /* If we find and use a key in an inventory, return at that time.
1924 * otherwise, if we search all the inventories and still don't find 1923 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1924 * a key, return
1926 */ 1925 */
1927 if (!tmp) { 1926 if (!tmp)
1927 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1928 for (tmp = container->inv; tmp; tmp = tmp->below)
1929 {
1929 /* No reason to search empty containers */ 1930 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1931 if (tmp->type == CONTAINER && tmp->inv)
1932 {
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1933 if ((key = find_key (pl, tmp, door)))
1934 return key;
1932 } 1935 }
1933 } 1936 }
1937
1938 if (!tmp)
1934 if (!tmp) return NULL; 1939 return NULL;
1935 } 1940 }
1941
1936 /* We get down here if we have found a key. Now if its in a container, 1942 /* We get down here if we have found a key. Now if its in a container,
1937 * see if we actually want to use it 1943 * see if we actually want to use it
1938 */ 1944 */
1939 if (pl!=container) { 1945 if (pl != container)
1946 {
1940 /* Only let players use keys in containers */ 1947 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1948 if (!pl->contr)
1949 return NULL;
1942 /* cases where this fails: 1950 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1951 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1952 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1953 * If the container is not active, return now since only active
1946 * containers can be used. 1954 * containers can be used.
1947 * If we only search keyrings and the container does not have 1955 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1956 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1957 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1958 * inv must have been an container and must have been active.
1951 * 1959 *
1952 * Change the color so that the message doesn't disappear with 1960 * Change the color so that the message doesn't disappear with
1953 * all the others. 1961 * all the others.
1954 */ 1962 */
1955 if (pl->contr->usekeys == key_inventory || 1963 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1964 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings &&
1958 (!container->race || strcmp(container->race, "keys"))) 1965 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 ) { 1966 {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1967 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 1968 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1962 query_name(tmp), query_name(container));
1963 return NULL; 1969 return NULL;
1964 } 1970 }
1965 } 1971 }
1972
1966 return tmp; 1973 return tmp;
1967} 1974}
1968 1975
1969/* moved door processing out of move_player_attack. 1976/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1977 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1978 * such that the caller should not do anything more,
1972 * 0 otherwise 1979 * 0 otherwise
1973 */ 1980 */
1981static int
1974static int player_attack_door(object *op, object *door) 1982player_attack_door (object *op, object *door)
1975{ 1983{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1984 /* If its a door, try to find a use a key. If we do destroy the door,
1978 * might as well return immediately as there is nothing more to do - 1985 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1986 * otherwise, we fall through to the rest of the code.
1980 */ 1987 */
1981 object *key=find_key(op, op, door); 1988 object *key = find_key (op, op, door);
1982 1989
1983 /* IF we found a key, do some extra work */ 1990 /* IF we found a key, do some extra work */
1984 if (key) { 1991 if (key)
1992 {
1985 object *container=key->env; 1993 object *container = key->env;
1986 1994
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1995 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1996
1988 if(action_makes_visible(op)) make_visible(op); 1997 if (action_makes_visible (op))
1998 make_visible (op);
1999
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2000 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2001 spring_trap (door->inv, op);
2002
1990 if (door->type == DOOR) { 2003 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2004 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 2005 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2006 {
1995 "You open the door with the %s", query_short_name(key)); 2007 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1996 remove_door2(door); /* remove door without violence ;-) */ 2008 remove_door2 (door); /* remove door without violence ;-) */
1997 } 2009 }
2010
1998 /* Do this after we print the message */ 2011 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2012 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2013 /* Need to update the weight the container the key was in */
2001 if (container != op) 2014 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2015 esrv_update_item (UPD_WEIGHT, op, container);
2016
2003 return 1; /* Nothing more to do below */ 2017 return 1; /* Nothing more to do below */
2018 }
2004 } else if (door->type==LOCKED_DOOR) { 2019 else if (door->type == LOCKED_DOOR)
2020 {
2005 /* Might as well return now - no other way to open this */ 2021 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2022 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2023 return 1;
2008 } 2024 }
2025
2009 return 0; 2026 return 0;
2010} 2027}
2011 2028
2012/* This function is just part of a breakup from move_player. 2029/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2030 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2031 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2032 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2033 * going to try and move (not fire weapons).
2017 */ 2034 */
2018 2035void
2019void move_player_attack(object *op, int dir) 2036move_player_attack (object *op, int dir)
2020{ 2037{
2021 object *tmp, *mon; 2038 object *tmp, *mon;
2022 sint16 nx, ny;
2023 int on_battleground; 2039 int on_battleground;
2024 mapstruct *m; 2040 maptile *m;
2025 2041
2026 nx=freearr_x[dir]+op->x; 2042 sint16 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2043 sint16 ny = freearr_y[dir] + op->y;
2028 2044
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2045 on_battleground = op_on_battleground (op, 0, 0);
2030 2046
2031 /* If braced, or can't move to the square, and it is not out of the 2047 /* If braced, or can't move to the square, and it is not out of the
2032 * map, attack it. Note order of if statement is important - don't 2048 * map, attack it. Note order of if statement is important - don't
2033 * want to be calling move_ob if braced, because move_ob will move the 2049 * want to be calling move_ob if braced, because move_ob will move the
2034 * player. This is a pretty nasty hack, because if we could 2050 * player. This is a pretty nasty hack, because if we could
2035 * move to some space, it then means that if we are braced, we should 2051 * move to some space, it then means that if we are braced, we should
2036 * do nothing at all. As it is, if we are braced, we go through 2052 * do nothing at all. As it is, if we are braced, we go through
2037 * quite a bit of processing. However, it probably is less than what 2053 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2054 * move_ob uses.
2039 */ 2055 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2056 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2057 {
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2058 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 } 2059 {
2060 m = op->map->xy_find (nx, ny);
2061 if (!m)
2062 return; /* Don't think this should happen */
2063 }
2064 else
2045 else m =op->map; 2065 m = op->map;
2046 2066
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2067 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");*/ 2068 return;
2069
2070 mon = 0;
2071 /* Go through all the objects, and find ones of interest. Only stop if
2072 * we find a monster - that is something we know we want to attack.
2073 * if its a door or barrel (can roll) see if there may be monsters
2074 * on the space
2075 */
2076 while (tmp)
2077 {
2078 if (tmp == op)
2079 {
2080 tmp = tmp->above;
2081 continue;
2082 }
2083
2084 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2085 {
2086 mon = tmp;
2087 break;
2088 }
2089
2090 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2091 mon = tmp;
2092
2093 tmp = tmp->above;
2094 }
2095
2096 if (!mon) /* This happens anytime the player tries to move */
2097 return; /* into a wall */
2098
2099 if (mon->head)
2100 mon = mon->head;
2101
2102 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2103 if (player_attack_door (op, mon))
2104 return;
2105
2106 /* The following deals with possibly attacking peaceful
2107 * or frienddly creatures. Basically, all players are considered
2108 * unaggressive. If the moving player has peaceful set, then the
2109 * object should be pushed instead of attacked. It is assumed that
2110 * if you are braced, you will not attack friends accidently,
2111 * and thus will not push them.
2112 */
2113
2114 /* If the creature is a pet, push it even if the player is not
2115 * peaceful. Our assumption is the creature is a pet if the
2116 * player owns it and it is either friendly or unagressive.
2117 */
2118 if (op->type == PLAYER
2119 && ((mon->owner && mon->owner->contr
2120 && same_party (mon->owner->contr->party, op->contr->party))
2121 || mon->owner == op)
2122 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2123 {
2124 /* If we're braced, we don't want to switch places with it */
2125 if (op->contr->braced)
2049 return; 2126 return;
2050 }
2051 2127
2052 mon = NULL; 2128 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 2129 push_ob (mon, dir, op);
2054 * we find a monster - that is something we know we want to attack. 2130 if (op->contr->tmp_invis || op->hide)
2055 * if its a door or barrel (can roll) see if there may be monsters 2131 make_visible (op);
2056 * on the space 2132
2133 return;
2134 }
2135
2136 /* in certain circumstances, you shouldn't attack friendly
2137 * creatures. Note that if you are braced, you can't push
2138 * someone, but put it inside this loop so that you won't
2139 * attack them either.
2057 */ 2140 */
2058 while (tmp!=NULL) { 2141 if ((mon->type == PLAYER || mon->enemy != op)
2059 if (tmp == op) { 2142 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2060 tmp=tmp->above; 2143 && ((op->contr->peaceful
2061 continue; 2144 || (mon->type == PLAYER && mon->contr->peaceful))
2145 && !on_battleground))
2146 {
2147 if (!op->contr->braced)
2148 {
2149 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2150 push_ob (mon, dir, op);
2062 } 2151 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2152 else
2064 mon = tmp; 2153 new_draw_info (0, 0, op, "You withhold your attack");
2065 break; 2154
2155 if (op->contr->tmp_invis || op->hide)
2156 make_visible (op);
2157 }
2158
2159 /* If the object is a boulder or other rollable object, then
2160 * roll it if not braced. You can't roll it if you are braced.
2161 */
2162 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2163 {
2164 recursive_roll (mon, dir, op);
2165 if (action_makes_visible (op))
2166 make_visible (op);
2167 }
2168
2169 /* Any generic living creature. Including things like doors.
2170 * Way it works is like this: First, it must have some hit points
2171 * and be living. Then, it must be one of the following:
2172 * 1) Not a player, 2) A player, but of a different party. Note
2173 * that party_number -1 is no party, so attacks can still happen.
2174 */
2175 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2176 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2177 {
2178 if (!op->contr->has_hit)
2179 {
2180 op->contr->has_hit = 1;
2181 op->speed_left += op->contr->weapon_speed () - op->speed;
2066 } 2182 }
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 2183
2075 if(mon->head != NULL) 2184 skill_attack (mon, op, 0, 0, 0);
2076 mon = mon->head;
2077 2185
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2186 /* If attacking another player, that player gets automatic
2079 if (player_attack_door(op, mon)) return; 2187 * hitback, and doesn't loose luck either.
2080 2188 * Disable hitback on the battleground or if the target is
2081 /* The following deals with possibly attacking peaceful 2189 * 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 */ 2190 */
2088 2191 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 )) { 2192 {
2129 if (!op->contr->braced) { 2193 short luck = mon->stats.luck;
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2194
2131 (void) push_ob(mon,dir,op); 2195 mon->contr->has_hit = 1;
2132 } else { 2196 skill_attack (op, mon, 0, 0, 0);
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2197 mon->stats.luck = luck;
2134 } 2198 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137 2199
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); 2200 if (action_makes_visible (op))
2144 } 2201 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 } 2202 }
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 */ 2203 } /* if player should attack something */
2185} 2204}
2186 2205
2206int
2187int move_player(object *op,int dir) { 2207move_player (object *op, int dir)
2208{
2188 int pick; 2209 int pick;
2189 2210
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2211 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2191 return 0;
2192
2193 /* Sanity check: make sure dir is valid */
2194 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2195 LOG( llevError, "move_player: invalid direction %d\n", dir);
2196 return 0;
2197 }
2198
2199 /* peterm: added following line */
2200 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2201 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2202
2203 op->facing = dir;
2204
2205 if(op->hide) do_hidden_move(op);
2206
2207 if (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; 2212 return 0;
2213
2214 /* Sanity check: make sure dir is valid */
2215 if ((dir < 0) || (dir >= 9))
2216 {
2217 LOG (llevError, "move_player: invalid direction %d\n", dir);
2218 return 0;
2219 }
2220
2221 /* peterm: added following line */
2222 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2223 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2224
2225 op->facing = dir;
2226
2227 if (op->hide)
2228 do_hidden_move (op);
2229
2230 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2231 /*nop */ ;
2232 else if (op->contr->fire_on)
2233 fire (op, dir);
2234 else
2235 {
2236 move_player_attack (op, dir);
2237 pick = check_pick (op);
2238 }
2239
2240 /* Add special check for newcs players and fire on - this way, the
2241 * server can handle repeat firing.
2242 */
2243 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2244 op->direction = dir;
2245 else
2246 op->direction = 0;
2247
2248 /* Update how the player looks. Use the facing, so direction may
2249 * get reset to zero. This allows for full animation capabilities
2250 * for players.
2251 */
2252 animate_object (op, op->facing);
2253 return 0;
2231} 2254}
2232 2255
2233/* This is similar to handle_player, below, but is only used by the 2256/* This is similar to handle_player, below, but is only used by the
2234 * new client/server stuff. 2257 * new client/server stuff.
2235 * This is sort of special, in that the new client/server actually uses 2258 * This is sort of special, in that the new client/server actually uses
2236 * the new speed values for commands. 2259 * the new speed values for commands.
2237 * 2260 *
2238 * Returns true if there are more actions we can do. 2261 * Returns true if there are more actions we can do.
2239 */ 2262 */
2263int
2240int handle_newcs_player(object *op) 2264handle_newcs_player (object *op)
2241{ 2265{
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)) { 2266 if (QUERY_FLAG (op, FLAG_SCARED))
2267 {
2259 flee_player(op); 2268 flee_player (op);
2269
2260 /* If player is still scared, that is his action for this tick */ 2270 /* If player is still scared, that is his action for this tick */
2261 if (QUERY_FLAG(op, FLAG_SCARED)) { 2271 if (op->flag [FLAG_SCARED])
2272 {
2262 op->speed_left--; 2273 --op->speed_left;
2263 return 0; 2274 return 0;
2264 } 2275 }
2265 } 2276 }
2266 2277
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 2278 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2279 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2280 * called, so we recheck it here.
2282 */ 2281 */
2283 HandleClient(&op->contr->socket, op->contr); 2282 if (op->contr->ns->handle_command ())
2284 if (op->speed_left<0) return 0; 2283 return 1;
2285 2284
2285 if (op->speed_left > 0.f)
2286 {
2286 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2287 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2288 {
2287 /* All move commands take 1 tick, at least for now */ 2289 /* All move commands take 1 tick, at least for now */
2288 op->speed_left--; 2290 --op->speed_left;
2289 2291
2290 /* Instead of all the stuff below, let move_player take care 2292 /* Instead of all the stuff below, let move_player take care
2291 * of it. Also, some of the skill stuff is only put in 2293 * of it. Also, some of the skill stuff is only put in
2292 * there, as well as the confusion stuff. 2294 * there, as well as the confusion stuff.
2293 */ 2295 */
2294 move_player(op, op->direction); 2296 move_player (op, op->direction);
2295 if (op->speed_left>0) return 1; 2297
2296 else return 0; 2298 return op->speed_left > 0.f;
2299 }
2297 } 2300 }
2301
2302 return 0;
2303}
2304
2305int
2306save_life (object *op)
2307{
2308 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2298 return 0; 2309 return 0;
2299}
2300 2310
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) 2311 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2308 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2312 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2313 {
2309 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2314 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2310 new_draw_info_format(NDI_UNIQUE, 0,op, 2315 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2311 "Your %s vibrates violently, then evaporates.", 2316
2312 query_name(tmp));
2313 if (op->contr) 2317 if (op->contr)
2314 esrv_del_item(op->contr, tmp->count); 2318 esrv_del_item (op->contr, tmp->count);
2315 remove_ob(tmp); 2319
2316 free_object(tmp); 2320 tmp->destroy ();
2317 CLEAR_FLAG(op, FLAG_LIFESAVE); 2321 CLEAR_FLAG (op, FLAG_LIFESAVE);
2322
2318 if(op->stats.hp<0) 2323 if (op->stats.hp < 0)
2319 op->stats.hp = op->stats.maxhp; 2324 op->stats.hp = op->stats.maxhp;
2325
2320 if(op->stats.food<0) 2326 if (op->stats.food < 0)
2321 op->stats.food = 999; 2327 op->stats.food = 999;
2322 fix_player(op); 2328
2329 op->update_stats ();
2323 return 1; 2330 return 1;
2324 } 2331 }
2332
2325 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2333 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2326 CLEAR_FLAG(op, FLAG_LIFESAVE); 2334 CLEAR_FLAG (op, FLAG_LIFESAVE);
2327 enter_player_savebed(op); /* bring him home. */ 2335 enter_player_savebed (op); /* bring him home. */
2328 return 0; 2336 return 0;
2329} 2337}
2330 2338
2331/* This goes throws the inventory and removes unpaid objects, and puts them 2339/* This goes throws the inventory and removes unpaid objects, and puts them
2332 * back in the map (location and map determined by values of env). This 2340 * back in the map (location and map determined by values of env). This
2333 * function will descend into containers. op is the object to start the search 2341 * function will descend into containers. op is the object to start the search
2334 * from. 2342 * from.
2335 */ 2343 */
2344void
2336void remove_unpaid_objects(object *op, object *env) 2345remove_unpaid_objects (object *op, object *env)
2337{ 2346{
2338 object *next;
2339
2340 while (op) { 2347 while (op)
2348 {
2341 next=op->below; /* Make sure we have a good value, in case 2349 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2342 * we remove object 'op' 2350
2343 */
2344 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2351 if (QUERY_FLAG (op, FLAG_UNPAID))
2345 remove_ob(op); 2352 {
2346 op->x = env->x;
2347 op->y = env->y;
2348 if (env->type == PLAYER) 2353 if (env->type == PLAYER)
2349 esrv_del_item(env->contr, op->count); 2354 esrv_del_item (env->contr, op->count);
2350 insert_ob_in_map(op, env->map, NULL,0); 2355
2356 op->insert_at (env);
2351 } 2357 }
2358 else if (op->inv)
2352 else if (op->inv) remove_unpaid_objects(op->inv, env); 2359 remove_unpaid_objects (op->inv, env);
2360
2353 op=next; 2361 op = next;
2354 } 2362 }
2355} 2363}
2356
2357 2364
2358/* 2365/*
2359 * Returns pointer a static string containing gravestone text 2366 * Returns pointer a static string containing gravestone text
2360 * Moved from apply.c to player.c - player.c is what 2367 * Moved from apply.c to player.c - player.c is what
2361 * actually uses this function. player.c may not be quite the 2368 * actually uses this function. player.c may not be quite the
2362 * best, a misc file for object actions is probably better, 2369 * best, a misc file for object actions is probably better,
2363 * but there isn't one in the server directory. 2370 * but there isn't one in the server directory.
2364 */ 2371 */
2372char *
2365char *gravestone_text (object *op) 2373gravestone_text (object *op)
2366{ 2374{
2367 static char buf2[MAX_BUF]; 2375 static char buf2[MAX_BUF];
2368 char buf[MAX_BUF]; 2376 char buf[MAX_BUF];
2369 time_t now = time (NULL); 2377 time_t now = time (NULL);
2370 2378
2371 strcpy (buf2, " R.I.P.\n\n"); 2379 strcpy (buf2, " R.I.P.\n\n");
2372 if (op->type == PLAYER) 2380 if (op->type == PLAYER)
2373 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2381 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2374 else 2382 else
2375 sprintf (buf, "%s\n", op->name); 2383 sprintf (buf, "%s\n", &op->name);
2384
2376 strncat (buf2, " ", 20 - strlen (buf) / 2); 2385 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377 strcat (buf2, buf); 2386 strcat (buf2, buf);
2378 if (op->type == PLAYER) 2387 if (op->type == PLAYER)
2379 sprintf (buf, "who was in level %d when killed\n", op->level); 2388 sprintf (buf, "who was in level %d when killed\n", op->level);
2380 else 2389 else
2381 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2390 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2391
2382 strncat (buf2, " ", 20 - strlen (buf) / 2); 2392 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf); 2393 strcat (buf2, buf);
2384 if (op->type == PLAYER) { 2394 if (op->type == PLAYER)
2395 {
2385 sprintf (buf, "by %s.\n\n", op->contr->killer); 2396 sprintf (buf, "by %s.\n\n", op->contr->killer);
2386 strncat (buf2, " ", 21 - strlen (buf) / 2); 2397 strncat (buf2, " ", 21 - strlen (buf) / 2);
2387 strcat (buf2, buf); 2398 strcat (buf2, buf);
2388 } 2399 }
2400
2389 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2401 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2390 strncat (buf2, " ", 20 - strlen (buf) / 2); 2402 strncat (buf2, " ", 20 - strlen (buf) / 2);
2391 strcat (buf2, buf); 2403 strcat (buf2, buf);
2404
2392 return buf2; 2405 return buf2;
2393} 2406}
2394 2407
2395 2408void
2396
2397void do_some_living(object *op) { 2409do_some_living (object *op)
2410{
2398 int last_food=op->stats.food; 2411 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2412 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace; 2413 int over_hp, over_sp, over_grace;
2401 int i; 2414 int i;
2402 int rate_hp = 1200; 2415 int rate_hp = 1200;
2403 int rate_sp = 2500; 2416 int rate_sp = 2500;
2404 int rate_grace = 2000; 2417 int rate_grace = 2000;
2405 const int max_hp = 1; 2418 const int max_hp = 1;
2406 const int max_sp = 1; 2419 const int max_sp = 1;
2407 const int max_grace = 1; 2420 const int max_grace = 1;
2408 2421
2409 if (op->contr->outputs_sync) { 2422 if (op->contr->hidden)
2410 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2423 {
2411 if (op->contr->outputs[i].buf!=NULL && 2424 op->invisible = 1000;
2412 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2425 /* the socket code flashes the player visible/invisible
2413 flush_output_element(op, &op->contr->outputs[i]); 2426 * depending on the value of invisible, so we need to
2427 * alternate it here for it to work correctly.
2428 */
2429 if (pticks & 2)
2430 op->invisible--;
2414 } 2431 }
2432 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2433 {
2434 if (!op->invisible--)
2435 {
2436 make_visible (op);
2437 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2438 }
2439 }
2415 2440
2416 if(op->contr->state==ST_PLAYING) { 2441 if (op->contr->ns->state == ST_PLAYING)
2417 2442 {
2418 /* these next three if clauses make it possible to SLOW DOWN 2443 /* these next three if clauses make it possible to SLOW DOWN
2419 hp/grace/spellpoint regeneration. */ 2444 hp/grace/spellpoint regeneration. */
2420 if(op->contr->gen_hp >= 0 ) 2445 if (op->contr->gen_hp >= 0)
2421 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2446 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2422 else { 2447 else
2448 {
2423 gen_hp = op->stats.maxhp; 2449 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2450 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425 } 2451 }
2452
2426 if(op->contr->gen_sp >= 0 ) 2453 if (op->contr->gen_sp >= 0)
2427 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2454 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else { 2455 else
2456 {
2429 gen_sp = op->stats.maxsp; 2457 gen_sp = op->stats.maxsp;
2430 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2458 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2431 } 2459 }
2460
2432 if(op->contr->gen_grace >= 0) 2461 if (op->contr->gen_grace >= 0)
2433 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2462 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2434 else { 2463 else
2464 {
2435 gen_grace = op->stats.maxgrace; 2465 gen_grace = op->stats.maxgrace;
2436 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2466 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2437 } 2467 }
2438 2468
2439 /* Regenerate Spell Points */ 2469 /* Regenerate Spell Points */
2440 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2470 if (!op->contr->golem && --op->last_sp < 0)
2471 {
2441 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2472 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) { 2473 if (op->stats.sp < op->stats.maxsp)
2458 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2474 {
2459 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2460 op->stats.sp--; 2475 op->stats.sp++;
2461 if(op->stats.sp>op->stats.maxsp) 2476 /* dms do not consume food */
2462 op->stats.sp=op->stats.maxsp; 2477 if (!QUERY_FLAG (op, FLAG_WIZ))
2478 {
2479 op->stats.food--;
2480 if (op->contr->digestion < 0)
2481 op->stats.food += op->contr->digestion;
2482 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2483 op->stats.food = last_food;
2463 } 2484 }
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 } 2485 }
2486
2487 if (max_sp > 1)
2488 {
2489 over_sp = (gen_sp + 10) / rate_sp;
2490 if (over_sp > 0)
2491 {
2492 if (op->stats.sp < op->stats.maxsp)
2493 {
2494 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2495
2496 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2497 op->stats.sp--;
2498
2499 if (op->stats.sp > op->stats.maxsp)
2500 op->stats.sp = op->stats.maxsp;
2501 }
2502 op->last_sp = 0;
2503 }
2504 else
2505 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2506 }
2487 } else { 2507 else
2508 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2509 }
2510
2511 /* Regenerate Grace */
2512 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2513 if (--op->last_grace < 0)
2514 {
2515 if (op->stats.grace < op->stats.maxgrace / 2)
2516 op->stats.grace++; /* no penalty in food for regaining grace */
2517
2518 if (max_grace > 1)
2519 {
2520 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2521 if (over_grace > 0)
2522 {
2523 op->stats.sp += over_grace
2524 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2525 op->last_grace = 0;
2526 }
2527 else
2528 {
2529 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2530 }
2531 }
2532 else
2533 {
2488 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2534 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2489 } 2535 }
2490 /* wearing stuff doesn't detract from grace generation. */ 2536 /* wearing stuff doesn't detract from grace generation. */
2491 } 2537 }
2492 2538
2493 /* Regenerate Hit Points */ 2539 /* Regenerate Hit Points */
2494 if(--op->last_heal<0) { 2540 if (--op->last_heal < 0)
2541 {
2495 if(op->stats.hp<op->stats.maxhp) { 2542 if (op->stats.hp < op->stats.maxhp)
2543 {
2496 op->stats.hp++; 2544 op->stats.hp++;
2497 /* dms do not consume food */ 2545 /* dms do not consume food */
2498 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2546 if (!QUERY_FLAG (op, FLAG_WIZ))
2499 op->stats.food--; 2547 {
2548 op->stats.food--;
2500 if(op->contr->digestion<0) 2549 if (op->contr->digestion < 0)
2501 op->stats.food+=op->contr->digestion; 2550 op->stats.food += op->contr->digestion;
2502 else if(op->contr->digestion>0 && 2551 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; 2552 op->stats.food = last_food;
2553 }
2554 }
2555
2556 if (max_hp > 1)
2557 {
2558 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2559 if (over_hp > 0)
2560 {
2561 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2562 op->last_heal = 0;
2563 }
2564 else
2565 {
2566 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2567 }
2568 }
2569 else
2570 {
2571 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2572 }
2505 } 2573 }
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 2574
2521 /* Digestion */ 2575 /* Digestion */
2522 if(--op->last_eat<0) { 2576 if (--op->last_eat < 0)
2523#ifdef COZY_SERVER 2577 {
2524 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2578 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 2579
2532 if(op->contr->gen_hp > 0) 2580 if (op->contr->gen_hp > 0)
2533 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2581 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2534 else 2582 else
2535 op->last_eat=25*(1+bonus)/(penalty +1); 2583 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2584
2536 /* dms do not consume food */ 2585 /* dms do not consume food */
2537 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2586 if (!QUERY_FLAG (op, FLAG_WIZ))
2538 } 2587 op->stats.food--;
2539 } 2588 }
2540 2589
2541 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2590 if (op->stats.food < 0 && op->stats.hp >= 0)
2591 {
2542 object *tmp, *flesh=NULL; 2592 object *tmp, *flesh = 0;
2543 2593
2544 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2594 for (tmp = op->inv; tmp; tmp = tmp->below)
2595 {
2545 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2596 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2597 {
2546 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2598 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2599 {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2600 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2548 manual_apply(op,tmp,0); 2601 manual_apply (op, tmp, 0);
2549 if(op->stats.food>=0||op->stats.hp<0) 2602 if (op->stats.food >= 0 || op->stats.hp < 0)
2550 break; 2603 break;
2551 } 2604 }
2552 else if (tmp->type==FLESH) flesh=tmp; 2605 else if (tmp->type == FLESH)
2606 flesh = tmp;
2553 } /* End if paid for object */ 2607 } /* End if paid for object */
2554 } /* end of for loop */ 2608 } /* end of for loop */
2609
2555 /* If player is still starving, it means they don't have any food, so 2610 /* If player is still starving, it means they don't have any food, so
2556 * eat flesh instead. 2611 * eat flesh instead.
2557 */ 2612 */
2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2613 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2614 {
2559 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2615 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2560 manual_apply(op,flesh,0); 2616 manual_apply (op, flesh, 0);
2561 } 2617 }
2562 } /* end if player is starving */ 2618 }
2563 2619
2564 while(op->stats.food<0&&op->stats.hp>0) 2620 while (op->stats.food < 0 && op->stats.hp >= 0)
2565 op->stats.food++,op->stats.hp--; 2621 op->stats.food++, op->stats.hp--;
2566 2622
2567 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2623 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2568 kill_player(op); 2624 kill_player (op);
2625 }
2569} 2626}
2570
2571
2572 2627
2573/* If the player should die (lack of hp, food, etc), we call this. 2628/* If the player should die (lack of hp, food, etc), we call this.
2574 * op is the player in jeopardy. If the player can not be saved (not 2629 * op is the player in jeopardy. If the player can not be saved (not
2575 * permadeath, no lifesave), this will take care of removing the player 2630 * permadeath, no lifesave), this will take care of removing the player
2576 * file. 2631 * file.
2577 */ 2632 */
2633void
2578void kill_player(object *op) 2634kill_player (object *op)
2579{ 2635{
2580 char buf[MAX_BUF]; 2636 char buf[MAX_BUF];
2581 int x,y,i; 2637 int x, y;
2638
2639 //int i;
2582 mapstruct *map; /* this is for resurrection */ 2640 maptile *map; /* this is for resurrection */
2641
2583 int z; 2642 /* int z;
2584 int num_stats_lose; 2643 int num_stats_lose;
2585 int lost_a_stat; 2644 int lost_a_stat;
2586 int lose_this_stat; 2645 int lose_this_stat;
2587 int this_stat; 2646 int this_stat; */
2588 int will_kill_again; 2647 int will_kill_again;
2589 archetype *at; 2648 archetype *at;
2590 object *tmp; 2649 object *tmp;
2591 2650
2592 if(save_life(op)) 2651 if (save_life (op))
2593 return; 2652 return;
2594 2653
2595 2654
2596 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2655 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2597 * in cities ONLY!!! It is very important that this doesn't get abused. 2656 * in cities ONLY!!! It is very important that this doesn't get abused.
2598 * Look at op_on_battleground() for more info --AndreasV 2657 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2658 */
2600 if (op_on_battleground(op, &x, &y)) { 2659 if (op_on_battleground (op, &x, &y))
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2660 {
2602 "You have been defeated in combat!"); 2661 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, 2662 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2604 "Local medics have saved your life..."); 2663
2605
2606 /* restore player */ 2664 /* restore player */
2607 at = find_archetype("poisoning"); 2665 at = archetype::find ("poisoning");
2608 tmp=present_arch_in_ob(at,op); 2666 if (object *tmp = present_arch_in_ob (at, op))
2609 if (tmp) { 2667 {
2610 remove_ob(tmp); 2668 tmp->destroy ();
2611 free_object(tmp);
2612 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2669 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2670 }
2671
2672 at = archetype::find ("confusion");
2673 if (object *tmp = present_arch_in_ob (at, op))
2613 } 2674 {
2614 2675 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"); 2676 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2621 } 2677 }
2622 2678
2623 cure_disease(op,0); /* remove any disease */ 2679 cure_disease (op, 0); /* remove any disease */
2624 op->stats.hp=op->stats.maxhp; 2680 op->stats.hp = op->stats.maxhp;
2625 if (op->stats.food<=0) op->stats.food=999; 2681 if (op->stats.food <= 0)
2626 2682 op->stats.food = 999;
2683
2627 /* create a bodypart-trophy to make the winner happy */ 2684 /* create a bodypart-trophy to make the winner happy */
2628 tmp=arch_to_object(find_archetype("finger")); 2685 if (object *tmp = arch_to_object (archetype::find ("finger")))
2629 if (tmp != NULL)
2630 { 2686 {
2631 sprintf(buf,"%s's finger",op->name); 2687 sprintf (buf, "%s's finger", &op->name);
2632 tmp->name = add_string(buf); 2688 tmp->name = buf;
2633 sprintf(buf," This finger has been cut off %s\n" 2689 sprintf (buf, " This finger has been cut off %s\n"
2634 " the %s, when he was defeated at\n level %d by %s.\n", 2690 " the %s, when he was defeated at\n level %d by %s.\n",
2635 op->name, op->contr->title, (int)(op->level), 2691 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2636 op->contr->killer); 2692 tmp->msg = buf;
2637 tmp->msg=add_string(buf);
2638 tmp->value=0, tmp->material=0, tmp->type=0; 2693 tmp->value = 0, tmp->type = 0;
2639 tmp->materialname = NULL; 2694 tmp->materialname = "organics";
2640 tmp->x = op->x, tmp->y = op->y; 2695 tmp->insert_at (op, tmp);
2641 insert_ob_in_map(tmp,op->map,op,0);
2642 }
2643 2696 }
2697
2644 /* teleport defeated player to new destination*/ 2698 /* teleport defeated player to new destination */
2645 transfer_ob(op, x, y, 0, NULL); 2699 transfer_ob (op, x, y, 0, NULL);
2646 op->contr->braced=0; 2700 op->contr->braced = 0;
2647 return; 2701 return;
2648 } 2702 }
2649 2703
2650 INVOKE_PLAYER (DEATH, op->contr); 2704 INVOKE_PLAYER (DEATH, op->contr);
2651 2705
2652 command_kill_pets (op, 0); 2706 command_kill_pets (op, 0);
2653 2707
2654 if(op->stats.food<0) { 2708 if (op->stats.food < 0)
2655 if (op->contr->explore) { 2709 {
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); 2710 sprintf (buf, "%s starved to death.", &op->name);
2662 strcpy(op->contr->killer,"starvation"); 2711 strcpy (op->contr->killer, "starvation");
2663 } 2712 }
2664 else { 2713 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); 2714 sprintf (buf, "%s died.", &op->name);
2672 } 2715
2673 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2716 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2674 2717
2675 /* save the map location for corpse, gravestone*/ 2718 /* save the map location for corpse, gravestone */
2676 x=op->x;y=op->y;map=op->map; 2719 x = op->x;
2720 y = op->y;
2721 map = op->map;
2677 2722
2678
2679 if (settings.not_permadeth == TRUE) {
2680 /* NOT_PERMADEATH code. This basically brings the character back to 2723 /* NOT_PERMADEATH code. This basically brings the character back to
2681 * life if they are dead - it takes some exp and a random stat. 2724 * life if they are dead - it takes some exp and a random stat.
2682 * See the config.h file for a little more in depth detail about this. 2725 * See the config.h file for a little more in depth detail about this.
2683 */ 2726 */
2684 2727
2685 /* Basically two ways to go - remove a stat permanently, or just 2728 /* Basically two ways to go - remove a stat permanently, or just
2686 * make it depletion. This bunch of code deals with that aspect 2729 * make it depletion. This bunch of code deals with that aspect
2687 * of death. 2730 * of death.
2688 */ 2731 */
2689#ifndef COZY_SERVER 2732#ifndef COZY_SERVER
2690 if (settings.balanced_stat_loss) { 2733 if (settings.balanced_stat_loss)
2734 {
2691 /* If stat loss is permanent, lose one stat only. */ 2735 /* If stat loss is permanent, lose one stat only. */
2692 /* Lower level chars don't lose as many stats because they suffer 2736 /* Lower level chars don't lose as many stats because they suffer
2693 more if they do. */ 2737 more if they do. */
2694 /* Higher level characters can afford things such as potions of 2738 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that 2739 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */ 2740 little bit harder. */
2697 /* GD */ 2741 /* GD */
2698 if (settings.stat_loss_on_death) 2742 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; 2743 num_stats_lose = 1;
2704 } 2744 else
2745 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2746 }
2747 else
2748 num_stats_lose = 1;
2749
2705 lost_a_stat = 0; 2750 lost_a_stat = 0;
2706 2751
2707 for (z=0; z<num_stats_lose; z++) { 2752 for (z = 0; z < num_stats_lose; z++)
2753 {
2708 i = RANDOM() % NUM_STATS; 2754 i = RANDOM () % NUM_STATS;
2709 2755
2710 if (settings.stat_loss_on_death) { 2756 if (settings.stat_loss_on_death)
2757 {
2711 /* Pick a random stat and take a point off it. Tell the player 2758 /* Pick a random stat and take a point off it. Tell the player
2712 * what he lost. 2759 * what he lost.
2713 */ 2760 */
2714 change_attr_value(&(op->stats), i,-1); 2761 change_attr_value (&(op->stats), i, -1);
2715 check_stat_bounds(&(op->stats)); 2762 check_stat_bounds (&(op->stats));
2716 change_attr_value(&(op->contr->orig_stats), i,-1); 2763 change_attr_value (&(op->contr->orig_stats), i, -1);
2717 check_stat_bounds(&(op->contr->orig_stats)); 2764 check_stat_bounds (&(op->contr->orig_stats));
2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2765 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2719 lost_a_stat = 1; 2766 lost_a_stat = 1;
2720 } else { 2767 }
2768 else
2769 {
2721 /* deplete a stat */ 2770 /* deplete a stat */
2722 archetype *deparch=find_archetype("depletion"); 2771 archetype *deparch = archetype::find ("depletion");
2723 object *dep; 2772 object *dep;
2773
2774 dep = present_arch_in_ob (deparch, op);
2775 if (!dep)
2724 2776 {
2725 dep = present_arch_in_ob(deparch,op);
2726 if(!dep) {
2727 dep = arch_to_object(deparch); 2777 dep = arch_to_object (deparch);
2728 insert_ob_in_ob(dep, op); 2778 insert_ob_in_ob (dep, op);
2729 } 2779 }
2730 lose_this_stat = 1; 2780 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) { 2781 if (settings.balanced_stat_loss)
2782 {
2732 /* GD */ 2783 /* GD */
2733 /* Get the stat that we're about to deplete. */ 2784 /* Get the stat that we're about to deplete. */
2734 this_stat = get_attr_value(&(dep->stats), i); 2785 this_stat = get_attr_value (&(dep->stats), i);
2735 if (this_stat < 0) { 2786 if (this_stat < 0)
2787 {
2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2788 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2737 int keep_chance = this_stat * this_stat; 2789 int keep_chance = this_stat * this_stat;
2790
2738 /* Yes, I am paranoid. Sue me. */ 2791 /* Yes, I am paranoid. Sue me. */
2739 if (keep_chance < 1) 2792 if (keep_chance < 1)
2740 keep_chance = 1; 2793 keep_chance = 1;
2741 2794
2742 /* There is a maximum depletion total per level. */ 2795 /* There is a maximum depletion total per level. */
2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2796 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2797 {
2744 lose_this_stat = 0; 2798 lose_this_stat = 0;
2745 /* Take loss chance vs keep chance to see if we 2799 /* Take loss chance vs keep chance to see if we
2746 retain the stat. */ 2800 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 } 2801 }
2756 } 2802 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 */ 2803 {
2766 if (this_stat>=-50) { 2804 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; 2805 lose_this_stat = 0;
2806 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2807 this_stat, keep_chance, loss_chance,
2808 lose_this_stat?"LOSE":"KEEP"); */
2772 } 2809 }
2773 } 2810 }
2774 } 2811 }
2775 } 2812
2776 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 2813 if (lose_this_stat)
2814 {
2815 this_stat = get_attr_value (&(dep->stats), i);
2816 /* We could try to do something clever like find another
2817 * stat to reduce if this fails. But chances are, if
2818 * stats have been depleted to -50, all are pretty low
2819 * and should be roughly the same, so it shouldn't make a
2820 * difference.
2821 */
2822 if (this_stat >= -50)
2778 { 2823 {
2779 /* determine_god() seems to not work sometimes... why is this? 2824 change_attr_value (&(dep->stats), i, -1);
2780 Should I be using something else? GD */ 2825 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 " 2826 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2784 "moment you feel the holy presence of %s protecting" 2827 op->update_stats ();
2785 " you.", god); 2828 lost_a_stat = 1;
2786 else 2829 }
2787 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2788 " feel a holy presence protecting you.");
2789 } 2830 }
2831 }
2832 }
2833 /* If no stat lost, tell the player. */
2834 if (!lost_a_stat)
2835 {
2836 /* determine_god() seems to not work sometimes... why is this?
2837 Should I be using something else? GD */
2838 const char *god = determine_god (op);
2839
2840 if (god && (strcmp (god, "none")))
2841 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2842 else
2843 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2844 }
2845#else
2846 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2790#endif 2847#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 2848
2794 /* Put a gravestone up where the character 'almost' died. List the 2849 /* Put a gravestone up where the character 'almost' died. List the
2795 * exp loss on the stone. 2850 * exp loss on the stone.
2796 */ 2851 */
2797 tmp=arch_to_object(find_archetype("gravestone")); 2852 tmp = arch_to_object (archetype::find ("gravestone"));
2798 sprintf(buf,"%s's gravestone",op->name); 2853 sprintf (buf, "%s's gravestone", &op->name);
2799 FREE_AND_COPY(tmp->name, buf); 2854 tmp->name = buf;
2800 sprintf(buf,"%s's gravestones",op->name); 2855 sprintf (buf, "%s's gravestones", &op->name);
2801 FREE_AND_COPY(tmp->name_pl, buf); 2856 tmp->name_pl = buf;
2802 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2857 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2803 "who was killed\n" 2858 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; 2859 tmp->x = op->x, tmp->y = op->y;
2809 insert_ob_in_map (tmp, op->map, NULL,0); 2860 insert_ob_in_map (tmp, op->map, NULL, 0);
2810 2861
2811 /**************************************/ 2862 /**************************************/
2812 /* */ 2863 /* */
2813 /* Subtract the experience points, */ 2864 /* Subtract the experience points, */
2814 /* if we died cause of food, give us */ 2865 /* if we died cause of food, give us */
2815 /* food, and reset HP's... */ 2866 /* food, and reset HP's... */
2816 /* */ 2867 /* */
2817 /**************************************/ 2868 /**************************************/
2818 2869
2819 /* remove any poisoning and confusion the character may be suffering.*/ 2870 /* remove any poisoning and confusion the character may be suffering. */
2820 /* restore player */ 2871 /* restore player */
2821 at = find_archetype("poisoning"); 2872 at = archetype::find ("poisoning");
2822 tmp=present_arch_in_ob(at,op); 2873 tmp = present_arch_in_ob (at, op);
2823 if (tmp) { 2874
2824 remove_ob(tmp); 2875 if (tmp)
2825 free_object(tmp); 2876 {
2877 tmp->destroy ();
2826 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2878 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2827 } 2879 }
2828 2880
2829 at = find_archetype("confusion"); 2881 at = archetype::find ("confusion");
2830 tmp=present_arch_in_ob(at,op); 2882 tmp = present_arch_in_ob (at, op);
2831 if (tmp) { 2883 if (tmp)
2832 remove_ob(tmp); 2884 {
2833 free_object(tmp); 2885 tmp->destroy ();
2834 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2886 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2835 } 2887 }
2888
2836 cure_disease(op,0); /* remove any disease */ 2889 cure_disease (op, 0); /* remove any disease */
2837 2890
2838 /*add_exp(op, (op->stats.exp * -0.20)); */ 2891 /*add_exp(op, (op->stats.exp * -0.20)); */
2839 apply_death_exp_penalty(op); 2892 apply_death_exp_penalty (op);
2840 if(op->stats.food < 100) op->stats.food = 900; 2893 if (op->stats.food < 100)
2894 op->stats.food = 900;
2841 op->stats.hp = op->stats.maxhp; 2895 op->stats.hp = op->stats.maxhp;
2842 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2896 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2843 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2897 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2844 2898
2845 /* 2899 /*
2846 * Check to see if the player is in a shop. IF so, then check to see if 2900 * Check to see if the player has any unpaid items. If so, remove them
2847 * the player has any unpaid items. If so, remove them and put them back 2901 * and put them back in the map.
2848 * in the map. 2902 */
2849 */
2850
2851 if (is_in_shop (op))
2852 remove_unpaid_objects(op->inv, op); 2903 remove_unpaid_objects (op->inv, op);
2853 2904
2854 /****************************************/ 2905 /****************************************/
2855 /* */ 2906 /* */
2856 /* Move player to his current respawn- */ 2907 /* Move player to his current respawn- */
2857 /* position (usually last savebed) */ 2908 /* position (usually last savebed) */
2858 /* */ 2909 /* */
2859 /****************************************/ 2910 /****************************************/
2860 2911
2861 enter_player_savebed(op); 2912 enter_player_savebed (op);
2862 2913
2863 /* Save the player before inserting the force to reduce
2864 * chance of abuse.
2865 */
2866 op->contr->braced=0; 2914 op->contr->braced = 0;
2867 save_player(op,1);
2868 2915
2869 /* it is possible that the player has blown something up 2916 /* it is possible that the player has blown something up
2870 * at his savebed location, and that can have long lasting 2917 * at his savebed location, and that can have long lasting
2871 * spell effects. So first see if there is a spell effect 2918 * spell effects. So first see if there is a spell effect
2872 * on the space that might harm the player. 2919 * on the space that might harm the player.
2873 */ 2920 */
2874 will_kill_again=0; 2921 will_kill_again = 0;
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2922 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2876 if (tmp->type ==SPELL_EFFECT) 2923 if (tmp->type == SPELL_EFFECT)
2877 will_kill_again|=tmp->attacktype; 2924 will_kill_again |= tmp->attacktype;
2878 } 2925
2879 if (will_kill_again) { 2926 if (will_kill_again)
2927 {
2880 object *force; 2928 object *force;
2881 int at; 2929 int at;
2882 2930
2883 force=get_archetype(FORCE_NAME); 2931 force = get_archetype (FORCE_NAME);
2884 /* 50 ticks should be enough time for the spell to abate */ 2932 /* 50 ticks should be enough time for the spell to abate */
2885 force->speed=0.1; 2933 force->speed = 0.1f;
2886 force->speed_left=-5.0; 2934 force->speed_left = -5.f;
2887 SET_FLAG(force, FLAG_APPLIED); 2935 SET_FLAG (force, FLAG_APPLIED);
2888 for (at=0; at<NROFATTACKS; at++) { 2936 for (at = 0; at < NROFATTACKS; at++)
2889 if (will_kill_again & (1 << at)) 2937 if (will_kill_again & (1 << at))
2890 force->resist[at] = 100; 2938 force->resist[at] = 100;
2939
2940 insert_ob_in_ob (force, op);
2941 op->update_stats ();
2942
2943 }
2944
2945 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2946}
2947
2948void
2949loot_object (object *op)
2950{ /* Grab and destroy some treasure */
2951 object *tmp, *tmp2, *next;
2952
2953 op->close_container (); /* close open sack first */
2954
2955 for (tmp = op->inv; tmp; tmp = next)
2956 {
2957 next = tmp->below;
2958
2959 if (tmp->invisible)
2960 continue;
2961
2962 tmp->remove ();
2963 tmp->x = op->x, tmp->y = op->y;
2964
2965 if (tmp->type == CONTAINER)
2966 loot_object (tmp); /* empty container to ground */
2967
2968 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2969 {
2970 if (tmp->nrof > 1)
2971 {
2972 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2973 tmp2->destroy ();
2974 insert_ob_in_map (tmp, op->map, NULL, 0);
2891 } 2975 }
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 { 2976 else
2950 delete_character(op->name,1); 2977 tmp->destroy ();
2951 } 2978 }
2952 } 2979 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); 2980 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 } 2981 }
2997} 2982}
2998 2983
2999/* 2984/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 2985 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 2986 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 2987 * was changed.
3003 */ 2988 */
3004 2989void
3005void fix_weight(void) { 2990fix_weight (void)
3006 player *pl; 2991{
3007 for (pl = first_player; pl != NULL; pl = pl->next) { 2992 for_all_players (pl)
2993 {
3008 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2994 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2995
3009 if(old == sum) 2996 if (old == sum)
3010 continue; 2997 continue;
3011 fix_player(pl->ob); 2998 pl->ob->update_stats ();
3012 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2999 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3013 pl->ob->name, old, sum);
3014 } 3000 }
3015} 3001}
3016 3002
3003void
3017void fix_luck(void) { 3004fix_luck (void)
3018 player *pl; 3005{
3019 for (pl = first_player; pl != NULL; pl = pl->next) 3006 for_all_players (pl)
3020 if (!pl->ob->contr->state) 3007 if (!pl->ob->contr->ns->state)
3021 change_luck(pl->ob, 0); 3008 pl->ob->change_luck (0);
3022} 3009}
3023
3024 3010
3025/* cast_dust() - handles op throwing objects of type 'DUST'. 3011/* cast_dust() - handles op throwing objects of type 'DUST'.
3026 * This is much simpler in the new spell code - we basically 3012 * This is much simpler in the new spell code - we basically
3027 * just treat this as any other spell casting object. 3013 * just treat this as any other spell casting object.
3028 */ 3014 */
3029
3030void 3015void
3031cast_dust (object * op, object * throw_ob, int dir) 3016cast_dust (object *op, object *throw_ob, int dir)
3032{ 3017{
3033 object *skop, *spob; 3018 object *skop, *spob;
3034 3019
3035 skop = find_skill_by_name (op, throw_ob->skill); 3020 skop = find_skill_by_name (op, throw_ob->skill);
3036 3021
3037 /* casting POTION 'dusts' is really a use_magic_item skill */ 3022 /* casting POTION 'dusts' is really a use_magic_item skill */
3038 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3023 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3039 { 3024 {
3040 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3025 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3041 op->name);
3042 return; 3026 return;
3043 } 3027 }
3044 3028
3045 spob = throw_ob->inv; 3029 spob = throw_ob->inv;
3046 3030
3047 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3031 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3048 // not pass NULL to cast_spell (which did indeed check itself, but 3032 // not pass NULL to cast_spell (which did indeed check itself, but
3049 // errors should be reported as early as possible IMHO) 3033 // errors should be reported as early as possible IMHO)
3050 if (!spob) 3034 if (!spob)
3051 { 3035 {
3052 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3036 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3053 throw_ob->name, op->name);
3054 return; 3037 return;
3055 } 3038 }
3056 3039
3057 if (op->type == PLAYER) 3040 if (op->type == PLAYER)
3058 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3041 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3059 3042
3060 cast_spell (op, throw_ob, dir, spob, NULL); 3043 cast_spell (op, throw_ob, dir, spob, NULL);
3061 3044
3062 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3045 throw_ob->destroy ();
3063 remove_ob (throw_ob);
3064 free_object (throw_ob);
3065} 3046}
3066 3047
3048void
3067void make_visible (object *op) { 3049make_visible (object *op)
3050{
3068 op->hide = 0; 3051 op->hide = 0;
3069 op->invisible = 0; 3052 op->invisible = 0;
3070 if(op->type==PLAYER) { 3053 if (op->type == PLAYER)
3054 {
3071 op->contr->tmp_invis = 0; 3055 op->contr->tmp_invis = 0;
3072 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3056 op->contr->invis_race = 0;
3073 } 3057 }
3058
3074 update_object(op,UP_OBJ_FACE); 3059 update_object (op, UP_OBJ_CHANGE);
3075} 3060}
3076 3061
3062int
3077int is_true_undead(object *op) { 3063is_true_undead (object *op)
3078 object *tmp=NULL; 3064{
3079
3080 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3065 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3066 return 1;
3081 3067
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; 3068 return 0;
3087} 3069}
3088 3070
3089/* look at the surrounding terrain to determine 3071/* look at the surrounding terrain to determine
3090 * the hideability of this object. Positive levels 3072 * the hideability of this object. Positive levels
3091 * indicate greater hideability. 3073 * indicate greater hideability.
3092 */ 3074 */
3093 3075
3076int
3094int hideability(object *ob) { 3077hideability (object *ob)
3078{
3095 int i,level=0, mflag; 3079 int i, level = 0, mflag;
3096 sint16 x,y; 3080 sint16 x, y;
3097 3081
3098 if(!ob||!ob->map) return 0; 3082 if (!ob || !ob->map)
3083 return 0;
3099 3084
3100 /* so, on normal lighted maps, its hard to hide */ 3085 /* so, on normal lighted maps, its hard to hide */
3101 level=ob->map->darkness - 2; 3086 level = ob->map->darkness - 2;
3102 3087
3103 /* this also picks up whether the object is glowing. 3088 /* this also picks up whether the object is glowing.
3104 * If you carry a light on a non-dark map, its not 3089 * If you carry a light on a non-dark map, its not
3105 * as bad as carrying a light on a pitch dark map */ 3090 * as bad as carrying a light on a pitch dark map */
3106 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3091 if (has_carried_lights (ob))
3092 level = -(10 + (2 * ob->map->darkness));
3107 3093
3108 /* scan through all nearby squares for terrain to hide in */ 3094 /* 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]) { 3095 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3096 {
3110 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3097 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3111 if (mflag & P_OUT_OF_MAP) { continue; } 3098 if (mflag & P_OUT_OF_MAP)
3099 {
3100 continue;
3101 }
3112 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3102 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3113 level += 2; 3103 level += 2;
3114 else /* open terrain! */ 3104 else /* open terrain! */
3115 level -= 1; 3105 level -= 1;
3116 } 3106 }
3117 3107
3118#if 0 3108#if 0
3119 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3109 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3120#endif 3110#endif
3121 return level; 3111 return level;
3122} 3112}
3123 3113
3124/* For Hidden creatures - a chance of becoming 'unhidden' 3114/* For Hidden creatures - a chance of becoming 'unhidden'
3125 * every time they move - as we subtract off 'invisibility' 3115 * every time they move - as we subtract off 'invisibility'
3126 * AND, for players, if they move into a ridiculously unhideable 3116 * AND, for players, if they move into a ridiculously unhideable
3127 * spot (surrounded by clear terrain in broad daylight). -b.t. 3117 * spot (surrounded by clear terrain in broad daylight). -b.t.
3128 */ 3118 */
3129 3119
3120void
3130void do_hidden_move (object *op) { 3121do_hidden_move (object *op)
3122{
3131 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3123 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3132 object *skop; 3124 object *skop;
3133 3125
3134 if(!op || !op->map) return; 3126 if (!op || !op->map)
3127 return;
3135 3128
3136 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3129 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3137 3130
3138 /* its *extremely* hard to run and sneak/hide at the same time! */ 3131 /* its *extremely* hard to run and sneak/hide at the same time! */
3139 if(op->type==PLAYER && op->contr->run_on) { 3132 if (op->type == PLAYER && op->contr->run_on)
3140 if(!skop || num >= skop->level) { 3133 if (!skop || num >= skop->level)
3134 {
3141 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3135 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
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); 3136 make_visible (op);
3151 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3137 return;
3152 "You moved out of hiding! You are visible!");
3153 } 3138 }
3139 else
3140 num += 20;
3141
3142 num += op->map->difficulty;
3143 hide = hideability (op); /* modify by terrain hidden level */
3144 num -= hide;
3145
3146 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3147 {
3148 make_visible (op);
3149 if (op->type == PLAYER)
3150 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3151 }
3154 else if (op->type == PLAYER && skop) { 3152 else if (op->type == PLAYER && skop)
3155 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3153 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3156 }
3157} 3154}
3158 3155
3159/* determine if who is standing near a hostile creature. */ 3156/* determine if who is standing near a hostile creature. */
3160 3157
3158int
3161int stand_near_hostile( object *who ) { 3159stand_near_hostile (object *who)
3160{
3162 object *tmp=NULL; 3161 object *tmp = NULL;
3163 int i,friendly=0,player=0, mflags; 3162 int i, friendly = 0, player = 0, mflags;
3164 mapstruct *m; 3163 maptile *m;
3165 sint16 x,y; 3164 sint16 x, y;
3166 3165
3167 if(!who) return 0; 3166 if (!who)
3167 return 0;
3168 3168
3169 if(who->type==PLAYER) player=1; 3169 if (who->type == PLAYER)
3170 player = 1;
3171
3172 else
3170 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3173 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3171 3174
3172 /* search adjacent squares */ 3175 /* search adjacent squares */
3173 for(i=1;i<9;i++) { 3176 for (i = 1; i < 9; i++)
3177 {
3174 x = who->x+freearr_x[i]; 3178 x = who->x + freearr_x[i];
3175 y = who->y+freearr_y[i]; 3179 y = who->y + freearr_y[i];
3176 m = who->map; 3180 m = who->map;
3177 mflags = get_map_flags(m, &m, x, y, &x, &y); 3181 mflags = get_map_flags (m, &m, x, y, &x, &y);
3178 /* space must be blocked if there is a monster. If not 3182 /* space must be blocked if there is a monster. If not
3179 * blocked, don't need to check this space. 3183 * blocked, don't need to check this space.
3180 */ 3184 */
3181 if (mflags & P_OUT_OF_MAP) continue; 3185 if (mflags & P_OUT_OF_MAP)
3186 continue;
3182 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3187 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3183 3188 continue;
3184 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3189
3185 if((player||friendly) 3190 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3191 {
3186 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3192 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3193 return 1;
3194 else if (tmp->type == PLAYER)
3195 {
3196 /*don't let a hidden DM prevent you from hiding */
3197 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3187 return 1; 3198 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 } 3199 }
3194 } 3200 }
3195 } 3201 }
3196 return 0; 3202 return 0;
3197} 3203}
3198 3204
3199/* check the player los field for viewability of the 3205/* check the player los field for viewability of the
3200 * object op. This function works fine for monsters, 3206 * object op. This function works fine for monsters,
3201 * but we dont worry if the object isnt the top one in 3207 * but we dont worry if the object isnt the top one in
3208 * for them to differ. Sigh, this fctn could get a bit more complex. 3214 * for them to differ. Sigh, this fctn could get a bit more complex.
3209 * -b.t. 3215 * -b.t.
3210 * This function is now map tiling safe. 3216 * This function is now map tiling safe.
3211 */ 3217 */
3212 3218
3219int
3213int player_can_view (object *pl,object *op) { 3220player_can_view (object *pl, object *op)
3221{
3214 rv_vector rv; 3222 rv_vector rv;
3215 int dx,dy; 3223 int dx, dy;
3216 3224
3217 if(pl->type!=PLAYER) { 3225 if (pl->type != PLAYER)
3226 {
3218 LOG(llevError,"player_can_view() called for non-player object\n"); 3227 LOG (llevError, "player_can_view() called for non-player object\n");
3219 return -1; 3228 return -1;
3220 } 3229 }
3221 if (!pl || !op) return 0;
3222 3230
3223 if(op->head) { op = op->head; } 3231 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; 3232 return 0;
3233
3234 op = op->head_ ();
3235
3236 get_rangevector (pl, op, &rv, 0x1);
3237
3238 /* starting with the 'head' part, lets loop
3239 * through the object and find if it has any
3240 * part that is in the los array but isnt on
3241 * a blocked los square.
3242 * we use the archetype to figure out offsets.
3243 */
3244 while (op)
3245 {
3246 dx = rv.distance_x + op->arch->clone.x;
3247 dy = rv.distance_y + op->arch->clone.y;
3248
3249 /* only the viewable area the player sees is updated by LOS
3250 * code, so we need to restrict ourselves to that range of values
3251 * for any meaningful values.
3252 */
3253 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3254 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3255 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3256 return 1;
3257 op = op->more;
3258 }
3259 return 0;
3247} 3260}
3248 3261
3249/* routine for both players and monsters. We call this when 3262/* routine for both players and monsters. We call this when
3250 * there is a possibility for our action distrubing our hiding 3263 * there is a possibility for our action distrubing our hiding
3251 * place or invisiblity spell. Artefact invisiblity is not 3264 * place or invisiblity spell. Artefact invisiblity is not
3252 * effected by this. If we arent invisible to begin with, we 3265 * effected by this. If we arent invisible to begin with, we
3253 * return 0. 3266 * return 0.
3254 */ 3267 */
3268int
3255int action_makes_visible (object *op) { 3269action_makes_visible (object *op)
3270{
3256 3271
3257 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3272 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3273 {
3258 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3274 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3259 return 0; 3275 return 0;
3260 3276
3261 if (op->contr && op->contr->tmp_invis == 0) return 0; 3277 if (op->contr && op->contr->tmp_invis == 0)
3278 return 0;
3262 3279
3263 /* If monsters, they should become visible */ 3280 /* If monsters, they should become visible */
3264 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3281 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3282 {
3265 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3283 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3266 return 1; 3284 return 1;
3267 } 3285 }
3268 } 3286 }
3269 return 0; 3287 return 0;
3270} 3288}
3271 3289
3272/* op_on_battleground - checks if the given object op (usually 3290/* op_on_battleground - checks if the given object op (usually
3273 * a player) is standing on a valid battleground-tile, 3291 * a player) is standing on a valid battleground-tile,
3274 * function returns TRUE/FALSE. If true x, y returns the battleground 3292 * function returns TRUE/FALSE. If true x, y returns the battleground
3275 * -exit-coord. (and if x, y not NULL) 3293 * -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 3294 * 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 3295 * 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 3296 * Default is to do the same as before, so only people wanting to have different points need worry about this
3279 */ 3297 */
3298int
3280int op_on_battleground (object *op, int *x, int *y) { 3299op_on_battleground (object *op, int *x, int *y)
3300{
3281 object *tmp; 3301 object *tmp;
3282 3302
3283 /* A battleground-tile needs the following attributes to be valid: 3303 /* 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), 3304 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3285 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3305 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3286 * and the exit-coordinates sp/hp must both be > 0. 3306 * and the exit-coordinates sp/hp must both be > 0.
3287 * => The intention here is to prevent abuse of the battleground- 3307 * => The intention here is to prevent abuse of the battleground-
3288 * feature (like pickable or hidden battleground tiles). */ 3308 * feature (like pickable or hidden battleground tiles). */
3289 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3309 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3310 {
3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3311 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3312 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3313 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3292 strcmp(tmp->name, "battleground")==0 && 3314 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3293 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3315 {
3294 /*before we assign the exit, check if this is a teambattle*/ 3316 /*before we assign the exit, check if this is a teambattle */
3295 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3317 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3318 {
3296 object *invtmp; 3319 object *invtmp;
3320
3297 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3321 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3298 if(invtmp->type==FORCE && invtmp->slaying && 3322 {
3299 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3323 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3324 {
3300 if (x != NULL && y != NULL) 3325 if (x != NULL && y != NULL)
3301 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3326 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3302 return 1; 3327 return 1;
3328 }
3303 } 3329 }
3304 } 3330 }
3305 }
3306 if (x != NULL && y != NULL) 3331 if (x != NULL && y != NULL)
3307 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3332 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3308 return 1; 3333 return 1;
3334 }
3309 } 3335 }
3310 }
3311 } 3336 }
3312 /* If we got here, did not find a battleground */ 3337 /* If we got here, did not find a battleground */
3313 return 0; 3338 return 0;
3314} 3339}
3315 3340
3316/* 3341/*
3320 * attributes: 3345 * attributes:
3321 * object *who the dragon player 3346 * object *who the dragon player
3322 * int atnr the attack-number of the ability focus 3347 * int atnr the attack-number of the ability focus
3323 * int level ability level 3348 * int level ability level
3324 */ 3349 */
3350void
3325void dragon_ability_gain(object *who, int atnr, int level) { 3351dragon_ability_gain (object *who, int atnr, int level)
3352{
3326 treasurelist *trlist = NULL; /* treasurelist */ 3353 treasurelist *trlist = NULL; /* treasurelist */
3327 treasure *tr; /* treasure */ 3354 treasure *tr; /* treasure */
3328 object *tmp,*skop; /* tmp. object */ 3355 object *tmp, *skop; /* tmp. object */
3329 object *item; /* treasure object */ 3356 object *item; /* treasure object */
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3357 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i=0, j=0; 3358 int i = 0, j = 0;
3332 3359
3333 /* get the appropriate treasurelist */ 3360 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3361 if (atnr == ATNR_FIRE)
3335 trlist = find_treasurelist("dragon_ability_fire"); 3362 trlist = treasurelist::find ("dragon_ability_fire");
3336 else if (atnr == ATNR_COLD) 3363 else if (atnr == ATNR_COLD)
3337 trlist = find_treasurelist("dragon_ability_cold"); 3364 trlist = treasurelist::find ("dragon_ability_cold");
3338 else if (atnr == ATNR_ELECTRICITY) 3365 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = find_treasurelist("dragon_ability_elec"); 3366 trlist = treasurelist::find ("dragon_ability_elec");
3340 else if (atnr == ATNR_POISON) 3367 else if (atnr == ATNR_POISON)
3341 trlist = find_treasurelist("dragon_ability_poison"); 3368 trlist = treasurelist::find ("dragon_ability_poison");
3342 3369
3343 if (trlist == NULL || who->type != PLAYER) 3370 if (trlist == NULL || who->type != PLAYER)
3371 return;
3372
3373 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3374
3375 if (!tr || !tr->item)
3376 {
3377 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3378 return;
3379 }
3380
3381 /* everything seems okay - now bring on the gift: */
3382 item = &(tr->item->clone);
3383
3384 if (item->type == SPELL)
3385 {
3386 if (check_spell_known (who, item->name))
3344 return; 3387 return;
3345 3388
3346 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3389 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3347 tr = tr->next, i++); 3390 do_learn_spell (who, item, 0);
3348 3391 return;
3349 if (tr == NULL || tr->item == NULL) { 3392 }
3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3393
3394 /* grant direct spell */
3395 if (item->type == SPELLBOOK)
3396 {
3397 if (!item->inv)
3398 {
3399 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 return;
3401 }
3402 if (check_spell_known (who, item->inv->name))
3351 return; 3403 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) { 3404 if (item->invisible)
3405 {
3376 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3406 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3377 do_learn_spell (who, item->inv, 0); 3407 do_learn_spell (who, item->inv, 0);
3378 return; 3408 return;
3379 } 3409 }
3380 } 3410 }
3381 else if (item->type == SKILL_TOOL && item->invisible) { 3411 else if (item->type == SKILL_TOOL && item->invisible)
3412 {
3382 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3413 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3414 {
3383 3415
3384 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3416 /* 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 3417 * 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, 3418 * them. As it is now, if the player has any that match the granted skill,
3387 * but not all of them, he gets nothing. 3419 * but not all of them, he gets nothing.
3388 */ 3420 */
3389 if (!(skop->attacktype & item->attacktype)) { 3421 if (!(skop->attacktype & item->attacktype))
3422 {
3390 /* Give new attacktype */ 3423 /* Give new attacktype */
3391 skop->attacktype |= item->attacktype; 3424 skop->attacktype |= item->attacktype;
3392 3425
3393 /* always add physical if there's none */ 3426 /* always add physical if there's none */
3394 skop->attacktype |= AT_PHYSICAL; 3427 skop->attacktype |= AT_PHYSICAL;
3395 3428
3396 if (item->msg != NULL) 3429 if (item->msg != NULL)
3397 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3430 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3398 3431
3399 /* Give player new face */ 3432 /* Give player new face */
3400 if (item->animation_id) { 3433 if (item->animation_id)
3434 {
3401 who->face = skop->face; 3435 who->face = skop->face;
3402 who->animation_id = item->animation_id; 3436 who->animation_id = item->animation_id;
3403 who->anim_speed = item->anim_speed; 3437 who->anim_speed = item->anim_speed;
3404 who->last_anim = 0; 3438 who->last_anim = 0;
3405 who->state = 0; 3439 who->state = 0;
3406 animate_object(who, who->direction); 3440 animate_object (who, who->direction);
3407 } 3441 }
3408 } 3442 }
3409 } 3443 }
3410 } 3444 }
3411 else if (item->type == FORCE) { 3445 else if (item->type == FORCE)
3446 {
3412 /* forces in the treasurelist can alter the player's stats */ 3447 /* forces in the treasurelist can alter the player's stats */
3413 object *skin; 3448 object *skin;
3449
3414 /* first get the dragon skin force */ 3450 /* first get the dragon skin force */
3415 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3451 shstr_cmp dragon_skin_force ("dragon_skin_force");
3416 skin=skin->below); 3452 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3417 if (skin == NULL) return; 3453 ;
3418 3454
3455 if (!skin)
3456 return;
3457
3419 /* adding new spellpath attunements */ 3458 /* adding new spellpath attunements */
3420 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3459 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3460 {
3421 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3461 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3422 3462
3423 /* print message */ 3463 /* print message */
3424 sprintf(buf, "You feel attuned to "); 3464 sprintf (buf, "You feel attuned to ");
3425 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3465 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3466 {
3426 if(item->path_attuned & (1<<i)) { 3467 if (item->path_attuned & (1 << i))
3468 {
3427 if (j) 3469 if (j)
3428 strcat(buf," and "); 3470 strcat (buf, " and ");
3429 else 3471 else
3430 j = 1; 3472 j = 1;
3431 strcat(buf, spellpathnames[i]); 3473 strcat (buf, spellpathnames[i]);
3432 } 3474 }
3433 } 3475 }
3434 strcat(buf,"."); 3476 strcat (buf, ".");
3435 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3477 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3436 } 3478 }
3437 3479
3438 /* evtl. adding flags: */ 3480 /* evtl. adding flags: */
3439 if(QUERY_FLAG(item, FLAG_XRAYS)) 3481 if (QUERY_FLAG (item, FLAG_XRAYS))
3440 SET_FLAG(skin, FLAG_XRAYS); 3482 SET_FLAG (skin, FLAG_XRAYS);
3441 if(QUERY_FLAG(item, FLAG_STEALTH)) 3483 if (QUERY_FLAG (item, FLAG_STEALTH))
3442 SET_FLAG(skin, FLAG_STEALTH); 3484 SET_FLAG (skin, FLAG_STEALTH);
3443 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3485 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3444 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3486 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3445 3487
3446 /* print message if there is one */ 3488 /* print message if there is one */
3447 if (item->msg != NULL) 3489 if (item->msg != NULL)
3448 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3490 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3491 }
3492 else
3449 } 3493 {
3450 else {
3451 /* generate misc. treasure */ 3494 /* generate misc. treasure */
3452 tmp = arch_to_object (tr->item); 3495 tmp = arch_to_object (tr->item);
3453 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3496 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3454 tmp = insert_ob_in_ob (tmp, who); 3497 tmp = insert_ob_in_ob (tmp, who);
3455 if (who->type == PLAYER) 3498 if (who->type == PLAYER)
3456 esrv_send_item(who, tmp); 3499 esrv_send_item (who, tmp);
3457 } 3500 }
3458} 3501}
3459 3502
3460/** 3503/**
3461 * Unready an object for a player. This function does nothing if the object was 3504 * Unready an object for a player. This function does nothing if the object was
3462 * not readied. 3505 * not readied.
3463 */ 3506 */
3507void
3464void player_unready_range_ob(player *pl, object *ob) { 3508player_unready_range_ob (player *pl, object *ob)
3465 rangetype i; 3509{
3510 if (pl->ob->current_weapon == ob)
3511 pl->ob->current_weapon = 0;
3466 3512
3467 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3513 if (pl->combat_ob == ob)
3468 if (pl->ranges[i] == ob) { 3514 pl->combat_ob = 0;
3469 pl->ranges[i] = NULL; 3515
3470 if (pl->shoottype == i) { 3516 if (pl->ranged_ob == ob)
3471 pl->shoottype = range_none; 3517 pl->ranged_ob = 0;
3472 }
3473 }
3474 }
3475} 3518}
3519
3520sint8
3521player::visibility_at (maptile *map, int x, int y) const
3522{
3523 if (!ns)
3524 return 0;
3525
3526 int dx, dy;
3527 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3528 return 0;
3529
3530 x += dx - ns->current_x + ns->mapx / 2;
3531 y += dy - ns->current_y + ns->mapy / 2;
3532
3533 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3534 return 0;
3535
3536 return 100 - blocked_los [x][y];
3537}

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