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Comparing deliantra/server/server/player.C (file contents):
Revision 1.13 by pippijn, Fri Sep 1 14:12:04 2006 UTC vs.
Revision 1.139 by root, Fri May 18 01:01:02 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * CrossFire, A Multiplayer game
3 * "$Id: player.C,v 1.13 2006/09/01 14:12:04 pippijn Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
4 */ 23 */
5 24
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 25#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 26#include <sproto.h>
35#endif
36#include <sounds.h> 27#include <sounds.h>
37#include <living.h> 28#include <living.h>
38#include <object.h> 29#include <object.h>
39#include <spells.h> 30#include <spells.h>
40#include <skills.h> 31#include <skills.h>
41#include <newclient.h>
42 32
43#ifdef COZY_SERVER 33#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 34#include <functional>
45#endif
46 35
47player *find_player(const char *plname) 36playervec players;
37
38void
39display_motd (const object *op)
48{ 40{
49 player *pl; 41 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 42 char motd[HUGE_BUF];
51 { 43 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 49 return;
54 };
55 return NULL;
56}
57 50
58player* find_player_partial_name( const char* plname ) 51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
59 { 55 {
60 player* pl; 56 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 57 continue;
67 58
68 if ( !strcmp( pl->ob->name, plname) ) 59 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 60 size += strlen (buf);
61 }
70 62
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65}
66
67void
68send_rules (const object *op)
69{
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
72 { 89 {
73 if ( found ) 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
74 return NULL; 91 break;
92 }
75 93
76 found = pl; 94 strncat (rules + size, buf, HUGE_BUF - size);
95 size += strlen (buf);
96 }
97
98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99 close_and_delete (fp, comp);
100}
101
102void
103send_news (const object *op)
104{
105 char buf[MAX_BUF];
106 char news[HUGE_BUF];
107 char subject[MAX_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return;
115
116 news[0] = '\0';
117 subject[0] = '\0';
118 size = 0;
119
120 while (fgets (buf, MAX_BUF, fp))
121 {
122 if (*buf == '#')
123 continue;
124
125 if (*buf == '%')
126 { /* send one news */
127 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
130 strcpy (subject, buf + 1);
131 strip_endline (subject);
132 size = 0;
133 news[0] = '\0';
134 }
135 else
136 {
137 if (size + strlen (buf) >= HUGE_BUF)
138 {
139 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
140 break;
77 } 141 }
142 strncat (news + size, buf, HUGE_BUF - size);
143 size += strlen (buf);
78 } 144 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88 145 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 146
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 149 close_and_delete (fp, comp);
103} 150}
104 151
105void send_rules(const object *op) { 152float
106 char buf[MAX_BUF]; 153player::weapon_speed () const
107 char rules[HUGE_BUF]; 154{
108 FILE *fp; 155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
109 int comp; 156}
110 int size; 157
111 158/* This loads the first map an puts the player on it. */
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 159static void
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 160set_first_map (object *op)
161{
162 op->contr->maplevel = first_map_path;
163 op->x = -1;
164 op->y = -1;
165}
166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178}
179
180void
181player::activate ()
182{
183 if (active)
114 return; 184 return;
185
186 players.insert (this);
187 ob->remove ();
188 ob->map = 0;
189 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob);
192 enter_map ();
193}
194
195void
196player::deactivate ()
197{
198 if (!active)
199 return;
200
201 terminate_all_pets (ob);
202 remove_friendly_object (ob);
203 ob->deactivate_recursive ();
204
205 if (ob->map)
206 maplevel = ob->map->path;
207
208 ob->remove ();
209 ob->map = 0;
210 party = 0;
211
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213
214 players.erase (this);
215}
216
217// connect the player with a specific client
218// also changes, rationalises, and fixes some incorrect settings
219void
220player::connect (client *ns)
221{
222 this->ns = ns;
223 ns->pl = this;
224
225 run_on = 0;
226 fire_on = 0;
227 ob->close_container (); //TODO: client-specific
228
229 ns->update_look = 0;
230 ns->look_position = 0;
231
232 clear_los (ob);
233
234 ns->reset_stats ();
235
236 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race;
239
240 ob->carrying = sum_weight (ob);
241 link_player_skills (ob);
242
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244
245 assign (title, ob->arch->clone.name);
246
247 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob))
115 } 249 {
116 rules[0]='\0'; 250 object *tmp, *abil = 0, *skin = 0;
117 size=0; 251
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 252 shstr_cmp dragon_ability_force ("dragon_ability_force");
119 if( *buf == '#') 253 shstr_cmp dragon_skin_force ("dragon_skin_force");
120 continue; 254
121 if (size + strlen(buf)>=HUGE_BUF) 255 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force)
258 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force)
260 skin = tmp;
261
262 set_dragon_name (ob, abil, skin);
263 }
264
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266
267 esrv_new_player (this, ob->weight + ob->carrying);
268
269 ob->flag [FLAG_READY_WEAPON] = false;
270 ob->flag [FLAG_READY_SKILL] = false;
271 ob->flag [FLAG_READY_BOW] = false;
272
273 for (object *op = ob->inv; op; op = op->below)
274 if (op->flag [FLAG_APPLIED])
275 switch (op->type)
122 { 276 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 277 case WAND:
124 break; 278 case ROD:
125 } 279 case HORN:
126 strncat(rules+size,buf,HUGE_BUF-size); 280 case BOW:
127 size+=strlen(buf); 281 case SKILL_TOOL:
128 } 282 case WEAPON:
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 283 op->flag [FLAG_APPLIED] = false;
130 close_and_delete(fp, comp); 284 apply_special (ob, op, AP_APPLY);
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; 285 break;
167 } 286
168 strncat(news+size,buf,HUGE_BUF-size); 287 case SKILL:
169 size+=strlen(buf); 288 op->flag [FLAG_APPLIED] = false;
289 break;
170 } 290 }
171 } 291
292 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
293 ob->update_stats ();
294
295 ns->floorbox_update ();
296 esrv_send_inventory (ob, ob);
297 esrv_add_spells (this, 0);
298
299 activate ();
300
301 send_rules (ob);
302 send_news (ob);
303 display_motd (ob);
304
305 INVOKE_PLAYER (CONNECT, this);
306 INVOKE_PLAYER (LOGIN, this);
307}
308
309void
310player::disconnect ()
311{
312 if (ns)
172 313 {
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 314 if (active)
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 315 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}
180 316
181int playername_ok(const char *cp) { 317 INVOKE_PLAYER (DISCONNECT, this);
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184 318
185 for(;*cp!='\0';cp++) 319 ns->reset_stats ();
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_') 320 ns->pl = 0;
187 return 0; 321 ns = 0;
188 return 1;
189}
190
191/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map.
194 */
195
196/* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 p = (player *) malloc(sizeof(player));
208 if(p==NULL)
209 fatal(OUT_OF_MEMORY);
210
211 /* This adds the player in the linked list. There is extra
212 * complexity here because we want to add the new player at the
213 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of
215 * 'who'.
216 */
217 player *tmp = first_player;
218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next;
220 if(tmp!=NULL)
221 tmp->next=p;
222 else
223 first_player=p;
224
225 p->next = NULL;
226 } 322 }
227 323
228 /* Clears basically the entire player structure except 324 if (ob)
229 * for next and socket. 325 ob->close_container (); //TODO: client-specific
230 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
232 p->attachable_init (); //HACK
233 326
327 deactivate ();
328}
329
330// the need for this function can be explained
331// by load_object not returning the object
332void
333player::set_object (object *op)
334{
335 ob = op;
336 ob->contr = this; /* this aren't yet in archetype */
337
338 ob->speed_left = 0.5f;
339 ob->speed = 1.0f;
340 ob->direction = 5; /* So player faces south */
341}
342
343player::player ()
344{
234 /* There are some elements we want initialized to non zero value - 345 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 346 * we deal with that below this point.
236 */ 347 */
237 p->party=NULL; 348 outputs_sync = 4;
238 p->outputs_sync=16; /* Every 2 seconds */ 349 outputs_count = 4;
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 350 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 351
243#ifdef AUTOSAVE 352 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 353
245#endif 354 gen_sp_armour = 10;
355 bowtype = bow_normal;
356 petmode = pet_normal;
357 listening = 10;
358 usekeys = containers;
359 peaceful = 1; /* default peaceful */
360 do_los = 1;
361}
362
363void
364player::do_destroy ()
365{
366 disconnect ();
367
368 attachable::do_destroy ();
369
370 if (ob)
246 371 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 372 ob->destroy_inv (false);
373 ob->destroy ();
248 374 }
249 op->contr=p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left=0.5;
252 op->speed=1.0;
253 op->direction=5; /* So player faces south */
254 op->stats.wc=2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257
258 roll_stats(op);
259 p->state=ST_ROLL_STAT;
260 clear_los(op);
261
262 p->gen_sp_armour=10;
263 p->last_speed= -1;
264 p->shoottype=range_none;
265 p->bowtype=bow_normal;
266 p->petmode=pet_normal;
267 p->listening=10;
268 p->usekeys=containers;
269 p->last_weapon_sp= -1;
270 p->peaceful=1; /* default peaceful */
271 p->do_los=1;
272 p->explore=0;
273 p->no_shout=0; /* default can shout */
274
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race);
278
279 CLEAR_FLAG(op,FLAG_READY_SKILL);
280
281 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i=0; i < NUM_SKILLS; i++) {
287 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL;
289 }
290 for (i=0; i < NROFATTACKS; i++) {
291 p->last_resist[i] = -1;
292 }
293 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1;
295
296 p->socket.update_look=0;
297 p->socket.look_position=0;
298 return p;
299} 375}
300 376
301 377player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 378{
305 strcpy(op->contr->maplevel, first_map_path); 379 /* Clear item stack */
306 op->x = -1; 380 free (stack_items);
307 op->y = -1;
308 enter_exit(op, NULL);
309} 381}
310 382
311/* Tries to add player on the connection passwd in ns. 383/* 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 384 * All we can really get in this is some settings like host and display
313 * mode. 385 * mode.
314 */ 386 */
387player *
388player::create ()
389{
390 player *pl = new player;
315 391
316int add_player(NewSocket *ns) { 392 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318 393
319 p=get_player(NULL); 394 pl->ob->roll_stats ();
320 p->socket = *ns; 395 pl->ob->stats.wc = 2;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 396 pl->ob->run_away = 25; /* Then we panick... */
322 if(p->socket.faces_sent == NULL) 397
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); 398 set_first_map (pl->ob);
331 399
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; 400 return pl;
339} 401}
340 402
341/* 403/*
342 * get_player_archetype() return next player archetype from archetype 404 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 405 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
345 */ 407 */
408archetype *
346archetype *get_player_archetype(archetype* at) 409get_player_archetype (archetype *at)
347{ 410{
348 archetype *start = at; 411 archetype *start = at;
412
349 for (;;) { 413 for (;;)
414 {
350 if (at==NULL || at->next==NULL) 415 if (at == NULL || at->next == NULL)
351 at=first_archetype; 416 at = first_archetype;
352 else 417 else
353 at=at->next; 418 at = at->next;
419
354 if(at->clone.type==PLAYER) 420 if (at->clone.type == PLAYER)
355 return at; 421 return at;
422
356 if (at == start) { 423 if (at == start)
424 {
357 LOG (llevError, "No Player archetypes\n"); 425 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 426 exit (-1);
359 } 427 }
360 } 428 }
361} 429}
362 430
363 431object *
364object *get_nearest_player(object *mon) { 432get_nearest_player (object *mon)
433{
365 object *op = NULL; 434 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 435 objectlink *ol;
368 unsigned lastdist; 436 unsigned lastdist;
369 rv_vector rv; 437 rv_vector rv;
370 438
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
440 {
372 /* We should not find free objects on this friendly list, but it 441 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 442 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 443 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 444 * list is also free, so encapsulate this in a while loop.
376 */ 445 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 446 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
447 {
378 object *tmp=ol->ob; 448 object *tmp = ol->ob;
379 449
380 /* Can't do much more other than log the fact, because the object 450 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 451 * itself will have been cleared.
382 */ 452 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 453 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
454 tmp->debug_desc ());
384 ol = ol->next; 455 ol = ol->next;
385 remove_friendly_object(tmp); 456 remove_friendly_object (tmp);
457 if (!ol)
386 if (!ol) return op; 458 return op;
387 } 459 }
388 460
389 /* Remove special check for player from this. First, it looks to cause 461 /* 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 462 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 463 * 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 464 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 465 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 466 * on_same_map check, as can_detect_enemy also does this
395 */ 467 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 468 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 469 continue;
398 470
399 if(lastdist>rv.distance) { 471 if (lastdist > rv.distance)
472 {
400 op=ol->ob; 473 op = ol->ob;
401 lastdist=rv.distance; 474 lastdist = rv.distance;
402 } 475 }
403 } 476 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 477
478 for_all_players (pl)
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 479 if (can_detect_enemy (mon, pl->ob, &rv))
406
407 if(lastdist>rv.distance) { 480 if (lastdist > rv.distance)
408 op=pl->ob;
409 lastdist=rv.distance;
410 }
411 } 481 {
412 } 482 op = pl->ob;
483 lastdist = rv.distance;
484 }
485
413#if 0 486#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 487 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 488#endif
416 return op; 489 return op;
417} 490}
418 491
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 492/* 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 493 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 494 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 508 * 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 509 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 510 * is probably not a good thing.
438 */ 511 */
439#define MAX_SPACES 50 512#define MAX_SPACES 50
440
441 513
442/* 514/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 515 * 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 516 * 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 517 * 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. 530 * 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, 531 * 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 532 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 533 * is blocking itself.
462 */ 534 */
535int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 536path_to_player (object *mon, object *pl, unsigned mindiff)
537{
464 rv_vector rv; 538 rv_vector rv;
465 sint16 x,y; 539 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 540 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 541 maptile *m, *lastmap;
468 542
469 get_rangevector(mon, pl, &rv, 0); 543 get_rangevector (mon, pl, &rv, 0);
470 544
471 if (rv.distance<mindiff) return 0; 545 if (rv.distance < mindiff)
546 return 0;
472 547
473 x=mon->x; 548 x = mon->x;
474 y=mon->y; 549 y = mon->y;
475 m=mon->map; 550 m = mon->map;
476 dir = rv.direction; 551 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 552 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); 553 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
554
479 /* If we can't solve it within the search distance, return now. */ 555 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 556 if (diff > max)
557 return 0;
558
481 while (diff >1 && max>0) { 559 while (diff > 1 && max > 0)
560 {
482 lastx = x; 561 lastx = x;
483 lasty = y; 562 lasty = y;
484 lastmap = m; 563 lastmap = m;
485 x = lastx + freearr_x[dir]; 564 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 565 y = lasty + freearr_y[dir];
487 566
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 567 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); 568 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
490 569
491 /* Space is blocked - try changing direction a little */ 570 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 571 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)))) { 572 && (m == mon->map && blocked_link (mon, m, x, y))))
573 {
494 /* recalculate direction from last good location. Possible 574 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 575 * we were not traversing ideal location before.
496 */ 576 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 577 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 578 if (rv.direction != dir)
579 {
499 /* OK - says direction should be different - lets reset the 580 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 581 * the values so it will try again.
501 */ 582 */
502 x = lastx; 583 x = lastx;
503 y = lasty; 584 y = lasty;
504 m = lastmap; 585 m = lastmap;
505 dir = firstdir = rv.direction; 586 dir = firstdir = rv.direction;
587 }
506 } else { 588 else
589 {
507 /* direct path is blocked - try taking a side step to 590 /* direct path is blocked - try taking a side step to
508 * either the left or right. 591 * either the left or right.
509 * Note increase the values in the loop below to be 592 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 593 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 594 * 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 595 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 596 * stepping back and forth
514 */ 597 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 598 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
599 {
600 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 601 continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 602 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 603 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 604 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 605 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 606 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 607 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 608 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 609 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 610 * the last direction the creature has successfully
526 * moved. 611 * moved.
527 */ 612 */
528 613
529 x = lastx + freearr_x[absdir(lastdir+i)]; 614 x = lastx + freearr_x[absdir (lastdir + i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 615 y = lasty + freearr_y[absdir (lastdir + i)];
531 m = lastmap; 616 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 617 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 618 if (mflags & P_OUT_OF_MAP)
619 continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 620 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 621 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
622 continue;
536 if (mflags & P_BLOCKSVIEW) continue; 623 if (mflags & P_BLOCKSVIEW)
624 continue;
537 625
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 626 if (m == mon->map && blocked_link (mon, m, x, y))
627 break;
539 } 628 }
540 /* go through entire loop without finding a valid 629 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 630 * sidestep to take - thus, no valid path.
542 */ 631 */
543 if (i==(DETOUR_AMOUNT+1)) 632 if (i == (DETOUR_AMOUNT + 1))
544 return 0; 633 return 0;
545 diff--; 634 diff--;
546 lastdir=dir; 635 lastdir = dir;
547 max--; 636 max--;
548 if (!firstdir) firstdir = dir+i; 637 if (!firstdir)
638 firstdir = dir + i;
549 } /* else check alternate directions */ 639 } /* else check alternate directions */
550 } /* if blocked */ 640 } /* if blocked */
551 else { 641 else
642 {
552 /* we moved towards creature, so diff is less */ 643 /* we moved towards creature, so diff is less */
553 diff--; 644 diff--;
554 max--; 645 max--;
555 lastdir=dir; 646 lastdir = dir;
647 if (!firstdir)
556 if (!firstdir) firstdir = dir; 648 firstdir = dir;
649 }
650
651 if (diff <= 1)
557 } 652 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 653 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 654 * headed toward player for entire distance.
561 */ 655 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 656 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); 657 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
564 } 658 }
565 if (diff>max) return 0; 659
660 if (diff > max)
661 return 0;
566 } 662 }
663
567 /* If we reached the max, didn't find a direction in time */ 664 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 665 if (!max)
666 return 0;
569 667
570 return firstdir; 668 return firstdir;
571} 669}
572 670
671void
573void give_initial_items(object *pl,treasurelist *items) { 672give_initial_items (object *pl, treasurelist * items)
673{
574 object *op,*next=NULL; 674 object *op, *next = NULL;
575 675
576 if(pl->randomitems!=NULL) 676 if (pl->randomitems != NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 677 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 678
579 for (op=pl->inv; op; op=next) { 679 for (op = pl->inv; op; op = next)
680 {
580 next = op->below; 681 next = op->below;
581 682
582 /* Forces get applied per default, unless they have the 683 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 684 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 685 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 686 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 687 SET_FLAG (op, FLAG_APPLIED);
587 688
588 /* we never give weapons/armour if these cannot be used 689 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 690 * by this player due to race restrictions
590 */ 691 */
591 if (pl->type == PLAYER) { 692 if (pl->type == PLAYER)
693 {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 694 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS || 695 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET || 696 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES || 697 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) || 698 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 } 699 {
602 } 700 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; 701 continue;
622 } 702 }
623 if (op->nrof > 1) op->nrof = 1; 703 }
704
705 /* This really needs to be better - we should really give
706 * a substitute spellbook. The problem is that we don't really
707 * have a good idea what to replace it with (need something like
708 * a first level treasurelist for each skill.)
709 * remove duplicate skills also
710 */
711 if (op->type == SPELLBOOK || op->type == SKILL)
624 } 712 {
713 object *tmp;
625 714
715 for (tmp = op->below; tmp; tmp = tmp->below)
716 if (tmp->type == op->type && tmp->name == op->name)
717 break;
718
719 if (tmp)
720 {
721 op->destroy ();
722 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
723 continue;
724 }
725
726 if (op->nrof > 1)
727 op->nrof = 1;
728 }
729
626 if (op->type == SPELLBOOK && op->inv) { 730 if (op->type == SPELLBOOK && op->inv)
731 {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 732 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
628 } 733 }
629 734
630 /* Give starting characters identified, uncursed, and undamned 735 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 736 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 737 * merged properly.
633 */ 738 */
634 if (need_identify(op)) { 739 if (need_identify (op))
740 {
635 SET_FLAG(op, FLAG_IDENTIFIED); 741 SET_FLAG (op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 742 CLEAR_FLAG (op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 743 CLEAR_FLAG (op, FLAG_DAMNED);
744 }
745 if (op->type == SPELL)
638 } 746 {
639 if(op->type==SPELL) { 747 op->destroy ();
640 remove_ob(op);
641 free_object(op);
642 continue; 748 continue;
749 }
750 else if (op->type == SKILL)
643 } 751 {
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 752 SET_FLAG (op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 753 op->stats.exp = 0;
647 op->level = 1; 754 op->level = 1;
648 } 755 }
649 /* lock all 'normal items by default */ 756 /* lock all 'normal items by default */
757 else
650 else SET_FLAG(op, FLAG_INV_LOCKED); 758 SET_FLAG (op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 759 } /* for loop of objects in player inv */
652 760
653 /* Need to set up the skill pointers */ 761 /* Need to set up the skill pointers */
654 link_player_skills(pl); 762 link_player_skills (pl);
655} 763}
656 764
657void get_name(object *op) { 765void
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) { 766get_party_password (object *op, partylist *party)
767{
734 if (party == NULL) { 768 if (party == NULL)
769 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 770 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 771 return;
737 } 772 }
773
738 op->contr->write_buf[0]='\0'; 774 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 775 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 776 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 777 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 778}
743
744 779
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 780/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
781static int
746int roll_stat(void) { 782roll_stat (void)
783{
747 int a[4],i,j,k; 784 int a[4], i, j, k;
748 785
749 for(i=0;i<4;i++) 786 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 787 a[i] = (int) rndm (6) + 1;
751 788
752 for(i=0,j=0,k=7;i<4;i++) 789 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 790 if (a[i] < k)
754 k=a[i],j=i; 791 k = a[i], j = i;
755 792
756 for(i=0,k=0;i<4;i++) { 793 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 794 if (i != j)
758 k+=a[i]; 795 k += a[i];
759 } 796
760 return k; 797 return k;
761} 798}
762 799
763void roll_stats(object *op) { 800void
801object::roll_stats ()
802{
803 int statsort [NUM_STATS];
804
805 for (;;)
806 {
764 int sum=0; 807 int sum = 0;
765 int i = 0, j = 0; 808 for (int i = NUM_STATS; i--; )
766 int statsort[7]; 809 sum += statsort [i] = roll_stat ();
767 810
768 do { 811 if (sum >= 82 && sum <= 116)
769 op->stats.Str=roll_stat(); 812 break;
770 op->stats.Dex=roll_stat(); 813 }
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);
780 814
781 /* Sort the stats so that rerolling is easier... */ 815 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 816 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;
789 817
790 /* a quick and dirty bubblesort? */ 818 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]; 819 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];
809 820
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; 821 stats.exp = 0;
821 op->stats.ac=0; 822 stats.ac = 0;
822 823
824 stats.hp = stats.maxhp;
825 stats.sp = stats.maxsp;
826 stats.grace = stats.maxgrace;
827
828 if (contr)
829 {
823 op->contr->levhp[1] = 9; 830 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 831 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 832 contr->levgrace[1] = 3;
826 833
827 fix_player(op); 834 contr->orig_stats = stats;
835 }
836}
837
838void
839object::swap_stats (int a, int b)
840{
841 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
842
843 for (int i = 0; i < NUM_STATS; ++i)
844 stats.stat (i) = contr->orig_stats.stat (i);
845
846 //TODO: the following code looks so borked and should, at the very least,
847 // be merged with the similar code in roll_stats
848 stats.ac = 0;
849
850 level = 1;
851 stats.exp = 0;
852 stats.ac = 0;
853
828 op->stats.hp = op->stats.maxhp; 854 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 855 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 856 stats.grace = stats.maxgrace;
857
858 if (contr)
859 {
860 contr->levhp[1] = 9;
861 contr->levsp[1] = 6;
862 contr->levgrace[1] = 3;
863
831 op->contr->orig_stats=op->stats; 864 contr->orig_stats = stats;
865 }
832} 866}
833 867
834void Roll_Again(object *op) 868static void
869start_info (object *op)
835{ 870{
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]; 871 char buf[MAX_BUF];
844 872
845 if ( op->contr->Swap_First == -1 ) { 873 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); 874 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 875 //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); 876 //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} 877}
953 878
954/* This function takes the key that is passed, and does the 879/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 880 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 881 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 882 * separate race and class; this actually changes the RACE,
958 * not the class. 883 * not the class.
959 */ 884 */
960 885void
961int key_change_class(object *op, char key) 886player::chargen_race_done ()
962{ 887{
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 */ 888 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 889 esrv_new_player (ob->contr, ob->weight + ob->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 890
891 treasurelist *tl = treasurelist::find ("starting_wealth");
892 if (tl)
893 create_treasure (tl, ob, 0, 0, 0);
894
977 INVOKE_PLAYER (BIRTH, op->contr); 895 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 896 INVOKE_PLAYER (LOGIN, ob->contr);
979 897
980 op->contr->state=ST_PLAYING; 898 ob->contr->ns->state = ST_PLAYING;
981 899
982 if (op->msg) { 900 if (ob->msg)
983 free_string(op->msg); 901 ob->msg = 0;
984 op->msg=NULL;
985 }
986 902
987 /* We create this now because some of the unique maps will need it 903 /* We create this now because some of the unique maps will need it
988 * to save here. 904 * 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 */ 905 */
1029 906 {
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 update_object(op,UP_OBJ_FACE);
1054 esrv_update_item(UPD_FACE,op,op);
1055 fix_player(op);
1056 op->stats.hp=op->stats.maxhp;
1057 op->stats.sp=op->stats.maxsp;
1058 op->stats.grace=0;
1059 if (op->msg)
1060 new_draw_info(NDI_BLUE, 0, op, op->msg);
1061 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1062 return 0;
1063}
1064
1065int key_confirm_quit(object *op, char key)
1066{
1067 char buf[MAX_BUF]; 907 char buf[MAX_BUF];
1068
1069 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1070 op->contr->state=ST_PLAYING;
1071 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1072 return 1;
1073 }
1074
1075 INVOKE_PLAYER (LOGOUT, op->contr);
1076 INVOKE_PLAYER (QUIT , op->contr);
1077
1078 terminate_all_pets(op);
1079 leave_map(op);
1080 op->direction=0;
1081 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1082 "%s quits the game.",op->name);
1083
1084 strcpy(op->contr->killer,"quit");
1085 check_score(op);
1086 op->contr->party=NULL;
1087 if (settings.set_title == TRUE)
1088 op->contr->own_title[0]='\0';
1089
1090 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1091 mapstruct *mp, *next;
1092
1093 /* We need to hunt for any per player unique maps in memory and
1094 * get rid of them. The trailing slash in the path is intentional,
1095 * so that players named 'Ab' won't match against players 'Abe' pathname
1096 */
1097 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 908 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1098 for (mp=first_map; mp!=NULL; mp=next) { 909 make_path_to_file (buf);
1099 next = mp->next; 910 }
1100 if (!strncmp(mp->path, buf, strlen(buf))) 911
1101 delete_map(mp); 912 start_info (ob);
1102 } 913 CLEAR_FLAG (ob, FLAG_WIZ);
1103 914 give_initial_items (ob, ob->randomitems);
1104 delete_character(op->name, 1); 915 link_player_skills (ob);
916 esrv_send_inventory (ob, ob);
917 ob->update_stats ();
918
919 /* This moves the player to a different start map, if there
920 * is one for this race
921 */
922 if (*first_map_ext_path)
1105 } 923 {
1106 play_again(op); 924 object *tmp;
1107 return 1; 925 char mapname[MAX_BUF];
1108}
1109 926
927 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
928 tmp = object::create ();
929 EXIT_PATH (tmp) = mapname;
930 EXIT_X (tmp) = ob->x;
931 EXIT_Y (tmp) = ob->y;
932 ob->enter_exit (tmp); /* we don't really care if it succeeded;
933 * if the map isn't there, then stay on the
934 * default initial map */
935 tmp->destroy ();
936 }
937 else
938 LOG (llevDebug, "first_map_ext_path not set\n");
939}
940
941void
942player::chargen_race_next ()
943{
944 /* Following actually changes the race - this is the default command
945 * if we don't match with one of the options above.
946 */
947
948 do
949 {
950 shstr name = ob->name;
951 int x = ob->x, y = ob->y;
952
953 ob->remove_statbonus ();
954 ob->remove ();
955 ob->arch = get_player_archetype (ob->arch);
956 ob->arch->clone.copy_to (ob);
957 ob->instantiate ();
958 ob->stats = ob->contr->orig_stats;
959 ob->name = ob->name_pl = name;
960 ob->x = x;
961 ob->y = y;
962 SET_ANIMATION (ob, 2); /* So player faces south */
963 insert_ob_in_map (ob, ob->map, ob, 0);
964 assign (ob->contr->title, ob->arch->clone.name);
965 ob->add_statbonus ();
966 }
967 while (!allowed_class (ob));
968
969 update_object (ob, UP_OBJ_FACE);
970 esrv_update_item (UPD_FACE, ob, ob);
971 ob->update_stats ();
972 ob->stats.hp = ob->stats.maxhp;
973 ob->stats.sp = ob->stats.maxsp;
974 ob->stats.grace = 0;
975}
976
977void
1110void flee_player(object *op) { 978flee_player (object *op)
979{
1111 int dir,diff; 980 int dir, diff;
1112 rv_vector rv; 981 rv_vector rv;
1113 982
1114 if(op->stats.hp < 0) { 983 if (op->stats.hp < 0)
984 {
1115 LOG(llevDebug, "Fleeing player is dead.\n"); 985 LOG (llevDebug, "Fleeing player is dead.\n");
1116 CLEAR_FLAG(op, FLAG_SCARED); 986 CLEAR_FLAG (op, FLAG_SCARED);
987 return;
988 }
989
990 if (op->enemy == NULL)
991 {
992 LOG (llevDebug, "Fleeing player had no enemy.\n");
993 CLEAR_FLAG (op, FLAG_SCARED);
994 return;
995 }
996
997 /* Seen some crashes here. Since we don't store an
998 * op->enemy_count, it is possible that something destroys the
999 * actual enemy, and the object is recycled.
1000 */
1001 if (op->enemy->map == NULL)
1002 {
1003 CLEAR_FLAG (op, FLAG_SCARED);
1004 op->enemy = NULL;
1005 return;
1006 }
1007
1008 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1009 {
1010 op->enemy = NULL;
1011 CLEAR_FLAG (op, FLAG_SCARED);
1012 return;
1013 }
1014
1015 get_rangevector (op, op->enemy, &rv, 0);
1016
1017 dir = absdir (4 + rv.direction);
1018 for (diff = 0; diff < 3; diff++)
1019 {
1020 int m = 1 - (RANDOM () & 2);
1021
1022 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1117 return; 1023 return;
1118 } 1024 }
1119 1025
1120 if(op->enemy==NULL) {
1121 LOG(llevDebug,"Fleeing player had no enemy.\n");
1122 CLEAR_FLAG(op, FLAG_SCARED);
1123 return;
1124 }
1125
1126 /* Seen some crashes here. Since we don't store an
1127 * op->enemy_count, it is possible that something destroys the
1128 * actual enemy, and the object is recycled.
1129 */
1130 if (op->enemy->map == NULL) {
1131 CLEAR_FLAG(op, FLAG_SCARED);
1132 op->enemy=NULL;
1133 return;
1134 }
1135
1136 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1137 op->enemy=NULL;
1138 CLEAR_FLAG(op, FLAG_SCARED);
1139 return;
1140 }
1141 get_rangevector(op, op->enemy, &rv, 0);
1142
1143 dir=absdir(4+rv.direction);
1144 for(diff=0;diff<3;diff++) {
1145 int m=1-(RANDOM()&2);
1146 if(move_ob(op,absdir(dir+diff*m),op)||
1147 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1148 return;
1149 }
1150 }
1151 /* Cornered, get rid of scared */ 1026 /* Cornered, get rid of scared */
1152 CLEAR_FLAG(op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1153 op->enemy=NULL; 1028 op->enemy = NULL;
1154} 1029}
1155
1156 1030
1157/* check_pick sees if there is stuff to be picked up/picks up stuff. 1031/* check_pick sees if there is stuff to be picked up/picks up stuff.
1158 * IT returns 1 if the player should keep on moving, 0 if he should 1032 * It returns 1 if the player should keep on moving, 0 if he should
1159 * stop. 1033 * stop.
1160 */ 1034 */
1035int
1161int check_pick(object *op) { 1036check_pick (object *op)
1037{
1162 object *tmp, *next; 1038 object *tmp, *next;
1163 tag_t next_tag=0, op_tag;
1164 int stop = 0; 1039 int stop = 0;
1165 int j, k, wvratio; 1040 int wvratio;
1166 char putstring[128], tmpstr[16]; 1041 char putstring[128];
1167
1168 1042
1169 /* if you're flying, you cna't pick up anything */ 1043 /* if you're flying, you cna't pick up anything */
1170 if (op->move_type & MOVE_FLYING) 1044 if (op->move_type & MOVE_FLYING)
1171 return 1; 1045 return 1;
1172 1046
1173 op_tag = op->count;
1174
1175 next = op->below; 1047 next = op->below;
1176 if (next)
1177 next_tag = next->count;
1178 1048
1179 /* loop while there are items on the floor that are not marked as 1049 /* loop while there are items on the floor that are not marked as
1180 * destroyed */ 1050 * destroyed */
1181 while (next && ! was_destroyed (next, next_tag)) 1051 while (next && !next->destroyed ())
1182 { 1052 {
1183 tmp = next; 1053 tmp = next;
1184 next = tmp->below; 1054 next = tmp->below;
1185 if (next)
1186 next_tag = next->count;
1187 1055
1188 if (was_destroyed (op, op_tag)) 1056 if (op->destroyed ())
1189 return 0; 1057 return 0;
1190 1058
1191 if ( ! can_pick (op, tmp)) 1059 if (!can_pick (op, tmp))
1192 continue; 1060 continue;
1193 1061
1194 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1062 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1195 { 1063 {
1196 if (item_matched_string (op, tmp, op->contr->search_str)) 1064 if (item_matched_string (op, tmp, op->contr->search_str))
1197 pick_up (op, tmp); 1065 pick_up (op, tmp);
1198 continue; 1066 continue;
1199 } 1067 }
1200 1068
1201 /* high not bit set? We're using the old autopickup model */ 1069 /* high not bit set? We're using the old autopickup model */
1202 if(!(op->contr->mode & PU_NEWMODE)) { 1070 if (!(op->contr->mode & PU_NEWMODE))
1071 {
1203 switch (op->contr->mode) { 1072 switch (op->contr->mode)
1073 {
1074 case 0:
1204 case 0: return 1; /* don't pick up */ 1075 return 1; /* don't pick up */
1076 case 1:
1205 case 1: pick_up (op, tmp); 1077 pick_up (op, tmp);
1206 return 1; 1078 return 1;
1079 case 2:
1207 case 2: pick_up (op, tmp); 1080 pick_up (op, tmp);
1208 return 0; 1081 return 0;
1082 case 3:
1209 case 3: return 0; /* stop before pickup */ 1083 return 0; /* stop before pickup */
1084 case 4:
1210 case 4: pick_up (op, tmp); 1085 pick_up (op, tmp);
1211 break; 1086 break;
1087 case 5:
1212 case 5: pick_up (op, tmp); 1088 pick_up (op, tmp);
1213 stop = 1; 1089 stop = 1;
1214 break; 1090 break;
1215 case 6: 1091 case 6:
1216 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1092 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1217 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1218 pick_up(op, tmp); 1093 pick_up (op, tmp);
1219 break; 1094 break;
1220 1095
1221 case 7: 1096 case 7:
1222 if (tmp->type == MONEY || tmp->type == GEM) 1097 if (tmp->type == MONEY || tmp->type == GEM)
1223 pick_up(op, tmp); 1098 pick_up (op, tmp);
1224 break; 1099 break;
1225 1100
1226 default: 1101 default:
1227 /* use value density */ 1102 /* use value density */
1228 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1103 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1229 && (query_cost (tmp, op, F_TRUE) * 100 1104 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1230 / (tmp->weight * MAX (tmp->nrof, 1)))
1231 >= op->contr->mode)
1232 pick_up(op,tmp); 1105 pick_up (op, tmp);
1233 }
1234 }
1235 else { /* old model */
1236 /* NEW pickup handling */
1237 if(op->contr->mode & PU_DEBUG)
1238 {
1239 /* some debugging code to figure out item information */
1240 if(tmp->name!=NULL)
1241 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1242 tmp->name, tmp->type,
1243 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1244 else
1245 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1246 tmp->arch->name, tmp->type,
1247 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1248 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1249
1250 sprintf(putstring,"...flags: ");
1251 for(k=0;k<4;k++)
1252 {
1253 for(j=0;j<32;j++)
1254 {
1255 if((tmp->flags[k]>>j)&0x01)
1256 {
1257 sprintf(tmpstr,"%d ",k*32+j);
1258 strcat(putstring, tmpstr);
1259 } 1106 }
1260 } 1107 }
1261 } 1108 else
1109 { /* old model */
1110 /* NEW pickup handling */
1111 if (op->contr->mode & PU_DEBUG)
1112 {
1113 /* some debugging code to figure out item information */
1114 if (tmp->name != NULL)
1115 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1116 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1117 else
1118 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1119 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1120
1262 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1121 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1122 }
1263 1123
1124 /* philosophy:
1125 * It's easy to grab an item type from a pile, as long as it's
1126 * generic. This takes no game-time. For more detailed pickups
1127 * and selections, select-items should be used. This is a
1128 * grab-as-you-run type mode that's really useful for arrows for
1129 * example.
1130 * The drawback: right now it has no frontend, so you need to
1131 * stick the bits you want into a calculator in hex mode and then
1132 * convert to decimal and then 'pickup <#>
1133 */
1134
1135 /* the first two modes are exclusive: if NOTHING we return, if
1136 * STOP then we stop. All the rest are applied sequentially,
1137 * meaning if any test passes, the item gets picked up. */
1138
1139 /* if mode is set to pick nothing up, return */
1140
1141 if (op->contr->mode & PU_NOTHING)
1142 return 1;
1143
1144 /* if mode is set to stop when encountering objects, return */
1145 /* take STOP before INHIBIT since it doesn't actually pick
1146 * anything up */
1147
1148 if (op->contr->mode & PU_STOP)
1149 return 0;
1150
1151 /* useful for going into stores and not losing your settings... */
1152 /* and for battles wher you don't want to get loaded down while
1153 * fighting */
1154 if (op->contr->mode & PU_INHIBIT)
1155 return 1;
1156
1157 /* prevent us from turning into auto-thieves :) */
1158 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1159 continue;
1160
1161 /* ignore known cursed objects */
1162 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1163 continue;
1164
1165 /* all food and drink if desired */
1166 /* question: don't pick up known-poisonous stuff? */
1167 if (op->contr->mode & PU_FOOD)
1168 if (tmp->type == FOOD)
1169 {
1170 pick_up (op, tmp);
1171 continue;
1172 }
1173
1174 if (op->contr->mode & PU_DRINK)
1175 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1176 {
1177 pick_up (op, tmp);
1178 continue;
1179 }
1180
1181 if (op->contr->mode & PU_POTION)
1182 if (tmp->type == POTION)
1183 {
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 /* spellbooks, skillscrolls and normal books/scrolls */
1189 if (op->contr->mode & PU_SPELLBOOK)
1190 if (tmp->type == SPELLBOOK)
1191 {
1192 pick_up (op, tmp);
1193 continue;
1194 }
1195
1196 if (op->contr->mode & PU_SKILLSCROLL)
1197 if (tmp->type == SKILLSCROLL)
1198 {
1199 pick_up (op, tmp);
1200 continue;
1201 }
1202
1203 if (op->contr->mode & PU_READABLES)
1204 if (tmp->type == BOOK || tmp->type == SCROLL)
1205 {
1206 pick_up (op, tmp);
1207 continue;
1208 }
1209
1210 /* wands/staves/rods/horns */
1211 if (op->contr->mode & PU_MAGIC_DEVICE)
1212 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1213 {
1214 pick_up (op, tmp);
1215 continue;
1216 }
1217
1218 /* pick up all magical items */
1219 if (op->contr->mode & PU_MAGICAL)
1220 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1221 {
1222 pick_up (op, tmp);
1223 continue;
1224 }
1225
1226 if (op->contr->mode & PU_VALUABLES)
1227 {
1228 if (tmp->type == MONEY || tmp->type == GEM)
1229 {
1230 pick_up (op, tmp);
1231 continue;
1232 }
1233 }
1234
1235 /* rings & amulets - talismans seems to be typed AMULET */
1236 if (op->contr->mode & PU_JEWELS)
1237 if (tmp->type == RING || tmp->type == AMULET)
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 /* we don't forget dragon food */
1244 if (op->contr->mode & PU_FLESH)
1245 if (tmp->type == FLESH)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 /* bows and arrows. Bows are good for selling! */
1252 if (op->contr->mode & PU_BOW)
1253 if (tmp->type == BOW)
1254 {
1255 pick_up (op, tmp);
1256 continue;
1257 }
1258
1259 if (op->contr->mode & PU_ARROW)
1260 if (tmp->type == ARROW)
1261 {
1262 pick_up (op, tmp);
1263 continue;
1264 }
1265
1266 /* all kinds of armor etc. */
1267 if (op->contr->mode & PU_ARMOUR)
1268 if (tmp->type == ARMOUR)
1269 {
1270 pick_up (op, tmp);
1271 continue;
1272 }
1273
1274 if (op->contr->mode & PU_HELMET)
1275 if (tmp->type == HELMET)
1276 {
1277 pick_up (op, tmp);
1278 continue;
1279 }
1280
1281 if (op->contr->mode & PU_SHIELD)
1282 if (tmp->type == SHIELD)
1283 {
1284 pick_up (op, tmp);
1285 continue;
1286 }
1287
1288 if (op->contr->mode & PU_BOOTS)
1289 if (tmp->type == BOOTS)
1290 {
1291 pick_up (op, tmp);
1292 continue;
1293 }
1294
1295 if (op->contr->mode & PU_GLOVES)
1296 if (tmp->type == GLOVES)
1297 {
1298 pick_up (op, tmp);
1299 continue;
1300 }
1301
1302 if (op->contr->mode & PU_CLOAK)
1303 if (tmp->type == CLOAK)
1304 {
1305 pick_up (op, tmp);
1306 continue;
1307 }
1308
1309 /* hoping to catch throwing daggers here */
1310 if (op->contr->mode & PU_MISSILEWEAPON)
1311 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1312 {
1313 pick_up (op, tmp);
1314 continue;
1315 }
1316
1317 /* careful: chairs and tables are weapons! */
1318 if (op->contr->mode & PU_ALLWEAPON)
1319 {
1320 if (tmp->type == WEAPON && tmp->name != NULL)
1321 {
1322 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1323 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1324 {
1325 pick_up (op, tmp);
1326 continue;
1327 }
1328 }
1329
1330 if (tmp->type == WEAPON && tmp->name == NULL)
1331 {
1332 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1333 {
1334 pick_up (op, tmp);
1335 continue;
1336 }
1337 }
1338 }
1339
1340 /* misc stuff that's useful */
1341 if (op->contr->mode & PU_KEY)
1342 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1343 {
1344 pick_up (op, tmp);
1345 continue;
1346 }
1347
1348 /* any of the last 4 bits set means we use the ratio for value
1349 * pickups */
1350 if (op->contr->mode & PU_RATIO)
1351 {
1352 /* use value density to decide what else to grab */
1353 /* >=7 was >= op->contr->mode */
1354 /* >=7 is the old standard setting. Now we take the last 4 bits
1355 * and multiply them by 5, giving 0..15*5== 5..75 */
1356 wvratio = (op->contr->mode & PU_RATIO) * 5;
1357 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1358 {
1359 pick_up (op, tmp);
1264#if 0 1360#if 0
1265 /* print the flags too */ 1361 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1266 for(k=0;k<4;k++) 1362 if (tmp->name != NULL)
1267 { 1363 {
1268 fprintf(stderr,"%d [%d] ", k, k*32+31); 1364 fprintf (stderr, "%s", tmp->name);
1269 for(j=0;j<32;j++) 1365 }
1270 { 1366 else
1271 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1367 fprintf (stderr, "%s", tmp->arch->name);
1272 if(!((j+1)%4))fprintf(stderr," "); 1368 fprintf (stderr, ",%d] = ", tmp->type);
1273 } 1369 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1274 fprintf(stderr," [%d]\n", k*32);
1275 }
1276#endif 1370#endif
1277 } 1371 continue;
1278 /* philosophy: 1372 }
1279 * It's easy to grab an item type from a pile, as long as it's
1280 * generic. This takes no game-time. For more detailed pickups
1281 * and selections, select-items shoul dbe used. This is a
1282 * grab-as-you-run type mode that's really useful for arrows for
1283 * example.
1284 * The drawback: right now it has no frontend, so you need to
1285 * stick the bits you want into a calculator in hex mode and then
1286 * convert to decimal and then 'pickup <#>
1287 */
1288
1289 /* the first two modes are exclusive: if NOTHING we return, if
1290 * STOP then we stop. All the rest are applied sequentially,
1291 * meaning if any test passes, the item gets picked up. */
1292
1293 /* if mode is set to pick nothing up, return */
1294
1295 if(op->contr->mode & PU_NOTHING) return 1;
1296
1297 /* if mode is set to stop when encountering objects, return */
1298 /* take STOP before INHIBIT since it doesn't actually pick
1299 * anything up */
1300
1301 if(op->contr->mode & PU_STOP) return 0;
1302
1303 /* useful for going into stores and not losing your settings... */
1304 /* and for battles wher you don't want to get loaded down while
1305 * fighting */
1306 if(op->contr->mode & PU_INHIBIT) return 1;
1307
1308 /* prevent us from turning into auto-thieves :) */
1309 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1310
1311 /* ignore known cursed objects */
1312 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1313
1314 /* all food and drink if desired */
1315 /* question: don't pick up known-poisonous stuff? */
1316 if(op->contr->mode & PU_FOOD)
1317 if (tmp->type == FOOD)
1318 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1319 if(op->contr->mode & PU_DRINK)
1320 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1322
1323 if(op->contr->mode & PU_POTION)
1324 if (tmp->type == POTION)
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1326
1327 /* spellbooks, skillscrolls and normal books/scrolls */
1328 if(op->contr->mode & PU_SPELLBOOK)
1329 if (tmp->type == SPELLBOOK)
1330 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1331 if(op->contr->mode & PU_SKILLSCROLL)
1332 if (tmp->type == SKILLSCROLL)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1334 if(op->contr->mode & PU_READABLES)
1335 if (tmp->type == BOOK || tmp->type == SCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1337
1338 /* wands/staves/rods/horns */
1339 if (op->contr->mode & PU_MAGIC_DEVICE)
1340 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1341 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1342
1343 /* pick up all magical items */
1344 if(op->contr->mode & PU_MAGICAL)
1345 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1346 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1347
1348 if(op->contr->mode & PU_VALUABLES)
1349 {
1350 if (tmp->type == MONEY || tmp->type == GEM)
1351 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1352 }
1353
1354 /* rings & amulets - talismans seems to be typed AMULET */
1355 if(op->contr->mode & PU_JEWELS)
1356 if (tmp->type == RING || tmp->type == AMULET)
1357 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1358
1359 /* bows and arrows. Bows are good for selling! */
1360 if(op->contr->mode & PU_BOW)
1361 if (tmp->type == BOW)
1362 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1363 if(op->contr->mode & PU_ARROW)
1364 if (tmp->type == ARROW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1366
1367 /* all kinds of armor etc. */
1368 if(op->contr->mode & PU_ARMOUR)
1369 if (tmp->type == ARMOUR)
1370 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1371 if(op->contr->mode & PU_HELMET)
1372 if (tmp->type == HELMET)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1374 if(op->contr->mode & PU_SHIELD)
1375 if (tmp->type == SHIELD)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1377 if(op->contr->mode & PU_BOOTS)
1378 if (tmp->type == BOOTS)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1380 if(op->contr->mode & PU_GLOVES)
1381 if (tmp->type == GLOVES)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1383 if(op->contr->mode & PU_CLOAK)
1384 if (tmp->type == CLOAK)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1386
1387 /* hoping to catch throwing daggers here */
1388 if(op->contr->mode & PU_MISSILEWEAPON)
1389 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1390 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1391
1392 /* careful: chairs and tables are weapons! */
1393 if(op->contr->mode & PU_ALLWEAPON)
1394 {
1395 if(tmp->type == WEAPON && tmp->name!=NULL)
1396 {
1397 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1398 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1399 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1400 }
1401 if(tmp->type == WEAPON && tmp->name==NULL)
1402 {
1403 if(strstr(tmp->arch->name,"table")==NULL &&
1404 strstr(tmp->arch->name,"chair")==NULL)
1405 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1406 }
1407 }
1408
1409 /* misc stuff that's useful */
1410 if(op->contr->mode & PU_KEY)
1411 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1412 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1413
1414 /* any of the last 4 bits set means we use the ratio for value
1415 * pickups */
1416 if(op->contr->mode & PU_RATIO)
1417 {
1418 /* use value density to decide what else to grab */
1419 /* >=7 was >= op->contr->mode */
1420 /* >=7 is the old standard setting. Now we take the last 4 bits
1421 * and multiply them by 5, giving 0..15*5== 5..75 */
1422 wvratio=(op->contr->mode & PU_RATIO) * 5;
1423 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1424 {
1425 pick_up(op, tmp);
1426#if 0
1427 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1428 if(tmp->name!=NULL) {
1429 fprintf(stderr,"%s", tmp->name);
1430 } 1373 }
1431 else fprintf(stderr,"%s",tmp->arch->name); 1374 } /* the new pickup model */
1432 fprintf(stderr,",%d] = ", tmp->type);
1433 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1434#endif
1435 continue;
1436 }
1437 } 1375 }
1438 } /* the new pickup model */ 1376
1439 }
1440 return ! stop; 1377 return !stop;
1441} 1378}
1442 1379
1443/* 1380/*
1444 * Find an arrow in the inventory and after that 1381 * Find an arrow in the inventory and after that
1445 * in the right type container (quiver). Pointer to the 1382 * in the right type container (quiver). Pointer to the
1446 * found object is returned. 1383 * found object is returned.
1447 */ 1384 */
1385object *
1448object *find_arrow(object *op, const char *type) 1386find_arrow (object *op, const char *type)
1449{ 1387{
1450 object *tmp = NULL; 1388 object *tmp = 0;
1451 1389
1452 for(op=op->inv; op; op=op->below) 1390 for (op = op->inv; op; op = op->below)
1453 if(!tmp && op->type==CONTAINER && op->race==type && 1391 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1454 QUERY_FLAG(op,FLAG_APPLIED))
1455 tmp = find_arrow (op, type); 1392 tmp = find_arrow (op, type);
1456 else if (op->type==ARROW && op->race==type) 1393 else if (op->type == ARROW && op->race == type)
1457 return op; 1394 return op;
1395
1458 return tmp; 1396 return tmp;
1459} 1397}
1460 1398
1461/* 1399/*
1462 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1400 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1463 * against the target. A full test is not performed, simply a basic test 1401 * against the target. A full test is not performed, simply a basic test
1464 * of resistances. The archer is making a quick guess at what he sees down 1402 * of resistances. The archer is making a quick guess at what he sees down
1465 * the hall. Failing that it does it's best to pick the highest plus arrow. 1403 * the hall. Failing that it does it's best to pick the highest plus arrow.
1466 */ 1404 */
1467 1405object *
1468object *find_better_arrow(object *op, object *target, const char *type, int *better) 1406find_better_arrow (object *op, object *target, const char *type, int *better)
1469{ 1407{
1470 object *tmp = NULL, *arrow, *ntmp; 1408 object *tmp = NULL, *arrow, *ntmp;
1471 int attacknum, attacktype, betterby=0, i; 1409 int attacknum, attacktype, betterby = 0, i;
1472 1410
1473 if (!type) 1411 if (!type)
1474 return NULL; 1412 return NULL;
1475 1413
1476 for (arrow=op->inv; arrow; arrow=arrow->below) { 1414 for (arrow = op->inv; arrow; arrow = arrow->below)
1477 if (arrow->type==CONTAINER && arrow->race==type && 1415 {
1478 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1416 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1417 {
1479 i = 0; 1418 i = 0;
1480 ntmp = find_better_arrow(arrow, target, type, &i); 1419 ntmp = find_better_arrow (arrow, target, type, &i);
1481 if (i > betterby) { 1420 if (i > betterby)
1421 {
1482 tmp = ntmp; 1422 tmp = ntmp;
1483 betterby = i; 1423 betterby = i;
1484 } 1424 }
1425 }
1485 } else if (arrow->type==ARROW && arrow->race==type) { 1426 else if (arrow->type == ARROW && arrow->race == type)
1427 {
1486 /* allways prefer assasination/slaying */ 1428 /* allways prefer assasination/slaying */
1487 if (target->race != NULL && arrow->slaying != NULL && 1429 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1488 strstr(arrow->slaying, target->race)) { 1430 {
1489 if (arrow->attacktype & AT_DEATH) { 1431 if (arrow->attacktype & AT_DEATH)
1432 {
1490 *better = 100; 1433 *better = 100;
1491 return arrow; 1434 return arrow;
1492 } else {
1493 tmp = arrow;
1494 betterby = (arrow->magic + arrow->stats.dam) * 2;
1495 } 1435 }
1496 } else { 1436 else
1497 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1498 attacktype = 1<<attacknum;
1499 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1500 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1501 tmp = arrow;
1502 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1503 }
1504 } 1437 {
1505 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1506 tmp = arrow; 1438 tmp = arrow;
1507 betterby = 2 + arrow->magic + arrow->stats.dam; 1439 betterby = (arrow->magic + arrow->stats.dam) * 2;
1508 }
1509 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1510 tmp = arrow;
1511 betterby = 1 + arrow->magic + arrow->stats.dam;
1512 } 1440 }
1513 } 1441 }
1442 else
1443 {
1444 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1445 {
1446 attacktype = 1 << attacknum;
1447 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1448 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1449 {
1450 tmp = arrow;
1451 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1452 }
1453 }
1454 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1455 {
1456 tmp = arrow;
1457 betterby = 2 + arrow->magic + arrow->stats.dam;
1458 }
1459 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1460 {
1461 tmp = arrow;
1462 betterby = 1 + arrow->magic + arrow->stats.dam;
1463 }
1514 } 1464 }
1465 }
1515 } 1466 }
1516 if (tmp == NULL && arrow == NULL) 1467 if (tmp == NULL && arrow == NULL)
1517 return find_arrow(op, type); 1468 return find_arrow (op, type);
1518 1469
1519 *better = betterby; 1470 *better = betterby;
1520 return tmp; 1471 return tmp;
1521} 1472}
1522 1473
1523/* looks in a given direction, finds the first valid target, and calls 1474/* looks in a given direction, finds the first valid target, and calls
1524 * find_better_arrow to find a decent arrow to use. 1475 * find_better_arrow to find a decent arrow to use.
1525 * op = the shooter 1476 * op = the shooter
1526 * type = bow->race 1477 * type = bow->race
1527 * dir = fire direction 1478 * dir = fire direction
1528 */ 1479 */
1529 1480object *
1530object *pick_arrow_target(object *op, const char *type, int dir) 1481pick_arrow_target (object *op, const char *type, int dir)
1531{ 1482{
1532 object *tmp = NULL; 1483 object *tmp = NULL;
1533 mapstruct *m; 1484 maptile *m;
1534 int i, mflags, found, number; 1485 int i, mflags, found, number;
1535 sint16 x, y; 1486 sint16 x, y;
1536 1487
1537 if (op->map == NULL) 1488 if (op->map == NULL)
1538 return find_arrow(op, type); 1489 return find_arrow (op, type);
1539 1490
1540 /* do a dex check */ 1491 /* do a dex check */
1541 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1492 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1542 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1493 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1543 return find_arrow(op, type); 1494 return find_arrow (op, type);
1544 1495
1545 m = op->map; 1496 m = op->map;
1546 x = op->x; 1497 x = op->x;
1547 y = op->y; 1498 y = op->y;
1548 1499
1549 /* find the first target */ 1500 /* find the first target */
1550 for (i=0, found=0; i<20; i++) { 1501 for (i = 0, found = 0; i < 20; i++)
1502 {
1551 x += freearr_x[dir]; 1503 x += freearr_x[dir];
1552 y += freearr_y[dir]; 1504 y += freearr_y[dir];
1553 mflags = get_map_flags(m, &m, x, y, &x, &y); 1505 mflags = get_map_flags (m, &m, x, y, &x, &y);
1554 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1506 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1507 {
1555 tmp = NULL; 1508 tmp = NULL;
1509 break;
1510 }
1511 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1512 {
1513 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1514 * perhaps a bad assumption.
1515 */
1516 tmp = NULL;
1517 break;
1518 }
1519 if (mflags & P_IS_ALIVE)
1520 {
1521 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1522 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1523 {
1524 found++;
1525 break;
1526 }
1527 if (found)
1556 break; 1528 break;
1557 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1558 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1559 * perhaps a bad assumption.
1560 */
1561 tmp = NULL;
1562 break;
1563 } 1529 }
1564 if (mflags & P_IS_ALIVE) {
1565 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1566 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1567 found++;
1568 break;
1569 }
1570 if (found)
1571 break;
1572 }
1573 } 1530 }
1574 if (tmp == NULL) 1531 if (tmp == NULL)
1575 return find_arrow(op, type); 1532 return find_arrow (op, type);
1576 1533
1577 if (tmp->head) 1534 if (tmp->head)
1578 tmp = tmp->head; 1535 tmp = tmp->head;
1579 1536
1580 return find_better_arrow(op, tmp, type, &i); 1537 return find_better_arrow (op, tmp, type, &i);
1581} 1538}
1582 1539
1583/* 1540/*
1584 * Creature fires a bow - op can be monster or player. Returns 1541 * Creature fires a bow - op can be monster or player. Returns
1585 * 1 if bow was actually fired, 0 otherwise. 1542 * 1 if bow was actually fired, 0 otherwise.
1588 * dir is the direction of fire. 1545 * dir is the direction of fire.
1589 * wc_mod is any special modifier to give (used in special player fire modes) 1546 * wc_mod is any special modifier to give (used in special player fire modes)
1590 * sx, sy are coordinates to fire arrow from - also used in some of the special 1547 * sx, sy are coordinates to fire arrow from - also used in some of the special
1591 * player fire modes. 1548 * player fire modes.
1592 */ 1549 */
1550int
1593int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1551fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1594 sint16 sx, sint16 sy)
1595{ 1552{
1596 object *left, *bow; 1553 object *left, *bow;
1597 tag_t left_tag, tag; 1554 int mflags;
1598 int bowspeed, mflags; 1555 maptile *m;
1599 mapstruct *m;
1600 1556
1601 if (!dir) { 1557 if (!dir)
1558 {
1602 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1559 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1603 return 0; 1560 return 0;
1561 }
1562
1563 if (op->contr)
1564 bow = op->current_weapon;
1565 else
1604 } 1566 {
1605 if (op->type == PLAYER)
1606 bow=op->contr->ranges[range_bow];
1607 else {
1608 for(bow=op->inv; bow; bow=bow->below) 1567 for (bow = op->inv; bow; bow = bow->below)
1609 /* Don't check for applied - monsters don't apply bows - in that way, they 1568 /* Don't check for applied - monsters don't apply bows - in that way, they
1610 * don't need to switch back and forth between bows and weapons. 1569 * don't need to switch back and forth between bows and weapons.
1611 */ 1570 */
1612 if(bow->type==BOW) 1571 if (bow->type == BOW)
1613 break; 1572 break;
1614 1573
1615 if (!bow) { 1574 if (!bow)
1575 {
1616 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1576 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1617 return 0; 1577 return 0;
1578 }
1579
1580 // optimisation: move object to top so we will find it quickly again
1581 if (bow->below)
1618 } 1582 {
1583 bow->remove ();
1584 op->insert (bow);
1585 }
1586
1619 } 1587 }
1588
1620 if( !bow->race || !bow->skill) { 1589 if (!bow->race || !bow->skill)
1590 {
1621 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1622 return 0; 1592 return 0;
1623 } 1593 }
1624 1594
1625 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1626
1627 /* penalize ROF for bestarrow */
1628 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1629 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1630 if (bowspeed < 1)
1631 bowspeed = 1;
1632
1633 if (arrow == NULL) { 1595 if (arrow == NULL)
1596 {
1634 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1597 if ((arrow = find_arrow (op, bow->race)) == NULL)
1598 {
1635 if (op->type == PLAYER) 1599 if (op->type == PLAYER)
1636 new_draw_info_format(NDI_UNIQUE, 0, op, 1600 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1637 "You have no %s left.", bow->race);
1638 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1601 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1639 else 1602 else
1640 CLEAR_FLAG(op, FLAG_READY_BOW); 1603 CLEAR_FLAG (op, FLAG_READY_BOW);
1604
1641 return 0; 1605 return 0;
1642 } 1606 }
1643 } 1607 }
1608
1644 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1609 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1645 if (mflags & P_OUT_OF_MAP) { 1610 if (mflags & P_OUT_OF_MAP)
1646 return 0; 1611 return 0;
1647 } 1612
1648 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1613 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1614 {
1649 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1615 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1650 return 0; 1616 return 0;
1651 } 1617 }
1652 1618
1653 /* this should not happen, but sometimes does */ 1619 /* this should not happen, but sometimes does */
1654 if (arrow->nrof==0) { 1620 if (arrow->nrof == 0)
1655 remove_ob(arrow); 1621 {
1656 free_object(arrow); 1622 arrow->destroy ();
1657 return 0; 1623 return 0;
1658 } 1624 }
1659 1625
1660 left = arrow; /* these are arrows left to the player */ 1626 left = arrow; /* these are arrows left to the player */
1661 left_tag = left->count;
1662 arrow = get_split_ob(arrow, 1); 1627 arrow = get_split_ob (arrow, 1);
1663 if (arrow == NULL) { 1628 if (!arrow)
1629 {
1664 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1630 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1665 bow->race);
1666 return 0; 1631 return 0;
1667 } 1632 }
1668 set_owner(arrow, op); 1633
1669 if (arrow->skill) free_string(arrow->skill); 1634 arrow->set_owner (op);
1670 arrow->skill = add_refcount(bow->skill); 1635 arrow->skill = bow->skill;
1671
1672 arrow->direction=dir; 1636 arrow->direction = dir;
1673 arrow->x = sx;
1674 arrow->y = sy;
1675 1637
1676 if (op->type == PLAYER) {
1677 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1678 fix_player(op);
1679 }
1680
1681 SET_ANIMATION(arrow, arrow->direction);
1682 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1638 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1683 arrow->stats.hp = arrow->stats.dam; 1639 arrow->stats.hp = arrow->stats.dam;
1684 arrow->stats.grace = arrow->attacktype; 1640 arrow->stats.grace = arrow->attacktype;
1641
1685 if (arrow->slaying != NULL) 1642 if (arrow->slaying)
1686 arrow->spellarg = strdup_local(arrow->slaying); 1643 arrow->spellarg = strdup (arrow->slaying);
1687 1644
1688 /* Note that this was different for monsters - they got their level 1645 if (player *pl = op->contr)
1689 * added to the damage. I think the strength bonus is more proper.
1690 */
1691 1646 {
1692 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1647 if (!pl->has_hit)
1693 0 : dam_bonus[op->stats.Str]) + 1648 {
1694 bow->stats.dam + bow->magic + arrow->magic; 1649 pl->has_hit = 1;
1650 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1651 }
1652#if 0
1653 float speed = pl->weapon_sp;
1695 1654
1655 /* penalize ROF for bestarrow */
1656 if (pl->bowtype == bow_bestarrow)
1657 speed *= .9f;
1658 else
1659 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1660
1661 op->speed_left += speed - op->speed;
1662#endif
1663 }
1664
1665 SET_ANIMATION (arrow, arrow->direction);
1666
1696 /* update the speed */ 1667 /* update the speed */
1697 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1668 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1698 0 : dam_bonus[op->stats.Str]) +
1699 bow->magic + arrow->magic) / 5.0 +
1700 (float)bow->stats.dam / 7.0; 1669 + bow->stats.dam / 7.0;
1701 1670
1702 if (arrow->speed < 1.0) 1671 arrow->set_speed (max (arrow->speed, 2.0));
1703 arrow->speed = 1.0;
1704 update_ob_speed(arrow);
1705 arrow->speed_left = 0; 1672 arrow->speed_left = 0;
1706 1673
1674 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1675
1707 if (op->type == PLAYER) { 1676 if (op->type == PLAYER)
1708 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1677 {
1709 (op->chosen_skill?op->chosen_skill->level:op->level) -
1710 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1711 arrow->stats.wc - bow->stats.wc + wc_mod;
1712
1713 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1678 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1714 } else { 1679 wc -= dex_bonus[op->stats.Dex];
1715 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1716 arrow->stats.wc + wc_mod;
1717 1680
1681 if (!arrow->slaying)
1682 arrow->slaying = op->slaying;
1683
1684 arrow->attacktype |= op->attacktype;
1685 }
1686 else
1687 {
1718 arrow->level = op->level; 1688 arrow->level = op->level;
1719 } 1689 arrow->stats.wc -= bow->magic;
1720 if (arrow->attacktype == AT_PHYSICAL) 1690
1691 if (!arrow->slaying)
1692 arrow->slaying = bow->slaying;
1693
1721 arrow->attacktype |= bow->attacktype; 1694 arrow->attacktype |= bow->attacktype;
1722 if (bow->slaying != NULL) 1695 }
1723 arrow->slaying = add_string(bow->slaying);
1724 1696
1725 arrow->map = m; 1697 wc -= arrow->level;
1698 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1699
1700 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1726 arrow->move_type = MOVE_FLY_LOW; 1701 arrow->move_type = MOVE_FLY_LOW;
1727 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1702 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1728 1703
1729 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1704 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1730 tag = arrow->count; 1705 m->insert (arrow, sx, sy, op);
1731 insert_ob_in_map(arrow, m, op, 0);
1732 1706
1733 if (!was_destroyed(arrow, tag)) 1707 if (!arrow->destroyed ())
1734 move_arrow(arrow); 1708 move_arrow (arrow);
1735 1709
1736 if (op->type == PLAYER) { 1710 if (op->type == PLAYER)
1737 if (was_destroyed (left, left_tag)) 1711 {
1712 if (left->destroyed ())
1738 esrv_del_item(op->contr, left_tag); 1713 esrv_del_item (op->contr, left->count);
1739 else 1714 else
1740 esrv_send_item(op, left); 1715 esrv_send_item (op, left);
1741 } 1716 }
1717
1742 return 1; 1718 return 1;
1743} 1719}
1744 1720
1745/* Special fire code for players - this takes into 1721/* Special fire code for players - this takes into
1746 * account the special fire modes players can have 1722 * account the special fire modes players can have
1747 * but monsters can't. Putting that code here 1723 * but monsters can't. Putting that code here
1748 * makes the fire_bow code much cleaner. 1724 * makes the fire_bow code much cleaner.
1749 * this function should only be called if 'op' is a player, 1725 * this function should only be called if 'op' is a player,
1750 * hence the function name. 1726 * hence the function name.
1751 */ 1727 */
1728int
1752int player_fire_bow(object *op, int dir) 1729player_fire_bow (object *op, int dir)
1753{ 1730{
1754 int ret=0, wcmod=0; 1731 int ret = 0, wcmod = 0;
1755 1732
1756 if (op->contr->bowtype == bow_bestarrow) { 1733 if (op->contr->bowtype == bow_bestarrow)
1757 ret = fire_bow(op, op, 1734 {
1758 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1735 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1759 dir, 0, op->x, op->y); 1736 }
1760 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1737 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1738 {
1761 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1739 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1762 wcmod =-1; 1740 wcmod = -1;
1741
1763 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1742 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1764 op->x, op->y); 1743 }
1765 } else if (op->contr->bowtype == bow_threewide) { 1744 else if (op->contr->bowtype == bow_threewide)
1745 {
1766 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1746 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1767 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1747 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1768 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1748 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1749 }
1769 } else if (op->contr->bowtype == bow_spreadshot) { 1750 else if (op->contr->bowtype == bow_spreadshot)
1751 {
1770 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1752 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1771 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1753 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1772 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1754 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1773 1755 }
1774 } else { 1756 else
1757 {
1775 /* Simple case */ 1758 /* Simple case */
1776 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1759 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1777 } 1760 }
1761
1778 return ret; 1762 return ret;
1779} 1763}
1780
1781 1764
1782/* Fires a misc (wand/rod/horn) object in 'dir'. 1765/* Fires a misc (wand/rod/horn) object in 'dir'.
1783 * Broken apart from 'fire' to keep it more readable. 1766 * Broken apart from 'fire' to keep it more readable.
1784 */ 1767 */
1768void
1785void fire_misc_object(object *op, int dir) 1769fire_misc_object (object *op, int dir)
1786{ 1770{
1787 object *item; 1771 object *item = op->contr->ranged_ob;
1788 1772
1789 if (!op->contr->ranges[range_misc]) { 1773 if (!item)
1774 {
1790 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1775 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1791 return; 1776 return;
1792 } 1777 }
1793 1778
1794 item = op->contr->ranges[range_misc];
1795 if (!item->inv) { 1779 if (!item->inv)
1780 {
1796 LOG(llevError,"Object %s lacks a spell\n", item->name); 1781 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1797 return; 1782 return;
1798 } 1783 }
1784
1785 if (!op->change_weapon (item))
1786 return;
1787
1799 if (item->type == WAND) { 1788 if (item->type == WAND)
1789 {
1800 if(item->stats.food<=0) { 1790 if (item->stats.food <= 0)
1791 {
1801 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1792 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1802 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1794
1803 return; 1795 return;
1804 } 1796 }
1797 }
1805 } else if (item->type == ROD || item->type==HORN) { 1798 else if (item->type == ROD || item->type == HORN)
1799 {
1806 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1800 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1801 {
1807 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1803
1808 if (item->type== ROD) 1804 if (item->type == ROD)
1809 new_draw_info_format(NDI_UNIQUE, 0,op,
1810 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1805 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1811 else 1806 else
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 1807 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1813 "The %s needs more time to charge.", query_base_name(item,0)); 1808
1814 return; 1809 return;
1815 } 1810 }
1816 } 1811 }
1817 1812
1818 if(cast_spell(op,item,dir,item->inv,NULL)) { 1813 if (cast_spell (op, item, dir, item->inv, NULL))
1814 {
1819 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1815 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1820 if (item->type == WAND) { 1816 if (item->type == WAND)
1817 {
1821 if (!(--item->stats.food)) { 1818 if (!(--item->stats.food))
1819 {
1822 object *tmp; 1820 object *tmp;
1821
1823 if (item->arch) { 1822 if (item->arch)
1823 {
1824 CLEAR_FLAG(item, FLAG_ANIMATE); 1824 CLEAR_FLAG (item, FLAG_ANIMATE);
1825 item->face = item->arch->clone.face; 1825 item->face = item->arch->clone.face;
1826 item->speed = 0; 1826 item->set_speed (0);
1827 update_ob_speed(item);
1828 } 1827 }
1828
1829 if ((tmp=is_player_inv(item))) 1829 if ((tmp = item->in_player ()))
1830 esrv_update_item(UPD_ANIM, tmp, item); 1830 esrv_update_item (UPD_ANIM, tmp, item);
1831 } 1831 }
1832 } 1832 }
1833 else if (item->type == ROD || item->type==HORN) { 1833 else if (item->type == ROD || item->type == HORN)
1834 drain_rod_charge(item); 1834 drain_rod_charge (item);
1835 }
1836 } 1835 }
1837} 1836}
1838 1837
1839/* Received a fire command for the player - go and do it. 1838/* Received a fire command for the player - go and do it.
1840 */ 1839 */
1840void
1841void fire(object *op,int dir) { 1841fire (object *op, int dir)
1842{
1842 int spellcost=0; 1843 int spellcost = 0;
1843 1844
1844 /* check for loss of invisiblity/hide */ 1845 /* check for loss of invisiblity/hide */
1845 if (action_makes_visible(op)) make_visible(op); 1846 if (action_makes_visible (op))
1847 make_visible (op);
1846 1848
1847 switch(op->contr->shoottype) { 1849 player *pl = op->contr;
1848 case range_none: 1850
1851 if (pl->golem)
1852 {
1853 control_golem (op->contr->golem, dir);
1849 return; 1854 return;
1855 }
1850 1856
1851 case range_bow: 1857 object *ob = pl->ranged_ob;
1858
1859 if (!ob)
1860 return;
1861
1862 if (!op->change_weapon (ob))
1863 return;
1864
1865 switch (ob->type)
1866 {
1867 case BOW:
1852 player_fire_bow(op, dir); 1868 player_fire_bow (op, dir);
1853 return; 1869 break;
1854 1870
1855 case range_magic: /* Casting spells */ 1871 case SPELL:
1856 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1872 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1857 return; 1873 break;
1858 1874
1859 case range_misc: 1875 case BUILDER:
1860 fire_misc_object(op, dir);
1861 return;
1862
1863 case range_golem: /* Control summoned monsters from scrolls */
1864 if(op->contr->ranges[range_golem]==NULL ||
1865 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1866 op->contr->ranges[range_golem] = NULL;
1867 op->contr->shoottype=range_none;
1868 op->contr->golem_count = 0;
1869 }
1870 else
1871 control_golem(op->contr->ranges[range_golem], dir);
1872 return;
1873
1874 case range_skill:
1875 if(!op->chosen_skill) {
1876 if(op->type==PLAYER)
1877 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1878 return;
1879 }
1880 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1881 return;
1882 case range_builder:
1883 apply_map_builder( op, dir ); 1876 apply_map_builder (op, dir);
1884 return; 1877 break;
1878
1879 case SKILL:
1880 do_skill (op, op, ob, dir, 0);
1881 break;
1882
1885 default: 1883 default:
1886 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1884 fire_misc_object (op, dir);
1887 return; 1885 break;
1888 } 1886 }
1889} 1887}
1890
1891
1892 1888
1893/* find_key 1889/* find_key
1894 * We try to find a key for the door as passed. If we find a key 1890 * We try to find a key for the door as passed. If we find a key
1895 * and successfully use it, we return the key, otherwise NULL 1891 * and successfully use it, we return the key, otherwise NULL
1896 * This function merges both normal and locked door, since the logic 1892 * This function merges both normal and locked door, since the logic
1898 * pl is the player, 1894 * pl is the player,
1899 * inv is the objects inventory to searched 1895 * inv is the objects inventory to searched
1900 * door is the door we are trying to match against. 1896 * door is the door we are trying to match against.
1901 * This function can be called recursively to search containers. 1897 * This function can be called recursively to search containers.
1902 */ 1898 */
1903 1899object *
1904object * find_key(object *pl, object *container, object *door) 1900find_key (object *pl, object *container, object *door)
1905{ 1901{
1906 object *tmp,*key; 1902 object *tmp, *key;
1907 1903
1908 /* Should not happen, but sanity checking is never bad */ 1904 /* Should not happen, but sanity checking is never bad */
1909 if (container->inv == NULL) return NULL; 1905 if (!container->inv)
1906 return 0;
1910 1907
1911 /* First, lets try to find a key in the top level inventory */ 1908 /* First, lets try to find a key in the top level inventory */
1912 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1909 for (tmp = container->inv; tmp; tmp = tmp->below)
1910 {
1913 if (door->type==DOOR && tmp->type==KEY) break; 1911 if (door->type == DOOR && tmp->type == KEY)
1912 break;
1914 /* For sanity, we should really check door type, but other stuff 1913 /* For sanity, we should really check door type, but other stuff
1915 * (like containers) can be locked with special keys 1914 * (like containers) can be locked with special keys
1916 */ 1915 */
1917 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1916 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1918 tmp->slaying==door->slaying) break; 1917 break;
1919 } 1918 }
1919
1920 /* No key found - lets search inventories now */ 1920 /* No key found - lets search inventories now */
1921 /* If we find and use a key in an inventory, return at that time. 1921 /* If we find and use a key in an inventory, return at that time.
1922 * otherwise, if we search all the inventories and still don't find 1922 * otherwise, if we search all the inventories and still don't find
1923 * a key, return 1923 * a key, return
1924 */ 1924 */
1925 if (!tmp) { 1925 if (!tmp)
1926 {
1926 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1927 for (tmp = container->inv; tmp; tmp = tmp->below)
1928 {
1927 /* No reason to search empty containers */ 1929 /* No reason to search empty containers */
1928 if (tmp->type==CONTAINER && tmp->inv) { 1930 if (tmp->type == CONTAINER && tmp->inv)
1931 {
1929 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1932 if ((key = find_key (pl, tmp, door)))
1933 return key;
1930 } 1934 }
1931 } 1935 }
1936
1937 if (!tmp)
1932 if (!tmp) return NULL; 1938 return NULL;
1933 } 1939 }
1940
1934 /* We get down here if we have found a key. Now if its in a container, 1941 /* We get down here if we have found a key. Now if its in a container,
1935 * see if we actually want to use it 1942 * see if we actually want to use it
1936 */ 1943 */
1937 if (pl!=container) { 1944 if (pl != container)
1945 {
1938 /* Only let players use keys in containers */ 1946 /* Only let players use keys in containers */
1939 if (!pl->contr) return NULL; 1947 if (!pl->contr)
1948 return NULL;
1940 /* cases where this fails: 1949 /* cases where this fails:
1941 * If we only search the player inventory, return now since we 1950 * If we only search the player inventory, return now since we
1942 * are not in the players inventory. 1951 * are not in the players inventory.
1943 * If the container is not active, return now since only active 1952 * If the container is not active, return now since only active
1944 * containers can be used. 1953 * containers can be used.
1945 * If we only search keyrings and the container does not have 1954 * If we only search keyrings and the container does not have
1946 * a race/isn't a keyring. 1955 * a race/isn't a keyring.
1947 * No checking for all containers - to fall through past here, 1956 * No checking for all containers - to fall through past here,
1948 * inv must have been an container and must have been active. 1957 * inv must have been an container and must have been active.
1949 * 1958 *
1950 * Change the color so that the message doesn't disappear with 1959 * Change the color so that the message doesn't disappear with
1951 * all the others. 1960 * all the others.
1952 */ 1961 */
1953 if (pl->contr->usekeys == key_inventory || 1962 if (pl->contr->usekeys == key_inventory ||
1954 !QUERY_FLAG(container, FLAG_APPLIED) || 1963 !QUERY_FLAG (container, FLAG_APPLIED) ||
1955 (pl->contr->usekeys == keyrings &&
1956 (!container->race || strcmp(container->race, "keys"))) 1964 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1957 ) { 1965 {
1958 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1966 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1959 "The %s in your %s vibrates as you approach the door", 1967 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1960 query_name(tmp), query_name(container));
1961 return NULL; 1968 return NULL;
1962 } 1969 }
1963 } 1970 }
1971
1964 return tmp; 1972 return tmp;
1965} 1973}
1966 1974
1967/* moved door processing out of move_player_attack. 1975/* moved door processing out of move_player_attack.
1968 * returns 1 if player has opened the door with a key 1976 * returns 1 if player has opened the door with a key
1969 * such that the caller should not do anything more, 1977 * such that the caller should not do anything more,
1970 * 0 otherwise 1978 * 0 otherwise
1971 */ 1979 */
1980static int
1972static int player_attack_door(object *op, object *door) 1981player_attack_door (object *op, object *door)
1973{ 1982{
1974
1975 /* If its a door, try to find a use a key. If we do destroy the door, 1983 /* If its a door, try to find a use a key. If we do destroy the door,
1976 * might as well return immediately as there is nothing more to do - 1984 * might as well return immediately as there is nothing more to do -
1977 * otherwise, we fall through to the rest of the code. 1985 * otherwise, we fall through to the rest of the code.
1978 */ 1986 */
1979 object *key=find_key(op, op, door); 1987 object *key = find_key (op, op, door);
1980 1988
1981 /* IF we found a key, do some extra work */ 1989 /* IF we found a key, do some extra work */
1982 if (key) { 1990 if (key)
1991 {
1983 object *container=key->env; 1992 object *container = key->env;
1984 1993
1985 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1994 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1995
1986 if(action_makes_visible(op)) make_visible(op); 1996 if (action_makes_visible (op))
1997 make_visible (op);
1998
1987 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1999 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2000 spring_trap (door->inv, op);
2001
1988 if (door->type == DOOR) { 2002 if (door->type == DOOR)
1989 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2003 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1990 }
1991 else if(door->type==LOCKED_DOOR) { 2004 else if (door->type == LOCKED_DOOR)
1992 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2005 {
1993 "You open the door with the %s", query_short_name(key)); 2006 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1994 remove_door2(door); /* remove door without violence ;-) */ 2007 remove_door2 (door); /* remove door without violence ;-) */
1995 } 2008 }
2009
1996 /* Do this after we print the message */ 2010 /* Do this after we print the message */
1997 decrease_ob(key); /* Use up one of the keys */ 2011 decrease_ob (key); /* Use up one of the keys */
1998 /* Need to update the weight the container the key was in */ 2012 /* Need to update the weight the container the key was in */
1999 if (container != op) 2013 if (container != op)
2000 esrv_update_item(UPD_WEIGHT, op, container); 2014 esrv_update_item (UPD_WEIGHT, op, container);
2015
2001 return 1; /* Nothing more to do below */ 2016 return 1; /* Nothing more to do below */
2017 }
2002 } else if (door->type==LOCKED_DOOR) { 2018 else if (door->type == LOCKED_DOOR)
2019 {
2003 /* Might as well return now - no other way to open this */ 2020 /* Might as well return now - no other way to open this */
2004 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2021 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2005 return 1; 2022 return 1;
2006 } 2023 }
2024
2007 return 0; 2025 return 0;
2008} 2026}
2009 2027
2010/* This function is just part of a breakup from move_player. 2028/* This function is just part of a breakup from move_player.
2011 * It should keep the code cleaner. 2029 * It should keep the code cleaner.
2012 * When this is called, the players direction has been updated 2030 * When this is called, the players direction has been updated
2013 * (taking into account confusion.) The player is also actually 2031 * (taking into account confusion.) The player is also actually
2014 * going to try and move (not fire weapons). 2032 * going to try and move (not fire weapons).
2015 */ 2033 */
2016 2034void
2017void move_player_attack(object *op, int dir) 2035move_player_attack (object *op, int dir)
2018{ 2036{
2019 object *tmp, *mon; 2037 object *tmp, *mon;
2020 sint16 nx, ny;
2021 int on_battleground; 2038 int on_battleground;
2022 mapstruct *m; 2039 maptile *m;
2023 2040
2024 nx=freearr_x[dir]+op->x; 2041 sint16 nx = freearr_x[dir] + op->x;
2025 ny=freearr_y[dir]+op->y; 2042 sint16 ny = freearr_y[dir] + op->y;
2026 2043
2027 on_battleground = op_on_battleground(op, NULL, NULL); 2044 on_battleground = op_on_battleground (op, 0, 0);
2028 2045
2029 /* If braced, or can't move to the square, and it is not out of the 2046 /* If braced, or can't move to the square, and it is not out of the
2030 * map, attack it. Note order of if statement is important - don't 2047 * map, attack it. Note order of if statement is important - don't
2031 * want to be calling move_ob if braced, because move_ob will move the 2048 * want to be calling move_ob if braced, because move_ob will move the
2032 * player. This is a pretty nasty hack, because if we could 2049 * player. This is a pretty nasty hack, because if we could
2033 * move to some space, it then means that if we are braced, we should 2050 * move to some space, it then means that if we are braced, we should
2034 * do nothing at all. As it is, if we are braced, we go through 2051 * do nothing at all. As it is, if we are braced, we go through
2035 * quite a bit of processing. However, it probably is less than what 2052 * quite a bit of processing. However, it probably is less than what
2036 * move_ob uses. 2053 * move_ob uses.
2037 */ 2054 */
2038 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2055 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2056 {
2039 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2057 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2040 m = get_map_from_coord(op->map, &nx, &ny);
2041 if (!m) return; /* Don't think this should happen */
2042 } 2058 {
2059 m = op->map->xy_find (nx, ny);
2060 if (!m)
2061 return; /* Don't think this should happen */
2062 }
2063 else
2043 else m =op->map; 2064 m = op->map;
2044 2065
2045 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2066 if (!(tmp = m->at (nx, ny).bot))
2046 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2067 return;
2068
2069 mon = 0;
2070 /* Go through all the objects, and find ones of interest. Only stop if
2071 * we find a monster - that is something we know we want to attack.
2072 * if its a door or barrel (can roll) see if there may be monsters
2073 * on the space
2074 */
2075 while (tmp)
2076 {
2077 if (tmp == op)
2078 {
2079 tmp = tmp->above;
2080 continue;
2081 }
2082
2083 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2084 {
2085 mon = tmp;
2086 break;
2087 }
2088
2089 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2090 mon = tmp;
2091
2092 tmp = tmp->above;
2093 }
2094
2095 if (!mon) /* This happens anytime the player tries to move */
2096 return; /* into a wall */
2097
2098 if (mon->head)
2099 mon = mon->head;
2100
2101 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2102 if (player_attack_door (op, mon))
2103 return;
2104
2105 /* The following deals with possibly attacking peaceful
2106 * or frienddly creatures. Basically, all players are considered
2107 * unaggressive. If the moving player has peaceful set, then the
2108 * object should be pushed instead of attacked. It is assumed that
2109 * if you are braced, you will not attack friends accidently,
2110 * and thus will not push them.
2111 */
2112
2113 /* If the creature is a pet, push it even if the player is not
2114 * peaceful. Our assumption is the creature is a pet if the
2115 * player owns it and it is either friendly or unagressive.
2116 */
2117 if (op->type == PLAYER
2118 && ((mon->owner && mon->owner->contr
2119 && same_party (mon->owner->contr->party, op->contr->party))
2120 || mon->owner == op)
2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2122 {
2123 /* If we're braced, we don't want to switch places with it */
2124 if (op->contr->braced)
2047 return; 2125 return;
2048 }
2049 2126
2050 mon = NULL; 2127 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2051 /* Go through all the objects, and find ones of interest. Only stop if 2128 push_ob (mon, dir, op);
2052 * we find a monster - that is something we know we want to attack. 2129 if (op->contr->tmp_invis || op->hide)
2053 * if its a door or barrel (can roll) see if there may be monsters 2130 make_visible (op);
2054 * on the space 2131
2132 return;
2133 }
2134
2135 /* in certain circumstances, you shouldn't attack friendly
2136 * creatures. Note that if you are braced, you can't push
2137 * someone, but put it inside this loop so that you won't
2138 * attack them either.
2055 */ 2139 */
2056 while (tmp!=NULL) { 2140 if ((mon->type == PLAYER || mon->enemy != op)
2057 if (tmp == op) { 2141 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2058 tmp=tmp->above; 2142 && ((op->contr->peaceful
2059 continue; 2143 || (mon->type == PLAYER && mon->contr->peaceful))
2144 && !on_battleground))
2145 {
2146 if (!op->contr->braced)
2147 {
2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2149 push_ob (mon, dir, op);
2060 } 2150 }
2061 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2151 else
2062 mon = tmp; 2152 new_draw_info (0, 0, op, "You withhold your attack");
2063 break; 2153
2154 if (op->contr->tmp_invis || op->hide)
2155 make_visible (op);
2156 }
2157
2158 /* If the object is a boulder or other rollable object, then
2159 * roll it if not braced. You can't roll it if you are braced.
2160 */
2161 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2162 {
2163 recursive_roll (mon, dir, op);
2164 if (action_makes_visible (op))
2165 make_visible (op);
2166 }
2167
2168 /* Any generic living creature. Including things like doors.
2169 * Way it works is like this: First, it must have some hit points
2170 * and be living. Then, it must be one of the following:
2171 * 1) Not a player, 2) A player, but of a different party. Note
2172 * that party_number -1 is no party, so attacks can still happen.
2173 */
2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2175 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2176 {
2177 if (!op->contr->has_hit)
2178 {
2179 op->contr->has_hit = 1;
2180 op->speed_left += op->contr->weapon_speed () - op->speed;
2064 } 2181 }
2065 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2066 mon = tmp;
2067 tmp=tmp->above;
2068 }
2069
2070 if (mon==NULL) /* This happens anytime the player tries to move */
2071 return; /* into a wall */
2072 2182
2073 if(mon->head != NULL) 2183 skill_attack (mon, op, 0, 0, 0);
2074 mon = mon->head;
2075 2184
2076 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2185 /* If attacking another player, that player gets automatic
2077 if (player_attack_door(op, mon)) return; 2186 * hitback, and doesn't loose luck either.
2078 2187 * Disable hitback on the battleground or if the target is
2079 /* The following deals with possibly attacking peaceful 2188 * the wiz.
2080 * or frienddly creatures. Basically, all players are considered
2081 * unaggressive. If the moving player has peaceful set, then the
2082 * object should be pushed instead of attacked. It is assumed that
2083 * if you are braced, you will not attack friends accidently,
2084 * and thus will not push them.
2085 */ 2189 */
2086 2190 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2087 /* If the creature is a pet, push it even if the player is not
2088 * peaceful. Our assumption is the creature is a pet if the
2089 * player owns it and it is either friendly or unagressive.
2090 */
2091 if ((op->type==PLAYER)
2092#if COZY_SERVER
2093 &&
2094 (
2095 (get_owner(mon) && get_owner(mon)->contr
2096 && same_party (get_owner(mon)->contr->party, op->contr->party))
2097 || get_owner(mon) == op
2098 )
2099#else
2100 && get_owner(mon)==op
2101#endif
2102 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2103 {
2104 /* If we're braced, we don't want to switch places with it */
2105 if (op->contr->braced) return;
2106 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2107 (void) push_ob(mon,dir,op);
2108 if(op->contr->tmp_invis||op->hide) make_visible(op);
2109 return;
2110 }
2111
2112 /* in certain circumstances, you shouldn't attack friendly
2113 * creatures. Note that if you are braced, you can't push
2114 * someone, but put it inside this loop so that you won't
2115 * attack them either.
2116 */
2117 if ((mon->type==PLAYER || mon->enemy != op) &&
2118 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2119 (
2120#ifdef PROHIBIT_PLAYERKILL
2121 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2122#else
2123 op->contr->peaceful &&
2124#endif
2125 !on_battleground
2126 )) { 2191 {
2127 if (!op->contr->braced) { 2192 short luck = mon->stats.luck;
2128 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2193
2129 (void) push_ob(mon,dir,op); 2194 mon->contr->has_hit = 1;
2130 } else { 2195 skill_attack (op, mon, 0, 0, 0);
2131 new_draw_info(0, 0,op,"You withhold your attack"); 2196 mon->stats.luck = luck;
2132 } 2197 }
2133 if(op->contr->tmp_invis||op->hide) make_visible(op);
2134 }
2135 2198
2136 /* If the object is a boulder or other rollable object, then
2137 * roll it if not braced. You can't roll it if you are braced.
2138 */
2139 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2140 recursive_roll(mon,dir,op);
2141 if(action_makes_visible(op)) make_visible(op); 2199 if (action_makes_visible (op))
2142 } 2200 make_visible (op);
2143
2144 /* Any generic living creature. Including things like doors.
2145 * Way it works is like this: First, it must have some hit points
2146 * and be living. Then, it must be one of the following:
2147 * 1) Not a player, 2) A player, but of a different party. Note
2148 * that party_number -1 is no party, so attacks can still happen.
2149 */
2150
2151 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2152 ((mon->type!=PLAYER || op->contr->party==NULL ||
2153 op->contr->party!=mon->contr->party))) {
2154
2155 /* If the player hasn't hit something this tick, and does
2156 * so, give them speed boost based on weapon speed. Doing
2157 * it here is better than process_players2, which basically
2158 * incurred a 1 tick offset.
2159 */
2160 if (!op->contr->has_hit) {
2161 op->speed_left += op->speed / op->contr->weapon_sp;
2162
2163 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2164 } 2201 }
2165
2166 skill_attack(mon, op, 0, NULL, NULL);
2167
2168 /* If attacking another player, that player gets automatic
2169 * hitback, and doesn't loose luck either.
2170 * Disable hitback on the battleground or if the target is
2171 * the wiz.
2172 */
2173 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2174 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2175 short luck = mon->stats.luck;
2176 mon->contr->has_hit = 1;
2177 skill_attack(op, mon, 0, NULL, NULL);
2178 mon->stats.luck = luck;
2179 }
2180 if(action_makes_visible(op)) make_visible(op);
2181 }
2182 } /* if player should attack something */ 2202 } /* if player should attack something */
2183} 2203}
2184 2204
2205int
2185int move_player(object *op,int dir) { 2206move_player (object *op, int dir)
2207{
2186 int pick; 2208 int pick;
2187 2209
2188 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2210 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2189 return 0;
2190
2191 /* Sanity check: make sure dir is valid */
2192 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2193 LOG( llevError, "move_player: invalid direction %d\n", dir);
2194 return 0;
2195 }
2196
2197 /* peterm: added following line */
2198 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2199 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2200
2201 op->facing = dir;
2202
2203 if(op->hide) do_hidden_move(op);
2204
2205 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2206 /*nop*/;
2207 else if (op->contr->fire_on)
2208 fire (op, dir);
2209 else
2210 {
2211 move_player_attack (op, dir);
2212 pick = check_pick(op);
2213 }
2214
2215 /* Add special check for newcs players and fire on - this way, the
2216 * server can handle repeat firing.
2217 */
2218 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2219 op->direction = dir;
2220 } else {
2221 op->direction=0;
2222 }
2223 /* Update how the player looks. Use the facing, so direction may
2224 * get reset to zero. This allows for full animation capabilities
2225 * for players.
2226 */
2227 animate_object(op, op->facing);
2228 return 0; 2211 return 0;
2212
2213 /* Sanity check: make sure dir is valid */
2214 if ((dir < 0) || (dir >= 9))
2215 {
2216 LOG (llevError, "move_player: invalid direction %d\n", dir);
2217 return 0;
2218 }
2219
2220 /* peterm: added following line */
2221 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2222 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2223
2224 op->facing = dir;
2225
2226 if (op->hide)
2227 do_hidden_move (op);
2228
2229 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2230 /*nop */ ;
2231 else if (op->contr->fire_on)
2232 fire (op, dir);
2233 else
2234 {
2235 move_player_attack (op, dir);
2236 pick = check_pick (op);
2237 }
2238
2239 /* Add special check for newcs players and fire on - this way, the
2240 * server can handle repeat firing.
2241 */
2242 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2243 op->direction = dir;
2244 else
2245 op->direction = 0;
2246
2247 /* Update how the player looks. Use the facing, so direction may
2248 * get reset to zero. This allows for full animation capabilities
2249 * for players.
2250 */
2251 animate_object (op, op->facing);
2252 return 0;
2229} 2253}
2230 2254
2231/* This is similar to handle_player, below, but is only used by the 2255/* This is similar to handle_player, below, but is only used by the
2232 * new client/server stuff. 2256 * new client/server stuff.
2233 * This is sort of special, in that the new client/server actually uses 2257 * This is sort of special, in that the new client/server actually uses
2234 * the new speed values for commands. 2258 * the new speed values for commands.
2235 * 2259 *
2236 * Returns true if there are more actions we can do. 2260 * Returns true if there are more actions we can do.
2237 */ 2261 */
2262int
2238int handle_newcs_player(object *op) 2263handle_newcs_player (object *op)
2239{ 2264{
2240 if (op->contr->hidden) {
2241 op->invisible = 1000;
2242 /* the socket code flashes the player visible/invisible
2243 * depending on the value of invisible, so we need to
2244 * alternate it here for it to work correctly.
2245 */
2246 if (pticks & 2) op->invisible--;
2247 }
2248 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2249 op->invisible--;
2250 if(!op->invisible) {
2251 make_visible(op);
2252 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2253 }
2254 }
2255
2256 if (QUERY_FLAG(op, FLAG_SCARED)) { 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2266 {
2257 flee_player(op); 2267 flee_player (op);
2268
2258 /* If player is still scared, that is his action for this tick */ 2269 /* If player is still scared, that is his action for this tick */
2259 if (QUERY_FLAG(op, FLAG_SCARED)) { 2270 if (op->flag [FLAG_SCARED])
2271 {
2260 op->speed_left--; 2272 --op->speed_left;
2261 return 0; 2273 return 0;
2262 } 2274 }
2263 } 2275 }
2264 2276
2265 /* I've been seeing crashes where the golem has been destroyed, but
2266 * the player object still points to the defunct golem. The code that
2267 * destroys the golem looks correct, and it doesn't always happen, so
2268 * put this in a a workaround to clean up the golem pointer.
2269 */
2270 if (op->contr->ranges[range_golem] &&
2271 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2272 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2273 op->contr->ranges[range_golem] = NULL;
2274 op->contr->golem_count = 0;
2275 }
2276
2277 /* call this here - we also will call this in do_ericserver, but 2277 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2278 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2279 * called, so we recheck it here.
2280 */ 2280 */
2281 HandleClient(&op->contr->socket, op->contr); 2281 if (op->contr->ns->handle_command ())
2282 if (op->speed_left<0) return 0; 2282 return 1;
2283 2283
2284 if (op->speed_left > 0.f)
2285 {
2284 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2286 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2287 {
2285 /* All move commands take 1 tick, at least for now */ 2288 /* All move commands take 1 tick, at least for now */
2286 op->speed_left--; 2289 --op->speed_left;
2287 2290
2288 /* Instead of all the stuff below, let move_player take care 2291 /* Instead of all the stuff below, let move_player take care
2289 * of it. Also, some of the skill stuff is only put in 2292 * of it. Also, some of the skill stuff is only put in
2290 * there, as well as the confusion stuff. 2293 * there, as well as the confusion stuff.
2291 */ 2294 */
2292 move_player(op, op->direction); 2295 move_player (op, op->direction);
2293 if (op->speed_left>0) return 1; 2296
2294 else return 0; 2297 return op->speed_left > 0.f;
2298 }
2295 } 2299 }
2300
2301 return 0;
2302}
2303
2304int
2305save_life (object *op)
2306{
2307 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2296 return 0; 2308 return 0;
2297}
2298 2309
2299int save_life(object *op) {
2300 object *tmp;
2301
2302 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2303 return 0;
2304
2305 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2310 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2306 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2311 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2312 {
2307 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2313 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2308 new_draw_info_format(NDI_UNIQUE, 0,op, 2314 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2309 "Your %s vibrates violently, then evaporates.", 2315
2310 query_name(tmp));
2311 if (op->contr) 2316 if (op->contr)
2312 esrv_del_item(op->contr, tmp->count); 2317 esrv_del_item (op->contr, tmp->count);
2313 remove_ob(tmp); 2318
2314 free_object(tmp); 2319 tmp->destroy ();
2315 CLEAR_FLAG(op, FLAG_LIFESAVE); 2320 CLEAR_FLAG (op, FLAG_LIFESAVE);
2321
2316 if(op->stats.hp<0) 2322 if (op->stats.hp < 0)
2317 op->stats.hp = op->stats.maxhp; 2323 op->stats.hp = op->stats.maxhp;
2324
2318 if(op->stats.food<0) 2325 if (op->stats.food < 0)
2319 op->stats.food = 999; 2326 op->stats.food = 999;
2320 fix_player(op); 2327
2328 op->update_stats ();
2321 return 1; 2329 return 1;
2322 } 2330 }
2331
2323 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2332 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2324 CLEAR_FLAG(op, FLAG_LIFESAVE); 2333 CLEAR_FLAG (op, FLAG_LIFESAVE);
2325 enter_player_savebed(op); /* bring him home. */ 2334 enter_player_savebed (op); /* bring him home. */
2326 return 0; 2335 return 0;
2327} 2336}
2328 2337
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2338/* This goes throws the inventory and removes unpaid objects, and puts them
2330 * back in the map (location and map determined by values of env). This 2339 * back in the map (location and map determined by values of env). This
2331 * function will descend into containers. op is the object to start the search 2340 * function will descend into containers. op is the object to start the search
2332 * from. 2341 * from.
2333 */ 2342 */
2343void
2334void remove_unpaid_objects(object *op, object *env) 2344remove_unpaid_objects (object *op, object *env)
2335{ 2345{
2336 object *next;
2337
2338 while (op) { 2346 while (op)
2347 {
2339 next=op->below; /* Make sure we have a good value, in case 2348 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2340 * we remove object 'op' 2349
2341 */
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2350 if (QUERY_FLAG (op, FLAG_UNPAID))
2343 remove_ob(op); 2351 {
2344 op->x = env->x;
2345 op->y = env->y;
2346 if (env->type == PLAYER) 2352 if (env->type == PLAYER)
2347 esrv_del_item(env->contr, op->count); 2353 esrv_del_item (env->contr, op->count);
2348 insert_ob_in_map(op, env->map, NULL,0); 2354
2355 op->insert_at (env);
2349 } 2356 }
2357 else if (op->inv)
2350 else if (op->inv) remove_unpaid_objects(op->inv, env); 2358 remove_unpaid_objects (op->inv, env);
2359
2351 op=next; 2360 op = next;
2352 } 2361 }
2353} 2362}
2354
2355 2363
2356/* 2364/*
2357 * Returns pointer a static string containing gravestone text 2365 * Returns pointer a static string containing gravestone text
2358 * Moved from apply.c to player.c - player.c is what 2366 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the 2367 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better, 2368 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory. 2369 * but there isn't one in the server directory.
2362 */ 2370 */
2371char *
2363char *gravestone_text (object *op) 2372gravestone_text (object *op)
2364{ 2373{
2365 static char buf2[MAX_BUF]; 2374 static char buf2[MAX_BUF];
2366 char buf[MAX_BUF]; 2375 char buf[MAX_BUF];
2367 time_t now = time (NULL); 2376 time_t now = time (NULL);
2368 2377
2369 strcpy (buf2, " R.I.P.\n\n"); 2378 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER) 2379 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2380 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2372 else 2381 else
2373 sprintf (buf, "%s\n", op->name); 2382 sprintf (buf, "%s\n", &op->name);
2383
2374 strncat (buf2, " ", 20 - strlen (buf) / 2); 2384 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2385 strcat (buf2, buf);
2376 if (op->type == PLAYER) 2386 if (op->type == PLAYER)
2377 sprintf (buf, "who was in level %d when killed\n", op->level); 2387 sprintf (buf, "who was in level %d when killed\n", op->level);
2378 else 2388 else
2379 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2389 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2390
2380 strncat (buf2, " ", 20 - strlen (buf) / 2); 2391 strncat (buf2, " ", 20 - strlen (buf) / 2);
2381 strcat (buf2, buf); 2392 strcat (buf2, buf);
2382 if (op->type == PLAYER) { 2393 if (op->type == PLAYER)
2394 {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer); 2395 sprintf (buf, "by %s.\n\n", op->contr->killer);
2384 strncat (buf2, " ", 21 - strlen (buf) / 2); 2396 strncat (buf2, " ", 21 - strlen (buf) / 2);
2385 strcat (buf2, buf); 2397 strcat (buf2, buf);
2386 } 2398 }
2399
2387 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2400 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2); 2401 strncat (buf2, " ", 20 - strlen (buf) / 2);
2389 strcat (buf2, buf); 2402 strcat (buf2, buf);
2403
2390 return buf2; 2404 return buf2;
2391} 2405}
2392 2406
2393 2407void
2394
2395void do_some_living(object *op) { 2408do_some_living (object *op)
2409{
2396 int last_food=op->stats.food; 2410 int last_food = op->stats.food;
2397 int gen_hp, gen_sp, gen_grace; 2411 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace; 2412 int over_hp, over_sp, over_grace;
2399 int i; 2413 int i;
2400 int rate_hp = 1200; 2414 int rate_hp = 1200;
2401 int rate_sp = 2500; 2415 int rate_sp = 2500;
2402 int rate_grace = 2000; 2416 int rate_grace = 2000;
2403 const int max_hp = 1; 2417 const int max_hp = 1;
2404 const int max_sp = 1; 2418 const int max_sp = 1;
2405 const int max_grace = 1; 2419 const int max_grace = 1;
2406 2420
2407 if (op->contr->outputs_sync) { 2421 if (op->contr->hidden)
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2422 {
2409 if (op->contr->outputs[i].buf!=NULL && 2423 op->invisible = 1000;
2410 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2424 /* the socket code flashes the player visible/invisible
2411 flush_output_element(op, &op->contr->outputs[i]); 2425 * depending on the value of invisible, so we need to
2426 * alternate it here for it to work correctly.
2427 */
2428 if (pticks & 2)
2429 op->invisible--;
2412 } 2430 }
2431 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2432 {
2433 if (!op->invisible--)
2434 {
2435 make_visible (op);
2436 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2437 }
2438 }
2413 2439
2414 if(op->contr->state==ST_PLAYING) { 2440 if (op->contr->ns->state == ST_PLAYING)
2415 2441 {
2416 /* these next three if clauses make it possible to SLOW DOWN 2442 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2443 hp/grace/spellpoint regeneration. */
2418 if(op->contr->gen_hp >= 0 ) 2444 if (op->contr->gen_hp >= 0)
2419 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2445 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2420 else { 2446 else
2447 {
2421 gen_hp = op->stats.maxhp; 2448 gen_hp = op->stats.maxhp;
2422 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2449 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2423 } 2450 }
2451
2424 if(op->contr->gen_sp >= 0 ) 2452 if (op->contr->gen_sp >= 0)
2425 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2453 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2426 else { 2454 else
2455 {
2427 gen_sp = op->stats.maxsp; 2456 gen_sp = op->stats.maxsp;
2428 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2457 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2429 } 2458 }
2459
2430 if(op->contr->gen_grace >= 0) 2460 if (op->contr->gen_grace >= 0)
2431 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2461 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2432 else { 2462 else
2463 {
2433 gen_grace = op->stats.maxgrace; 2464 gen_grace = op->stats.maxgrace;
2434 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2465 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2435 } 2466 }
2436 2467
2437 /* Regenerate Spell Points */ 2468 /* Regenerate Spell Points */
2438 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2469 if (!op->contr->golem && --op->last_sp < 0)
2470 {
2439 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2471 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2440 if(op->stats.sp<op->stats.maxsp) {
2441 op->stats.sp++;
2442 /* dms do not consume food */
2443 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2444 op->stats.food--;
2445 if(op->contr->digestion<0)
2446 op->stats.food+=op->contr->digestion;
2447 else if(op->contr->digestion>0 &&
2448 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2449 op->stats.food=last_food;
2450 }
2451 }
2452 if (max_sp>1) {
2453 over_sp = (gen_sp+10)/rate_sp;
2454 if (over_sp > 0) {
2455 if(op->stats.sp<op->stats.maxsp) { 2472 if (op->stats.sp < op->stats.maxsp)
2456 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2473 {
2457 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2458 op->stats.sp--; 2474 op->stats.sp++;
2459 if(op->stats.sp>op->stats.maxsp) 2475 /* dms do not consume food */
2460 op->stats.sp=op->stats.maxsp; 2476 if (!QUERY_FLAG (op, FLAG_WIZ))
2477 {
2478 op->stats.food--;
2479 if (op->contr->digestion < 0)
2480 op->stats.food += op->contr->digestion;
2481 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2482 op->stats.food = last_food;
2461 } 2483 }
2462 op->last_sp=0;
2463 } else {
2464 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2465 }
2466 } else {
2467 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2468 }
2469 }
2470
2471 /* Regenerate Grace */
2472 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2473 if(--op->last_grace<0) {
2474 if(op->stats.grace<op->stats.maxgrace/2)
2475 op->stats.grace++; /* no penalty in food for regaining grace */
2476 if(max_grace>1) {
2477 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2478 if (over_grace > 0) {
2479 op->stats.sp += over_grace
2480 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2481 op->last_grace=0;
2482 } else {
2483 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2484 } 2484 }
2485
2486 if (max_sp > 1)
2487 {
2488 over_sp = (gen_sp + 10) / rate_sp;
2489 if (over_sp > 0)
2490 {
2491 if (op->stats.sp < op->stats.maxsp)
2492 {
2493 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2494
2495 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2496 op->stats.sp--;
2497
2498 if (op->stats.sp > op->stats.maxsp)
2499 op->stats.sp = op->stats.maxsp;
2500 }
2501 op->last_sp = 0;
2502 }
2503 else
2504 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2505 }
2485 } else { 2506 else
2507 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2508 }
2509
2510 /* Regenerate Grace */
2511 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2512 if (--op->last_grace < 0)
2513 {
2514 if (op->stats.grace < op->stats.maxgrace / 2)
2515 op->stats.grace++; /* no penalty in food for regaining grace */
2516
2517 if (max_grace > 1)
2518 {
2519 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2520 if (over_grace > 0)
2521 {
2522 op->stats.sp += over_grace
2523 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2524 op->last_grace = 0;
2525 }
2526 else
2527 {
2528 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2529 }
2530 }
2531 else
2532 {
2486 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2533 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2487 } 2534 }
2488 /* wearing stuff doesn't detract from grace generation. */ 2535 /* wearing stuff doesn't detract from grace generation. */
2489 } 2536 }
2490 2537
2491 /* Regenerate Hit Points */ 2538 /* Regenerate Hit Points */
2492 if(--op->last_heal<0) { 2539 if (--op->last_heal < 0)
2540 {
2493 if(op->stats.hp<op->stats.maxhp) { 2541 if (op->stats.hp < op->stats.maxhp)
2542 {
2494 op->stats.hp++; 2543 op->stats.hp++;
2495 /* dms do not consume food */ 2544 /* dms do not consume food */
2496 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2545 if (!QUERY_FLAG (op, FLAG_WIZ))
2497 op->stats.food--; 2546 {
2547 op->stats.food--;
2498 if(op->contr->digestion<0) 2548 if (op->contr->digestion < 0)
2499 op->stats.food+=op->contr->digestion; 2549 op->stats.food += op->contr->digestion;
2500 else if(op->contr->digestion>0 && 2550 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2501 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2502 op->stats.food=last_food; 2551 op->stats.food = last_food;
2552 }
2553 }
2554
2555 if (max_hp > 1)
2556 {
2557 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2558 if (over_hp > 0)
2559 {
2560 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2561 op->last_heal = 0;
2562 }
2563 else
2564 {
2565 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2566 }
2567 }
2568 else
2569 {
2570 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2571 }
2503 } 2572 }
2504 }
2505 if(max_hp>1) {
2506 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2507 if (over_hp > 0) {
2508 op->stats.sp += over_hp
2509 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2510 op->last_heal=0;
2511 } else {
2512 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2513 }
2514 } else {
2515 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2516 }
2517 }
2518 2573
2519 /* Digestion */ 2574 /* Digestion */
2520 if(--op->last_eat<0) { 2575 if (--op->last_eat < 0)
2521#ifdef COZY_SERVER 2576 {
2522 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2577 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2523 int bonus=dg>0?dg:0,
2524 penalty=dg<0?-dg:0;
2525#else
2526 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2527 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2528#endif
2529 2578
2530 if(op->contr->gen_hp > 0) 2579 if (op->contr->gen_hp > 0)
2531 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2580 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2532 else 2581 else
2533 op->last_eat=25*(1+bonus)/(penalty +1); 2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2583
2534 /* dms do not consume food */ 2584 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2585 if (!QUERY_FLAG (op, FLAG_WIZ))
2536 } 2586 op->stats.food--;
2537 } 2587 }
2538 2588
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2589 if (op->stats.food < 0 && op->stats.hp >= 0)
2590 {
2540 object *tmp, *flesh=NULL; 2591 object *tmp, *flesh = 0;
2541 2592
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2593 for (tmp = op->inv; tmp; tmp = tmp->below)
2594 {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2595 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2596 {
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2597 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2598 {
2545 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2599 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2546 manual_apply(op,tmp,0); 2600 manual_apply (op, tmp, 0);
2547 if(op->stats.food>=0||op->stats.hp<0) 2601 if (op->stats.food >= 0 || op->stats.hp < 0)
2548 break; 2602 break;
2549 } 2603 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2604 else if (tmp->type == FLESH)
2605 flesh = tmp;
2551 } /* End if paid for object */ 2606 } /* End if paid for object */
2552 } /* end of for loop */ 2607 } /* end of for loop */
2608
2553 /* If player is still starving, it means they don't have any food, so 2609 /* If player is still starving, it means they don't have any food, so
2554 * eat flesh instead. 2610 * eat flesh instead.
2555 */ 2611 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2612 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2613 {
2557 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2614 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2558 manual_apply(op,flesh,0); 2615 manual_apply (op, flesh, 0);
2559 } 2616 }
2560 } /* end if player is starving */ 2617 }
2561 2618
2562 while(op->stats.food<0&&op->stats.hp>0) 2619 while (op->stats.food < 0 && op->stats.hp >= 0)
2563 op->stats.food++,op->stats.hp--; 2620 op->stats.food++, op->stats.hp--;
2564 2621
2565 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2622 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2566 kill_player(op); 2623 kill_player (op);
2624 }
2567} 2625}
2568
2569
2570 2626
2571/* If the player should die (lack of hp, food, etc), we call this. 2627/* If the player should die (lack of hp, food, etc), we call this.
2572 * op is the player in jeopardy. If the player can not be saved (not 2628 * op is the player in jeopardy. If the player can not be saved (not
2573 * permadeath, no lifesave), this will take care of removing the player 2629 * permadeath, no lifesave), this will take care of removing the player
2574 * file. 2630 * file.
2575 */ 2631 */
2632void
2576void kill_player(object *op) 2633kill_player (object *op)
2577{ 2634{
2578 char buf[MAX_BUF]; 2635 char buf[MAX_BUF];
2579 int x,y,i; 2636 int x, y;
2637
2638 //int i;
2580 mapstruct *map; /* this is for resurrection */ 2639 maptile *map; /* this is for resurrection */
2640
2581 int z; 2641 /* int z;
2582 int num_stats_lose; 2642 int num_stats_lose;
2583 int lost_a_stat; 2643 int lost_a_stat;
2584 int lose_this_stat; 2644 int lose_this_stat;
2585 int this_stat; 2645 int this_stat; */
2586 int will_kill_again; 2646 int will_kill_again;
2587 archetype *at; 2647 archetype *at;
2588 object *tmp; 2648 object *tmp;
2589 2649
2590 if(save_life(op)) 2650 if (save_life (op))
2591 return; 2651 return;
2592 2652
2593 2653
2594 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2654 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2595 * in cities ONLY!!! It is very important that this doesn't get abused. 2655 * in cities ONLY!!! It is very important that this doesn't get abused.
2596 * Look at op_on_battleground() for more info --AndreasV 2656 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2657 */
2598 if (op_on_battleground(op, &x, &y)) { 2658 if (op_on_battleground (op, &x, &y))
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2659 {
2600 "You have been defeated in combat!"); 2660 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2661 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2602 "Local medics have saved your life..."); 2662
2603
2604 /* restore player */ 2663 /* restore player */
2605 at = find_archetype("poisoning"); 2664 at = archetype::find ("poisoning");
2606 tmp=present_arch_in_ob(at,op); 2665 if (object *tmp = present_arch_in_ob (at, op))
2607 if (tmp) { 2666 {
2608 remove_ob(tmp); 2667 tmp->destroy ();
2609 free_object(tmp);
2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2668 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2669 }
2670
2671 at = archetype::find ("confusion");
2672 if (object *tmp = present_arch_in_ob (at, op))
2611 } 2673 {
2612 2674 tmp->destroy ();
2613 at = find_archetype("confusion");
2614 tmp=present_arch_in_ob(at,op);
2615 if (tmp) {
2616 remove_ob(tmp);
2617 free_object(tmp);
2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2675 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2619 } 2676 }
2620 2677
2621 cure_disease(op,0); /* remove any disease */ 2678 cure_disease (op, 0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp; 2679 op->stats.hp = op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999; 2680 if (op->stats.food <= 0)
2624 2681 op->stats.food = 999;
2682
2625 /* create a bodypart-trophy to make the winner happy */ 2683 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 2684 if (object *tmp = arch_to_object (archetype::find ("finger")))
2627 if (tmp != NULL)
2628 { 2685 {
2629 sprintf(buf,"%s's finger",op->name); 2686 sprintf (buf, "%s's finger", &op->name);
2630 tmp->name = add_string(buf); 2687 tmp->name = buf;
2631 sprintf(buf," This finger has been cut off %s\n" 2688 sprintf (buf, " This finger has been cut off %s\n"
2632 " the %s, when he was defeated at\n level %d by %s.\n", 2689 " the %s, when he was defeated at\n level %d by %s.\n",
2633 op->name, op->contr->title, (int)(op->level), 2690 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2634 op->contr->killer); 2691 tmp->msg = buf;
2635 tmp->msg=add_string(buf);
2636 tmp->value=0, tmp->material=0, tmp->type=0; 2692 tmp->value = 0, tmp->type = 0;
2637 tmp->materialname = NULL; 2693 tmp->materialname = "organics";
2638 tmp->x = op->x, tmp->y = op->y; 2694 tmp->insert_at (op, tmp);
2639 insert_ob_in_map(tmp,op->map,op,0);
2640 }
2641 2695 }
2696
2642 /* teleport defeated player to new destination*/ 2697 /* teleport defeated player to new destination */
2643 transfer_ob(op, x, y, 0, NULL); 2698 transfer_ob (op, x, y, 0, NULL);
2644 op->contr->braced=0; 2699 op->contr->braced = 0;
2645 return; 2700 return;
2646 } 2701 }
2647 2702
2648 INVOKE_PLAYER (DEATH, op->contr); 2703 INVOKE_PLAYER (DEATH, op->contr);
2649 2704
2650 command_kill_pets (op, 0); 2705 command_kill_pets (op, 0);
2651 2706
2652 if(op->stats.food<0) { 2707 if (op->stats.food < 0)
2653 if (op->contr->explore) { 2708 {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2655 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2656 op->stats.food=999;
2657 return;
2658 }
2659 sprintf(buf,"%s starved to death.",op->name); 2709 sprintf (buf, "%s starved to death.", &op->name);
2660 strcpy(op->contr->killer,"starvation"); 2710 strcpy (op->contr->killer, "starvation");
2661 } 2711 }
2662 else { 2712 else
2663 if (op->contr->explore) {
2664 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2665 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2666 op->stats.hp=op->stats.maxhp;
2667 return;
2668 }
2669 sprintf(buf,"%s died.",op->name); 2713 sprintf (buf, "%s died.", &op->name);
2670 } 2714
2671 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2715 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2672 2716
2673 /* save the map location for corpse, gravestone*/ 2717 /* save the map location for corpse, gravestone */
2674 x=op->x;y=op->y;map=op->map; 2718 x = op->x;
2719 y = op->y;
2720 map = op->map;
2675 2721
2676
2677 if (settings.not_permadeth == TRUE) {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 2722 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * life if they are dead - it takes some exp and a random stat. 2723 * life if they are dead - it takes some exp and a random stat.
2680 * See the config.h file for a little more in depth detail about this. 2724 * See the config.h file for a little more in depth detail about this.
2681 */ 2725 */
2682 2726
2683 /* Basically two ways to go - remove a stat permanently, or just 2727 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 2728 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 2729 * of death.
2686 */ 2730 */
2687#ifndef COZY_SERVER 2731#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 2732 if (settings.balanced_stat_loss)
2733 {
2689 /* If stat loss is permanent, lose one stat only. */ 2734 /* If stat loss is permanent, lose one stat only. */
2690 /* Lower level chars don't lose as many stats because they suffer 2735 /* Lower level chars don't lose as many stats because they suffer
2691 more if they do. */ 2736 more if they do. */
2692 /* Higher level characters can afford things such as potions of 2737 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 2738 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 2739 little bit harder. */
2695 /* GD */ 2740 /* GD */
2696 if (settings.stat_loss_on_death) 2741 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1;
2698 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2700 } else {
2701 num_stats_lose = 1; 2742 num_stats_lose = 1;
2702 } 2743 else
2744 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2745 }
2746 else
2747 num_stats_lose = 1;
2748
2703 lost_a_stat = 0; 2749 lost_a_stat = 0;
2704 2750
2705 for (z=0; z<num_stats_lose; z++) { 2751 for (z = 0; z < num_stats_lose; z++)
2752 {
2706 i = RANDOM() % NUM_STATS; 2753 i = RANDOM () % NUM_STATS;
2707 2754
2708 if (settings.stat_loss_on_death) { 2755 if (settings.stat_loss_on_death)
2756 {
2709 /* Pick a random stat and take a point off it. Tell the player 2757 /* Pick a random stat and take a point off it. Tell the player
2710 * what he lost. 2758 * what he lost.
2711 */ 2759 */
2712 change_attr_value(&(op->stats), i,-1); 2760 change_attr_value (&(op->stats), i, -1);
2713 check_stat_bounds(&(op->stats)); 2761 check_stat_bounds (&(op->stats));
2714 change_attr_value(&(op->contr->orig_stats), i,-1); 2762 change_attr_value (&(op->contr->orig_stats), i, -1);
2715 check_stat_bounds(&(op->contr->orig_stats)); 2763 check_stat_bounds (&(op->contr->orig_stats));
2716 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2764 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2717 lost_a_stat = 1; 2765 lost_a_stat = 1;
2718 } else { 2766 }
2767 else
2768 {
2719 /* deplete a stat */ 2769 /* deplete a stat */
2720 archetype *deparch=find_archetype("depletion"); 2770 archetype *deparch = archetype::find ("depletion");
2721 object *dep; 2771 object *dep;
2772
2773 dep = present_arch_in_ob (deparch, op);
2774 if (!dep)
2722 2775 {
2723 dep = present_arch_in_ob(deparch,op);
2724 if(!dep) {
2725 dep = arch_to_object(deparch); 2776 dep = arch_to_object (deparch);
2726 insert_ob_in_ob(dep, op); 2777 insert_ob_in_ob (dep, op);
2727 } 2778 }
2728 lose_this_stat = 1; 2779 lose_this_stat = 1;
2729 if (settings.balanced_stat_loss) { 2780 if (settings.balanced_stat_loss)
2781 {
2730 /* GD */ 2782 /* GD */
2731 /* Get the stat that we're about to deplete. */ 2783 /* Get the stat that we're about to deplete. */
2732 this_stat = get_attr_value(&(dep->stats), i); 2784 this_stat = get_attr_value (&(dep->stats), i);
2733 if (this_stat < 0) { 2785 if (this_stat < 0)
2786 {
2734 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2787 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2735 int keep_chance = this_stat * this_stat; 2788 int keep_chance = this_stat * this_stat;
2789
2736 /* Yes, I am paranoid. Sue me. */ 2790 /* Yes, I am paranoid. Sue me. */
2737 if (keep_chance < 1) 2791 if (keep_chance < 1)
2738 keep_chance = 1; 2792 keep_chance = 1;
2739 2793
2740 /* There is a maximum depletion total per level. */ 2794 /* There is a maximum depletion total per level. */
2741 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2795 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2796 {
2742 lose_this_stat = 0; 2797 lose_this_stat = 0;
2743 /* Take loss chance vs keep chance to see if we 2798 /* Take loss chance vs keep chance to see if we
2744 retain the stat. */ 2799 retain the stat. */
2745 } else {
2746 if (random_roll(0, loss_chance + keep_chance-1,
2747 op, PREFER_LOW) < keep_chance)
2748 lose_this_stat = 0;
2749 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2750 this_stat, keep_chance, loss_chance,
2751 lose_this_stat?"LOSE":"KEEP"); */
2752 }
2753 } 2800 }
2754 } 2801 else
2755
2756 if (lose_this_stat) {
2757 this_stat = get_attr_value(&(dep->stats), i);
2758 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a
2762 * difference.
2763 */ 2802 {
2764 if (this_stat>=-50) { 2803 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2765 change_attr_value(&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2768 fix_player(op);
2769 lost_a_stat = 1; 2804 lose_this_stat = 0;
2805 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2806 this_stat, keep_chance, loss_chance,
2807 lose_this_stat?"LOSE":"KEEP"); */
2770 } 2808 }
2771 } 2809 }
2772 } 2810 }
2773 } 2811
2774 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 2812 if (lose_this_stat)
2813 {
2814 this_stat = get_attr_value (&(dep->stats), i);
2815 /* We could try to do something clever like find another
2816 * stat to reduce if this fails. But chances are, if
2817 * stats have been depleted to -50, all are pretty low
2818 * and should be roughly the same, so it shouldn't make a
2819 * difference.
2820 */
2821 if (this_stat >= -50)
2776 { 2822 {
2777 /* determine_god() seems to not work sometimes... why is this? 2823 change_attr_value (&(dep->stats), i, -1);
2778 Should I be using something else? GD */ 2824 SET_FLAG (dep, FLAG_APPLIED);
2779 const char *god = determine_god(op);
2780 if (god && (strcmp(god, "none")))
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2825 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2782 "moment you feel the holy presence of %s protecting" 2826 op->update_stats ();
2783 " you.", god); 2827 lost_a_stat = 1;
2784 else 2828 }
2785 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2786 " feel a holy presence protecting you.");
2787 } 2829 }
2830 }
2831 }
2832 /* If no stat lost, tell the player. */
2833 if (!lost_a_stat)
2834 {
2835 /* determine_god() seems to not work sometimes... why is this?
2836 Should I be using something else? GD */
2837 const char *god = determine_god (op);
2838
2839 if (god && (strcmp (god, "none")))
2840 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2841 else
2842 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2843 }
2844#else
2845 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2788#endif 2846#endif
2789 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2790 " feel a holy presence protecting you from losing yourself completely.");
2791 2847
2792 /* Put a gravestone up where the character 'almost' died. List the 2848 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 2849 * exp loss on the stone.
2794 */ 2850 */
2795 tmp=arch_to_object(find_archetype("gravestone")); 2851 tmp = arch_to_object (archetype::find ("gravestone"));
2796 sprintf(buf,"%s's gravestone",op->name); 2852 sprintf (buf, "%s's gravestone", &op->name);
2797 FREE_AND_COPY(tmp->name, buf); 2853 tmp->name = buf;
2798 sprintf(buf,"%s's gravestones",op->name); 2854 sprintf (buf, "%s's gravestones", &op->name);
2799 FREE_AND_COPY(tmp->name_pl, buf); 2855 tmp->name_pl = buf;
2800 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2856 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2801 "who was killed\n" 2857 tmp->msg = buf;
2802 "by %s.\n",
2803 op->name, op->contr->title,
2804 op->contr->killer);
2805 tmp->msg = add_string(buf);
2806 tmp->x=op->x,tmp->y=op->y; 2858 tmp->x = op->x, tmp->y = op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0); 2859 insert_ob_in_map (tmp, op->map, NULL, 0);
2808 2860
2809 /**************************************/ 2861 /**************************************/
2810 /* */ 2862 /* */
2811 /* Subtract the experience points, */ 2863 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */ 2864 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */ 2865 /* food, and reset HP's... */
2814 /* */ 2866 /* */
2815 /**************************************/ 2867 /**************************************/
2816 2868
2817 /* remove any poisoning and confusion the character may be suffering.*/ 2869 /* remove any poisoning and confusion the character may be suffering. */
2818 /* restore player */ 2870 /* restore player */
2819 at = find_archetype("poisoning"); 2871 at = archetype::find ("poisoning");
2820 tmp=present_arch_in_ob(at,op); 2872 tmp = present_arch_in_ob (at, op);
2821 if (tmp) { 2873
2822 remove_ob(tmp); 2874 if (tmp)
2823 free_object(tmp); 2875 {
2876 tmp->destroy ();
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2877 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2825 } 2878 }
2826 2879
2827 at = find_archetype("confusion"); 2880 at = archetype::find ("confusion");
2828 tmp=present_arch_in_ob(at,op); 2881 tmp = present_arch_in_ob (at, op);
2829 if (tmp) { 2882 if (tmp)
2830 remove_ob(tmp); 2883 {
2831 free_object(tmp); 2884 tmp->destroy ();
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2885 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2833 } 2886 }
2887
2834 cure_disease(op,0); /* remove any disease */ 2888 cure_disease (op, 0); /* remove any disease */
2835 2889
2836 /*add_exp(op, (op->stats.exp * -0.20)); */ 2890 /*add_exp(op, (op->stats.exp * -0.20)); */
2837 apply_death_exp_penalty(op); 2891 apply_death_exp_penalty (op);
2838 if(op->stats.food < 100) op->stats.food = 900; 2892 if (op->stats.food < 100)
2893 op->stats.food = 900;
2839 op->stats.hp = op->stats.maxhp; 2894 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2895 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2896 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2842 2897
2843 /* 2898 /*
2844 * Check to see if the player is in a shop. IF so, then check to see if 2899 * Check to see if the player has any unpaid items. If so, remove them
2845 * the player has any unpaid items. If so, remove them and put them back 2900 * and put them back in the map.
2846 * in the map. 2901 */
2847 */
2848
2849 if (is_in_shop (op))
2850 remove_unpaid_objects(op->inv, op); 2902 remove_unpaid_objects (op->inv, op);
2851 2903
2852 /****************************************/ 2904 /****************************************/
2853 /* */ 2905 /* */
2854 /* Move player to his current respawn- */ 2906 /* Move player to his current respawn- */
2855 /* position (usually last savebed) */ 2907 /* position (usually last savebed) */
2856 /* */ 2908 /* */
2857 /****************************************/ 2909 /****************************************/
2858 2910
2859 enter_player_savebed(op); 2911 enter_player_savebed (op);
2860 2912
2861 /* Save the player before inserting the force to reduce
2862 * chance of abuse.
2863 */
2864 op->contr->braced=0; 2913 op->contr->braced = 0;
2865 save_player(op,1);
2866 2914
2867 /* it is possible that the player has blown something up 2915 /* it is possible that the player has blown something up
2868 * at his savebed location, and that can have long lasting 2916 * at his savebed location, and that can have long lasting
2869 * spell effects. So first see if there is a spell effect 2917 * spell effects. So first see if there is a spell effect
2870 * on the space that might harm the player. 2918 * on the space that might harm the player.
2871 */ 2919 */
2872 will_kill_again=0; 2920 will_kill_again = 0;
2873 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2921 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2874 if (tmp->type ==SPELL_EFFECT) 2922 if (tmp->type == SPELL_EFFECT)
2875 will_kill_again|=tmp->attacktype; 2923 will_kill_again |= tmp->attacktype;
2876 } 2924
2877 if (will_kill_again) { 2925 if (will_kill_again)
2926 {
2878 object *force; 2927 object *force;
2879 int at; 2928 int at;
2880 2929
2881 force=get_archetype(FORCE_NAME); 2930 force = get_archetype (FORCE_NAME);
2882 /* 50 ticks should be enough time for the spell to abate */ 2931 /* 50 ticks should be enough time for the spell to abate */
2883 force->speed=0.1; 2932 force->speed = 0.1f;
2884 force->speed_left=-5.0; 2933 force->speed_left = -5.f;
2885 SET_FLAG(force, FLAG_APPLIED); 2934 SET_FLAG (force, FLAG_APPLIED);
2886 for (at=0; at<NROFATTACKS; at++) { 2935 for (at = 0; at < NROFATTACKS; at++)
2887 if (will_kill_again & (1 << at)) 2936 if (will_kill_again & (1 << at))
2888 force->resist[at] = 100; 2937 force->resist[at] = 100;
2938
2939 insert_ob_in_ob (force, op);
2940 op->update_stats ();
2941
2942 }
2943
2944 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2945}
2946
2947void
2948loot_object (object *op)
2949{ /* Grab and destroy some treasure */
2950 object *tmp, *tmp2, *next;
2951
2952 op->close_container (); /* close open sack first */
2953
2954 for (tmp = op->inv; tmp; tmp = next)
2955 {
2956 next = tmp->below;
2957
2958 if (tmp->invisible)
2959 continue;
2960
2961 tmp->remove ();
2962 tmp->x = op->x, tmp->y = op->y;
2963
2964 if (tmp->type == CONTAINER)
2965 loot_object (tmp); /* empty container to ground */
2966
2967 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2968 {
2969 if (tmp->nrof > 1)
2970 {
2971 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2972 tmp2->destroy ();
2973 insert_ob_in_map (tmp, op->map, NULL, 0);
2889 } 2974 }
2890 insert_ob_in_ob(force, op);
2891 fix_player(op);
2892
2893 }
2894 /**************************************/
2895 /* */
2896 /* Repaint the characters inv, and */
2897 /* stats, and show a nasty message ;) */
2898 /* */
2899 /**************************************/
2900
2901 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2902 return;
2903 } /* NOT_PERMADETH */
2904 else {
2905 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2906 * should probably be embedded in an else statement.
2907 */
2908
2909 op->contr->party=NULL;
2910 if (settings.set_title == TRUE)
2911 op->contr->own_title[0]='\0';
2912 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2913 check_score(op);
2914 if(op->contr->ranges[range_golem]!=NULL) {
2915 remove_friendly_object(op->contr->ranges[range_golem]);
2916 remove_ob(op->contr->ranges[range_golem]);
2917 free_object(op->contr->ranges[range_golem]);
2918 op->contr->ranges[range_golem]=NULL;
2919 op->contr->golem_count=0;
2920 }
2921 loot_object(op); /* Remove some of the items for good */
2922 remove_ob(op);
2923 op->direction=0;
2924
2925 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2926 delete_character(op->name,0);
2927 if (settings.resurrection == TRUE) {
2928 /* save playerfile sans equipment when player dies
2929 ** then save it as player.pl.dead so that future resurrection
2930 ** type spells will work on them nicely
2931 */
2932 delete_character(op->name,0);
2933 op->stats.hp = op->stats.maxhp;
2934 op->stats.food = 999;
2935
2936 /* set the location of where the person will reappear when */
2937 /* maybe resurrection code should fix map also */
2938 strcpy(op->contr->maplevel, settings.emergency_mapname);
2939 if(op->map!=NULL)
2940 op->map = NULL;
2941 op->x = settings.emergency_x;
2942 op->y = settings.emergency_y;
2943 save_player(op,0);
2944 op->map = map;
2945 /* please see resurrection.c: peterm */
2946 dead_player(op);
2947 } else { 2975 else
2948 delete_character(op->name,1); 2976 tmp->destroy ();
2949 } 2977 }
2950 } 2978 else
2951 play_again(op);
2952
2953 /* peterm: added to create a corpse at deathsite. */
2954 tmp=arch_to_object(find_archetype("corpse_pl"));
2955 sprintf(buf,"%s", op->name);
2956 FREE_AND_COPY(tmp->name, buf);
2957 FREE_AND_COPY(tmp->name_pl, buf);
2958 tmp->level=op->level;
2959 tmp->x=x;tmp->y=y;
2960 if (tmp->msg)
2961 free_string(tmp->msg);
2962 tmp->msg = add_string (gravestone_text(op));
2963 SET_FLAG (tmp, FLAG_UNIQUE);
2964 insert_ob_in_map (tmp, map, NULL,0);
2965 }
2966}
2967
2968
2969void loot_object(object *op) { /* Grab and destroy some treasure */
2970 object *tmp,*tmp2,*next;
2971
2972 if (op->container) { /* close open sack first */
2973 esrv_apply_container (op, op->container);
2974 }
2975
2976 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2977 next=tmp->below;
2978 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2979 remove_ob(tmp);
2980 tmp->x=op->x,tmp->y=op->y;
2981 if (tmp->type == CONTAINER) { /* empty container to ground */
2982 loot_object(tmp);
2983 }
2984 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2985 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2986 if(tmp->nrof>1) {
2987 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2988 free_object(tmp2);
2989 insert_ob_in_map(tmp,op->map,NULL,0); 2979 insert_ob_in_map (tmp, op->map, NULL, 0);
2990 } else
2991 free_object(tmp);
2992 } else
2993 insert_ob_in_map(tmp,op->map,NULL,0);
2994 } 2980 }
2995} 2981}
2996 2982
2997/* 2983/*
2998 * fix_weight(): Check recursively the weight of all players, and fix 2984 * fix_weight(): Check recursively the weight of all players, and fix
2999 * what needs to be fixed. Refresh windows and fix speed if anything 2985 * what needs to be fixed. Refresh windows and fix speed if anything
3000 * was changed. 2986 * was changed.
3001 */ 2987 */
3002 2988void
3003void fix_weight(void) { 2989fix_weight (void)
3004 player *pl; 2990{
3005 for (pl = first_player; pl != NULL; pl = pl->next) { 2991 for_all_players (pl)
2992 {
3006 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2993 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2994
3007 if(old == sum) 2995 if (old == sum)
3008 continue; 2996 continue;
3009 fix_player(pl->ob); 2997 pl->ob->update_stats ();
3010 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2998 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3011 pl->ob->name, old, sum);
3012 } 2999 }
3013} 3000}
3014 3001
3002void
3015void fix_luck(void) { 3003fix_luck (void)
3016 player *pl; 3004{
3017 for (pl = first_player; pl != NULL; pl = pl->next) 3005 for_all_players (pl)
3018 if (!pl->ob->contr->state) 3006 if (!pl->ob->contr->ns->state)
3019 change_luck(pl->ob, 0); 3007 pl->ob->change_luck (0);
3020} 3008}
3021
3022 3009
3023/* cast_dust() - handles op throwing objects of type 'DUST'. 3010/* cast_dust() - handles op throwing objects of type 'DUST'.
3024 * This is much simpler in the new spell code - we basically 3011 * This is much simpler in the new spell code - we basically
3025 * just treat this as any other spell casting object. 3012 * just treat this as any other spell casting object.
3026 */ 3013 */
3027
3028void 3014void
3029cast_dust (object * op, object * throw_ob, int dir) 3015cast_dust (object *op, object *throw_ob, int dir)
3030{ 3016{
3031 object *skop, *spob; 3017 object *skop, *spob;
3032 3018
3033 skop = find_skill_by_name (op, throw_ob->skill); 3019 skop = find_skill_by_name (op, throw_ob->skill);
3034 3020
3035 /* casting POTION 'dusts' is really a use_magic_item skill */ 3021 /* casting POTION 'dusts' is really a use_magic_item skill */
3036 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3022 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3037 { 3023 {
3038 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3024 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3039 op->name);
3040 return; 3025 return;
3041 } 3026 }
3042 3027
3043 spob = throw_ob->inv; 3028 spob = throw_ob->inv;
3044 3029
3045 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3030 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3046 // not pass NULL to cast_spell (which did indeed check itself, but 3031 // not pass NULL to cast_spell (which did indeed check itself, but
3047 // errors should be reported as early as possible IMHO) 3032 // errors should be reported as early as possible IMHO)
3048 if (!spob) 3033 if (!spob)
3049 { 3034 {
3050 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3035 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3051 throw_ob->name, op->name);
3052 return; 3036 return;
3053 } 3037 }
3054 3038
3055 if (op->type == PLAYER) 3039 if (op->type == PLAYER)
3056 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3040 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3057 3041
3058 cast_spell (op, throw_ob, dir, spob, NULL); 3042 cast_spell (op, throw_ob, dir, spob, NULL);
3059 3043
3060 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3044 throw_ob->destroy ();
3061 remove_ob (throw_ob);
3062 free_object (throw_ob);
3063} 3045}
3064 3046
3047void
3065void make_visible (object *op) { 3048make_visible (object *op)
3049{
3066 op->hide = 0; 3050 op->hide = 0;
3067 op->invisible = 0; 3051 op->invisible = 0;
3068 if(op->type==PLAYER) { 3052 if (op->type == PLAYER)
3053 {
3069 op->contr->tmp_invis = 0; 3054 op->contr->tmp_invis = 0;
3070 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3055 op->contr->invis_race = 0;
3071 } 3056 }
3057
3072 update_object(op,UP_OBJ_FACE); 3058 update_object (op, UP_OBJ_CHANGE);
3073} 3059}
3074 3060
3061int
3075int is_true_undead(object *op) { 3062is_true_undead (object *op)
3076 object *tmp=NULL; 3063{
3077
3078 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3064 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3065 return 1;
3079 3066
3080 if(op->type==PLAYER)
3081 for(tmp=op->inv;tmp;tmp=tmp->below)
3082 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3083 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3084 return 0; 3067 return 0;
3085} 3068}
3086 3069
3087/* look at the surrounding terrain to determine 3070/* look at the surrounding terrain to determine
3088 * the hideability of this object. Positive levels 3071 * the hideability of this object. Positive levels
3089 * indicate greater hideability. 3072 * indicate greater hideability.
3090 */ 3073 */
3091 3074
3075int
3092int hideability(object *ob) { 3076hideability (object *ob)
3077{
3093 int i,level=0, mflag; 3078 int i, level = 0, mflag;
3094 sint16 x,y; 3079 sint16 x, y;
3095 3080
3096 if(!ob||!ob->map) return 0; 3081 if (!ob || !ob->map)
3082 return 0;
3097 3083
3098 /* so, on normal lighted maps, its hard to hide */ 3084 /* so, on normal lighted maps, its hard to hide */
3099 level=ob->map->darkness - 2; 3085 level = ob->map->darkness - 2;
3100 3086
3101 /* this also picks up whether the object is glowing. 3087 /* this also picks up whether the object is glowing.
3102 * If you carry a light on a non-dark map, its not 3088 * If you carry a light on a non-dark map, its not
3103 * as bad as carrying a light on a pitch dark map */ 3089 * as bad as carrying a light on a pitch dark map */
3104 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3090 if (has_carried_lights (ob))
3091 level = -(10 + (2 * ob->map->darkness));
3105 3092
3106 /* scan through all nearby squares for terrain to hide in */ 3093 /* scan through all nearby squares for terrain to hide in */
3107 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3094 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3095 {
3108 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3096 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3109 if (mflag & P_OUT_OF_MAP) { continue; } 3097 if (mflag & P_OUT_OF_MAP)
3098 {
3099 continue;
3100 }
3110 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3101 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3111 level += 2; 3102 level += 2;
3112 else /* open terrain! */ 3103 else /* open terrain! */
3113 level -= 1; 3104 level -= 1;
3114 } 3105 }
3115 3106
3116#if 0 3107#if 0
3117 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3108 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3118#endif 3109#endif
3119 return level; 3110 return level;
3120} 3111}
3121 3112
3122/* For Hidden creatures - a chance of becoming 'unhidden' 3113/* For Hidden creatures - a chance of becoming 'unhidden'
3123 * every time they move - as we subtract off 'invisibility' 3114 * every time they move - as we subtract off 'invisibility'
3124 * AND, for players, if they move into a ridiculously unhideable 3115 * AND, for players, if they move into a ridiculously unhideable
3125 * spot (surrounded by clear terrain in broad daylight). -b.t. 3116 * spot (surrounded by clear terrain in broad daylight). -b.t.
3126 */ 3117 */
3127 3118
3119void
3128void do_hidden_move (object *op) { 3120do_hidden_move (object *op)
3121{
3129 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3122 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3130 object *skop; 3123 object *skop;
3131 3124
3132 if(!op || !op->map) return; 3125 if (!op || !op->map)
3126 return;
3133 3127
3134 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3128 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3135 3129
3136 /* its *extremely* hard to run and sneak/hide at the same time! */ 3130 /* its *extremely* hard to run and sneak/hide at the same time! */
3137 if(op->type==PLAYER && op->contr->run_on) { 3131 if (op->type == PLAYER && op->contr->run_on)
3138 if(!skop || num >= skop->level) { 3132 if (!skop || num >= skop->level)
3133 {
3139 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3134 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3140 make_visible(op);
3141 return;
3142 } else num += 20;
3143 }
3144 num += op->map->difficulty;
3145 hide = hideability(op); /* modify by terrain hidden level */
3146 num -= hide;
3147 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3148 make_visible(op); 3135 make_visible (op);
3149 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3136 return;
3150 "You moved out of hiding! You are visible!");
3151 } 3137 }
3138 else
3139 num += 20;
3140
3141 num += op->map->difficulty;
3142 hide = hideability (op); /* modify by terrain hidden level */
3143 num -= hide;
3144
3145 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3146 {
3147 make_visible (op);
3148 if (op->type == PLAYER)
3149 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3150 }
3152 else if (op->type == PLAYER && skop) { 3151 else if (op->type == PLAYER && skop)
3153 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3152 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3154 }
3155} 3153}
3156 3154
3157/* determine if who is standing near a hostile creature. */ 3155/* determine if who is standing near a hostile creature. */
3158 3156
3157int
3159int stand_near_hostile( object *who ) { 3158stand_near_hostile (object *who)
3159{
3160 object *tmp=NULL; 3160 object *tmp = NULL;
3161 int i,friendly=0,player=0, mflags; 3161 int i, friendly = 0, player = 0, mflags;
3162 mapstruct *m; 3162 maptile *m;
3163 sint16 x,y; 3163 sint16 x, y;
3164 3164
3165 if(!who) return 0; 3165 if (!who)
3166 return 0;
3166 3167
3167 if(who->type==PLAYER) player=1; 3168 if (who->type == PLAYER)
3169 player = 1;
3170
3171 else
3168 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3172 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3169 3173
3170 /* search adjacent squares */ 3174 /* search adjacent squares */
3171 for(i=1;i<9;i++) { 3175 for (i = 1; i < 9; i++)
3176 {
3172 x = who->x+freearr_x[i]; 3177 x = who->x + freearr_x[i];
3173 y = who->y+freearr_y[i]; 3178 y = who->y + freearr_y[i];
3174 m = who->map; 3179 m = who->map;
3175 mflags = get_map_flags(m, &m, x, y, &x, &y); 3180 mflags = get_map_flags (m, &m, x, y, &x, &y);
3176 /* space must be blocked if there is a monster. If not 3181 /* space must be blocked if there is a monster. If not
3177 * blocked, don't need to check this space. 3182 * blocked, don't need to check this space.
3178 */ 3183 */
3179 if (mflags & P_OUT_OF_MAP) continue; 3184 if (mflags & P_OUT_OF_MAP)
3185 continue;
3180 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3186 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3181 3187 continue;
3182 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3188
3183 if((player||friendly) 3189 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3190 {
3184 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3191 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3192 return 1;
3193 else if (tmp->type == PLAYER)
3194 {
3195 /*don't let a hidden DM prevent you from hiding */
3196 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3185 return 1; 3197 return 1;
3186 else if(tmp->type==PLAYER)
3187 {
3188 /*don't let a hidden DM prevent you from hiding*/
3189 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3190 return 1;
3191 } 3198 }
3192 } 3199 }
3193 } 3200 }
3194 return 0; 3201 return 0;
3195} 3202}
3196 3203
3197/* check the player los field for viewability of the 3204/* check the player los field for viewability of the
3198 * object op. This function works fine for monsters, 3205 * object op. This function works fine for monsters,
3199 * but we dont worry if the object isnt the top one in 3206 * but we dont worry if the object isnt the top one in
3206 * for them to differ. Sigh, this fctn could get a bit more complex. 3213 * for them to differ. Sigh, this fctn could get a bit more complex.
3207 * -b.t. 3214 * -b.t.
3208 * This function is now map tiling safe. 3215 * This function is now map tiling safe.
3209 */ 3216 */
3210 3217
3218int
3211int player_can_view (object *pl,object *op) { 3219player_can_view (object *pl, object *op)
3220{
3212 rv_vector rv; 3221 rv_vector rv;
3213 int dx,dy; 3222 int dx, dy;
3214 3223
3215 if(pl->type!=PLAYER) { 3224 if (pl->type != PLAYER)
3225 {
3216 LOG(llevError,"player_can_view() called for non-player object\n"); 3226 LOG (llevError, "player_can_view() called for non-player object\n");
3217 return -1; 3227 return -1;
3218 } 3228 }
3219 if (!pl || !op) return 0;
3220 3229
3221 if(op->head) { op = op->head; } 3230 if (!pl || !op)
3222 get_rangevector(pl, op, &rv, 0x1);
3223
3224 /* starting with the 'head' part, lets loop
3225 * through the object and find if it has any
3226 * part that is in the los array but isnt on
3227 * a blocked los square.
3228 * we use the archetype to figure out offsets.
3229 */
3230 while(op) {
3231 dx = rv.distance_x + op->arch->clone.x;
3232 dy = rv.distance_y + op->arch->clone.y;
3233
3234 /* only the viewable area the player sees is updated by LOS
3235 * code, so we need to restrict ourselves to that range of values
3236 * for any meaningful values.
3237 */
3238 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3239 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3240 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3241 return 1;
3242 op = op->more;
3243 }
3244 return 0; 3231 return 0;
3232
3233 op = op->head_ ();
3234
3235 get_rangevector (pl, op, &rv, 0x1);
3236
3237 /* starting with the 'head' part, lets loop
3238 * through the object and find if it has any
3239 * part that is in the los array but isnt on
3240 * a blocked los square.
3241 * we use the archetype to figure out offsets.
3242 */
3243 while (op)
3244 {
3245 dx = rv.distance_x + op->arch->clone.x;
3246 dy = rv.distance_y + op->arch->clone.y;
3247
3248 /* only the viewable area the player sees is updated by LOS
3249 * code, so we need to restrict ourselves to that range of values
3250 * for any meaningful values.
3251 */
3252 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3253 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3254 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3255 return 1;
3256 op = op->more;
3257 }
3258 return 0;
3245} 3259}
3246 3260
3247/* routine for both players and monsters. We call this when 3261/* routine for both players and monsters. We call this when
3248 * there is a possibility for our action distrubing our hiding 3262 * there is a possibility for our action distrubing our hiding
3249 * place or invisiblity spell. Artefact invisiblity is not 3263 * place or invisiblity spell. Artefact invisiblity is not
3250 * effected by this. If we arent invisible to begin with, we 3264 * effected by this. If we arent invisible to begin with, we
3251 * return 0. 3265 * return 0.
3252 */ 3266 */
3267int
3253int action_makes_visible (object *op) { 3268action_makes_visible (object *op)
3269{
3254 3270
3255 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3271 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3272 {
3256 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3273 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3257 return 0; 3274 return 0;
3258 3275
3259 if (op->contr && op->contr->tmp_invis == 0) return 0; 3276 if (op->contr && op->contr->tmp_invis == 0)
3277 return 0;
3260 3278
3261 /* If monsters, they should become visible */ 3279 /* If monsters, they should become visible */
3262 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3280 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3281 {
3263 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3282 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3264 return 1; 3283 return 1;
3265 } 3284 }
3266 } 3285 }
3267 return 0; 3286 return 0;
3268} 3287}
3269 3288
3270/* op_on_battleground - checks if the given object op (usually 3289/* op_on_battleground - checks if the given object op (usually
3271 * a player) is standing on a valid battleground-tile, 3290 * a player) is standing on a valid battleground-tile,
3272 * function returns TRUE/FALSE. If true x, y returns the battleground 3291 * function returns TRUE/FALSE. If true x, y returns the battleground
3273 * -exit-coord. (and if x, y not NULL) 3292 * -exit-coord. (and if x, y not NULL)
3274 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3293 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3275 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3294 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3276 * Default is to do the same as before, so only people wanting to have different points need worry about this 3295 * Default is to do the same as before, so only people wanting to have different points need worry about this
3277 */ 3296 */
3297int
3278int op_on_battleground (object *op, int *x, int *y) { 3298op_on_battleground (object *op, int *x, int *y)
3299{
3279 object *tmp; 3300 object *tmp;
3280 3301
3281 /* A battleground-tile needs the following attributes to be valid: 3302 /* A battleground-tile needs the following attributes to be valid:
3282 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3303 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3283 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3304 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3284 * and the exit-coordinates sp/hp must both be > 0. 3305 * and the exit-coordinates sp/hp must both be > 0.
3285 * => The intention here is to prevent abuse of the battleground- 3306 * => The intention here is to prevent abuse of the battleground-
3286 * feature (like pickable or hidden battleground tiles). */ 3307 * feature (like pickable or hidden battleground tiles). */
3287 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3308 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3309 {
3288 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3310 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3311 {
3289 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3312 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3290 strcmp(tmp->name, "battleground")==0 && 3313 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3291 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3314 {
3292 /*before we assign the exit, check if this is a teambattle*/ 3315 /*before we assign the exit, check if this is a teambattle */
3293 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3316 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3317 {
3294 object *invtmp; 3318 object *invtmp;
3319
3295 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3320 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3296 if(invtmp->type==FORCE && invtmp->slaying && 3321 {
3297 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3322 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3323 {
3298 if (x != NULL && y != NULL) 3324 if (x != NULL && y != NULL)
3299 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3325 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3300 return 1; 3326 return 1;
3327 }
3301 } 3328 }
3302 } 3329 }
3303 }
3304 if (x != NULL && y != NULL) 3330 if (x != NULL && y != NULL)
3305 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3331 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3306 return 1; 3332 return 1;
3333 }
3307 } 3334 }
3308 }
3309 } 3335 }
3310 /* If we got here, did not find a battleground */ 3336 /* If we got here, did not find a battleground */
3311 return 0; 3337 return 0;
3312} 3338}
3313 3339
3314/* 3340/*
3318 * attributes: 3344 * attributes:
3319 * object *who the dragon player 3345 * object *who the dragon player
3320 * int atnr the attack-number of the ability focus 3346 * int atnr the attack-number of the ability focus
3321 * int level ability level 3347 * int level ability level
3322 */ 3348 */
3349void
3323void dragon_ability_gain(object *who, int atnr, int level) { 3350dragon_ability_gain (object *who, int atnr, int level)
3351{
3324 treasurelist *trlist = NULL; /* treasurelist */ 3352 treasurelist *trlist = NULL; /* treasurelist */
3325 treasure *tr; /* treasure */ 3353 treasure *tr; /* treasure */
3326 object *tmp,*skop; /* tmp. object */ 3354 object *tmp, *skop; /* tmp. object */
3327 object *item; /* treasure object */ 3355 object *item; /* treasure object */
3328 char buf[MAX_BUF]; /* tmp. string buffer */ 3356 char buf[MAX_BUF]; /* tmp. string buffer */
3329 int i=0, j=0; 3357 int i = 0, j = 0;
3330 3358
3331 /* get the appropriate treasurelist */ 3359 /* get the appropriate treasurelist */
3332 if (atnr == ATNR_FIRE) 3360 if (atnr == ATNR_FIRE)
3333 trlist = find_treasurelist("dragon_ability_fire"); 3361 trlist = treasurelist::find ("dragon_ability_fire");
3334 else if (atnr == ATNR_COLD) 3362 else if (atnr == ATNR_COLD)
3335 trlist = find_treasurelist("dragon_ability_cold"); 3363 trlist = treasurelist::find ("dragon_ability_cold");
3336 else if (atnr == ATNR_ELECTRICITY) 3364 else if (atnr == ATNR_ELECTRICITY)
3337 trlist = find_treasurelist("dragon_ability_elec"); 3365 trlist = treasurelist::find ("dragon_ability_elec");
3338 else if (atnr == ATNR_POISON) 3366 else if (atnr == ATNR_POISON)
3339 trlist = find_treasurelist("dragon_ability_poison"); 3367 trlist = treasurelist::find ("dragon_ability_poison");
3340 3368
3341 if (trlist == NULL || who->type != PLAYER) 3369 if (trlist == NULL || who->type != PLAYER)
3370 return;
3371
3372 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3373
3374 if (!tr || !tr->item)
3375 {
3376 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3377 return;
3378 }
3379
3380 /* everything seems okay - now bring on the gift: */
3381 item = &(tr->item->clone);
3382
3383 if (item->type == SPELL)
3384 {
3385 if (check_spell_known (who, item->name))
3342 return; 3386 return;
3343 3387
3344 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3388 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3345 tr = tr->next, i++); 3389 do_learn_spell (who, item, 0);
3346 3390 return;
3347 if (tr == NULL || tr->item == NULL) { 3391 }
3348 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3392
3393 /* grant direct spell */
3394 if (item->type == SPELLBOOK)
3395 {
3396 if (!item->inv)
3397 {
3398 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3399 return;
3400 }
3401 if (check_spell_known (who, item->inv->name))
3349 return; 3402 return;
3350 }
3351
3352 /* everything seems okay - now bring on the gift: */
3353 item = &(tr->item->clone);
3354
3355 if (item->type == SPELL) {
3356 if (check_spell_known (who, item->name))
3357 return;
3358
3359 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name);
3360 do_learn_spell (who, item, 0);
3361 return;
3362 }
3363
3364 /* grant direct spell */
3365 if (item->type == SPELLBOOK) {
3366 if (!item->inv) {
3367 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n",
3368 item->name);
3369 return;
3370 }
3371 if (check_spell_known (who, item->inv->name))
3372 return;
3373 if (item->invisible) { 3403 if (item->invisible)
3404 {
3374 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3405 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3375 do_learn_spell (who, item->inv, 0); 3406 do_learn_spell (who, item->inv, 0);
3376 return; 3407 return;
3377 } 3408 }
3378 } 3409 }
3379 else if (item->type == SKILL_TOOL && item->invisible) { 3410 else if (item->type == SKILL_TOOL && item->invisible)
3411 {
3380 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3412 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3413 {
3381 3414
3382 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3415 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3383 * in this way, if the player is missing any of the attacktypes, he gets 3416 * in this way, if the player is missing any of the attacktypes, he gets
3384 * them. As it is now, if the player has any that match the granted skill, 3417 * them. As it is now, if the player has any that match the granted skill,
3385 * but not all of them, he gets nothing. 3418 * but not all of them, he gets nothing.
3386 */ 3419 */
3387 if (!(skop->attacktype & item->attacktype)) { 3420 if (!(skop->attacktype & item->attacktype))
3421 {
3388 /* Give new attacktype */ 3422 /* Give new attacktype */
3389 skop->attacktype |= item->attacktype; 3423 skop->attacktype |= item->attacktype;
3390 3424
3391 /* always add physical if there's none */ 3425 /* always add physical if there's none */
3392 skop->attacktype |= AT_PHYSICAL; 3426 skop->attacktype |= AT_PHYSICAL;
3393 3427
3394 if (item->msg != NULL) 3428 if (item->msg != NULL)
3395 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3429 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3396 3430
3397 /* Give player new face */ 3431 /* Give player new face */
3398 if (item->animation_id) { 3432 if (item->animation_id)
3433 {
3399 who->face = skop->face; 3434 who->face = skop->face;
3400 who->animation_id = item->animation_id; 3435 who->animation_id = item->animation_id;
3401 who->anim_speed = item->anim_speed; 3436 who->anim_speed = item->anim_speed;
3402 who->last_anim = 0; 3437 who->last_anim = 0;
3403 who->state = 0; 3438 who->state = 0;
3404 animate_object(who, who->direction); 3439 animate_object (who, who->direction);
3405 } 3440 }
3406 } 3441 }
3407 } 3442 }
3408 } 3443 }
3409 else if (item->type == FORCE) { 3444 else if (item->type == FORCE)
3445 {
3410 /* forces in the treasurelist can alter the player's stats */ 3446 /* forces in the treasurelist can alter the player's stats */
3411 object *skin; 3447 object *skin;
3448
3412 /* first get the dragon skin force */ 3449 /* first get the dragon skin force */
3413 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3450 shstr_cmp dragon_skin_force ("dragon_skin_force");
3414 skin=skin->below); 3451 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3415 if (skin == NULL) return; 3452 ;
3416 3453
3454 if (!skin)
3455 return;
3456
3417 /* adding new spellpath attunements */ 3457 /* adding new spellpath attunements */
3418 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3458 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3459 {
3419 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3460 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3420 3461
3421 /* print message */ 3462 /* print message */
3422 sprintf(buf, "You feel attuned to "); 3463 sprintf (buf, "You feel attuned to ");
3423 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3464 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3465 {
3424 if(item->path_attuned & (1<<i)) { 3466 if (item->path_attuned & (1 << i))
3467 {
3425 if (j) 3468 if (j)
3426 strcat(buf," and "); 3469 strcat (buf, " and ");
3427 else 3470 else
3428 j = 1; 3471 j = 1;
3429 strcat(buf, spellpathnames[i]); 3472 strcat (buf, spellpathnames[i]);
3430 } 3473 }
3431 } 3474 }
3432 strcat(buf,"."); 3475 strcat (buf, ".");
3433 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3476 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3434 } 3477 }
3435 3478
3436 /* evtl. adding flags: */ 3479 /* evtl. adding flags: */
3437 if(QUERY_FLAG(item, FLAG_XRAYS)) 3480 if (QUERY_FLAG (item, FLAG_XRAYS))
3438 SET_FLAG(skin, FLAG_XRAYS); 3481 SET_FLAG (skin, FLAG_XRAYS);
3439 if(QUERY_FLAG(item, FLAG_STEALTH)) 3482 if (QUERY_FLAG (item, FLAG_STEALTH))
3440 SET_FLAG(skin, FLAG_STEALTH); 3483 SET_FLAG (skin, FLAG_STEALTH);
3441 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3484 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3442 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3485 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3443 3486
3444 /* print message if there is one */ 3487 /* print message if there is one */
3445 if (item->msg != NULL) 3488 if (item->msg != NULL)
3446 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3489 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3490 }
3491 else
3447 } 3492 {
3448 else {
3449 /* generate misc. treasure */ 3493 /* generate misc. treasure */
3450 tmp = arch_to_object (tr->item); 3494 tmp = arch_to_object (tr->item);
3451 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3495 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3452 tmp = insert_ob_in_ob (tmp, who); 3496 tmp = insert_ob_in_ob (tmp, who);
3453 if (who->type == PLAYER) 3497 if (who->type == PLAYER)
3454 esrv_send_item(who, tmp); 3498 esrv_send_item (who, tmp);
3455 } 3499 }
3456} 3500}
3457 3501
3458/** 3502/**
3459 * Unready an object for a player. This function does nothing if the object was 3503 * Unready an object for a player. This function does nothing if the object was
3460 * not readied. 3504 * not readied.
3461 */ 3505 */
3506void
3462void player_unready_range_ob(player *pl, object *ob) { 3507player_unready_range_ob (player *pl, object *ob)
3463 rangetype i; 3508{
3509 if (pl->ob->current_weapon == ob)
3510 pl->ob->current_weapon = 0;
3464 3511
3465 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3512 if (pl->combat_ob == ob)
3466 if (pl->ranges[i] == ob) { 3513 pl->combat_ob = 0;
3467 pl->ranges[i] = NULL; 3514
3468 if (pl->shoottype == i) { 3515 if (pl->ranged_ob == ob)
3469 pl->shoottype = range_none; 3516 pl->ranged_ob = 0;
3470 }
3471 }
3472 }
3473} 3517}
3518
3519sint8
3520player::visibility_at (maptile *map, int x, int y) const
3521{
3522 if (!ns)
3523 return 0;
3524
3525 int dx, dy;
3526 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3527 return 0;
3528
3529 x += dx - ns->current_x + ns->mapx / 2;
3530 y += dy - ns->current_y + ns->mapy / 2;
3531
3532 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3533 return 0;
3534
3535 return 100 - blocked_los [x][y];
3536}

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