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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 1.157 by root, Wed Aug 1 16:09:44 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: player.C,v 1.12 2006/08/29 10:51:43 elmex Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
4 */ 22 */
5 23
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> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 25#include <sproto.h>
35#endif
36#include <sounds.h> 26#include <sounds.h>
37#include <living.h> 27#include <living.h>
38#include <object.h> 28#include <object.h>
39#include <spells.h> 29#include <spells.h>
40#include <skills.h> 30#include <skills.h>
41#include <newclient.h>
42 31
43#ifdef COZY_SERVER 32#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 33#include <functional>
45#endif
46 34
47player *find_player(const char *plname) 35playervec players;
36
37void
38display_motd (const object *op)
48{ 39{
49 player *pl; 40 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 41 char motd[HUGE_BUF];
51 { 42 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 48 return;
54 };
55 return NULL;
56}
57 49
58player* find_player_partial_name( const char* plname ) 50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
59 { 54 {
60 player* pl; 55 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; 56 continue;
67 57
68 if ( !strcmp( pl->ob->name, plname) ) 58 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 59 size += strlen (buf);
60 }
70 61
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 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 */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
72 { 137 {
73 if ( found ) 138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
74 return NULL; 139 break;
75
76 found = pl;
77 } 140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
78 } 143 }
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;
88 144 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 145
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 147 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); 148 close_and_delete (fp, comp);
103} 149}
104 150
105void send_rules(const object *op) { 151/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 152static void
107 char rules[HUGE_BUF]; 153set_first_map (object *op)
108 FILE *fp; 154{
109 int comp; 155 op->contr->maplevel = first_map_path;
110 int size; 156 op->x = -1;
111 157 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 158}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 159
160void
161player::activate ()
162{
163 if (active)
114 return; 164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->map = 0;
189 party = 0;
190
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192
193 players.erase (this);
194}
195
196// connect the player with a specific client
197// also changes, rationalises, and fixes some incorrect settings
198void
199player::connect (client *ns)
200{
201 this->ns = ns;
202 ns->pl = this;
203
204 run_on = 0;
205 fire_on = 0;
206 ob->close_container (); //TODO: client-specific
207
208 ns->update_look = 0;
209 ns->look_position = 0;
210
211 clear_los (this);
212
213 ns->reset_stats ();
214
215 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race;
218
219 ob->carrying = sum_weight (ob);
220 link_player_skills (ob);
221
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223
224 assign (title, ob->arch->object::name);
225
226 /* if it's a dragon player, set the correct title here */
227 if (is_dragon_pl (ob))
115 } 228 {
116 rules[0]='\0'; 229 object *tmp, *abil = 0, *skin = 0;
117 size=0; 230
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 231 for (tmp = ob->inv; tmp; tmp = tmp->below)
119 if( *buf == '#') 232 if (tmp->type == FORCE)
120 continue; 233 if (tmp->arch->archname == shstr_dragon_ability_force)
121 if (size + strlen(buf)>=HUGE_BUF) 234 abil = tmp;
235 else if (tmp->arch->archname == shstr_dragon_skin_force)
236 skin = tmp;
237
238 set_dragon_name (ob, abil, skin);
239 }
240
241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
242
243 esrv_new_player (this, ob->weight + ob->carrying);
244
245 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false;
248
249 for (object *op = ob->inv; op; op = op->below)
250 if (op->flag [FLAG_APPLIED])
251 switch (op->type)
122 { 252 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 253 case SKILL:
124 break; 254 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; 255 break;
167 } 256
168 strncat(news+size,buf,HUGE_BUF-size); 257 case WAND:
169 size+=strlen(buf); 258 case ROD:
259 case HORN:
260 case BOW:
261 ranged_ob = op;
262 break;
263
264 case WEAPON:
265 combat_ob = op;
266 break;
170 } 267 }
171 } 268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
270 ob->update_stats ();
271
272 ns->floorbox_update ();
273 esrv_send_inventory (ob, ob);
274 esrv_add_spells (this, 0);
275
276 activate ();
277
278 send_rules (ob);
279 send_news (ob);
280 display_motd (ob);
281
282 INVOKE_PLAYER (CONNECT, this);
283 INVOKE_PLAYER (LOGIN, this);
284}
285
286void
287player::disconnect ()
288{
289 if (ns)
172 290 {
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 291 if (active)
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 292 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}
180 293
181int playername_ok(const char *cp) { 294 INVOKE_PLAYER (DISCONNECT, this);
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184 295
185 for(;*cp!='\0';cp++) 296 ns->reset_stats ();
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_') 297 ns->pl = 0;
187 return 0; 298 ns = 0;
188 return 1; 299 }
189}
190 300
191/* This no longer sets the player map. Also, it now updates 301 if (ob)
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 } 302 {
303 ob->close_container (); //TODO: client-specific
304 ob->drop_unpaid_items ();
305 }
227 306
228 /* Clears basically the entire player structure except 307 observe = ob;
229 * for next and socket.
230 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
232 p->attachable_init (); //HACK
233 308
309 deactivate ();
310}
311
312// the need for this function can be explained
313// by load_object not returning the object
314void
315player::set_object (object *op)
316{
317 ob = observe = op;
318 ob->contr = this; /* this aren't yet in archetype */
319
320 ob->speed = 1.0f;
321 ob->speed_left = 0.5f;
322
323 ob->direction = 5; /* So player faces south */
324}
325
326void
327player::set_observe (object *op)
328{
329 observe = op ? op : ob;
330 do_los = 1;
331}
332
333player::player ()
334{
234 /* There are some elements we want initialized to non zero value - 335 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 336 * we deal with that below this point.
236 */ 337 */
237 p->party=NULL; 338 outputs_sync = 4;
238 p->outputs_sync=16; /* Every 2 seconds */ 339 outputs_count = 4;
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 340 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 341
243#ifdef AUTOSAVE 342 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 343
245#endif 344 gen_sp_armour = 10;
345 bowtype = bow_normal;
346 petmode = pet_normal;
347 listening = 10;
348 usekeys = containers;
349 peaceful = 1; /* default peaceful */
350 do_los = 1;
351
352 weapon_sp = 1.0f;
353 weapon_sp_left = 0.5f;
354}
355
356void
357player::do_destroy ()
358{
359 disconnect ();
360
361 attachable::do_destroy ();
362
363 if (ob)
246 364 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 365 ob->destroy_inv (false);
366 ob->destroy ();
248 367 }
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 */
257 368
258 roll_stats(op); 369 ob = observe = 0;
259 p->state=ST_ROLL_STAT;
260 clear_los(op);
261
262 p->gen_sp_armour=10;
263 p->last_speed= -1;
264 p->shoottype=range_none;
265 p->bowtype=bow_normal;
266 p->petmode=pet_normal;
267 p->listening=10;
268 p->usekeys=containers;
269 p->last_weapon_sp= -1;
270 p->peaceful=1; /* default peaceful */
271 p->do_los=1;
272 p->explore=0;
273 p->no_shout=0; /* default can shout */
274
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race);
278
279 CLEAR_FLAG(op,FLAG_READY_SKILL);
280
281 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i=0; i < NUM_SKILLS; i++) {
287 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL;
289 }
290 for (i=0; i < NROFATTACKS; i++) {
291 p->last_resist[i] = -1;
292 }
293 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1;
295
296 p->socket.update_look=0;
297 p->socket.look_position=0;
298 return p;
299} 370}
300 371
301 372player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 373{
305 strcpy(op->contr->maplevel, first_map_path); 374 /* Clear item stack */
306 op->x = -1; 375 free (stack_items);
307 op->y = -1;
308 enter_exit(op, NULL);
309} 376}
310 377
311/* Tries to add player on the connection passwd in ns. 378/* Tries to add player on the connection passed in ns.
312 * All we can really get in this is some settings like host and display 379 * All we can really get in this is some settings like host and display
313 * mode. 380 * mode.
314 */ 381 */
382player *
383player::create ()
384{
385 player *pl = new player;
315 386
316int add_player(NewSocket *ns) { 387 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318 388
319 p=get_player(NULL); 389 pl->ob->roll_stats ();
320 p->socket = *ns; 390 pl->ob->stats.wc = 2;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 391 pl->ob->run_away = 25; /* Then we panick... */
322 if(p->socket.faces_sent == NULL) 392
323 fatal(OUT_OF_MEMORY);
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket.
328 */
329 p->socket.inbuf.len = 0;
330 set_first_map(p->ob); 393 set_first_map (pl->ob);
331 394
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob);
334 send_rules(p->ob);
335 send_news(p->ob);
336 display_motd(p->ob);
337 get_name(p->ob);
338 return 0; 395 return pl;
339} 396}
340 397
341/* 398/*
342 * get_player_archetype() return next player archetype from archetype 399 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 400 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
345 */ 402 */
403archetype *
346archetype *get_player_archetype(archetype* at) 404get_player_archetype (archetype *at)
347{ 405{
348 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
407
349 for (;;) { 408 for (;;)
350 if (at==NULL || at->next==NULL)
351 at=first_archetype;
352 else
353 at=at->next;
354 if(at->clone.type==PLAYER)
355 return at;
356 if (at == start) {
357 LOG (llevError, "No Player archetypes\n");
358 exit (-1);
359 }
360 } 409 {
361} 410 if (++i == archetypes.end ())
411 i = archetypes.begin ();
412 else if (*i == at)
413 cleanup ("not a single player archetype found");
362 414
415 if ((*i)->type == PLAYER)
416 return *i;
417 }
418}
363 419
420object *
364object *get_nearest_player(object *mon) { 421get_nearest_player (object *mon)
422{
365 object *op = NULL; 423 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 424 objectlink *ol;
368 unsigned lastdist; 425 unsigned lastdist;
369 rv_vector rv; 426 rv_vector rv;
370 427
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
429 {
372 /* We should not find free objects on this friendly list, but it 430 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 431 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 432 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 433 * list is also free, so encapsulate this in a while loop.
376 */ 434 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 435 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
436 {
378 object *tmp=ol->ob; 437 object *tmp = ol->ob;
379 438
380 /* Can't do much more other than log the fact, because the object 439 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 440 * itself will have been cleared.
382 */ 441 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 442 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
443 tmp->debug_desc ());
384 ol = ol->next; 444 ol = ol->next;
385 remove_friendly_object(tmp); 445 remove_friendly_object (tmp);
446 if (!ol)
386 if (!ol) return op; 447 return op;
387 } 448 }
388 449
389 /* Remove special check for player from this. First, it looks to cause 450 /* 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 451 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 452 * 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 453 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 454 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 455 * on_same_map check, as can_detect_enemy also does this
395 */ 456 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 457 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 458 continue;
398 459
399 if(lastdist>rv.distance) { 460 if (lastdist > rv.distance)
461 {
400 op=ol->ob; 462 op = ol->ob;
401 lastdist=rv.distance; 463 lastdist = rv.distance;
402 } 464 }
403 } 465 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 466
467 for_all_players (pl)
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 468 if (can_detect_enemy (mon, pl->ob, &rv))
406
407 if(lastdist>rv.distance) { 469 if (lastdist > rv.distance)
408 op=pl->ob;
409 lastdist=rv.distance;
410 }
411 } 470 {
412 } 471 op = pl->ob;
472 lastdist = rv.distance;
473 }
474
413#if 0 475#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 476 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 477#endif
416 return op; 478 return op;
417} 479}
418 480
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 481/* 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 482 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 483 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 497 * 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 498 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 499 * is probably not a good thing.
438 */ 500 */
439#define MAX_SPACES 50 501#define MAX_SPACES 50
440
441 502
442/* 503/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 504 * 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 505 * 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 506 * 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. 519 * 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, 520 * 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 521 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 522 * is blocking itself.
462 */ 523 */
524int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 525path_to_player (object *mon, object *pl, unsigned mindiff)
526{
464 rv_vector rv; 527 rv_vector rv;
465 sint16 x,y; 528 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 529 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 530 maptile *m, *lastmap;
468 531
469 get_rangevector(mon, pl, &rv, 0); 532 get_rangevector (mon, pl, &rv, 0);
470 533
471 if (rv.distance<mindiff) return 0; 534 if (rv.distance < mindiff)
535 return 0;
472 536
473 x=mon->x; 537 x = mon->x;
474 y=mon->y; 538 y = mon->y;
475 m=mon->map; 539 m = mon->map;
476 dir = rv.direction; 540 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 541 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); 542 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
543
479 /* If we can't solve it within the search distance, return now. */ 544 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 545 if (diff > max)
546 return 0;
547
481 while (diff >1 && max>0) { 548 while (diff > 1 && max > 0)
549 {
482 lastx = x; 550 lastx = x;
483 lasty = y; 551 lasty = y;
484 lastmap = m; 552 lastmap = m;
485 x = lastx + freearr_x[dir]; 553 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 554 y = lasty + freearr_y[dir];
487 555
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 556 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); 557 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
490 558
491 /* Space is blocked - try changing direction a little */ 559 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 560 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)))) { 561 && (m == mon->map && blocked_link (mon, m, x, y))))
562 {
494 /* recalculate direction from last good location. Possible 563 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 564 * we were not traversing ideal location before.
496 */ 565 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 566 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 567 if (rv.direction != dir)
568 {
499 /* OK - says direction should be different - lets reset the 569 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 570 * the values so it will try again.
501 */ 571 */
502 x = lastx; 572 x = lastx;
503 y = lasty; 573 y = lasty;
504 m = lastmap; 574 m = lastmap;
505 dir = firstdir = rv.direction; 575 dir = firstdir = rv.direction;
576 }
506 } else { 577 else
578 {
507 /* direct path is blocked - try taking a side step to 579 /* direct path is blocked - try taking a side step to
508 * either the left or right. 580 * either the left or right.
509 * Note increase the values in the loop below to be 581 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 582 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 583 * 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 584 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 585 * stepping back and forth
514 */ 586 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 587 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
588 {
589 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 590 continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 591 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 592 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 593 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 594 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 595 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 596 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 597 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 598 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 599 * the last direction the creature has successfully
526 * moved. 600 * moved.
527 */ 601 */
528 602
529 x = lastx + freearr_x[absdir(lastdir+i)]; 603 x = lastx + freearr_x[absdir (lastdir + i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 604 y = lasty + freearr_y[absdir (lastdir + i)];
531 m = lastmap; 605 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 606 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 607 if (mflags & P_OUT_OF_MAP)
608 continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 609 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 610 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
611 continue;
536 if (mflags & P_BLOCKSVIEW) continue; 612 if (mflags & P_BLOCKSVIEW)
613 continue;
537 614
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 615 if (m == mon->map && blocked_link (mon, m, x, y))
616 break;
539 } 617 }
540 /* go through entire loop without finding a valid 618 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 619 * sidestep to take - thus, no valid path.
542 */ 620 */
543 if (i==(DETOUR_AMOUNT+1)) 621 if (i == (DETOUR_AMOUNT + 1))
544 return 0; 622 return 0;
545 diff--; 623 diff--;
546 lastdir=dir; 624 lastdir = dir;
547 max--; 625 max--;
548 if (!firstdir) firstdir = dir+i; 626 if (!firstdir)
627 firstdir = dir + i;
549 } /* else check alternate directions */ 628 } /* else check alternate directions */
550 } /* if blocked */ 629 } /* if blocked */
551 else { 630 else
631 {
552 /* we moved towards creature, so diff is less */ 632 /* we moved towards creature, so diff is less */
553 diff--; 633 diff--;
554 max--; 634 max--;
555 lastdir=dir; 635 lastdir = dir;
636 if (!firstdir)
556 if (!firstdir) firstdir = dir; 637 firstdir = dir;
638 }
639
640 if (diff <= 1)
557 } 641 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 642 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 643 * headed toward player for entire distance.
561 */ 644 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 645 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); 646 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
564 } 647 }
565 if (diff>max) return 0; 648
649 if (diff > max)
650 return 0;
566 } 651 }
652
567 /* If we reached the max, didn't find a direction in time */ 653 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 654 if (!max)
655 return 0;
569 656
570 return firstdir; 657 return firstdir;
571} 658}
572 659
660void
573void give_initial_items(object *pl,treasurelist *items) { 661give_initial_items (object *pl, treasurelist * items)
662{
574 object *op,*next=NULL; 663 object *op, *next = NULL;
575 664
576 if(pl->randomitems!=NULL) 665 if (pl->randomitems != NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 666 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 667
579 for (op=pl->inv; op; op=next) { 668 for (op = pl->inv; op; op = next)
669 {
580 next = op->below; 670 next = op->below;
581 671
582 /* Forces get applied per default, unless they have the 672 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 673 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 674 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 675 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 676 SET_FLAG (op, FLAG_APPLIED);
587 677
588 /* we never give weapons/armour if these cannot be used 678 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 679 * by this player due to race restrictions
590 */ 680 */
591 if (pl->type == PLAYER) { 681 if (pl->type == PLAYER)
682 {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 683 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS || 684 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET || 685 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES || 686 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) || 687 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 } 688 {
602 } 689 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; 690 continue;
622 } 691 }
623 if (op->nrof > 1) op->nrof = 1; 692 }
693
694 /* This really needs to be better - we should really give
695 * a substitute spellbook. The problem is that we don't really
696 * have a good idea what to replace it with (need something like
697 * a first level treasurelist for each skill.)
698 * remove duplicate skills also
699 */
700 if (op->type == SPELLBOOK || op->type == SKILL)
624 } 701 {
702 object *tmp;
625 703
704 for (tmp = op->below; tmp; tmp = tmp->below)
705 if (tmp->type == op->type && tmp->name == op->name)
706 break;
707
708 if (tmp)
709 {
710 op->destroy ();
711 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
712 continue;
713 }
714
715 if (op->nrof > 1)
716 op->nrof = 1;
717 }
718
626 if (op->type == SPELLBOOK && op->inv) { 719 if (op->type == SPELLBOOK && op->inv)
720 {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 721 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
628 } 722 }
629 723
630 /* Give starting characters identified, uncursed, and undamned 724 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 725 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 726 * merged properly.
633 */ 727 */
634 if (need_identify(op)) { 728 if (need_identify (op))
729 {
635 SET_FLAG(op, FLAG_IDENTIFIED); 730 SET_FLAG (op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 731 CLEAR_FLAG (op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 732 CLEAR_FLAG (op, FLAG_DAMNED);
733 }
734 if (op->type == SPELL)
638 } 735 {
639 if(op->type==SPELL) { 736 op->destroy ();
640 remove_ob(op);
641 free_object(op);
642 continue; 737 continue;
738 }
739 else if (op->type == SKILL)
643 } 740 {
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 741 SET_FLAG (op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 742 op->stats.exp = 0;
647 op->level = 1; 743 op->level = 1;
648 } 744 }
649 /* lock all 'normal items by default */ 745 /* lock all 'normal items by default */
746 else
650 else SET_FLAG(op, FLAG_INV_LOCKED); 747 SET_FLAG (op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 748 } /* for loop of objects in player inv */
652 749
653 /* Need to set up the skill pointers */ 750 /* Need to set up the skill pointers */
654 link_player_skills(pl); 751 link_player_skills (pl);
655} 752}
656 753
657void get_name(object *op) { 754void
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) { 755get_party_password (object *op, partylist *party)
756{
734 if (party == NULL) { 757 if (party == NULL)
758 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 759 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 760 return;
737 } 761 }
762
738 op->contr->write_buf[0]='\0'; 763 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 764 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 765 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 766 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 767}
743
744 768
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 769/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
770static int
746int roll_stat(void) { 771roll_stat (void)
772{
747 int a[4],i,j,k; 773 int a[4], i, j, k;
748 774
749 for(i=0;i<4;i++) 775 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 776 a[i] = (int) rndm (6) + 1;
751 777
752 for(i=0,j=0,k=7;i<4;i++) 778 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 779 if (a[i] < k)
754 k=a[i],j=i; 780 k = a[i], j = i;
755 781
756 for(i=0,k=0;i<4;i++) { 782 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 783 if (i != j)
758 k+=a[i]; 784 k += a[i];
759 } 785
760 return k; 786 return k;
761} 787}
762 788
763void roll_stats(object *op) { 789void
790object::roll_stats ()
791{
792 int statsort [NUM_STATS];
793
794 for (;;)
795 {
764 int sum=0; 796 int sum = 0;
765 int i = 0, j = 0; 797 for (int i = NUM_STATS; i--; )
766 int statsort[7]; 798 sum += statsort [i] = roll_stat ();
767 799
768 do { 800 if (sum >= 82 && sum <= 116)
769 op->stats.Str=roll_stat(); 801 break;
770 op->stats.Dex=roll_stat(); 802 }
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);
780 803
781 /* Sort the stats so that rerolling is easier... */ 804 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 805 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;
789 806
790 /* a quick and dirty bubblesort? */ 807 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]; 808 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];
809 809
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; 810 stats.exp = 0;
821 op->stats.ac=0; 811 stats.ac = 0;
822 812
813 stats.hp = stats.maxhp;
814 stats.sp = stats.maxsp;
815 stats.grace = stats.maxgrace;
816
817 if (contr)
818 {
823 op->contr->levhp[1] = 9; 819 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 820 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 821 contr->levgrace[1] = 3;
826 822
827 fix_player(op); 823 contr->orig_stats = stats;
824 }
825}
826
827void
828object::swap_stats (int a, int b)
829{
830 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
831
832 for (int i = 0; i < NUM_STATS; ++i)
833 stats.stat (i) = contr->orig_stats.stat (i);
834
835 //TODO: the following code looks so borked and should, at the very least,
836 // be merged with the similar code in roll_stats
837 stats.ac = 0;
838
839 level = 1;
840 stats.exp = 0;
841 stats.ac = 0;
842
828 op->stats.hp = op->stats.maxhp; 843 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 844 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 845 stats.grace = stats.maxgrace;
846
847 if (contr)
848 {
849 contr->levhp[1] = 9;
850 contr->levsp[1] = 6;
851 contr->levgrace[1] = 3;
852
831 op->contr->orig_stats=op->stats; 853 contr->orig_stats = stats;
854 }
832} 855}
833 856
834void Roll_Again(object *op) 857static void
858start_info (object *op)
835{ 859{
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]; 860 char buf[MAX_BUF];
844 861
845 if ( op->contr->Swap_First == -1 ) { 862 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); 863 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 864 //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); 865 //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} 866}
953 867
954/* This function takes the key that is passed, and does the 868/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
958 * not the class. 872 * not the class.
959 */ 873 */
960 874void
961int key_change_class(object *op, char key) 875player::chargen_race_done ()
962{ 876{
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 */ 877 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 878 esrv_new_player (ob->contr, ob->weight + ob->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 879
880 treasurelist *tl = treasurelist::find ("starting_wealth");
881 if (tl)
882 create_treasure (tl, ob, 0, 0, 0);
883
977 INVOKE_PLAYER (BIRTH, op->contr); 884 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 885 INVOKE_PLAYER (LOGIN, ob->contr);
979 886
980 op->contr->state=ST_PLAYING; 887 ob->contr->ns->state = ST_PLAYING;
981 888
982 if (op->msg) { 889 if (ob->msg)
983 free_string(op->msg); 890 ob->msg = 0;
984 op->msg=NULL;
985 }
986 891
987 /* We create this now because some of the unique maps will need it 892 /* We create this now because some of the unique maps will need it
988 * to save here. 893 * 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 */ 894 */
1029 895 {
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]; 896 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); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 898 make_path_to_file (buf);
1101 next = mp->next; 899 }
1102 if (!strncmp(mp->path, buf, strlen(buf))) 900
1103 delete_map(mp); 901 start_info (ob);
1104 } 902 CLEAR_FLAG (ob, FLAG_WIZ);
1105 903 give_initial_items (ob, ob->randomitems);
1106 delete_character(op->name, 1); 904 link_player_skills (ob);
905 esrv_send_inventory (ob, ob);
906 ob->update_stats ();
907
908 /* This moves the player to a different start map, if there
909 * is one for this race
910 */
911 if (*first_map_ext_path)
1107 } 912 {
1108 play_again(op); 913 object *tmp;
1109 return 1; 914 char mapname[MAX_BUF];
1110}
1111 915
916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
917 tmp = object::create ();
918 EXIT_PATH (tmp) = mapname;
919 EXIT_X (tmp) = ob->x;
920 EXIT_Y (tmp) = ob->y;
921 ob->enter_exit (tmp); /* we don't really care if it succeeded;
922 * if the map isn't there, then stay on the
923 * default initial map */
924 tmp->destroy ();
925 }
926 else
927 LOG (llevDebug, "first_map_ext_path not set\n");
928}
929
930void
931player::chargen_race_next ()
932{
933 /* Following actually changes the race - this is the default command
934 * if we don't match with one of the options above.
935 */
936
937 do
938 {
939 shstr name = ob->name;
940 int x = ob->x, y = ob->y;
941
942 ob->remove_statbonus ();
943 ob->remove ();
944 ob->arch = get_player_archetype (ob->arch);
945 ob->arch->copy_to (ob);
946 ob->instantiate ();
947 ob->stats = ob->contr->orig_stats;
948 ob->name = ob->name_pl = name;
949 ob->x = x;
950 ob->y = y;
951 SET_ANIMATION (ob, 2); /* So player faces south */
952 insert_ob_in_map (ob, ob->map, ob, 0);
953 assign (ob->contr->title, ob->arch->object::name);
954 ob->add_statbonus ();
955 }
956 while (!allowed_class (ob));
957
958 update_object (ob, UP_OBJ_FACE);
959 esrv_update_item (UPD_FACE, ob, ob);
960 ob->update_stats ();
961 ob->stats.hp = ob->stats.maxhp;
962 ob->stats.sp = ob->stats.maxsp;
963 ob->stats.grace = 0;
964}
965
966void
1112void flee_player(object *op) { 967flee_player (object *op)
968{
1113 int dir,diff; 969 int dir, diff;
1114 rv_vector rv; 970 rv_vector rv;
1115 971
1116 if(op->stats.hp < 0) { 972 if (op->stats.hp < 0)
973 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 974 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 975 CLEAR_FLAG (op, FLAG_SCARED);
976 return;
977 }
978
979 if (op->enemy == NULL)
980 {
981 LOG (llevDebug, "Fleeing player had no enemy.\n");
982 CLEAR_FLAG (op, FLAG_SCARED);
983 return;
984 }
985
986 /* Seen some crashes here. Since we don't store an
987 * op->enemy_count, it is possible that something destroys the
988 * actual enemy, and the object is recycled.
989 */
990 if (op->enemy->map == NULL)
991 {
992 CLEAR_FLAG (op, FLAG_SCARED);
993 op->enemy = NULL;
994 return;
995 }
996
997 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
998 {
999 op->enemy = NULL;
1000 CLEAR_FLAG (op, FLAG_SCARED);
1001 return;
1002 }
1003
1004 get_rangevector (op, op->enemy, &rv, 0);
1005
1006 dir = absdir (4 + rv.direction);
1007 for (diff = 0; diff < 3; diff++)
1008 {
1009 int m = 1 - (RANDOM () & 2);
1010
1011 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1119 return; 1012 return;
1120 } 1013 }
1121 1014
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 */ 1015 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1016 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1017 op->enemy = NULL;
1156} 1018}
1157
1158 1019
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1020/* check_pick sees if there is stuff to be picked up/picks up stuff.
1160 * IT returns 1 if the player should keep on moving, 0 if he should 1021 * It returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1022 * stop.
1162 */ 1023 */
1024int
1163int check_pick(object *op) { 1025check_pick (object *op)
1026{
1164 object *tmp, *next; 1027 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1028 int stop = 0;
1167 int j, k, wvratio; 1029 int wvratio;
1168 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1169
1170 1031
1171 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1173 return 1; 1034 return 1;
1174 1035
1175 op_tag = op->count;
1176
1177 next = op->below; 1036 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1037
1181 /* loop while there are items on the floor that are not marked as 1038 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1039 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1040 while (next && !next->destroyed ())
1184 { 1041 {
1185 tmp = next; 1042 tmp = next;
1186 next = tmp->below; 1043 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1044
1190 if (was_destroyed (op, op_tag)) 1045 if (op->destroyed ())
1191 return 0; 1046 return 0;
1192 1047
1193 if ( ! can_pick (op, tmp)) 1048 if (!can_pick (op, tmp))
1194 continue; 1049 continue;
1195 1050
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1052 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1053 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1054 pick_up (op, tmp);
1200 continue; 1055 continue;
1201 } 1056 }
1202 1057
1203 /* high not bit set? We're using the old autopickup model */ 1058 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1059 if (!(op->contr->mode & PU_NEWMODE))
1060 {
1205 switch (op->contr->mode) { 1061 switch (op->contr->mode)
1062 {
1063 case 0:
1206 case 0: return 1; /* don't pick up */ 1064 return 1; /* don't pick up */
1065 case 1:
1207 case 1: pick_up (op, tmp); 1066 pick_up (op, tmp);
1208 return 1; 1067 return 1;
1068 case 2:
1209 case 2: pick_up (op, tmp); 1069 pick_up (op, tmp);
1210 return 0; 1070 return 0;
1071 case 3:
1211 case 3: return 0; /* stop before pickup */ 1072 return 0; /* stop before pickup */
1073 case 4:
1212 case 4: pick_up (op, tmp); 1074 pick_up (op, tmp);
1213 break; 1075 break;
1076 case 5:
1214 case 5: pick_up (op, tmp); 1077 pick_up (op, tmp);
1215 stop = 1; 1078 stop = 1;
1216 break; 1079 break;
1217 case 6: 1080 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1081 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1220 pick_up(op, tmp); 1082 pick_up (op, tmp);
1221 break; 1083 break;
1222 1084
1223 case 7: 1085 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1086 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1087 pick_up (op, tmp);
1226 break; 1088 break;
1227 1089
1228 default: 1090 default:
1229 /* use value density */ 1091 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1092 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1093 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1)))
1233 >= op->contr->mode)
1234 pick_up(op,tmp); 1094 pick_up (op, tmp);
1235 } 1095 }
1236 } 1096 }
1237 else { /* old model */ 1097 else
1098 { /* old model */
1238 /* NEW pickup handling */ 1099 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1100 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 { 1101 {
1259 sprintf(tmpstr,"%d ",k*32+j); 1102 /* some debugging code to figure out item information */
1260 strcat(putstring, tmpstr); 1103 if (tmp->name != NULL)
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106 else
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109
1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1261 } 1111 }
1112
1113 /* philosophy:
1114 * It's easy to grab an item type from a pile, as long as it's
1115 * generic. This takes no game-time. For more detailed pickups
1116 * and selections, select-items should be used. This is a
1117 * grab-as-you-run type mode that's really useful for arrows for
1118 * example.
1119 * The drawback: right now it has no frontend, so you need to
1120 * stick the bits you want into a calculator in hex mode and then
1121 * convert to decimal and then 'pickup <#>
1122 */
1123
1124 /* the first two modes are exclusive: if NOTHING we return, if
1125 * STOP then we stop. All the rest are applied sequentially,
1126 * meaning if any test passes, the item gets picked up. */
1127
1128 /* if mode is set to pick nothing up, return */
1129
1130 if (op->contr->mode & PU_NOTHING)
1131 return 1;
1132
1133 /* if mode is set to stop when encountering objects, return */
1134 /* take STOP before INHIBIT since it doesn't actually pick
1135 * anything up */
1136
1137 if (op->contr->mode & PU_STOP)
1138 return 0;
1139
1140 /* useful for going into stores and not losing your settings... */
1141 /* and for battles wher you don't want to get loaded down while
1142 * fighting */
1143 if (op->contr->mode & PU_INHIBIT)
1144 return 1;
1145
1146 /* prevent us from turning into auto-thieves :) */
1147 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1148 continue;
1149
1150 /* ignore known cursed objects */
1151 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1152 continue;
1153
1154 /* all food and drink if desired */
1155 /* question: don't pick up known-poisonous stuff? */
1156 if (op->contr->mode & PU_FOOD)
1157 if (tmp->type == FOOD)
1158 {
1159 pick_up (op, tmp);
1160 continue;
1161 }
1162
1163 if (op->contr->mode & PU_DRINK)
1164 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1165 {
1166 pick_up (op, tmp);
1167 continue;
1168 }
1169
1170 if (op->contr->mode & PU_POTION)
1171 if (tmp->type == POTION)
1172 {
1173 pick_up (op, tmp);
1174 continue;
1175 }
1176
1177 /* spellbooks, skillscrolls and normal books/scrolls */
1178 if (op->contr->mode & PU_SPELLBOOK)
1179 if (tmp->type == SPELLBOOK)
1180 {
1181 pick_up (op, tmp);
1182 continue;
1183 }
1184
1185 if (op->contr->mode & PU_SKILLSCROLL)
1186 if (tmp->type == SKILLSCROLL)
1187 {
1188 pick_up (op, tmp);
1189 continue;
1190 }
1191
1192 if (op->contr->mode & PU_READABLES)
1193 if (tmp->type == BOOK || tmp->type == SCROLL)
1194 {
1195 pick_up (op, tmp);
1196 continue;
1197 }
1198
1199 /* wands/staves/rods/horns */
1200 if (op->contr->mode & PU_MAGIC_DEVICE)
1201 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1202 {
1203 pick_up (op, tmp);
1204 continue;
1205 }
1206
1207 /* pick up all magical items */
1208 if (op->contr->mode & PU_MAGICAL)
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1210 {
1211 pick_up (op, tmp);
1212 continue;
1213 }
1214
1215 if (op->contr->mode & PU_VALUABLES)
1216 {
1217 if (tmp->type == MONEY || tmp->type == GEM)
1218 {
1219 pick_up (op, tmp);
1220 continue;
1221 }
1262 } 1222 }
1223
1224 /* rings & amulets - talismans seems to be typed AMULET */
1225 if (op->contr->mode & PU_JEWELS)
1226 if (tmp->type == RING || tmp->type == AMULET)
1227 {
1228 pick_up (op, tmp);
1229 continue;
1230 }
1231
1232 /* we don't forget dragon food */
1233 if (op->contr->mode & PU_FLESH)
1234 if (tmp->type == FLESH)
1235 {
1236 pick_up (op, tmp);
1237 continue;
1238 }
1239
1240 /* bows and arrows. Bows are good for selling! */
1241 if (op->contr->mode & PU_BOW)
1242 if (tmp->type == BOW)
1243 {
1244 pick_up (op, tmp);
1245 continue;
1246 }
1247
1248 if (op->contr->mode & PU_ARROW)
1249 if (tmp->type == ARROW)
1250 {
1251 pick_up (op, tmp);
1252 continue;
1253 }
1254
1255 /* all kinds of armor etc. */
1256 if (op->contr->mode & PU_ARMOUR)
1257 if (tmp->type == ARMOUR)
1258 {
1259 pick_up (op, tmp);
1260 continue;
1261 }
1262
1263 if (op->contr->mode & PU_HELMET)
1264 if (tmp->type == HELMET)
1265 {
1266 pick_up (op, tmp);
1267 continue;
1268 }
1269
1270 if (op->contr->mode & PU_SHIELD)
1271 if (tmp->type == SHIELD)
1272 {
1273 pick_up (op, tmp);
1274 continue;
1275 }
1276
1277 if (op->contr->mode & PU_BOOTS)
1278 if (tmp->type == BOOTS)
1279 {
1280 pick_up (op, tmp);
1281 continue;
1282 }
1283
1284 if (op->contr->mode & PU_GLOVES)
1285 if (tmp->type == GLOVES)
1286 {
1287 pick_up (op, tmp);
1288 continue;
1289 }
1290
1291 if (op->contr->mode & PU_CLOAK)
1292 if (tmp->type == CLOAK)
1293 {
1294 pick_up (op, tmp);
1295 continue;
1296 }
1297
1298 /* hoping to catch throwing daggers here */
1299 if (op->contr->mode & PU_MISSILEWEAPON)
1300 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1301 {
1302 pick_up (op, tmp);
1303 continue;
1304 }
1305
1306 /* careful: chairs and tables are weapons! */
1307 if (op->contr->mode & PU_ALLWEAPON)
1308 {
1309 if (tmp->type == WEAPON && tmp->name != NULL)
1310 {
1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1313 {
1314 pick_up (op, tmp);
1315 continue;
1316 }
1317 }
1318
1319 if (tmp->type == WEAPON && tmp->name == NULL)
1320 {
1321 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1322 {
1323 pick_up (op, tmp);
1324 continue;
1325 }
1326 }
1263 } 1327 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 1328
1329 /* misc stuff that's useful */
1330 if (op->contr->mode & PU_KEY)
1331 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1332 {
1333 pick_up (op, tmp);
1334 continue;
1335 }
1336
1337 /* any of the last 4 bits set means we use the ratio for value
1338 * pickups */
1339 if (op->contr->mode & PU_RATIO)
1340 {
1341 /* use value density to decide what else to grab */
1342 /* >=7 was >= op->contr->mode */
1343 /* >=7 is the old standard setting. Now we take the last 4 bits
1344 * and multiply them by 5, giving 0..15*5== 5..75 */
1345 wvratio = (op->contr->mode & PU_RATIO) * 5;
1346 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1347 {
1348 pick_up (op, tmp);
1266#if 0 1349#if 0
1267 /* print the flags too */ 1350 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1351 if (tmp->name != NULL)
1269 { 1352 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1353 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1354 }
1272 { 1355 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1356 fprintf (stderr, "%s", tmp->arch->archname);
1274 if(!((j+1)%4))fprintf(stderr," "); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1276 fprintf(stderr," [%d]\n", k*32);
1277 }
1278#endif 1359#endif
1279 } 1360 continue;
1280 /* philosophy: 1361 }
1281 * It's easy to grab an item type from a pile, as long as it's
1282 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for
1285 * example.
1286 * The drawback: right now it has no frontend, so you need to
1287 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#>
1289 */
1290
1291 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */
1294
1295 /* if mode is set to pick nothing up, return */
1296
1297 if(op->contr->mode & PU_NOTHING) return 1;
1298
1299 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */
1302
1303 if(op->contr->mode & PU_STOP) return 0;
1304
1305 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while
1307 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1;
1309
1310 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1312
1313 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1315
1316 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1321 if(op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1324
1325 if(op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1328
1329 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1333 if(op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1336 if(op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1339
1340 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1344
1345 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1349
1350 if(op->contr->mode & PU_VALUABLES)
1351 {
1352 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1354 }
1355
1356 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1360
1361 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1365 if(op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1368
1369 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1373 if(op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1376 if(op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1379 if(op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1382 if(op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1385 if(op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1388
1389 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1393
1394 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON)
1396 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL)
1398 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1402 }
1403 if(tmp->type == WEAPON && tmp->name==NULL)
1404 {
1405 if(strstr(tmp->arch->name,"table")==NULL &&
1406 strstr(tmp->arch->name,"chair")==NULL)
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1408 }
1409 }
1410
1411 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1415
1416 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */
1418 if(op->contr->mode & PU_RATIO)
1419 {
1420 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits
1423 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1426 {
1427 pick_up(op, tmp);
1428#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) {
1431 fprintf(stderr,"%s", tmp->name);
1432 } 1362 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1363 } /* the new pickup model */
1434 fprintf(stderr,",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1436#endif
1437 continue;
1438 }
1439 } 1364 }
1440 } /* the new pickup model */ 1365
1441 }
1442 return ! stop; 1366 return !stop;
1443} 1367}
1444 1368
1445/* 1369/*
1446 * Find an arrow in the inventory and after that 1370 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1371 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1372 * found object is returned.
1449 */ 1373 */
1374object *
1450object *find_arrow(object *op, const char *type) 1375find_arrow (object *op, const char *type)
1451{ 1376{
1452 object *tmp = NULL; 1377 object *tmp = 0;
1453 1378
1454 for(op=op->inv; op; op=op->below) 1379 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1456 QUERY_FLAG(op,FLAG_APPLIED))
1457 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1382 else if (op->type == ARROW && op->race == type)
1459 return op; 1383 return op;
1384
1460 return tmp; 1385 return tmp;
1461} 1386}
1462 1387
1463/* 1388/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1465 * against the target. A full test is not performed, simply a basic test 1390 * against the target. A full test is not performed, simply a basic test
1466 * of resistances. The archer is making a quick guess at what he sees down 1391 * of resistances. The archer is making a quick guess at what he sees down
1467 * the hall. Failing that it does it's best to pick the highest plus arrow. 1392 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1393 */
1469 1394object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1396{
1472 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1474 1399
1475 if (!type) 1400 if (!type)
1476 return NULL; 1401 return NULL;
1477 1402
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1403 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1404 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1405 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1406 {
1481 i = 0; 1407 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1408 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1409 if (i > betterby)
1410 {
1484 tmp = ntmp; 1411 tmp = ntmp;
1485 betterby = i; 1412 betterby = i;
1486 } 1413 }
1414 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1415 else if (arrow->type == ARROW && arrow->race == type)
1416 {
1488 /* allways prefer assasination/slaying */ 1417 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1418 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1419 {
1491 if (arrow->attacktype & AT_DEATH) { 1420 if (arrow->attacktype & AT_DEATH)
1421 {
1492 *better = 100; 1422 *better = 100;
1493 return arrow; 1423 return arrow;
1494 } else {
1495 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1424 }
1498 } else { 1425 else
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1500 attacktype = 1<<attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1503 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1505 }
1506 } 1426 {
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1508 tmp = arrow; 1427 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1428 betterby = (arrow->magic + arrow->stats.dam) * 2;
1510 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1512 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1429 }
1515 } 1430 }
1431 else
1432 {
1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1434 {
1435 attacktype = 1 << attacknum;
1436 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1438 {
1439 tmp = arrow;
1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1441 }
1442 }
1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1444 {
1445 tmp = arrow;
1446 betterby = 2 + arrow->magic + arrow->stats.dam;
1447 }
1448 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1449 {
1450 tmp = arrow;
1451 betterby = 1 + arrow->magic + arrow->stats.dam;
1452 }
1516 } 1453 }
1454 }
1517 } 1455 }
1518 if (tmp == NULL && arrow == NULL) 1456 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1457 return find_arrow (op, type);
1520 1458
1521 *better = betterby; 1459 *better = betterby;
1522 return tmp; 1460 return tmp;
1523} 1461}
1524 1462
1525/* looks in a given direction, finds the first valid target, and calls 1463/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1464 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1465 * op = the shooter
1528 * type = bow->race 1466 * type = bow->race
1529 * dir = fire direction 1467 * dir = fire direction
1530 */ 1468 */
1531 1469object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1470pick_arrow_target (object *op, const char *type, int dir)
1533{ 1471{
1534 object *tmp = NULL; 1472 object *tmp = NULL;
1535 mapstruct *m; 1473 maptile *m;
1536 int i, mflags, found, number; 1474 int i, mflags, found, number;
1537 sint16 x, y; 1475 sint16 x, y;
1538 1476
1539 if (op->map == NULL) 1477 if (op->map == NULL)
1540 return find_arrow(op, type); 1478 return find_arrow (op, type);
1541 1479
1542 /* do a dex check */ 1480 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1481 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))) 1482 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1483 return find_arrow (op, type);
1546 1484
1547 m = op->map; 1485 m = op->map;
1548 x = op->x; 1486 x = op->x;
1549 y = op->y; 1487 y = op->y;
1550 1488
1551 /* find the first target */ 1489 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1490 for (i = 0, found = 0; i < 20; i++)
1491 {
1553 x += freearr_x[dir]; 1492 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1493 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1494 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1495 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1496 {
1557 tmp = NULL; 1497 tmp = NULL;
1498 break;
1499 }
1500 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1501 {
1502 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1503 * perhaps a bad assumption.
1504 */
1505 tmp = NULL;
1506 break;
1507 }
1508 if (mflags & P_IS_ALIVE)
1509 {
1510 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1511 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1512 {
1513 found++;
1514 break;
1515 }
1516 if (found)
1558 break; 1517 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 } 1518 }
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 } 1519 }
1576 if (tmp == NULL) 1520 if (tmp == NULL)
1577 return find_arrow(op, type); 1521 return find_arrow (op, type);
1578 1522
1579 if (tmp->head) 1523 if (tmp->head)
1580 tmp = tmp->head; 1524 tmp = tmp->head;
1581 1525
1582 return find_better_arrow(op, tmp, type, &i); 1526 return find_better_arrow (op, tmp, type, &i);
1583} 1527}
1584 1528
1585/* 1529/*
1586 * Creature fires a bow - op can be monster or player. Returns 1530 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1531 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1534 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1535 * 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 1536 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1537 * player fire modes.
1594 */ 1538 */
1539int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1540fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1541{
1598 object *left, *bow; 1542 object *left, *bow;
1599 tag_t left_tag, tag; 1543 int mflags;
1600 int bowspeed, mflags; 1544 maptile *m;
1601 mapstruct *m;
1602 1545
1603 if (!dir) { 1546 if (!dir)
1547 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1548 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1549 return 0;
1550 }
1551
1552 if (op->contr)
1553 bow = op->current_weapon;
1554 else
1606 } 1555 {
1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow];
1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1556 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1557 /* 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. 1558 * don't need to switch back and forth between bows and weapons.
1613 */ 1559 */
1614 if(bow->type==BOW) 1560 if (bow->type == BOW)
1615 break; 1561 break;
1616 1562
1617 if (!bow) { 1563 if (!bow)
1564 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1566 return 0;
1567 }
1568
1569 // optimisation: move object to top so we will find it quickly again
1570 if (bow->below)
1620 } 1571 {
1572 bow->remove ();
1573 op->insert (bow);
1574 }
1575
1621 } 1576 }
1577
1622 if( !bow->race || !bow->skill) { 1578 if (!bow->race || !bow->skill)
1579 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1581 return 0;
1625 } 1582 }
1626 1583
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) { 1584 if (arrow == NULL)
1585 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1586 if ((arrow = find_arrow (op, bow->race)) == NULL)
1587 {
1637 if (op->type == PLAYER) 1588 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1589 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 */ 1590 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1591 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1592 CLEAR_FLAG (op, FLAG_READY_BOW);
1593
1643 return 0; 1594 return 0;
1644 } 1595 }
1645 } 1596 }
1597
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1598 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1599 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1600 return 0;
1649 } 1601
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1602 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1603 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1604 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1605 return 0;
1653 } 1606 }
1654 1607
1655 /* this should not happen, but sometimes does */ 1608 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1609 if (arrow->nrof == 0)
1657 remove_ob(arrow); 1610 {
1658 free_object(arrow); 1611 arrow->destroy ();
1659 return 0; 1612 return 0;
1660 } 1613 }
1661 1614
1662 left = arrow; /* these are arrows left to the player */ 1615 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1616 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1617 if (!arrow)
1618 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race);
1668 return 0; 1620 return 0;
1669 } 1621 }
1670 set_owner(arrow, op); 1622
1671 if (arrow->skill) free_string(arrow->skill); 1623 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1624 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1625 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1626
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 */ 1627 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1628 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1629 arrow->stats.grace = arrow->attacktype;
1630
1687 if (arrow->slaying != NULL) 1631 if (arrow->slaying)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1632 arrow->spellarg = strdup (arrow->slaying);
1689 1633
1690 /* Note that this was different for monsters - they got their level 1634#if 0
1691 * added to the damage. I think the strength bonus is more proper. 1635 if (player *pl = op->contr)
1692 */
1693 1636 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1637 float speed = pl->weapon_sp;
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1638
1639 /* penalize ROF for bestarrow */
1640 if (pl->bowtype == bow_bestarrow)
1641 speed *= .9f;
1642 else
1643 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1644
1645 op->speed_left += speed - op->speed;
1646 }
1647#endif
1648
1649 SET_ANIMATION (arrow, arrow->direction);
1650
1698 /* update the speed */ 1651 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1652 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1700 0 : dam_bonus[op->stats.Str]) +
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0; 1653 + bow->stats.dam / 7.f;
1703 1654
1704 if (arrow->speed < 1.0) 1655 arrow->set_speed (max (arrow->speed, 2.f));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1656 arrow->speed_left = 0;
1708 1657
1658 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1659
1709 if (op->type == PLAYER) { 1660 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1661 {
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; 1662 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1663 wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1664
1665 if (!arrow->slaying)
1666 arrow->slaying = op->slaying;
1667
1668 arrow->attacktype |= op->attacktype;
1669 }
1670 else
1671 {
1720 arrow->level = op->level; 1672 arrow->level = op->level;
1721 } 1673 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1674
1675 if (!arrow->slaying)
1676 arrow->slaying = bow->slaying;
1677
1723 arrow->attacktype |= bow->attacktype; 1678 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1679 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1680
1727 arrow->map = m; 1681 wc -= arrow->level;
1682 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1683
1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1728 arrow->move_type = MOVE_FLY_LOW; 1685 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1687
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1688 op->play_sound (sound_find ("fire_arrow"));
1732 tag = arrow->count; 1689 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1690
1735 if (!was_destroyed(arrow, tag)) 1691 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1692 move_arrow (arrow);
1737 1693
1738 if (op->type == PLAYER) { 1694 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1695 {
1696 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1697 esrv_del_item (op->contr, left->count);
1741 else 1698 else
1742 esrv_send_item(op, left); 1699 esrv_send_item (op, left);
1743 } 1700 }
1701
1744 return 1; 1702 return 1;
1745} 1703}
1746 1704
1747/* Special fire code for players - this takes into 1705/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1706 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1707 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1708 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1709 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1710 * hence the function name.
1753 */ 1711 */
1712int
1754int player_fire_bow(object *op, int dir) 1713player_fire_bow (object *op, int dir)
1755{ 1714{
1756 int ret=0, wcmod=0; 1715 int ret = 0, wcmod = 0;
1757 1716
1758 if (op->contr->bowtype == bow_bestarrow) { 1717 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1718 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1719 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); 1720 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1721 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1722 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1724 wcmod = -1;
1725
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1726 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1727 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1728 else if (op->contr->bowtype == bow_threewide)
1729 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1730 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)]); 1731 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)]); 1732 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1733 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1734 else if (op->contr->bowtype == bow_spreadshot)
1735 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1736 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); 1737 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); 1738 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1739 }
1776 } else { 1740 else
1741 {
1777 /* Simple case */ 1742 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1743 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1744 }
1745
1780 return ret; 1746 return ret;
1781} 1747}
1782
1783 1748
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1749/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1750 * Broken apart from 'fire' to keep it more readable.
1786 */ 1751 */
1752void
1787void fire_misc_object(object *op, int dir) 1753fire_misc_object (object *op, int dir)
1788{ 1754{
1789 object *item; 1755 object *item = op->contr->ranged_ob;
1790 1756
1791 if (!op->contr->ranges[range_misc]) { 1757 if (!item)
1758 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1759 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1760 return;
1794 } 1761 }
1795 1762
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1763 if (!item->inv)
1764 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1765 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1766 return;
1800 } 1767 }
1768
1769 if (!op->change_weapon (item))
1770 return;
1771
1801 if (item->type == WAND) { 1772 if (item->type == WAND)
1773 {
1802 if(item->stats.food<=0) { 1774 if (item->stats.food <= 0)
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1775 {
1776 op->contr->play_sound (sound_find ("wand_poof"));
1804 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1778
1805 return; 1779 return;
1806 } 1780 }
1781 }
1807 } else if (item->type == ROD || item->type==HORN) { 1782 else if (item->type == ROD || item->type == HORN)
1783 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1784 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1785 {
1786 op->contr->play_sound (sound_find ("wand_poof"));
1787
1810 if (item->type== ROD) 1788 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)); 1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 else 1790 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 1791 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)); 1792
1816 return; 1793 return;
1817 } 1794 }
1818 } 1795 }
1819 1796
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1797 if (cast_spell (op, item, dir, item->inv, NULL))
1798 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1799 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 1800 if (item->type == WAND)
1801 {
1823 if (!(--item->stats.food)) { 1802 if (!(--item->stats.food))
1803 {
1824 object *tmp; 1804 object *tmp;
1805
1825 if (item->arch) { 1806 if (item->arch)
1807 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1809 item->face = item->arch->face;
1828 item->speed = 0; 1810 item->set_speed (0);
1829 update_ob_speed(item);
1830 } 1811 }
1812
1831 if ((tmp=is_player_inv(item))) 1813 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1815 }
1834 } 1816 }
1835 else if (item->type == ROD || item->type==HORN) { 1817 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1818 drain_rod_charge (item);
1837 }
1838 } 1819 }
1839} 1820}
1840 1821
1841/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
1842 */ 1823 */
1824bool
1843void fire(object *op,int dir) { 1825fire (object *op, int dir)
1826{
1844 int spellcost=0; 1827 int spellcost = 0;
1845 1828
1846 /* check for loss of invisiblity/hide */ 1829 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1830 if (action_makes_visible (op))
1831 make_visible (op);
1848 1832
1849 switch(op->contr->shoottype) { 1833 player *pl = op->contr;
1850 case range_none:
1851 return;
1852 1834
1853 case range_bow: 1835 if (pl->golem)
1836 {
1837 control_golem (op->contr->golem, dir);
1838 return false;
1839 }
1840
1841 object *ob = pl->ranged_ob;
1842
1843 if (!ob)
1844 return false;
1845
1846 if (!op->change_weapon (ob))
1847 return false;
1848
1849 if (op->speed_left > 0.f)
1850 --op->speed_left;
1851 else
1852 return false;
1853
1854 switch (ob->type)
1855 {
1856 case BOW:
1854 player_fire_bow(op, dir); 1857 player_fire_bow (op, dir);
1855 return; 1858 break;
1856 1859
1857 case range_magic: /* Casting spells */ 1860 case SPELL:
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1861 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1859 return; 1862 break;
1860 1863
1861 case range_misc: 1864 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 ); 1865 apply_map_builder (op, dir);
1886 return; 1866 break;
1867
1868 case SKILL:
1869 do_skill (op, op, ob, dir, 0);
1870 break;
1871
1887 default: 1872 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1873 fire_misc_object (op, dir);
1889 return; 1874 break;
1890 } 1875 }
1891}
1892 1876
1893 1877 return true;
1878}
1894 1879
1895/* find_key 1880/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1881 * 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 1882 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1883 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1885 * pl is the player,
1901 * inv is the objects inventory to searched 1886 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1887 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1888 * This function can be called recursively to search containers.
1904 */ 1889 */
1905 1890object *
1906object * find_key(object *pl, object *container, object *door) 1891find_key (object *pl, object *container, object *door)
1907{ 1892{
1908 object *tmp,*key; 1893 object *tmp, *key;
1909 1894
1910 /* Should not happen, but sanity checking is never bad */ 1895 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1896 if (!container->inv)
1897 return 0;
1912 1898
1913 /* First, lets try to find a key in the top level inventory */ 1899 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1900 for (tmp = container->inv; tmp; tmp = tmp->below)
1901 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1902 if (door->type == DOOR && tmp->type == KEY)
1903 break;
1916 /* For sanity, we should really check door type, but other stuff 1904 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1905 * (like containers) can be locked with special keys
1918 */ 1906 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1908 break;
1921 } 1909 }
1910
1922 /* No key found - lets search inventories now */ 1911 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1912 /* 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 1913 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1914 * a key, return
1926 */ 1915 */
1927 if (!tmp) { 1916 if (!tmp)
1917 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1918 for (tmp = container->inv; tmp; tmp = tmp->below)
1919 {
1929 /* No reason to search empty containers */ 1920 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1921 if (tmp->type == CONTAINER && tmp->inv)
1922 {
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1923 if ((key = find_key (pl, tmp, door)))
1924 return key;
1932 } 1925 }
1933 } 1926 }
1927
1928 if (!tmp)
1934 if (!tmp) return NULL; 1929 return NULL;
1935 } 1930 }
1931
1936 /* We get down here if we have found a key. Now if its in a container, 1932 /* 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 1933 * see if we actually want to use it
1938 */ 1934 */
1939 if (pl!=container) { 1935 if (pl != container)
1936 {
1940 /* Only let players use keys in containers */ 1937 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1938 if (!pl->contr)
1939 return NULL;
1942 /* cases where this fails: 1940 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1941 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1942 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1943 * If the container is not active, return now since only active
1946 * containers can be used. 1944 * containers can be used.
1947 * If we only search keyrings and the container does not have 1945 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1946 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1947 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1948 * inv must have been an container and must have been active.
1951 * 1949 *
1952 * Change the color so that the message doesn't disappear with 1950 * Change the color so that the message doesn't disappear with
1953 * all the others. 1951 * all the others.
1954 */ 1952 */
1955 if (pl->contr->usekeys == key_inventory || 1953 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1954 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings &&
1958 (!container->race || strcmp(container->race, "keys"))) 1955 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 ) { 1956 {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 1958 "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; 1959 return NULL;
1964 } 1960 }
1965 } 1961 }
1962
1966 return tmp; 1963 return tmp;
1967} 1964}
1968 1965
1969/* moved door processing out of move_player_attack. 1966/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1967 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1968 * such that the caller should not do anything more,
1972 * 0 otherwise 1969 * 0 otherwise
1973 */ 1970 */
1971static int
1974static int player_attack_door(object *op, object *door) 1972player_attack_door (object *op, object *door)
1975{ 1973{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1974 /* If its a door, try to find a key. If we do destroy the door,
1978 * might as well return immediately as there is nothing more to do - 1975 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1976 * otherwise, we fall through to the rest of the code.
1980 */ 1977 */
1981 object *key=find_key(op, op, door); 1978 object *key = find_key (op, op, door);
1982 1979
1983 /* IF we found a key, do some extra work */ 1980 /* If we found a key, do some extra work */
1984 if (key) { 1981 if (key)
1982 {
1985 object *container=key->env; 1983 object *container = key->env;
1986 1984
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 1985 if (action_makes_visible (op))
1986 make_visible (op);
1987
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1988 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1989 spring_trap (door->inv, op);
1990
1990 if (door->type == DOOR) { 1991 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1992 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1993 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1994 {
1995 "You open the door with the %s", query_short_name(key)); 1995 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 ;-) */ 1996 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1997 }
1998
1998 /* Do this after we print the message */ 1999 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2000 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2001 /* Need to update the weight the container the key was in */
2001 if (container != op) 2002 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2003 esrv_update_item (UPD_WEIGHT, op, container);
2004
2003 return 1; /* Nothing more to do below */ 2005 return 1; /* Nothing more to do below */
2006 }
2004 } else if (door->type==LOCKED_DOOR) { 2007 else if (door->type == LOCKED_DOOR)
2008 {
2005 /* Might as well return now - no other way to open this */ 2009 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2010 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2011 return 1;
2008 } 2012 }
2013
2009 return 0; 2014 return 0;
2010} 2015}
2011 2016
2012/* This function is just part of a breakup from move_player. 2017/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2018 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2019 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2020 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2021 * going to try and move (not fire weapons).
2017 */ 2022 */
2018 2023bool
2019void move_player_attack(object *op, int dir) 2024move_player_attack (object *op, int dir)
2020{ 2025{
2021 object *tmp, *mon;
2022 sint16 nx, ny;
2023 int on_battleground; 2026 int on_battleground;
2024 mapstruct *m;
2025 2027
2026 nx=freearr_x[dir]+op->x; 2028 sint16 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2029 sint16 ny = freearr_y[dir] + op->y;
2028 2030
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2031 on_battleground = op_on_battleground (op, 0, 0);
2030 2032
2033 if (out_of_map (op->map, nx, ny))
2034 return false;
2035
2036 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2037 {
2038 --op->speed_left;
2039 return true;
2040 }
2041
2031 /* If braced, or can't move to the square, and it is not out of the 2042 /* 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 2043 * 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 2044 * 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 2045 * 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 2046 * 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 2047 * 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 2048 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2049 * move_ob uses.
2039 */ 2050 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2051 maptile *m = op->map->xy_find (nx, ny);
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2042 m = get_map_from_coord(op->map, &nx, &ny);
2043 if (!m) return; /* Don't think this should happen */
2044 }
2045 else m =op->map;
2046
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2048 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2049 return;
2050 }
2051 2052
2052 mon = NULL;
2053 /* Go through all the objects, and find ones of interest. Only stop if 2053 /* Go through all the objects, and find ones of interest. Only stop if
2054 * we find a monster - that is something we know we want to attack. 2054 * we find a monster - that is something we know we want to attack.
2055 * if its a door or barrel (can roll) see if there may be monsters 2055 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 2056 * on the space
2057 */
2058 object *mon;
2059 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2060 {
2061 if ((mon->flag [FLAG_ALIVE]
2062 || mon->type == LOCKED_DOOR
2063 || mon->flag [FLAG_CAN_ROLL])
2064 && mon != op)
2065 break;
2066 }
2067
2068 if (!mon) /* This happens anytime the player tries to move */
2069 return false; /* into a wall */
2070
2071 mon = mon->head_ ();
2072
2073 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2074 if (op->contr->weapon_sp_left > 0.f)
2075 if (player_attack_door (op, mon))
2057 */ 2076 {
2058 while (tmp!=NULL) { 2077 --op->contr->weapon_sp_left;
2059 if (tmp == op) { 2078 return true;
2060 tmp=tmp->above; 2079 }
2061 continue; 2080
2081 /* The following deals with possibly attacking peaceful
2082 * or friendly 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 */
2088
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 && ((mon->owner && mon->owner->contr
2095 && same_party (mon->owner->contr->party, op->contr->party))
2096 || mon->owner == op)
2097 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2098 {
2099 /* If we're braced, we don't want to switch places with it */
2100 if (op->contr->braced)
2101 return false;
2102
2103 if (op->speed_left > 0.f)
2104 {
2105 --op->speed_left;
2106
2107 op->play_sound (sound_find ("push_player"));
2108 push_ob (mon, dir, op);
2109
2110 if (op->contr->tmp_invis || op->hide)
2111 make_visible (op);
2112
2113 return true;
2114 }
2115 else
2116 return false;
2117 }
2118
2119 /* in certain circumstances, you shouldn't attack friendly
2120 * creatures. Note that if you are braced, you can't push
2121 * someone, but put it inside this loop so that you won't
2122 * attack them either.
2123 */
2124 if ((mon->type == PLAYER || mon->enemy != op)
2125 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2126 && ((op->contr->peaceful
2127 || (mon->type == PLAYER && mon->contr->peaceful))
2128 && !on_battleground))
2129 {
2130 if (op->speed_left > 0.f)
2131 {
2132 --op->speed_left;
2133
2134 if (!op->contr->braced)
2135 {
2136 op->play_sound (sound_find ("push_player"));
2137 push_ob (mon, dir, op);
2062 } 2138 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) {
2064 mon = tmp;
2065 break;
2066 }
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
2075 if(mon->head != NULL)
2076 mon = mon->head;
2077
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR))
2079 if (player_attack_door(op, mon)) return;
2080
2081 /* The following deals with possibly attacking peaceful
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 */
2088
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 )) {
2129 if (!op->contr->braced) {
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2131 (void) push_ob(mon,dir,op);
2132 } else { 2139 else
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2140 new_draw_info (0, 0, op, "You withhold your attack");
2141
2142 if (op->contr->tmp_invis || op->hide)
2143 make_visible (op);
2144
2145 return true;
2134 } 2146 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op); 2147 }
2136 }
2137
2138 /* If the object is a boulder or other rollable object, then 2148 /* 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. 2149 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2150 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2151 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2152 {
2153 if (op->speed_left > 0.f)
2154 {
2155 --op->speed_left;
2156
2142 recursive_roll(mon,dir,op); 2157 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 2158 if (action_makes_visible (op))
2144 } 2159 make_visible (op);
2145 2160
2161 return true;
2162 }
2163 }
2146 /* Any generic living creature. Including things like doors. 2164 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2165 * 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: 2166 * 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 2167 * 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. 2168 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2169 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2170 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2171 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2172 {
2156 2173 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
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 }
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 } 2174 {
2184 } /* if player should attack something */ 2175 --op->contr->weapon_sp_left;
2185}
2186 2176
2177 skill_attack (mon, op, 0, 0, 0);
2178
2179 if (action_makes_visible (op))
2180 make_visible (op);
2181
2182 return true;
2183 }
2184 }
2185
2186 return false;
2187}
2188
2189bool
2187int move_player(object *op,int dir) { 2190move_player (object *op, int dir)
2191{
2188 int pick; 2192 int pick;
2189 2193
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2194 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; 2195 return 0;
2196
2197 /* Sanity check: make sure dir is valid */
2198 if ((dir < 0) || (dir >= 9))
2199 {
2200 LOG (llevError, "move_player: invalid direction %d\n", dir);
2201 return 0;
2202 }
2203
2204 /* peterm: added following line */
2205 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2206 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2207
2208 op->facing = dir;
2209
2210 if (op->hide)
2211 do_hidden_move (op);
2212
2213 bool retval;
2214
2215 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2216 retval = RESULT_INT (0);
2217 else if (op->contr->fire_on)
2218 retval = fire (op, dir);
2219 else
2220 {
2221 retval = move_player_attack (op, dir);
2222 pick = check_pick (op);
2223 }
2224
2225 /* Add special check for newcs players and fire on - this way, the
2226 * server can handle repeat firing.
2227 */
2228 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2229 op->direction = dir;
2230 else
2231 op->direction = 0;
2232
2233 /* Update how the player looks. Use the facing, so direction may
2234 * get reset to zero. This allows for full animation capabilities
2235 * for players.
2236 */
2237 animate_object (op, op->facing);
2238
2239 return retval;
2231} 2240}
2232 2241
2233/* This is similar to handle_player, below, but is only used by the 2242/* This is similar to handle_player, below, but is only used by the
2234 * new client/server stuff. 2243 * new client/server stuff.
2235 * This is sort of special, in that the new client/server actually uses 2244 * This is sort of special, in that the new client/server actually uses
2236 * the new speed values for commands. 2245 * the new speed values for commands.
2237 * 2246 *
2238 * Returns true if there are more actions we can do. 2247 * Returns true if there are more actions we can do. Should not do
2248 * many actions in a row, as that would be too unfair to other
2249 * players.
2239 */ 2250 */
2251bool
2240int handle_newcs_player(object *op) 2252handle_newcs_player (object *op)
2241{ 2253{
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)) { 2254 if (QUERY_FLAG (op, FLAG_SCARED))
2255 {
2256 if (op->speed_left > 0.f)
2257 {
2258 --op->speed_left;
2259 flee_player(op); 2259 flee_player (op);
2260 /* If player is still scared, that is his action for this tick */ 2260
2261 if (QUERY_FLAG(op, FLAG_SCARED)) {
2262 op->speed_left--;
2263 return 0; 2261 return true;
2264 } 2262 }
2263 else
2264 return false;
2265 } 2265 }
2266 2266
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 2267 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2268 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2269 * called, so we recheck it here.
2282 */ 2270 */
2283 HandleClient(&op->contr->socket, op->contr); 2271 if (op->contr->ns->handle_command ())
2284 if (op->speed_left<0) return 0; 2272 return true;
2285 2273
2286 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2274 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2287 /* All move commands take 1 tick, at least for now */
2288 op->speed_left--;
2289
2290 /* Instead of all the stuff below, let move_player take care
2291 * of it. Also, some of the skill stuff is only put in
2292 * there, as well as the confusion stuff.
2293 */
2294 move_player(op, op->direction); 2275 return move_player (op, op->direction);
2295 if (op->speed_left>0) return 1; 2276
2296 else return 0; 2277 return false;
2297 } 2278}
2279
2280int
2281save_life (object *op)
2282{
2283 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2298 return 0; 2284 return 0;
2299}
2300 2285
2301int save_life(object *op) { 2286 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2302 object *tmp; 2287 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2288 {
2289 op->play_sound (sound_find ("ob_evaporate"));
2290 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2303 2291
2292 if (op->contr)
2293 esrv_del_item (op->contr, tmp->count);
2294
2295 tmp->destroy ();
2304 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2296 CLEAR_FLAG (op, FLAG_LIFESAVE);
2297
2298 if (op->stats.hp < 0)
2299 op->stats.hp = op->stats.maxhp;
2300
2301 if (op->stats.food < 0)
2302 op->stats.food = 999;
2303
2304 op->update_stats ();
2305 return 0; 2305 return 1;
2306
2307 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2308 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2309 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2310 new_draw_info_format(NDI_UNIQUE, 0,op,
2311 "Your %s vibrates violently, then evaporates.",
2312 query_name(tmp));
2313 if (op->contr)
2314 esrv_del_item(op->contr, tmp->count);
2315 remove_ob(tmp);
2316 free_object(tmp);
2317 CLEAR_FLAG(op, FLAG_LIFESAVE);
2318 if(op->stats.hp<0)
2319 op->stats.hp = op->stats.maxhp;
2320 if(op->stats.food<0)
2321 op->stats.food = 999;
2322 fix_player(op);
2323 return 1;
2324 } 2306 }
2307
2325 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2308 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2326 CLEAR_FLAG(op, FLAG_LIFESAVE); 2309 CLEAR_FLAG (op, FLAG_LIFESAVE);
2327 enter_player_savebed(op); /* bring him home. */ 2310 enter_player_savebed (op); /* bring him home. */
2328 return 0; 2311 return 0;
2329} 2312}
2330 2313
2331/* This goes throws the inventory and removes unpaid objects, and puts them 2314/* 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 2315 * 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 2316 * function will descend into containers. op is the object to start the search
2334 * from. 2317 * from.
2335 */ 2318 */
2319static void
2336void remove_unpaid_objects(object *op, object *env) 2320drop_unpaid_items (object *op, object *env)
2337{ 2321{
2338 object *next;
2339
2340 while (op) { 2322 while (op)
2323 {
2341 next=op->below; /* Make sure we have a good value, in case 2324 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2342 * we remove object 'op' 2325
2343 */
2344 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2326 if (QUERY_FLAG (op, FLAG_UNPAID))
2345 remove_ob(op); 2327 {
2346 op->x = env->x;
2347 op->y = env->y;
2348 if (env->type == PLAYER) 2328 if (env->type == PLAYER)
2349 esrv_del_item(env->contr, op->count); 2329 esrv_del_item (env->contr, op->count);
2350 insert_ob_in_map(op, env->map, NULL,0); 2330
2331 op->insert_at (env);
2351 } 2332 }
2352 else if (op->inv) remove_unpaid_objects(op->inv, env); 2333 else if (op->inv)
2334 drop_unpaid_items (op->inv, env);
2335
2353 op=next; 2336 op = next;
2354 } 2337 }
2355} 2338}
2356 2339
2340void
2341object::drop_unpaid_items ()
2342{
2343 if (!flag [FLAG_REMOVED])
2344 ::drop_unpaid_items (inv, this);
2345}
2357 2346
2358/* 2347/*
2359 * Returns pointer a static string containing gravestone text 2348 * Returns pointer a static string containing gravestone text
2360 * Moved from apply.c to player.c - player.c is what 2349 * Moved from apply.c to player.c - player.c is what
2361 * actually uses this function. player.c may not be quite the 2350 * actually uses this function. player.c may not be quite the
2362 * best, a misc file for object actions is probably better, 2351 * best, a misc file for object actions is probably better,
2363 * but there isn't one in the server directory. 2352 * but there isn't one in the server directory.
2364 */ 2353 */
2354char *
2365char *gravestone_text (object *op) 2355gravestone_text (object *op)
2366{ 2356{
2367 static char buf2[MAX_BUF]; 2357 static char buf2[MAX_BUF];
2368 char buf[MAX_BUF]; 2358 char buf[MAX_BUF];
2369 time_t now = time (NULL); 2359 time_t now = time (NULL);
2370 2360
2371 strcpy (buf2, " R.I.P.\n\n"); 2361 strcpy (buf2, " R.I.P.\n\n");
2372 if (op->type == PLAYER) 2362 if (op->type == PLAYER)
2373 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2363 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2374 else 2364 else
2375 sprintf (buf, "%s\n", op->name); 2365 sprintf (buf, "%s\n", &op->name);
2366
2376 strncat (buf2, " ", 20 - strlen (buf) / 2); 2367 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377 strcat (buf2, buf); 2368 strcat (buf2, buf);
2378 if (op->type == PLAYER) 2369 if (op->type == PLAYER)
2379 sprintf (buf, "who was in level %d when killed\n", op->level); 2370 sprintf (buf, "who was in level %d when killed\n", op->level);
2380 else 2371 else
2381 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2372 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2373
2382 strncat (buf2, " ", 20 - strlen (buf) / 2); 2374 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf); 2375 strcat (buf2, buf);
2384 if (op->type == PLAYER) { 2376 if (op->type == PLAYER)
2377 {
2385 sprintf (buf, "by %s.\n\n", op->contr->killer); 2378 sprintf (buf, "by %s.\n\n", op->contr->killer);
2386 strncat (buf2, " ", 21 - strlen (buf) / 2); 2379 strncat (buf2, " ", 21 - strlen (buf) / 2);
2387 strcat (buf2, buf); 2380 strcat (buf2, buf);
2388 } 2381 }
2382
2389 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2383 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2390 strncat (buf2, " ", 20 - strlen (buf) / 2); 2384 strncat (buf2, " ", 20 - strlen (buf) / 2);
2391 strcat (buf2, buf); 2385 strcat (buf2, buf);
2386
2392 return buf2; 2387 return buf2;
2393} 2388}
2394 2389
2395 2390void
2396
2397void do_some_living(object *op) { 2391do_some_living (object *op)
2392{
2398 int last_food=op->stats.food; 2393 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2394 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace; 2395 int over_hp, over_sp, over_grace;
2401 int i; 2396 int i;
2402 int rate_hp = 1200; 2397 int rate_hp = 1200;
2403 int rate_sp = 2500; 2398 int rate_sp = 2500;
2404 int rate_grace = 2000; 2399 int rate_grace = 2000;
2405 const int max_hp = 1; 2400 const int max_hp = 1;
2406 const int max_sp = 1; 2401 const int max_sp = 1;
2407 const int max_grace = 1; 2402 const int max_grace = 1;
2408 2403
2409 if (op->contr->outputs_sync) { 2404 if (op->contr->hidden)
2410 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2405 {
2411 if (op->contr->outputs[i].buf!=NULL && 2406 op->invisible = 1000;
2412 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2407 /* the socket code flashes the player visible/invisible
2413 flush_output_element(op, &op->contr->outputs[i]); 2408 * depending on the value of invisible, so we need to
2409 * alternate it here for it to work correctly.
2410 */
2411 if (pticks & 2)
2412 op->invisible--;
2414 } 2413 }
2414 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2415 {
2416 if (!op->invisible--)
2417 {
2418 make_visible (op);
2419 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2420 }
2421 }
2415 2422
2416 if(op->contr->state==ST_PLAYING) { 2423 if (op->contr->ns->state == ST_PLAYING)
2417 2424 {
2418 /* these next three if clauses make it possible to SLOW DOWN 2425 /* these next three if clauses make it possible to SLOW DOWN
2419 hp/grace/spellpoint regeneration. */ 2426 hp/grace/spellpoint regeneration. */
2420 if(op->contr->gen_hp >= 0 ) 2427 if (op->contr->gen_hp >= 0)
2421 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2428 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2422 else { 2429 else
2430 {
2423 gen_hp = op->stats.maxhp; 2431 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2432 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425 } 2433 }
2434
2426 if(op->contr->gen_sp >= 0 ) 2435 if (op->contr->gen_sp >= 0)
2427 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2436 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else { 2437 else
2438 {
2429 gen_sp = op->stats.maxsp; 2439 gen_sp = op->stats.maxsp;
2430 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2440 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2431 } 2441 }
2442
2432 if(op->contr->gen_grace >= 0) 2443 if (op->contr->gen_grace >= 0)
2433 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2444 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2434 else { 2445 else
2446 {
2435 gen_grace = op->stats.maxgrace; 2447 gen_grace = op->stats.maxgrace;
2436 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2448 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2437 } 2449 }
2438 2450
2439 /* Regenerate Spell Points */ 2451 /* Regenerate Spell Points */
2440 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2452 if (!op->contr->golem && --op->last_sp < 0)
2453 {
2441 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2454 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) { 2455 if (op->stats.sp < op->stats.maxsp)
2458 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2456 {
2459 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2460 op->stats.sp--; 2457 op->stats.sp++;
2461 if(op->stats.sp>op->stats.maxsp) 2458 /* dms do not consume food */
2462 op->stats.sp=op->stats.maxsp; 2459 if (!QUERY_FLAG (op, FLAG_WIZ))
2460 {
2461 op->stats.food--;
2462 if (op->contr->digestion < 0)
2463 op->stats.food += op->contr->digestion;
2464 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2465 op->stats.food = last_food;
2463 } 2466 }
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 } 2467 }
2468
2469 if (max_sp > 1)
2470 {
2471 over_sp = (gen_sp + 10) / rate_sp;
2472 if (over_sp > 0)
2473 {
2474 if (op->stats.sp < op->stats.maxsp)
2475 {
2476 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2477
2478 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2479 op->stats.sp--;
2480
2481 if (op->stats.sp > op->stats.maxsp)
2482 op->stats.sp = op->stats.maxsp;
2483 }
2484 op->last_sp = 0;
2485 }
2486 else
2487 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2488 }
2487 } else { 2489 else
2490 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2491 }
2492
2493 /* Regenerate Grace */
2494 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2495 if (--op->last_grace < 0)
2496 {
2497 if (op->stats.grace < op->stats.maxgrace / 2)
2498 op->stats.grace++; /* no penalty in food for regaining grace */
2499
2500 if (max_grace > 1)
2501 {
2502 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2503 if (over_grace > 0)
2504 {
2505 op->stats.sp += over_grace
2506 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2507 op->last_grace = 0;
2508 }
2509 else
2510 {
2511 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2512 }
2513 }
2514 else
2515 {
2488 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2516 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2489 } 2517 }
2490 /* wearing stuff doesn't detract from grace generation. */ 2518 /* wearing stuff doesn't detract from grace generation. */
2491 } 2519 }
2492 2520
2493 /* Regenerate Hit Points */ 2521 /* Regenerate Hit Points */
2494 if(--op->last_heal<0) { 2522 if (--op->last_heal < 0)
2523 {
2495 if(op->stats.hp<op->stats.maxhp) { 2524 if (op->stats.hp < op->stats.maxhp)
2525 {
2496 op->stats.hp++; 2526 op->stats.hp++;
2497 /* dms do not consume food */ 2527 /* dms do not consume food */
2498 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2528 if (!QUERY_FLAG (op, FLAG_WIZ))
2499 op->stats.food--; 2529 {
2530 op->stats.food--;
2500 if(op->contr->digestion<0) 2531 if (op->contr->digestion < 0)
2501 op->stats.food+=op->contr->digestion; 2532 op->stats.food += op->contr->digestion;
2502 else if(op->contr->digestion>0 && 2533 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; 2534 op->stats.food = last_food;
2535 }
2536 }
2537
2538 if (max_hp > 1)
2539 {
2540 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2541 if (over_hp > 0)
2542 {
2543 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2544 op->last_heal = 0;
2545 }
2546 else
2547 {
2548 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2549 }
2550 }
2551 else
2552 {
2553 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2554 }
2505 } 2555 }
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 2556
2521 /* Digestion */ 2557 /* Digestion */
2522 if(--op->last_eat<0) { 2558 if (--op->last_eat < 0)
2523#ifdef COZY_SERVER 2559 {
2524 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2560 int bonus = max (0, op->contr->digestion),
2525 int bonus=dg>0?dg:0, 2561 penalty = max (0, -op->contr->digestion);
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 2562
2532 if(op->contr->gen_hp > 0)
2533 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2563 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2534 else 2564
2535 op->last_eat=25*(1+bonus)/(penalty +1);
2536 /* dms do not consume food */ 2565 /* dms do not consume food */
2537 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2566 if (!QUERY_FLAG (op, FLAG_WIZ))
2538 } 2567 op->stats.food--;
2539 } 2568 }
2540 2569
2541 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2570 if (op->stats.food < 0 && op->stats.hp >= 0)
2571 {
2542 object *tmp, *flesh=NULL; 2572 object *tmp, *flesh = 0;
2543 2573
2544 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2574 for (tmp = op->inv; tmp; tmp = tmp->below)
2575 {
2545 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2576 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2577 {
2546 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2578 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2579 {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2580 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2548 manual_apply(op,tmp,0); 2581 manual_apply (op, tmp, 0);
2549 if(op->stats.food>=0||op->stats.hp<0) 2582 if (op->stats.food >= 0 || op->stats.hp < 0)
2550 break; 2583 break;
2551 } 2584 }
2552 else if (tmp->type==FLESH) flesh=tmp; 2585 else if (tmp->type == FLESH)
2586 flesh = tmp;
2553 } /* End if paid for object */ 2587 } /* End if paid for object */
2554 } /* end of for loop */ 2588 } /* end of for loop */
2589
2555 /* If player is still starving, it means they don't have any food, so 2590 /* If player is still starving, it means they don't have any food, so
2556 * eat flesh instead. 2591 * eat flesh instead.
2557 */ 2592 */
2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2593 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2594 {
2559 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2595 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2560 manual_apply(op,flesh,0); 2596 manual_apply (op, flesh, 0);
2561 } 2597 }
2562 } /* end if player is starving */ 2598 }
2563 2599
2564 while(op->stats.food<0&&op->stats.hp>0) 2600 while (op->stats.food < 0 && op->stats.hp >= 0)
2565 op->stats.food++,op->stats.hp--; 2601 op->stats.food++, op->stats.hp--;
2566 2602
2567 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2603 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2568 kill_player(op); 2604 kill_player (op);
2605 }
2569} 2606}
2570
2571
2572 2607
2573/* If the player should die (lack of hp, food, etc), we call this. 2608/* 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 2609 * 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 2610 * permadeath, no lifesave), this will take care of removing the player
2576 * file. 2611 * file.
2577 */ 2612 */
2613void
2578void kill_player(object *op) 2614kill_player (object *op)
2579{ 2615{
2580 char buf[MAX_BUF]; 2616 char buf[MAX_BUF];
2581 int x,y,i; 2617 int x, y;
2618
2619 //int i;
2582 mapstruct *map; /* this is for resurrection */ 2620 maptile *map; /* this is for resurrection */
2621
2583 int z; 2622 /* int z;
2584 int num_stats_lose; 2623 int num_stats_lose;
2585 int lost_a_stat; 2624 int lost_a_stat;
2586 int lose_this_stat; 2625 int lose_this_stat;
2587 int this_stat; 2626 int this_stat; */
2588 int will_kill_again; 2627 int will_kill_again;
2589 archetype *at; 2628 archetype *at;
2590 object *tmp; 2629 object *tmp;
2591 2630
2592 if(save_life(op)) 2631 if (save_life (op))
2593 return; 2632 return;
2594 2633
2595
2596 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2634 /* 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. 2635 * in cities ONLY!!! It is very important that this doesn't get abused.
2598 * Look at op_on_battleground() for more info --AndreasV 2636 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2637 */
2600 if (op_on_battleground(op, &x, &y)) { 2638 if (op_on_battleground (op, &x, &y))
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2639 {
2602 "You have been defeated in combat!"); 2640 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, 2641 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2604 "Local medics have saved your life..."); 2642
2605
2606 /* restore player */ 2643 /* restore player */
2607 at = find_archetype("poisoning"); 2644 at = archetype::find ("poisoning");
2608 tmp=present_arch_in_ob(at,op); 2645 if (object *tmp = present_arch_in_ob (at, op))
2609 if (tmp) { 2646 {
2610 remove_ob(tmp); 2647 tmp->destroy ();
2611 free_object(tmp);
2612 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2648 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2649 }
2650
2651 at = archetype::find ("confusion");
2652 if (object *tmp = present_arch_in_ob (at, op))
2613 } 2653 {
2614 2654 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"); 2655 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2621 } 2656 }
2622 2657
2623 cure_disease(op,0); /* remove any disease */ 2658 cure_disease (op, 0); /* remove any disease */
2624 op->stats.hp=op->stats.maxhp; 2659 op->stats.hp = op->stats.maxhp;
2625 if (op->stats.food<=0) op->stats.food=999; 2660 if (op->stats.food <= 0)
2626 2661 op->stats.food = 999;
2662
2627 /* create a bodypart-trophy to make the winner happy */ 2663 /* create a bodypart-trophy to make the winner happy */
2628 tmp=arch_to_object(find_archetype("finger")); 2664 if (object *tmp = arch_to_object (archetype::find ("finger")))
2629 if (tmp != NULL)
2630 { 2665 {
2631 sprintf(buf,"%s's finger",op->name); 2666 sprintf (buf, "%s's finger", &op->name);
2632 tmp->name = add_string(buf); 2667 tmp->name = buf;
2633 sprintf(buf," This finger has been cut off %s\n" 2668 sprintf (buf, " This finger has been cut off %s\n"
2634 " the %s, when he was defeated at\n level %d by %s.\n", 2669 " the %s, when he was defeated at\n level %d by %s.\n",
2635 op->name, op->contr->title, (int)(op->level), 2670 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2636 op->contr->killer); 2671 tmp->msg = buf;
2637 tmp->msg=add_string(buf);
2638 tmp->value=0, tmp->material=0, tmp->type=0; 2672 tmp->value = 0, tmp->type = 0;
2639 tmp->materialname = NULL; 2673 tmp->materialname = "organics";
2640 tmp->x = op->x, tmp->y = op->y; 2674 tmp->insert_at (op, tmp);
2641 insert_ob_in_map(tmp,op->map,op,0);
2642 }
2643 2675 }
2676
2644 /* teleport defeated player to new destination*/ 2677 /* teleport defeated player to new destination */
2645 transfer_ob(op, x, y, 0, NULL); 2678 transfer_ob (op, x, y, 0, NULL);
2646 op->contr->braced=0; 2679 op->contr->braced = 0;
2647 return; 2680 return;
2648 } 2681 }
2649 2682
2650 INVOKE_PLAYER (DEATH, op->contr); 2683 INVOKE_PLAYER (DEATH, op->contr);
2651 2684
2652 command_kill_pets (op, 0); 2685 command_kill_pets (op, 0);
2653 2686
2654 if(op->stats.food<0) { 2687 if (op->stats.food < 0)
2655 if (op->contr->explore) { 2688 {
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); 2689 sprintf (buf, "%s starved to death.", &op->name);
2662 strcpy(op->contr->killer,"starvation"); 2690 strcpy (op->contr->killer, "starvation");
2663 } 2691 }
2664 else { 2692 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); 2693 sprintf (buf, "%s died.", &op->name);
2672 }
2673 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2674 2694
2695 op->contr->play_sound (sound_find ("player_dies"));
2696
2675 /* save the map location for corpse, gravestone*/ 2697 /* save the map location for corpse, gravestone */
2676 x=op->x;y=op->y;map=op->map; 2698 x = op->x;
2699 y = op->y;
2700 map = op->map;
2677 2701
2678
2679 if (settings.not_permadeth == TRUE) {
2680 /* NOT_PERMADEATH code. This basically brings the character back to 2702 /* NOT_PERMADEATH code. This basically brings the character back to
2681 * life if they are dead - it takes some exp and a random stat. 2703 * 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. 2704 * See the config.h file for a little more in depth detail about this.
2683 */ 2705 */
2684 2706
2685 /* Basically two ways to go - remove a stat permanently, or just 2707 /* Basically two ways to go - remove a stat permanently, or just
2686 * make it depletion. This bunch of code deals with that aspect 2708 * make it depletion. This bunch of code deals with that aspect
2687 * of death. 2709 * of death.
2688 */ 2710 */
2689#ifndef COZY_SERVER 2711#ifndef COZY_SERVER
2690 if (settings.balanced_stat_loss) { 2712 if (settings.balanced_stat_loss)
2713 {
2691 /* If stat loss is permanent, lose one stat only. */ 2714 /* If stat loss is permanent, lose one stat only. */
2692 /* Lower level chars don't lose as many stats because they suffer 2715 /* Lower level chars don't lose as many stats because they suffer
2693 more if they do. */ 2716 more if they do. */
2694 /* Higher level characters can afford things such as potions of 2717 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that 2718 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */ 2719 little bit harder. */
2697 /* GD */ 2720 /* GD */
2698 if (settings.stat_loss_on_death) 2721 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; 2722 num_stats_lose = 1;
2704 } 2723 else
2724 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2725 }
2726 else
2727 num_stats_lose = 1;
2728
2705 lost_a_stat = 0; 2729 lost_a_stat = 0;
2706 2730
2707 for (z=0; z<num_stats_lose; z++) { 2731 for (z = 0; z < num_stats_lose; z++)
2732 {
2708 i = RANDOM() % NUM_STATS; 2733 i = RANDOM () % NUM_STATS;
2709 2734
2710 if (settings.stat_loss_on_death) { 2735 if (settings.stat_loss_on_death)
2736 {
2711 /* Pick a random stat and take a point off it. Tell the player 2737 /* Pick a random stat and take a point off it. Tell the player
2712 * what he lost. 2738 * what he lost.
2713 */ 2739 */
2714 change_attr_value(&(op->stats), i,-1); 2740 change_attr_value (&(op->stats), i, -1);
2715 check_stat_bounds(&(op->stats)); 2741 check_stat_bounds (&(op->stats));
2716 change_attr_value(&(op->contr->orig_stats), i,-1); 2742 change_attr_value (&(op->contr->orig_stats), i, -1);
2717 check_stat_bounds(&(op->contr->orig_stats)); 2743 check_stat_bounds (&(op->contr->orig_stats));
2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2744 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2719 lost_a_stat = 1; 2745 lost_a_stat = 1;
2720 } else { 2746 }
2747 else
2748 {
2721 /* deplete a stat */ 2749 /* deplete a stat */
2722 archetype *deparch=find_archetype("depletion"); 2750 archetype *deparch = archetype::find ("depletion");
2723 object *dep; 2751 object *dep;
2752
2753 dep = present_arch_in_ob (deparch, op);
2754 if (!dep)
2724 2755 {
2725 dep = present_arch_in_ob(deparch,op);
2726 if(!dep) {
2727 dep = arch_to_object(deparch); 2756 dep = arch_to_object (deparch);
2728 insert_ob_in_ob(dep, op); 2757 insert_ob_in_ob (dep, op);
2729 } 2758 }
2730 lose_this_stat = 1; 2759 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) { 2760 if (settings.balanced_stat_loss)
2761 {
2732 /* GD */ 2762 /* GD */
2733 /* Get the stat that we're about to deplete. */ 2763 /* Get the stat that we're about to deplete. */
2734 this_stat = get_attr_value(&(dep->stats), i); 2764 this_stat = get_attr_value (&(dep->stats), i);
2735 if (this_stat < 0) { 2765 if (this_stat < 0)
2766 {
2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2767 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2737 int keep_chance = this_stat * this_stat; 2768 int keep_chance = this_stat * this_stat;
2769
2738 /* Yes, I am paranoid. Sue me. */ 2770 /* Yes, I am paranoid. Sue me. */
2739 if (keep_chance < 1) 2771 if (keep_chance < 1)
2740 keep_chance = 1; 2772 keep_chance = 1;
2741 2773
2742 /* There is a maximum depletion total per level. */ 2774 /* There is a maximum depletion total per level. */
2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2775 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2776 {
2744 lose_this_stat = 0; 2777 lose_this_stat = 0;
2745 /* Take loss chance vs keep chance to see if we 2778 /* Take loss chance vs keep chance to see if we
2746 retain the stat. */ 2779 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 } 2780 }
2756 } 2781 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 */ 2782 {
2766 if (this_stat>=-50) { 2783 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; 2784 lose_this_stat = 0;
2785 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2786 this_stat, keep_chance, loss_chance,
2787 lose_this_stat?"LOSE":"KEEP"); */
2772 } 2788 }
2773 } 2789 }
2774 } 2790 }
2775 } 2791
2776 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 2792 if (lose_this_stat)
2778 { 2793 {
2779 /* determine_god() seems to not work sometimes... why is this? 2794 this_stat = get_attr_value (&(dep->stats), i);
2780 Should I be using something else? GD */ 2795 /* We could try to do something clever like find another
2781 const char *god = determine_god(op); 2796 * stat to reduce if this fails. But chances are, if
2782 if (god && (strcmp(god, "none"))) 2797 * stats have been depleted to -50, all are pretty low
2783 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2798 * and should be roughly the same, so it shouldn't make a
2784 "moment you feel the holy presence of %s protecting" 2799 * difference.
2785 " you.", god); 2800 */
2801 if (this_stat >= -50)
2786 else 2802 {
2787 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2803 change_attr_value (&(dep->stats), i, -1);
2788 " feel a holy presence protecting you."); 2804 SET_FLAG (dep, FLAG_APPLIED);
2805 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2806 op->update_stats ();
2807 lost_a_stat = 1;
2808 }
2789 } 2809 }
2810 }
2811 }
2812 /* If no stat lost, tell the player. */
2813 if (!lost_a_stat)
2814 {
2815 /* determine_god() seems to not work sometimes... why is this?
2816 Should I be using something else? GD */
2817 const char *god = determine_god (op);
2818
2819 if (god && (strcmp (god, "none")))
2820 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2821 else
2822 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2823 }
2824#else
2825 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2790#endif 2826#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 2827
2794 /* Put a gravestone up where the character 'almost' died. List the 2828 /* Put a gravestone up where the character 'almost' died. List the
2795 * exp loss on the stone. 2829 * exp loss on the stone.
2796 */ 2830 */
2797 tmp=arch_to_object(find_archetype("gravestone")); 2831 tmp = arch_to_object (archetype::find ("gravestone"));
2798 sprintf(buf,"%s's gravestone",op->name); 2832 sprintf (buf, "%s's gravestone", &op->name);
2799 FREE_AND_COPY(tmp->name, buf); 2833 tmp->name = buf;
2800 sprintf(buf,"%s's gravestones",op->name); 2834 sprintf (buf, "%s's gravestones", &op->name);
2801 FREE_AND_COPY(tmp->name_pl, buf); 2835 tmp->name_pl = buf;
2802 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2836 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" 2837 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; 2838 tmp->x = op->x, tmp->y = op->y;
2809 insert_ob_in_map (tmp, op->map, NULL,0); 2839 insert_ob_in_map (tmp, op->map, NULL, 0);
2810 2840
2811 /**************************************/ 2841 /**************************************/
2812 /* */ 2842 /* */
2813 /* Subtract the experience points, */ 2843 /* Subtract the experience points, */
2814 /* if we died cause of food, give us */ 2844 /* if we died cause of food, give us */
2815 /* food, and reset HP's... */ 2845 /* food, and reset HP's... */
2816 /* */ 2846 /* */
2817 /**************************************/ 2847 /**************************************/
2818 2848
2819 /* remove any poisoning and confusion the character may be suffering.*/ 2849 /* remove any poisoning and confusion the character may be suffering. */
2820 /* restore player */ 2850 /* restore player */
2821 at = find_archetype("poisoning"); 2851 at = archetype::find ("poisoning");
2822 tmp=present_arch_in_ob(at,op); 2852 tmp = present_arch_in_ob (at, op);
2823 if (tmp) { 2853
2824 remove_ob(tmp); 2854 if (tmp)
2825 free_object(tmp); 2855 {
2856 tmp->destroy ();
2826 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2857 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2827 } 2858 }
2828 2859
2829 at = find_archetype("confusion"); 2860 at = archetype::find ("confusion");
2830 tmp=present_arch_in_ob(at,op); 2861 tmp = present_arch_in_ob (at, op);
2831 if (tmp) { 2862 if (tmp)
2832 remove_ob(tmp); 2863 {
2833 free_object(tmp); 2864 tmp->destroy ();
2834 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2865 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2835 } 2866 }
2867
2836 cure_disease(op,0); /* remove any disease */ 2868 cure_disease (op, 0); /* remove any disease */
2837 2869
2838 /*add_exp(op, (op->stats.exp * -0.20)); */ 2870 /*add_exp(op, (op->stats.exp * -0.20)); */
2839 apply_death_exp_penalty(op); 2871 apply_death_exp_penalty (op);
2840 if(op->stats.food < 100) op->stats.food = 900; 2872 if (op->stats.food < 100)
2873 op->stats.food = 900;
2841 op->stats.hp = op->stats.maxhp; 2874 op->stats.hp = op->stats.maxhp;
2842 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2875 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2843 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2876 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2844 2877
2845 /* 2878 /*
2846 * Check to see if the player is in a shop. IF so, then check to see if 2879 * 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 2880 * and put them back in the map.
2848 * in the map. 2881 */
2849 */ 2882 op->drop_unpaid_items ();
2850 2883
2851 if (is_in_shop (op))
2852 remove_unpaid_objects(op->inv, op);
2853
2854 /****************************************/ 2884 /****************************************/
2855 /* */ 2885 /* */
2856 /* Move player to his current respawn- */ 2886 /* Move player to his current respawn- */
2857 /* position (usually last savebed) */ 2887 /* position (usually last savebed) */
2858 /* */ 2888 /* */
2859 /****************************************/ 2889 /****************************************/
2860 2890
2861 enter_player_savebed(op); 2891 enter_player_savebed (op);
2862 2892
2863 /* Save the player before inserting the force to reduce
2864 * chance of abuse.
2865 */
2866 op->contr->braced=0; 2893 op->contr->braced = 0;
2867 save_player(op,1);
2868 2894
2869 /* it is possible that the player has blown something up 2895 /* it is possible that the player has blown something up
2870 * at his savebed location, and that can have long lasting 2896 * at his savebed location, and that can have long lasting
2871 * spell effects. So first see if there is a spell effect 2897 * spell effects. So first see if there is a spell effect
2872 * on the space that might harm the player. 2898 * on the space that might harm the player.
2873 */ 2899 */
2874 will_kill_again=0; 2900 will_kill_again = 0;
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2901 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2876 if (tmp->type ==SPELL_EFFECT) 2902 if (tmp->type == SPELL_EFFECT)
2877 will_kill_again|=tmp->attacktype; 2903 will_kill_again |= tmp->attacktype;
2878 } 2904
2879 if (will_kill_again) { 2905 if (will_kill_again)
2906 {
2880 object *force; 2907 object *force;
2881 int at; 2908 int at;
2882 2909
2883 force=get_archetype(FORCE_NAME); 2910 force = get_archetype (FORCE_NAME);
2884 /* 50 ticks should be enough time for the spell to abate */ 2911 /* 50 ticks should be enough time for the spell to abate */
2885 force->speed=0.1; 2912 force->speed = 0.1f;
2886 force->speed_left=-5.0; 2913 force->speed_left = -5.f;
2887 SET_FLAG(force, FLAG_APPLIED); 2914 SET_FLAG (force, FLAG_APPLIED);
2888 for (at=0; at<NROFATTACKS; at++) { 2915 for (at = 0; at < NROFATTACKS; at++)
2889 if (will_kill_again & (1 << at)) 2916 if (will_kill_again & (1 << at))
2890 force->resist[at] = 100; 2917 force->resist[at] = 100;
2918
2919 insert_ob_in_ob (force, op);
2920 op->update_stats ();
2921
2922 }
2923
2924 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2925}
2926
2927void
2928loot_object (object *op)
2929{ /* Grab and destroy some treasure */
2930 object *tmp, *tmp2, *next;
2931
2932 op->close_container (); /* close open sack first */
2933
2934 for (tmp = op->inv; tmp; tmp = next)
2935 {
2936 next = tmp->below;
2937
2938 if (tmp->invisible)
2939 continue;
2940
2941 tmp->remove ();
2942 tmp->x = op->x, tmp->y = op->y;
2943
2944 if (tmp->type == CONTAINER)
2945 loot_object (tmp); /* empty container to ground */
2946
2947 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2948 {
2949 if (tmp->nrof > 1)
2950 {
2951 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2952 tmp2->destroy ();
2953 insert_ob_in_map (tmp, op->map, NULL, 0);
2891 } 2954 }
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 { 2955 else
2950 delete_character(op->name,1); 2956 tmp->destroy ();
2951 } 2957 }
2952 } 2958 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); 2959 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 } 2960 }
2997} 2961}
2998 2962
2999/* 2963/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 2964 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 2965 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 2966 * was changed.
3003 */ 2967 */
3004 2968void
3005void fix_weight(void) { 2969fix_weight (void)
3006 player *pl; 2970{
3007 for (pl = first_player; pl != NULL; pl = pl->next) { 2971 for_all_players (pl)
2972 {
3008 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2973 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2974
3009 if(old == sum) 2975 if (old == sum)
3010 continue; 2976 continue;
3011 fix_player(pl->ob); 2977 pl->ob->update_stats ();
3012 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2978 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3013 pl->ob->name, old, sum);
3014 } 2979 }
3015} 2980}
3016 2981
2982void
3017void fix_luck(void) { 2983fix_luck (void)
3018 player *pl; 2984{
3019 for (pl = first_player; pl != NULL; pl = pl->next) 2985 for_all_players (pl)
3020 if (!pl->ob->contr->state) 2986 if (!pl->ob->contr->ns->state)
3021 change_luck(pl->ob, 0); 2987 pl->ob->change_luck (0);
3022} 2988}
3023
3024 2989
3025/* cast_dust() - handles op throwing objects of type 'DUST'. 2990/* cast_dust() - handles op throwing objects of type 'DUST'.
3026 * This is much simpler in the new spell code - we basically 2991 * This is much simpler in the new spell code - we basically
3027 * just treat this as any other spell casting object. 2992 * just treat this as any other spell casting object.
3028 */ 2993 */
3029
3030void 2994void
3031cast_dust (object * op, object * throw_ob, int dir) 2995cast_dust (object *op, object *throw_ob, int dir)
3032{ 2996{
3033 object *skop, *spob; 2997 object *skop, *spob;
3034 2998
3035 skop = find_skill_by_name (op, throw_ob->skill); 2999 skop = find_skill_by_name (op, throw_ob->skill);
3036 3000
3037 /* casting POTION 'dusts' is really a use_magic_item skill */ 3001 /* casting POTION 'dusts' is really a use_magic_item skill */
3038 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3002 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3039 { 3003 {
3040 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3004 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3041 op->name);
3042 return; 3005 return;
3043 } 3006 }
3044 3007
3045 spob = throw_ob->inv; 3008 spob = throw_ob->inv;
3046 3009
3047 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3010 // 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 3011 // not pass NULL to cast_spell (which did indeed check itself, but
3049 // errors should be reported as early as possible IMHO) 3012 // errors should be reported as early as possible IMHO)
3050 if (!spob) 3013 if (!spob)
3051 { 3014 {
3052 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3015 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; 3016 return;
3055 } 3017 }
3056 3018
3057 if (op->type == PLAYER) 3019 if (op->type == PLAYER)
3058 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3020 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3059 3021
3060 cast_spell (op, throw_ob, dir, spob, NULL); 3022 cast_spell (op, throw_ob, dir, spob, NULL);
3061 3023
3062 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3024 throw_ob->destroy ();
3063 remove_ob (throw_ob);
3064 free_object (throw_ob);
3065} 3025}
3066 3026
3027void
3067void make_visible (object *op) { 3028make_visible (object *op)
3029{
3068 op->hide = 0; 3030 op->hide = 0;
3069 op->invisible = 0; 3031 op->invisible = 0;
3070 if(op->type==PLAYER) { 3032 if (op->type == PLAYER)
3033 {
3071 op->contr->tmp_invis = 0; 3034 op->contr->tmp_invis = 0;
3072 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3035 op->contr->invis_race = 0;
3073 } 3036 }
3037
3074 update_object(op,UP_OBJ_FACE); 3038 update_object (op, UP_OBJ_CHANGE);
3075} 3039}
3076 3040
3041int
3077int is_true_undead(object *op) { 3042is_true_undead (object *op)
3078 object *tmp=NULL; 3043{
3079
3080 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3044 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3045 return 1;
3081 3046
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; 3047 return 0;
3087} 3048}
3088 3049
3089/* look at the surrounding terrain to determine 3050/* look at the surrounding terrain to determine
3090 * the hideability of this object. Positive levels 3051 * the hideability of this object. Positive levels
3091 * indicate greater hideability. 3052 * indicate greater hideability.
3092 */ 3053 */
3093 3054
3055int
3094int hideability(object *ob) { 3056hideability (object *ob)
3057{
3095 int i,level=0, mflag; 3058 int i, level = 0, mflag;
3096 sint16 x,y; 3059 sint16 x, y;
3097 3060
3098 if(!ob||!ob->map) return 0; 3061 if (!ob || !ob->map)
3062 return 0;
3099 3063
3100 /* so, on normal lighted maps, its hard to hide */ 3064 /* so, on normal lighted maps, its hard to hide */
3101 level=ob->map->darkness - 2; 3065 level = ob->map->darkness - 2;
3102 3066
3103 /* this also picks up whether the object is glowing. 3067 /* this also picks up whether the object is glowing.
3104 * If you carry a light on a non-dark map, its not 3068 * If you carry a light on a non-dark map, its not
3105 * as bad as carrying a light on a pitch dark map */ 3069 * as bad as carrying a light on a pitch dark map */
3106 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3070 if (has_carried_lights (ob))
3071 level = -(10 + (2 * ob->map->darkness));
3107 3072
3108 /* scan through all nearby squares for terrain to hide in */ 3073 /* 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]) { 3074 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3075 {
3110 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3076 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3111 if (mflag & P_OUT_OF_MAP) { continue; } 3077 if (mflag & P_OUT_OF_MAP)
3078 {
3079 continue;
3080 }
3112 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3081 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3113 level += 2; 3082 level += 2;
3114 else /* open terrain! */ 3083 else /* open terrain! */
3115 level -= 1; 3084 level -= 1;
3116 } 3085 }
3117 3086
3118#if 0 3087#if 0
3119 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3088 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3120#endif 3089#endif
3121 return level; 3090 return level;
3122} 3091}
3123 3092
3124/* For Hidden creatures - a chance of becoming 'unhidden' 3093/* For Hidden creatures - a chance of becoming 'unhidden'
3125 * every time they move - as we subtract off 'invisibility' 3094 * every time they move - as we subtract off 'invisibility'
3126 * AND, for players, if they move into a ridiculously unhideable 3095 * AND, for players, if they move into a ridiculously unhideable
3127 * spot (surrounded by clear terrain in broad daylight). -b.t. 3096 * spot (surrounded by clear terrain in broad daylight). -b.t.
3128 */ 3097 */
3129 3098void
3130void do_hidden_move (object *op) { 3099do_hidden_move (object *op)
3100{
3131 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3101 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3132 object *skop; 3102 object *skop;
3133 3103
3134 if(!op || !op->map) return; 3104 if (!op || !op->map)
3105 return;
3135 3106
3136 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3107 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3137 3108
3138 /* its *extremely* hard to run and sneak/hide at the same time! */ 3109 /* its *extremely* hard to run and sneak/hide at the same time! */
3139 if(op->type==PLAYER && op->contr->run_on) { 3110 if (op->type == PLAYER && op->contr->run_on)
3140 if(!skop || num >= skop->level) { 3111 if (!skop || num >= skop->level)
3112 {
3141 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3113 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); 3114 make_visible (op);
3151 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3115 return;
3152 "You moved out of hiding! You are visible!");
3153 } 3116 }
3117 else
3118 num += 20;
3119
3120 num += op->map->difficulty;
3121 hide = hideability (op); /* modify by terrain hidden level */
3122 num -= hide;
3123
3124 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3125 {
3126 make_visible (op);
3127 if (op->type == PLAYER)
3128 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3129 }
3154 else if (op->type == PLAYER && skop) { 3130 else if (op->type == PLAYER && skop)
3155 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3131 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3156 }
3157} 3132}
3158 3133
3159/* determine if who is standing near a hostile creature. */ 3134/* determine if who is standing near a hostile creature. */
3160 3135
3136int
3161int stand_near_hostile( object *who ) { 3137stand_near_hostile (object *who)
3138{
3162 object *tmp=NULL; 3139 object *tmp = NULL;
3163 int i,friendly=0,player=0, mflags; 3140 int i, friendly = 0, player = 0, mflags;
3164 mapstruct *m; 3141 maptile *m;
3165 sint16 x,y; 3142 sint16 x, y;
3166 3143
3167 if(!who) return 0; 3144 if (!who)
3145 return 0;
3168 3146
3169 if(who->type==PLAYER) player=1; 3147 if (who->type == PLAYER)
3148 player = 1;
3149
3150 else
3170 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3151 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3171 3152
3172 /* search adjacent squares */ 3153 /* search adjacent squares */
3173 for(i=1;i<9;i++) { 3154 for (i = 1; i < 9; i++)
3155 {
3174 x = who->x+freearr_x[i]; 3156 x = who->x + freearr_x[i];
3175 y = who->y+freearr_y[i]; 3157 y = who->y + freearr_y[i];
3176 m = who->map; 3158 m = who->map;
3177 mflags = get_map_flags(m, &m, x, y, &x, &y); 3159 mflags = get_map_flags (m, &m, x, y, &x, &y);
3178 /* space must be blocked if there is a monster. If not 3160 /* space must be blocked if there is a monster. If not
3179 * blocked, don't need to check this space. 3161 * blocked, don't need to check this space.
3180 */ 3162 */
3181 if (mflags & P_OUT_OF_MAP) continue; 3163 if (mflags & P_OUT_OF_MAP)
3164 continue;
3182 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3165 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3183 3166 continue;
3184 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3167
3185 if((player||friendly) 3168 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3169 {
3186 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3170 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3171 return 1;
3172 else if (tmp->type == PLAYER)
3173 {
3174 /*don't let a hidden DM prevent you from hiding */
3175 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3187 return 1; 3176 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 } 3177 }
3194 } 3178 }
3195 } 3179 }
3196 return 0; 3180 return 0;
3197} 3181}
3198 3182
3199/* check the player los field for viewability of the 3183/* check the player los field for viewability of the
3200 * object op. This function works fine for monsters, 3184 * object op. This function works fine for monsters,
3201 * but we dont worry if the object isnt the top one in 3185 * 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. 3192 * for them to differ. Sigh, this fctn could get a bit more complex.
3209 * -b.t. 3193 * -b.t.
3210 * This function is now map tiling safe. 3194 * This function is now map tiling safe.
3211 */ 3195 */
3212 3196
3197int
3213int player_can_view (object *pl,object *op) { 3198player_can_view (object *pl, object *op)
3199{
3214 rv_vector rv; 3200 rv_vector rv;
3215 int dx,dy; 3201 int dx, dy;
3216 3202
3217 if(pl->type!=PLAYER) { 3203 if (pl->type != PLAYER)
3204 {
3218 LOG(llevError,"player_can_view() called for non-player object\n"); 3205 LOG (llevError, "player_can_view() called for non-player object\n");
3219 return -1; 3206 return -1;
3220 } 3207 }
3221 if (!pl || !op) return 0;
3222 3208
3223 if(op->head) { op = op->head; } 3209 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; 3210 return 0;
3211
3212 op = op->head_ ();
3213
3214 get_rangevector (pl, op, &rv, 0x1);
3215
3216 /* starting with the 'head' part, lets loop
3217 * through the object and find if it has any
3218 * part that is in the los array but isnt on
3219 * a blocked los square.
3220 * we use the archetype to figure out offsets.
3221 */
3222 while (op)
3223 {
3224 dx = rv.distance_x + op->arch->x;
3225 dy = rv.distance_y + op->arch->y;
3226
3227 /* only the viewable area the player sees is updated by LOS
3228 * code, so we need to restrict ourselves to that range of values
3229 * for any meaningful values.
3230 */
3231 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3232 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3233 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3234 return 1;
3235 op = op->more;
3236 }
3237 return 0;
3247} 3238}
3248 3239
3249/* routine for both players and monsters. We call this when 3240/* routine for both players and monsters. We call this when
3250 * there is a possibility for our action distrubing our hiding 3241 * there is a possibility for our action distrubing our hiding
3251 * place or invisiblity spell. Artefact invisiblity is not 3242 * place or invisiblity spell. Artefact invisiblity is not
3252 * effected by this. If we arent invisible to begin with, we 3243 * effected by this. If we arent invisible to begin with, we
3253 * return 0. 3244 * return 0.
3254 */ 3245 */
3246int
3255int action_makes_visible (object *op) { 3247action_makes_visible (object *op)
3248{
3256 3249
3257 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3250 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3251 {
3258 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3252 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3259 return 0; 3253 return 0;
3260 3254
3261 if (op->contr && op->contr->tmp_invis == 0) return 0; 3255 if (op->contr && op->contr->tmp_invis == 0)
3256 return 0;
3262 3257
3263 /* If monsters, they should become visible */ 3258 /* If monsters, they should become visible */
3264 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3259 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3260 {
3265 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3261 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3266 return 1; 3262 return 1;
3267 } 3263 }
3268 } 3264 }
3269 return 0; 3265 return 0;
3270} 3266}
3271 3267
3272/* op_on_battleground - checks if the given object op (usually 3268/* op_on_battleground - checks if the given object op (usually
3273 * a player) is standing on a valid battleground-tile, 3269 * a player) is standing on a valid battleground-tile,
3274 * function returns TRUE/FALSE. If true x, y returns the battleground 3270 * function returns TRUE/FALSE. If true x, y returns the battleground
3275 * -exit-coord. (and if x, y not NULL) 3271 * -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 3272 * 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 3273 * 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 3274 * Default is to do the same as before, so only people wanting to have different points need worry about this
3279 */ 3275 */
3276int
3280int op_on_battleground (object *op, int *x, int *y) { 3277op_on_battleground (object *op, int *x, int *y)
3278{
3281 object *tmp; 3279 object *tmp;
3282 3280
3283 /* A battleground-tile needs the following attributes to be valid: 3281 /* 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), 3282 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3285 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3283 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3286 * and the exit-coordinates sp/hp must both be > 0. 3284 * and the exit-coordinates sp/hp must both be > 0.
3287 * => The intention here is to prevent abuse of the battleground- 3285 * => The intention here is to prevent abuse of the battleground-
3288 * feature (like pickable or hidden battleground tiles). */ 3286 * feature (like pickable or hidden battleground tiles). */
3289 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3287 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3288 {
3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3289 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3290 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3292 strcmp(tmp->name, "battleground")==0 && 3292 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3293 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3293 {
3294 /*before we assign the exit, check if this is a teambattle*/ 3294 /*before we assign the exit, check if this is a teambattle */
3295 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3295 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3296 {
3296 object *invtmp; 3297 object *invtmp;
3298
3297 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3299 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3298 if(invtmp->type==FORCE && invtmp->slaying && 3300 {
3299 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3301 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3302 {
3300 if (x != NULL && y != NULL) 3303 if (x != NULL && y != NULL)
3301 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3304 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3302 return 1; 3305 return 1;
3306 }
3303 } 3307 }
3304 } 3308 }
3305 }
3306 if (x != NULL && y != NULL) 3309 if (x != NULL && y != NULL)
3307 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3310 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3308 return 1; 3311 return 1;
3312 }
3309 } 3313 }
3310 }
3311 } 3314 }
3312 /* If we got here, did not find a battleground */ 3315 /* If we got here, did not find a battleground */
3313 return 0; 3316 return 0;
3314} 3317}
3315 3318
3316/* 3319/*
3320 * attributes: 3323 * attributes:
3321 * object *who the dragon player 3324 * object *who the dragon player
3322 * int atnr the attack-number of the ability focus 3325 * int atnr the attack-number of the ability focus
3323 * int level ability level 3326 * int level ability level
3324 */ 3327 */
3328void
3325void dragon_ability_gain(object *who, int atnr, int level) { 3329dragon_ability_gain (object *who, int atnr, int level)
3330{
3326 treasurelist *trlist = NULL; /* treasurelist */ 3331 treasurelist *trlist = NULL; /* treasurelist */
3327 treasure *tr; /* treasure */ 3332 treasure *tr; /* treasure */
3328 object *tmp,*skop; /* tmp. object */ 3333 object *tmp, *skop; /* tmp. object */
3329 object *item; /* treasure object */ 3334 object *item; /* treasure object */
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3335 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i=0, j=0; 3336 int i = 0, j = 0;
3332 3337
3333 /* get the appropriate treasurelist */ 3338 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3339 if (atnr == ATNR_FIRE)
3335 trlist = find_treasurelist("dragon_ability_fire"); 3340 trlist = treasurelist::find ("dragon_ability_fire");
3336 else if (atnr == ATNR_COLD) 3341 else if (atnr == ATNR_COLD)
3337 trlist = find_treasurelist("dragon_ability_cold"); 3342 trlist = treasurelist::find ("dragon_ability_cold");
3338 else if (atnr == ATNR_ELECTRICITY) 3343 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = find_treasurelist("dragon_ability_elec"); 3344 trlist = treasurelist::find ("dragon_ability_elec");
3340 else if (atnr == ATNR_POISON) 3345 else if (atnr == ATNR_POISON)
3341 trlist = find_treasurelist("dragon_ability_poison"); 3346 trlist = treasurelist::find ("dragon_ability_poison");
3342 3347
3343 if (trlist == NULL || who->type != PLAYER) 3348 if (trlist == NULL || who->type != PLAYER)
3349 return;
3350
3351 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3352
3353 if (!tr || !tr->item)
3354 {
3355 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3356 return;
3357 }
3358
3359 /* everything seems okay - now bring on the gift: */
3360 item = tr->item;
3361
3362 if (item->type == SPELL)
3363 {
3364 if (check_spell_known (who, item->name))
3344 return; 3365 return;
3345 3366
3346 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3367 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3347 tr = tr->next, i++); 3368 do_learn_spell (who, item, 0);
3348 3369 return;
3349 if (tr == NULL || tr->item == NULL) { 3370 }
3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3371
3372 /* grant direct spell */
3373 if (item->type == SPELLBOOK)
3374 {
3375 if (!item->inv)
3376 {
3377 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3378 return;
3379 }
3380 if (check_spell_known (who, item->inv->name))
3351 return; 3381 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) { 3382 if (item->invisible)
3383 {
3376 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3384 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); 3385 do_learn_spell (who, item->inv, 0);
3378 return; 3386 return;
3379 } 3387 }
3380 } 3388 }
3381 else if (item->type == SKILL_TOOL && item->invisible) { 3389 else if (item->type == SKILL_TOOL && item->invisible)
3390 {
3382 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3391 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3392 {
3383 3393
3384 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3394 /* 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 3395 * 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, 3396 * them. As it is now, if the player has any that match the granted skill,
3387 * but not all of them, he gets nothing. 3397 * but not all of them, he gets nothing.
3388 */ 3398 */
3389 if (!(skop->attacktype & item->attacktype)) { 3399 if (!(skop->attacktype & item->attacktype))
3400 {
3390 /* Give new attacktype */ 3401 /* Give new attacktype */
3391 skop->attacktype |= item->attacktype; 3402 skop->attacktype |= item->attacktype;
3392 3403
3393 /* always add physical if there's none */ 3404 /* always add physical if there's none */
3394 skop->attacktype |= AT_PHYSICAL; 3405 skop->attacktype |= AT_PHYSICAL;
3395 3406
3396 if (item->msg != NULL) 3407 if (item->msg != NULL)
3397 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3408 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3398 3409
3399 /* Give player new face */ 3410 /* Give player new face */
3400 if (item->animation_id) { 3411 if (item->animation_id)
3412 {
3401 who->face = skop->face; 3413 who->face = skop->face;
3402 who->animation_id = item->animation_id; 3414 who->animation_id = item->animation_id;
3403 who->anim_speed = item->anim_speed; 3415 who->anim_speed = item->anim_speed;
3404 who->last_anim = 0; 3416 who->last_anim = 0;
3405 who->state = 0; 3417 who->state = 0;
3406 animate_object(who, who->direction); 3418 animate_object (who, who->direction);
3407 } 3419 }
3408 } 3420 }
3409 } 3421 }
3410 } 3422 }
3411 else if (item->type == FORCE) { 3423 else if (item->type == FORCE)
3424 {
3412 /* forces in the treasurelist can alter the player's stats */ 3425 /* forces in the treasurelist can alter the player's stats */
3413 object *skin; 3426 object *skin;
3427
3414 /* first get the dragon skin force */ 3428 /* first get the dragon skin force */
3415 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3429 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3416 skin=skin->below); 3430 ;
3417 if (skin == NULL) return; 3431
3418 3432 if (!skin)
3433 return;
3434
3419 /* adding new spellpath attunements */ 3435 /* adding new spellpath attunements */
3420 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3436 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3437 {
3421 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3438 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3422 3439
3423 /* print message */ 3440 /* print message */
3424 sprintf(buf, "You feel attuned to "); 3441 sprintf (buf, "You feel attuned to ");
3425 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3442 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3443 {
3426 if(item->path_attuned & (1<<i)) { 3444 if (item->path_attuned & (1 << i))
3445 {
3427 if (j) 3446 if (j)
3428 strcat(buf," and "); 3447 strcat (buf, " and ");
3429 else 3448 else
3430 j = 1; 3449 j = 1;
3431 strcat(buf, spellpathnames[i]); 3450 strcat (buf, spellpathnames[i]);
3432 } 3451 }
3433 } 3452 }
3434 strcat(buf,"."); 3453 strcat (buf, ".");
3435 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3454 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3436 } 3455 }
3437 3456
3438 /* evtl. adding flags: */ 3457 /* evtl. adding flags: */
3439 if(QUERY_FLAG(item, FLAG_XRAYS)) 3458 if (QUERY_FLAG (item, FLAG_XRAYS))
3440 SET_FLAG(skin, FLAG_XRAYS); 3459 SET_FLAG (skin, FLAG_XRAYS);
3441 if(QUERY_FLAG(item, FLAG_STEALTH)) 3460 if (QUERY_FLAG (item, FLAG_STEALTH))
3442 SET_FLAG(skin, FLAG_STEALTH); 3461 SET_FLAG (skin, FLAG_STEALTH);
3443 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3462 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3444 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3463 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3445 3464
3446 /* print message if there is one */ 3465 /* print message if there is one */
3447 if (item->msg != NULL) 3466 if (item->msg != NULL)
3448 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3467 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3468 }
3469 else
3449 } 3470 {
3450 else {
3451 /* generate misc. treasure */ 3471 /* generate misc. treasure */
3452 tmp = arch_to_object (tr->item); 3472 tmp = arch_to_object (tr->item);
3453 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3473 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); 3474 tmp = insert_ob_in_ob (tmp, who);
3455 if (who->type == PLAYER) 3475 if (who->type == PLAYER)
3456 esrv_send_item(who, tmp); 3476 esrv_send_item (who, tmp);
3457 } 3477 }
3458} 3478}
3459 3479
3460/** 3480/**
3461 * Unready an object for a player. This function does nothing if the object was 3481 * Unready an object for a player. This function does nothing if the object was
3462 * not readied. 3482 * not readied.
3463 */ 3483 */
3484void
3464void player_unready_range_ob(player *pl, object *ob) { 3485player_unready_range_ob (player *pl, object *ob)
3465 rangetype i; 3486{
3487 if (pl->ob->current_weapon == ob)
3488 pl->ob->current_weapon = 0;
3466 3489
3467 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3490 if (pl->combat_ob == ob)
3468 if (pl->ranges[i] == ob) { 3491 pl->combat_ob = 0;
3469 pl->ranges[i] = NULL; 3492
3470 if (pl->shoottype == i) { 3493 if (pl->ranged_ob == ob)
3471 pl->shoottype = range_none; 3494 pl->ranged_ob = 0;
3472 }
3473 }
3474 }
3475} 3495}
3496
3497sint8
3498player::visibility_at (maptile *map, int x, int y) const
3499{
3500 if (!ns)
3501 return 0;
3502
3503 int dx, dy;
3504 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3505 return 0;
3506
3507 x += dx - ns->current_x + ns->mapx / 2;
3508 y += dy - ns->current_y + ns->mapy / 2;
3509
3510 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3511 return 0;
3512
3513 return 100 - blocked_los [x][y];
3514}

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