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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 1.148 by root, Mon Jun 4 12:19:09 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: player.C,v 1.13 2006/09/01 14:12:04 pippijn Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * under the terms of the GNU General Public License as published by the Free
10 * Software Foundation; either version 2 of the License, or (at your option)
11 * any later version.
12 *
13 * This program is distributed in the hope that it will be useful, but
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * for more details.
17 *
18 * You should have received a copy of the GNU General Public License along
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 *
22 * The authors 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)
89 {
90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
91 break;
92 }
93
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)
72 { 138 {
73 if ( found ) 139 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
74 return NULL; 140 break;
75
76 found = pl;
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) { 152/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 153static void
107 char rules[HUGE_BUF]; 154set_first_map (object *op)
108 FILE *fp; 155{
109 int comp; 156 op->contr->maplevel = first_map_path;
110 int size; 157 op->x = -1;
111 158 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 159}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 160
161void
162player::activate ()
163{
164 if (active)
114 return; 165 return;
166
167 players.insert (this);
168 ob->remove ();
169 ob->map = 0;
170 ob->activate_recursive ();
171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
172 add_friendly_object (ob);
173}
174
175void
176player::deactivate ()
177{
178 if (!active)
179 return;
180
181 terminate_all_pets (ob);
182 remove_friendly_object (ob);
183 ob->deactivate_recursive ();
184
185 if (ob->map)
186 maplevel = ob->map->path;
187
188 ob->remove ();
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
199void
200player::connect (client *ns)
201{
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (this);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->clone.race;
219
220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->clone.name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
115 } 229 {
116 rules[0]='\0'; 230 object *tmp, *abil = 0, *skin = 0;
117 size=0; 231
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 232 shstr_cmp dragon_ability_force ("dragon_ability_force");
119 if( *buf == '#') 233 shstr_cmp dragon_skin_force ("dragon_skin_force");
120 continue; 234
121 if (size + strlen(buf)>=HUGE_BUF) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE)
237 if (tmp->arch->archname == dragon_ability_force)
238 abil = tmp;
239 else if (tmp->arch->archname == dragon_skin_force)
240 skin = tmp;
241
242 set_dragon_name (ob, abil, skin);
243 }
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this, ob->weight + ob->carrying);
248
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
252
253 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED])
255 switch (op->type)
122 { 256 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 257 case SKILL:
124 break; 258 ob->flag [FLAG_APPLIED] = false;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break; 259 break;
167 } 260
168 strncat(news+size,buf,HUGE_BUF-size); 261 case WAND:
169 size+=strlen(buf); 262 case ROD:
263 case HORN:
264 case BOW:
265 ranged_ob = op;
266 break;
267
268 case WEAPON:
269 combat_ob = op;
270 break;
170 } 271 }
171 } 272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats ();
275
276 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288}
289
290void
291player::disconnect ()
292{
293 if (ns)
172 294 {
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 295 if (active)
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 296 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}
180 297
181int playername_ok(const char *cp) { 298 INVOKE_PLAYER (DISCONNECT, this);
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184 299
185 for(;*cp!='\0';cp++) 300 ns->reset_stats ();
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_') 301 ns->pl = 0;
187 return 0; 302 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 } 303 }
227 304
228 /* Clears basically the entire player structure except 305 if (ob)
229 * for next and socket. 306 ob->close_container (); //TODO: client-specific
230 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
232 p->attachable_init (); //HACK
233 307
308 deactivate ();
309}
310
311// the need for this function can be explained
312// by load_object not returning the object
313void
314player::set_object (object *op)
315{
316 ob = observe = op;
317 ob->contr = this; /* this aren't yet in archetype */
318
319 ob->speed = 1.0f;
320 ob->speed_left = 0.5f;
321
322 ob->direction = 5; /* So player faces south */
323}
324
325void
326player::set_observe (object *op)
327{
328 observe = op ? op : ob;
329 do_los = 1;
330}
331
332player::player ()
333{
234 /* There are some elements we want initialized to non zero value - 334 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 335 * we deal with that below this point.
236 */ 336 */
237 p->party=NULL; 337 outputs_sync = 4;
238 p->outputs_sync=16; /* Every 2 seconds */ 338 outputs_count = 4;
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 339 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 340
243#ifdef AUTOSAVE 341 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 342
245#endif 343 gen_sp_armour = 10;
344 bowtype = bow_normal;
345 petmode = pet_normal;
346 listening = 10;
347 usekeys = containers;
348 peaceful = 1; /* default peaceful */
349 do_los = 1;
350
351 weapon_sp = 1.0f;
352 weapon_sp_left = 0.5f;
353}
354
355void
356player::do_destroy ()
357{
358 disconnect ();
359
360 attachable::do_destroy ();
361
362 if (ob)
246 363 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 364 ob->destroy_inv (false);
365 ob->destroy ();
248 366 }
249 op->contr=p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left=0.5;
252 op->speed=1.0;
253 op->direction=5; /* So player faces south */
254 op->stats.wc=2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257
258 roll_stats(op);
259 p->state=ST_ROLL_STAT;
260 clear_los(op);
261
262 p->gen_sp_armour=10;
263 p->last_speed= -1;
264 p->shoottype=range_none;
265 p->bowtype=bow_normal;
266 p->petmode=pet_normal;
267 p->listening=10;
268 p->usekeys=containers;
269 p->last_weapon_sp= -1;
270 p->peaceful=1; /* default peaceful */
271 p->do_los=1;
272 p->explore=0;
273 p->no_shout=0; /* default can shout */
274
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race);
278
279 CLEAR_FLAG(op,FLAG_READY_SKILL);
280
281 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i=0; i < NUM_SKILLS; i++) {
287 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL;
289 }
290 for (i=0; i < NROFATTACKS; i++) {
291 p->last_resist[i] = -1;
292 }
293 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1;
295
296 p->socket.update_look=0;
297 p->socket.look_position=0;
298 return p;
299} 367}
300 368
301 369player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 370{
305 strcpy(op->contr->maplevel, first_map_path); 371 /* Clear item stack */
306 op->x = -1; 372 free (stack_items);
307 op->y = -1;
308 enter_exit(op, NULL);
309} 373}
310 374
311/* Tries to add player on the connection passwd in ns. 375/* Tries to add player on the connection passed in ns.
312 * All we can really get in this is some settings like host and display 376 * All we can really get in this is some settings like host and display
313 * mode. 377 * mode.
314 */ 378 */
379player *
380player::create ()
381{
382 player *pl = new player;
315 383
316int add_player(NewSocket *ns) { 384 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318 385
319 p=get_player(NULL); 386 pl->ob->roll_stats ();
320 p->socket = *ns; 387 pl->ob->stats.wc = 2;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 388 pl->ob->run_away = 25; /* Then we panick... */
322 if(p->socket.faces_sent == NULL) 389
323 fatal(OUT_OF_MEMORY);
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket.
328 */
329 p->socket.inbuf.len = 0;
330 set_first_map(p->ob); 390 set_first_map (pl->ob);
331 391
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob);
334 send_rules(p->ob);
335 send_news(p->ob);
336 display_motd(p->ob);
337 get_name(p->ob);
338 return 0; 392 return pl;
339} 393}
340 394
341/* 395/*
342 * get_player_archetype() return next player archetype from archetype 396 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 397 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 398 * Note: there MUST be at least one player archetype!
345 */ 399 */
400archetype *
346archetype *get_player_archetype(archetype* at) 401get_player_archetype (archetype *at)
347{ 402{
348 archetype *start = at; 403 archetype *start = at;
404
349 for (;;) { 405 for (;;)
406 {
350 if (at==NULL || at->next==NULL) 407 if (at == NULL || at->next == NULL)
351 at=first_archetype; 408 at = first_archetype;
352 else 409 else
353 at=at->next; 410 at = at->next;
411
354 if(at->clone.type==PLAYER) 412 if (at->clone.type == PLAYER)
355 return at; 413 return at;
414
356 if (at == start) { 415 if (at == start)
416 {
357 LOG (llevError, "No Player archetypes\n"); 417 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 418 exit (-1);
359 } 419 }
360 } 420 }
361} 421}
362 422
363 423object *
364object *get_nearest_player(object *mon) { 424get_nearest_player (object *mon)
425{
365 object *op = NULL; 426 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 427 objectlink *ol;
368 unsigned lastdist; 428 unsigned lastdist;
369 rv_vector rv; 429 rv_vector rv;
370 430
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
432 {
372 /* We should not find free objects on this friendly list, but it 433 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 434 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 435 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 436 * list is also free, so encapsulate this in a while loop.
376 */ 437 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 438 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
439 {
378 object *tmp=ol->ob; 440 object *tmp = ol->ob;
379 441
380 /* Can't do much more other than log the fact, because the object 442 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 443 * itself will have been cleared.
382 */ 444 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 445 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
446 tmp->debug_desc ());
384 ol = ol->next; 447 ol = ol->next;
385 remove_friendly_object(tmp); 448 remove_friendly_object (tmp);
449 if (!ol)
386 if (!ol) return op; 450 return op;
387 } 451 }
388 452
389 /* Remove special check for player from this. First, it looks to cause 453 /* Remove special check for player from this. First, it looks to cause
390 * some crashes (ol->ob->contr not set properly?), but secondly, a more 454 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 455 * complicated method of state checking would be needed in any case -
392 * as it was, a clever player could type quit, and the function would 456 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 457 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 458 * on_same_map check, as can_detect_enemy also does this
395 */ 459 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 460 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 461 continue;
398 462
399 if(lastdist>rv.distance) { 463 if (lastdist > rv.distance)
464 {
400 op=ol->ob; 465 op = ol->ob;
401 lastdist=rv.distance; 466 lastdist = rv.distance;
402 } 467 }
403 } 468 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 469
470 for_all_players (pl)
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 471 if (can_detect_enemy (mon, pl->ob, &rv))
406
407 if(lastdist>rv.distance) { 472 if (lastdist > rv.distance)
408 op=pl->ob;
409 lastdist=rv.distance;
410 }
411 } 473 {
412 } 474 op = pl->ob;
475 lastdist = rv.distance;
476 }
477
413#if 0 478#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 479 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 480#endif
416 return op; 481 return op;
417} 482}
418 483
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 484/* I believe this can safely go to 2, 3 is questionable, 4 will likely
420 * result in a monster paths backtracking. It basically determines how large a 485 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 486 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 500 * circling behaviour. Unfortunately, this function is also used to determined
436 * if the creature should cast a spell, so returning a direction in that case 501 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 502 * is probably not a good thing.
438 */ 503 */
439#define MAX_SPACES 50 504#define MAX_SPACES 50
440
441 505
442/* 506/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 507 * Returns the direction to the player, if valid. Returns 0 otherwise.
444 * modified to verify there is a path to the player. Does this by stepping towards 508 * modified to verify there is a path to the player. Does this by stepping towards
445 * player and if path is blocked then see if blockage is close enough to player that 509 * player and if path is blocked then see if blockage is close enough to player that
458 * monster can in fact move one space in that direction. 522 * monster can in fact move one space in that direction.
459 * 3) I'm not sure how good this code will be for moving multipart monsters, 523 * 3) I'm not sure how good this code will be for moving multipart monsters,
460 * since only simple checks to blocked are being called, which could mean the monster 524 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 525 * is blocking itself.
462 */ 526 */
527int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 528path_to_player (object *mon, object *pl, unsigned mindiff)
529{
464 rv_vector rv; 530 rv_vector rv;
465 sint16 x,y; 531 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 532 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 533 maptile *m, *lastmap;
468 534
469 get_rangevector(mon, pl, &rv, 0); 535 get_rangevector (mon, pl, &rv, 0);
470 536
471 if (rv.distance<mindiff) return 0; 537 if (rv.distance < mindiff)
538 return 0;
472 539
473 x=mon->x; 540 x = mon->x;
474 y=mon->y; 541 y = mon->y;
475 m=mon->map; 542 m = mon->map;
476 dir = rv.direction; 543 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 544 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
478 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 545 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
546
479 /* If we can't solve it within the search distance, return now. */ 547 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 548 if (diff > max)
549 return 0;
550
481 while (diff >1 && max>0) { 551 while (diff > 1 && max > 0)
552 {
482 lastx = x; 553 lastx = x;
483 lasty = y; 554 lasty = y;
484 lastmap = m; 555 lastmap = m;
485 x = lastx + freearr_x[dir]; 556 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 557 y = lasty + freearr_y[dir];
487 558
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 559 mflags = get_map_flags (m, &m, x, y, &x, &y);
489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 560 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
490 561
491 /* Space is blocked - try changing direction a little */ 562 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 563 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
493 && (m == mon->map && blocked_link(mon, m, x, y)))) { 564 && (m == mon->map && blocked_link (mon, m, x, y))))
565 {
494 /* recalculate direction from last good location. Possible 566 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 567 * we were not traversing ideal location before.
496 */ 568 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 569 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 570 if (rv.direction != dir)
571 {
499 /* OK - says direction should be different - lets reset the 572 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 573 * the values so it will try again.
501 */ 574 */
502 x = lastx; 575 x = lastx;
503 y = lasty; 576 y = lasty;
504 m = lastmap; 577 m = lastmap;
505 dir = firstdir = rv.direction; 578 dir = firstdir = rv.direction;
579 }
506 } else { 580 else
581 {
507 /* direct path is blocked - try taking a side step to 582 /* direct path is blocked - try taking a side step to
508 * either the left or right. 583 * either the left or right.
509 * Note increase the values in the loop below to be 584 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 585 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 586 * bigger detour. Have to be careful about these values getting
512 * too big (3 or maybe 4 or higher) as the monster may just try 587 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 588 * stepping back and forth
514 */ 589 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 590 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
591 {
592 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 593 continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 594 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 595 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 596 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 597 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 598 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 599 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 600 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 601 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 602 * the last direction the creature has successfully
526 * moved. 603 * moved.
527 */ 604 */
528 605
529 x = lastx + freearr_x[absdir(lastdir+i)]; 606 x = lastx + freearr_x[absdir (lastdir + i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 607 y = lasty + freearr_y[absdir (lastdir + i)];
531 m = lastmap; 608 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 609 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 610 if (mflags & P_OUT_OF_MAP)
611 continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 612 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 613 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
614 continue;
536 if (mflags & P_BLOCKSVIEW) continue; 615 if (mflags & P_BLOCKSVIEW)
616 continue;
537 617
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 618 if (m == mon->map && blocked_link (mon, m, x, y))
619 break;
539 } 620 }
540 /* go through entire loop without finding a valid 621 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 622 * sidestep to take - thus, no valid path.
542 */ 623 */
543 if (i==(DETOUR_AMOUNT+1)) 624 if (i == (DETOUR_AMOUNT + 1))
544 return 0; 625 return 0;
545 diff--; 626 diff--;
546 lastdir=dir; 627 lastdir = dir;
547 max--; 628 max--;
548 if (!firstdir) firstdir = dir+i; 629 if (!firstdir)
630 firstdir = dir + i;
549 } /* else check alternate directions */ 631 } /* else check alternate directions */
550 } /* if blocked */ 632 } /* if blocked */
551 else { 633 else
634 {
552 /* we moved towards creature, so diff is less */ 635 /* we moved towards creature, so diff is less */
553 diff--; 636 diff--;
554 max--; 637 max--;
555 lastdir=dir; 638 lastdir = dir;
639 if (!firstdir)
556 if (!firstdir) firstdir = dir; 640 firstdir = dir;
641 }
642
643 if (diff <= 1)
557 } 644 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 645 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 646 * headed toward player for entire distance.
561 */ 647 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 648 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 649 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
564 } 650 }
565 if (diff>max) return 0; 651
652 if (diff > max)
653 return 0;
566 } 654 }
655
567 /* If we reached the max, didn't find a direction in time */ 656 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 657 if (!max)
658 return 0;
569 659
570 return firstdir; 660 return firstdir;
571} 661}
572 662
663void
573void give_initial_items(object *pl,treasurelist *items) { 664give_initial_items (object *pl, treasurelist * items)
665{
574 object *op,*next=NULL; 666 object *op, *next = NULL;
575 667
576 if(pl->randomitems!=NULL) 668 if (pl->randomitems != NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 669 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 670
579 for (op=pl->inv; op; op=next) { 671 for (op = pl->inv; op; op = next)
672 {
580 next = op->below; 673 next = op->below;
581 674
582 /* Forces get applied per default, unless they have the 675 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 676 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 677 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 678 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 679 SET_FLAG (op, FLAG_APPLIED);
587 680
588 /* we never give weapons/armour if these cannot be used 681 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 682 * by this player due to race restrictions
590 */ 683 */
591 if (pl->type == PLAYER) { 684 if (pl->type == PLAYER)
685 {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 686 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS || 687 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET || 688 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES || 689 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) || 690 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
598 remove_ob (op);
599 free_object (op);
600 continue;
601 } 691 {
602 } 692 op->destroy ();
603
604 /* This really needs to be better - we should really give
605 * a substitute spellbook. The problem is that we don't really
606 * have a good idea what to replace it with (need something like
607 * a first level treasurelist for each skill.)
608 * remove duplicate skills also
609 */
610 if(op->type==SPELLBOOK || op->type == SKILL) {
611 object *tmp;
612
613 for (tmp=op->below; tmp; tmp=tmp->below)
614 if (tmp->type == op->type && tmp->name == op->name) break;
615
616 if (tmp) {
617 remove_ob(op);
618 free_object(op);
619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620 tmp->name);
621 continue; 693 continue;
622 } 694 }
623 if (op->nrof > 1) op->nrof = 1; 695 }
696
697 /* This really needs to be better - we should really give
698 * a substitute spellbook. The problem is that we don't really
699 * have a good idea what to replace it with (need something like
700 * a first level treasurelist for each skill.)
701 * remove duplicate skills also
702 */
703 if (op->type == SPELLBOOK || op->type == SKILL)
624 } 704 {
705 object *tmp;
625 706
707 for (tmp = op->below; tmp; tmp = tmp->below)
708 if (tmp->type == op->type && tmp->name == op->name)
709 break;
710
711 if (tmp)
712 {
713 op->destroy ();
714 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
715 continue;
716 }
717
718 if (op->nrof > 1)
719 op->nrof = 1;
720 }
721
626 if (op->type == SPELLBOOK && op->inv) { 722 if (op->type == SPELLBOOK && op->inv)
723 {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 724 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
628 } 725 }
629 726
630 /* Give starting characters identified, uncursed, and undamned 727 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 728 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 729 * merged properly.
633 */ 730 */
634 if (need_identify(op)) { 731 if (need_identify (op))
732 {
635 SET_FLAG(op, FLAG_IDENTIFIED); 733 SET_FLAG (op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 734 CLEAR_FLAG (op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 735 CLEAR_FLAG (op, FLAG_DAMNED);
736 }
737 if (op->type == SPELL)
638 } 738 {
639 if(op->type==SPELL) { 739 op->destroy ();
640 remove_ob(op);
641 free_object(op);
642 continue; 740 continue;
741 }
742 else if (op->type == SKILL)
643 } 743 {
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 744 SET_FLAG (op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 745 op->stats.exp = 0;
647 op->level = 1; 746 op->level = 1;
648 } 747 }
649 /* lock all 'normal items by default */ 748 /* lock all 'normal items by default */
749 else
650 else SET_FLAG(op, FLAG_INV_LOCKED); 750 SET_FLAG (op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 751 } /* for loop of objects in player inv */
652 752
653 /* Need to set up the skill pointers */ 753 /* Need to set up the skill pointers */
654 link_player_skills(pl); 754 link_player_skills (pl);
655} 755}
656 756
657void get_name(object *op) { 757void
658 op->contr->write_buf[0]='\0';
659 op->contr->state=ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:");
661}
662
663void get_password(object *op) {
664 op->contr->write_buf[0]='\0';
665 op->contr->state=ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
667}
668
669void play_again(object *op)
670{
671 op->contr->state=ST_PLAY_AGAIN;
672 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all
680 * cases.
681 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED))
683 remove_ob(op);
684 /* Need to set this to null - otherwise, it could point to garbage,
685 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out.
687 */
688 op->map = NULL;
689}
690
691
692int receive_play_again(object *op, char key)
693{
694 if(key=='q'||key=='Q') {
695 remove_friendly_object(op);
696 leave(op->contr,0); /* ericserver will draw the message */
697 return 2;
698 }
699 else if(key=='a'||key=='A') {
700 player *pl = op->contr;
701 const char *name = op->name;
702
703 add_refcount(name);
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 FREE_AND_CLEAR_STR(op->name);
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n");
715 get_name(op);
716 op->name = name; /* Alrady added a refcount above */
717 op->name_pl = add_string(name);
718 set_first_map(op);
719 } else {
720 /* user pressed something else so just ask again... */
721 play_again(op);
722 }
723 return 0;
724}
725
726void confirm_password(object *op) {
727
728 op->contr->write_buf[0]='\0';
729 op->contr->state=ST_CONFIRM_PASSWORD;
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731}
732
733void get_party_password(object *op, partylist *party) { 758get_party_password (object *op, partylist *party)
759{
734 if (party == NULL) { 760 if (party == NULL)
761 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 762 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 763 return;
737 } 764 }
765
738 op->contr->write_buf[0]='\0'; 766 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 767 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 768 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 769 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 770}
743
744 771
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 772/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
773static int
746int roll_stat(void) { 774roll_stat (void)
775{
747 int a[4],i,j,k; 776 int a[4], i, j, k;
748 777
749 for(i=0;i<4;i++) 778 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 779 a[i] = (int) rndm (6) + 1;
751 780
752 for(i=0,j=0,k=7;i<4;i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 782 if (a[i] < k)
754 k=a[i],j=i; 783 k = a[i], j = i;
755 784
756 for(i=0,k=0;i<4;i++) { 785 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 786 if (i != j)
758 k+=a[i]; 787 k += a[i];
759 } 788
760 return k; 789 return k;
761} 790}
762 791
763void roll_stats(object *op) { 792void
793object::roll_stats ()
794{
795 int statsort [NUM_STATS];
796
797 for (;;)
798 {
764 int sum=0; 799 int sum = 0;
765 int i = 0, j = 0; 800 for (int i = NUM_STATS; i--; )
766 int statsort[7]; 801 sum += statsort [i] = roll_stat ();
767 802
768 do { 803 if (sum >= 82 && sum <= 116)
769 op->stats.Str=roll_stat(); 804 break;
770 op->stats.Dex=roll_stat(); 805 }
771 op->stats.Int=roll_stat();
772 op->stats.Con=roll_stat();
773 op->stats.Wis=roll_stat();
774 op->stats.Pow=roll_stat();
775 op->stats.Cha=roll_stat();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
777 op->stats.Con+op->stats.Wis+op->stats.Pow+
778 op->stats.Cha;
779 } while(sum<82||sum>116);
780 806
781 /* Sort the stats so that rerolling is easier... */ 807 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 808 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
783 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha;
789 809
790 /* a quick and dirty bubblesort? */ 810 for (int i = 0; i < NUM_STATS; ++i)
791 do {
792 if (statsort[i] < statsort[i + 1]) {
793 j = statsort[i];
794 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j;
796 i = 0;
797 } else {
798 i++;
799 }
800 } while (i < 6);
801
802 op->stats.Str = statsort[0]; 811 stats.stat (i) = statsort [i];
803 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2];
805 op->stats.Int = statsort[3];
806 op->stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6];
809 812
810
811 op->contr->orig_stats.Str=op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha;
818
819 op->level=1;
820 op->stats.exp=0; 813 stats.exp = 0;
821 op->stats.ac=0; 814 stats.ac = 0;
822 815
816 stats.hp = stats.maxhp;
817 stats.sp = stats.maxsp;
818 stats.grace = stats.maxgrace;
819
820 if (contr)
821 {
823 op->contr->levhp[1] = 9; 822 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 823 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 824 contr->levgrace[1] = 3;
826 825
827 fix_player(op); 826 contr->orig_stats = stats;
827 }
828}
829
830void
831object::swap_stats (int a, int b)
832{
833 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
834
835 for (int i = 0; i < NUM_STATS; ++i)
836 stats.stat (i) = contr->orig_stats.stat (i);
837
838 //TODO: the following code looks so borked and should, at the very least,
839 // be merged with the similar code in roll_stats
840 stats.ac = 0;
841
842 level = 1;
843 stats.exp = 0;
844 stats.ac = 0;
845
828 op->stats.hp = op->stats.maxhp; 846 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 847 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 848 stats.grace = stats.maxgrace;
849
850 if (contr)
851 {
852 contr->levhp[1] = 9;
853 contr->levsp[1] = 6;
854 contr->levgrace[1] = 3;
855
831 op->contr->orig_stats=op->stats; 856 contr->orig_stats = stats;
857 }
832} 858}
833 859
834void Roll_Again(object *op) 860static void
861start_info (object *op)
835{ 862{
836 esrv_new_player(op->contr, 0);
837 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
838}
839
840void Swap_Stat(object *op,int Swap_Second)
841{
842 signed char tmp;
843 char buf[MAX_BUF]; 863 char buf[MAX_BUF];
844 864
845 if ( op->contr->Swap_First == -1 ) { 865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
849 return;
850 }
851
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
853
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
858
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 866 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 867 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0;
869
870 op->level=1;
871 op->stats.exp=0;
872 op->stats.ac=0;
873
874 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3;
877
878 fix_player(op);
879 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats;
883 op->contr->Swap_First=-1;
884}
885
886
887/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats
891 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation.
893 */
894int key_roll_stat(object *op, char key)
895{
896 int keynum = key -'0';
897 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
899
900 if (keynum>0 && keynum<=7) {
901 if (op->contr->Swap_First==-1) {
902 op->contr->Swap_First=stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf); 868 //new_draw_info (NDI_UNIQUE, 0, op, " ");
905 }
906 else
907 Swap_Stat(op,stat_trans[keynum]);
908
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
910 return 1;
911 }
912 switch (key) {
913 case 'n':
914 case 'N': {
915 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n");
918 break;
919 }
920
921#if 0
922 /* So that enter_exit will put us at startx/starty */
923 op->x= -1;
924
925 enter_exit(op,NULL);
926#endif
927 SET_ANIMATION(op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */
929 add_statbonus(op);
930 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
931 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg);
934 return 0;
935 }
936 case 'y':
937 case 'Y':
938 roll_stats(op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1;
941
942 case 'q':
943 case 'Q':
944 play_again(op);
945 return 1;
946
947 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
949 return 0;
950 }
951 return 0;
952} 869}
953 870
954/* This function takes the key that is passed, and does the 871/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 872 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 873 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 874 * separate race and class; this actually changes the RACE,
958 * not the class. 875 * not the class.
959 */ 876 */
960 877void
961int key_change_class(object *op, char key) 878player::chargen_race_done ()
962{ 879{
963 int tmp_loop;
964
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') {
971 char buf[MAX_BUF];
972
973 /* this must before then initial items are given */ 880 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 881 esrv_new_player (ob->contr, ob->weight + ob->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 882
883 treasurelist *tl = treasurelist::find ("starting_wealth");
884 if (tl)
885 create_treasure (tl, ob, 0, 0, 0);
886
977 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, ob->contr);
979 889
980 op->contr->state=ST_PLAYING; 890 ob->contr->ns->state = ST_PLAYING;
981 891
982 if (op->msg) { 892 if (ob->msg)
983 free_string(op->msg); 893 ob->msg = 0;
984 op->msg=NULL;
985 }
986 894
987 /* We create this now because some of the unique maps will need it 895 /* We create this now because some of the unique maps will need it
988 * to save here. 896 * to save here.
989 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
991 make_path_to_file(buf);
992
993#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks;
995#endif
996 start_info(op);
997 CLEAR_FLAG(op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems);
999 link_player_skills(op);
1000 esrv_send_inventory(op, op);
1001 fix_player(op);
1002
1003 /* This moves the player to a different start map, if there
1004 * is one for this race
1005 */
1006 if(*first_map_ext_path) {
1007 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s",
1011 first_map_ext_path, op->arch->name);
1012 tmp=get_object();
1013 EXIT_PATH(tmp) = add_string(mapname);
1014 EXIT_X(tmp) = op->x;
1015 EXIT_Y(tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the
1018 * default initial map */
1019 free_object(tmp);
1020 } else {
1021 LOG(llevDebug,"first_map_ext_path not set\n");
1022 }
1023 return 0;
1024 }
1025
1026 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above.
1028 */ 897 */
1029 898 {
1030 tmp_loop = 0;
1031 while(!tmp_loop) {
1032 const char *name = add_string (op->name);
1033 int x = op->x, y = op->y;
1034 remove_statbonus(op);
1035 remove_ob (op);
1036 op->arch = get_player_archetype(op->arch);
1037 copy_object (&op->arch->clone, op);
1038 op->instantiate ();
1039 op->stats = op->contr->orig_stats;
1040 free_string (op->name);
1041 op->name = name;
1042 free_string(op->name_pl);
1043 op->name_pl = add_string(name);
1044 op->x = x;
1045 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op);
1051 tmp_loop=allowed_class(op);
1052 }
1053 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]; 899 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); 900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1098 for (mp=first_map; mp!=NULL; mp=next) { 901 make_path_to_file (buf);
1099 next = mp->next; 902 }
1100 if (!strncmp(mp->path, buf, strlen(buf))) 903
1101 delete_map(mp); 904 start_info (ob);
1102 } 905 CLEAR_FLAG (ob, FLAG_WIZ);
1103 906 give_initial_items (ob, ob->randomitems);
1104 delete_character(op->name, 1); 907 link_player_skills (ob);
908 esrv_send_inventory (ob, ob);
909 ob->update_stats ();
910
911 /* This moves the player to a different start map, if there
912 * is one for this race
913 */
914 if (*first_map_ext_path)
1105 } 915 {
1106 play_again(op); 916 object *tmp;
1107 return 1; 917 char mapname[MAX_BUF];
1108}
1109 918
919 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
920 tmp = object::create ();
921 EXIT_PATH (tmp) = mapname;
922 EXIT_X (tmp) = ob->x;
923 EXIT_Y (tmp) = ob->y;
924 ob->enter_exit (tmp); /* we don't really care if it succeeded;
925 * if the map isn't there, then stay on the
926 * default initial map */
927 tmp->destroy ();
928 }
929 else
930 LOG (llevDebug, "first_map_ext_path not set\n");
931}
932
933void
934player::chargen_race_next ()
935{
936 /* Following actually changes the race - this is the default command
937 * if we don't match with one of the options above.
938 */
939
940 do
941 {
942 shstr name = ob->name;
943 int x = ob->x, y = ob->y;
944
945 ob->remove_statbonus ();
946 ob->remove ();
947 ob->arch = get_player_archetype (ob->arch);
948 ob->arch->clone.copy_to (ob);
949 ob->instantiate ();
950 ob->stats = ob->contr->orig_stats;
951 ob->name = ob->name_pl = name;
952 ob->x = x;
953 ob->y = y;
954 SET_ANIMATION (ob, 2); /* So player faces south */
955 insert_ob_in_map (ob, ob->map, ob, 0);
956 assign (ob->contr->title, ob->arch->clone.name);
957 ob->add_statbonus ();
958 }
959 while (!allowed_class (ob));
960
961 update_object (ob, UP_OBJ_FACE);
962 esrv_update_item (UPD_FACE, ob, ob);
963 ob->update_stats ();
964 ob->stats.hp = ob->stats.maxhp;
965 ob->stats.sp = ob->stats.maxsp;
966 ob->stats.grace = 0;
967}
968
969void
1110void flee_player(object *op) { 970flee_player (object *op)
971{
1111 int dir,diff; 972 int dir, diff;
1112 rv_vector rv; 973 rv_vector rv;
1113 974
1114 if(op->stats.hp < 0) { 975 if (op->stats.hp < 0)
976 {
1115 LOG(llevDebug, "Fleeing player is dead.\n"); 977 LOG (llevDebug, "Fleeing player is dead.\n");
1116 CLEAR_FLAG(op, FLAG_SCARED); 978 CLEAR_FLAG (op, FLAG_SCARED);
979 return;
980 }
981
982 if (op->enemy == NULL)
983 {
984 LOG (llevDebug, "Fleeing player had no enemy.\n");
985 CLEAR_FLAG (op, FLAG_SCARED);
986 return;
987 }
988
989 /* Seen some crashes here. Since we don't store an
990 * op->enemy_count, it is possible that something destroys the
991 * actual enemy, and the object is recycled.
992 */
993 if (op->enemy->map == NULL)
994 {
995 CLEAR_FLAG (op, FLAG_SCARED);
996 op->enemy = NULL;
997 return;
998 }
999
1000 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1001 {
1002 op->enemy = NULL;
1003 CLEAR_FLAG (op, FLAG_SCARED);
1004 return;
1005 }
1006
1007 get_rangevector (op, op->enemy, &rv, 0);
1008
1009 dir = absdir (4 + rv.direction);
1010 for (diff = 0; diff < 3; diff++)
1011 {
1012 int m = 1 - (RANDOM () & 2);
1013
1014 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1117 return; 1015 return;
1118 } 1016 }
1119 1017
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 */ 1018 /* Cornered, get rid of scared */
1152 CLEAR_FLAG(op, FLAG_SCARED); 1019 CLEAR_FLAG (op, FLAG_SCARED);
1153 op->enemy=NULL; 1020 op->enemy = NULL;
1154} 1021}
1155
1156 1022
1157/* check_pick sees if there is stuff to be picked up/picks up stuff. 1023/* check_pick sees if there is stuff to be picked up/picks up stuff.
1158 * IT returns 1 if the player should keep on moving, 0 if he should 1024 * It returns 1 if the player should keep on moving, 0 if he should
1159 * stop. 1025 * stop.
1160 */ 1026 */
1027int
1161int check_pick(object *op) { 1028check_pick (object *op)
1029{
1162 object *tmp, *next; 1030 object *tmp, *next;
1163 tag_t next_tag=0, op_tag;
1164 int stop = 0; 1031 int stop = 0;
1165 int j, k, wvratio; 1032 int wvratio;
1166 char putstring[128], tmpstr[16]; 1033 char putstring[128];
1167
1168 1034
1169 /* if you're flying, you cna't pick up anything */ 1035 /* if you're flying, you cna't pick up anything */
1170 if (op->move_type & MOVE_FLYING) 1036 if (op->move_type & MOVE_FLYING)
1171 return 1; 1037 return 1;
1172 1038
1173 op_tag = op->count;
1174
1175 next = op->below; 1039 next = op->below;
1176 if (next)
1177 next_tag = next->count;
1178 1040
1179 /* loop while there are items on the floor that are not marked as 1041 /* loop while there are items on the floor that are not marked as
1180 * destroyed */ 1042 * destroyed */
1181 while (next && ! was_destroyed (next, next_tag)) 1043 while (next && !next->destroyed ())
1182 { 1044 {
1183 tmp = next; 1045 tmp = next;
1184 next = tmp->below; 1046 next = tmp->below;
1185 if (next)
1186 next_tag = next->count;
1187 1047
1188 if (was_destroyed (op, op_tag)) 1048 if (op->destroyed ())
1189 return 0; 1049 return 0;
1190 1050
1191 if ( ! can_pick (op, tmp)) 1051 if (!can_pick (op, tmp))
1192 continue; 1052 continue;
1193 1053
1194 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1054 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1195 { 1055 {
1196 if (item_matched_string (op, tmp, op->contr->search_str)) 1056 if (item_matched_string (op, tmp, op->contr->search_str))
1197 pick_up (op, tmp); 1057 pick_up (op, tmp);
1198 continue; 1058 continue;
1199 } 1059 }
1200 1060
1201 /* high not bit set? We're using the old autopickup model */ 1061 /* high not bit set? We're using the old autopickup model */
1202 if(!(op->contr->mode & PU_NEWMODE)) { 1062 if (!(op->contr->mode & PU_NEWMODE))
1063 {
1203 switch (op->contr->mode) { 1064 switch (op->contr->mode)
1065 {
1066 case 0:
1204 case 0: return 1; /* don't pick up */ 1067 return 1; /* don't pick up */
1068 case 1:
1205 case 1: pick_up (op, tmp); 1069 pick_up (op, tmp);
1206 return 1; 1070 return 1;
1071 case 2:
1207 case 2: pick_up (op, tmp); 1072 pick_up (op, tmp);
1208 return 0; 1073 return 0;
1074 case 3:
1209 case 3: return 0; /* stop before pickup */ 1075 return 0; /* stop before pickup */
1076 case 4:
1210 case 4: pick_up (op, tmp); 1077 pick_up (op, tmp);
1211 break; 1078 break;
1079 case 5:
1212 case 5: pick_up (op, tmp); 1080 pick_up (op, tmp);
1213 stop = 1; 1081 stop = 1;
1214 break; 1082 break;
1215 case 6: 1083 case 6:
1216 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1084 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); 1085 pick_up (op, tmp);
1219 break; 1086 break;
1220 1087
1221 case 7: 1088 case 7:
1222 if (tmp->type == MONEY || tmp->type == GEM) 1089 if (tmp->type == MONEY || tmp->type == GEM)
1223 pick_up(op, tmp); 1090 pick_up (op, tmp);
1224 break; 1091 break;
1225 1092
1226 default: 1093 default:
1227 /* use value density */ 1094 /* use value density */
1228 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1095 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1229 && (query_cost (tmp, op, F_TRUE) * 100 1096 && (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); 1097 pick_up (op, tmp);
1233 } 1098 }
1234 } 1099 }
1235 else { /* old model */ 1100 else
1101 { /* old model */
1236 /* NEW pickup handling */ 1102 /* NEW pickup handling */
1237 if(op->contr->mode & PU_DEBUG) 1103 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 { 1104 {
1257 sprintf(tmpstr,"%d ",k*32+j); 1105 /* some debugging code to figure out item information */
1258 strcat(putstring, tmpstr); 1106 if (tmp->name != NULL)
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109 else
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112
1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1259 } 1114 }
1115
1116 /* philosophy:
1117 * It's easy to grab an item type from a pile, as long as it's
1118 * generic. This takes no game-time. For more detailed pickups
1119 * and selections, select-items should be used. This is a
1120 * grab-as-you-run type mode that's really useful for arrows for
1121 * example.
1122 * The drawback: right now it has no frontend, so you need to
1123 * stick the bits you want into a calculator in hex mode and then
1124 * convert to decimal and then 'pickup <#>
1125 */
1126
1127 /* the first two modes are exclusive: if NOTHING we return, if
1128 * STOP then we stop. All the rest are applied sequentially,
1129 * meaning if any test passes, the item gets picked up. */
1130
1131 /* if mode is set to pick nothing up, return */
1132
1133 if (op->contr->mode & PU_NOTHING)
1134 return 1;
1135
1136 /* if mode is set to stop when encountering objects, return */
1137 /* take STOP before INHIBIT since it doesn't actually pick
1138 * anything up */
1139
1140 if (op->contr->mode & PU_STOP)
1141 return 0;
1142
1143 /* useful for going into stores and not losing your settings... */
1144 /* and for battles wher you don't want to get loaded down while
1145 * fighting */
1146 if (op->contr->mode & PU_INHIBIT)
1147 return 1;
1148
1149 /* prevent us from turning into auto-thieves :) */
1150 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1151 continue;
1152
1153 /* ignore known cursed objects */
1154 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1155 continue;
1156
1157 /* all food and drink if desired */
1158 /* question: don't pick up known-poisonous stuff? */
1159 if (op->contr->mode & PU_FOOD)
1160 if (tmp->type == FOOD)
1161 {
1162 pick_up (op, tmp);
1163 continue;
1164 }
1165
1166 if (op->contr->mode & PU_DRINK)
1167 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1168 {
1169 pick_up (op, tmp);
1170 continue;
1171 }
1172
1173 if (op->contr->mode & PU_POTION)
1174 if (tmp->type == POTION)
1175 {
1176 pick_up (op, tmp);
1177 continue;
1178 }
1179
1180 /* spellbooks, skillscrolls and normal books/scrolls */
1181 if (op->contr->mode & PU_SPELLBOOK)
1182 if (tmp->type == SPELLBOOK)
1183 {
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 if (op->contr->mode & PU_SKILLSCROLL)
1189 if (tmp->type == SKILLSCROLL)
1190 {
1191 pick_up (op, tmp);
1192 continue;
1193 }
1194
1195 if (op->contr->mode & PU_READABLES)
1196 if (tmp->type == BOOK || tmp->type == SCROLL)
1197 {
1198 pick_up (op, tmp);
1199 continue;
1200 }
1201
1202 /* wands/staves/rods/horns */
1203 if (op->contr->mode & PU_MAGIC_DEVICE)
1204 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1205 {
1206 pick_up (op, tmp);
1207 continue;
1208 }
1209
1210 /* pick up all magical items */
1211 if (op->contr->mode & PU_MAGICAL)
1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1213 {
1214 pick_up (op, tmp);
1215 continue;
1216 }
1217
1218 if (op->contr->mode & PU_VALUABLES)
1219 {
1220 if (tmp->type == MONEY || tmp->type == GEM)
1221 {
1222 pick_up (op, tmp);
1223 continue;
1224 }
1260 } 1225 }
1226
1227 /* rings & amulets - talismans seems to be typed AMULET */
1228 if (op->contr->mode & PU_JEWELS)
1229 if (tmp->type == RING || tmp->type == AMULET)
1230 {
1231 pick_up (op, tmp);
1232 continue;
1233 }
1234
1235 /* we don't forget dragon food */
1236 if (op->contr->mode & PU_FLESH)
1237 if (tmp->type == FLESH)
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 /* bows and arrows. Bows are good for selling! */
1244 if (op->contr->mode & PU_BOW)
1245 if (tmp->type == BOW)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_ARROW)
1252 if (tmp->type == ARROW)
1253 {
1254 pick_up (op, tmp);
1255 continue;
1256 }
1257
1258 /* all kinds of armor etc. */
1259 if (op->contr->mode & PU_ARMOUR)
1260 if (tmp->type == ARMOUR)
1261 {
1262 pick_up (op, tmp);
1263 continue;
1264 }
1265
1266 if (op->contr->mode & PU_HELMET)
1267 if (tmp->type == HELMET)
1268 {
1269 pick_up (op, tmp);
1270 continue;
1271 }
1272
1273 if (op->contr->mode & PU_SHIELD)
1274 if (tmp->type == SHIELD)
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 if (op->contr->mode & PU_BOOTS)
1281 if (tmp->type == BOOTS)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 if (op->contr->mode & PU_GLOVES)
1288 if (tmp->type == GLOVES)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 if (op->contr->mode & PU_CLOAK)
1295 if (tmp->type == CLOAK)
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300
1301 /* hoping to catch throwing daggers here */
1302 if (op->contr->mode & PU_MISSILEWEAPON)
1303 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1304 {
1305 pick_up (op, tmp);
1306 continue;
1307 }
1308
1309 /* careful: chairs and tables are weapons! */
1310 if (op->contr->mode & PU_ALLWEAPON)
1311 {
1312 if (tmp->type == WEAPON && tmp->name != NULL)
1313 {
1314 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1315 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1316 {
1317 pick_up (op, tmp);
1318 continue;
1319 }
1320 }
1321
1322 if (tmp->type == WEAPON && tmp->name == NULL)
1323 {
1324 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1325 {
1326 pick_up (op, tmp);
1327 continue;
1328 }
1329 }
1261 } 1330 }
1262 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1263 1331
1332 /* misc stuff that's useful */
1333 if (op->contr->mode & PU_KEY)
1334 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1335 {
1336 pick_up (op, tmp);
1337 continue;
1338 }
1339
1340 /* any of the last 4 bits set means we use the ratio for value
1341 * pickups */
1342 if (op->contr->mode & PU_RATIO)
1343 {
1344 /* use value density to decide what else to grab */
1345 /* >=7 was >= op->contr->mode */
1346 /* >=7 is the old standard setting. Now we take the last 4 bits
1347 * and multiply them by 5, giving 0..15*5== 5..75 */
1348 wvratio = (op->contr->mode & PU_RATIO) * 5;
1349 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1350 {
1351 pick_up (op, tmp);
1264#if 0 1352#if 0
1265 /* print the flags too */ 1353 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1266 for(k=0;k<4;k++) 1354 if (tmp->name != NULL)
1267 { 1355 {
1268 fprintf(stderr,"%d [%d] ", k, k*32+31); 1356 fprintf (stderr, "%s", tmp->name);
1269 for(j=0;j<32;j++) 1357 }
1270 { 1358 else
1271 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1359 fprintf (stderr, "%s", tmp->arch->archname);
1272 if(!((j+1)%4))fprintf(stderr," "); 1360 fprintf (stderr, ",%d] = ", tmp->type);
1273 } 1361 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 1362#endif
1277 } 1363 continue;
1278 /* philosophy: 1364 }
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 } 1365 }
1431 else fprintf(stderr,"%s",tmp->arch->name); 1366 } /* 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 } 1367 }
1438 } /* the new pickup model */ 1368
1439 }
1440 return ! stop; 1369 return !stop;
1441} 1370}
1442 1371
1443/* 1372/*
1444 * Find an arrow in the inventory and after that 1373 * Find an arrow in the inventory and after that
1445 * in the right type container (quiver). Pointer to the 1374 * in the right type container (quiver). Pointer to the
1446 * found object is returned. 1375 * found object is returned.
1447 */ 1376 */
1377object *
1448object *find_arrow(object *op, const char *type) 1378find_arrow (object *op, const char *type)
1449{ 1379{
1450 object *tmp = NULL; 1380 object *tmp = 0;
1451 1381
1452 for(op=op->inv; op; op=op->below) 1382 for (op = op->inv; op; op = op->below)
1453 if(!tmp && op->type==CONTAINER && op->race==type && 1383 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); 1384 tmp = find_arrow (op, type);
1456 else if (op->type==ARROW && op->race==type) 1385 else if (op->type == ARROW && op->race == type)
1457 return op; 1386 return op;
1387
1458 return tmp; 1388 return tmp;
1459} 1389}
1460 1390
1461/* 1391/*
1462 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1392 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1463 * against the target. A full test is not performed, simply a basic test 1393 * against the target. A full test is not performed, simply a basic test
1464 * of resistances. The archer is making a quick guess at what he sees down 1394 * of resistances. The archer is making a quick guess at what he sees down
1465 * the hall. Failing that it does it's best to pick the highest plus arrow. 1395 * the hall. Failing that it does it's best to pick the highest plus arrow.
1466 */ 1396 */
1467 1397object *
1468object *find_better_arrow(object *op, object *target, const char *type, int *better) 1398find_better_arrow (object *op, object *target, const char *type, int *better)
1469{ 1399{
1470 object *tmp = NULL, *arrow, *ntmp; 1400 object *tmp = NULL, *arrow, *ntmp;
1471 int attacknum, attacktype, betterby=0, i; 1401 int attacknum, attacktype, betterby = 0, i;
1472 1402
1473 if (!type) 1403 if (!type)
1474 return NULL; 1404 return NULL;
1475 1405
1476 for (arrow=op->inv; arrow; arrow=arrow->below) { 1406 for (arrow = op->inv; arrow; arrow = arrow->below)
1477 if (arrow->type==CONTAINER && arrow->race==type && 1407 {
1478 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1408 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1409 {
1479 i = 0; 1410 i = 0;
1480 ntmp = find_better_arrow(arrow, target, type, &i); 1411 ntmp = find_better_arrow (arrow, target, type, &i);
1481 if (i > betterby) { 1412 if (i > betterby)
1413 {
1482 tmp = ntmp; 1414 tmp = ntmp;
1483 betterby = i; 1415 betterby = i;
1484 } 1416 }
1417 }
1485 } else if (arrow->type==ARROW && arrow->race==type) { 1418 else if (arrow->type == ARROW && arrow->race == type)
1419 {
1486 /* allways prefer assasination/slaying */ 1420 /* allways prefer assasination/slaying */
1487 if (target->race != NULL && arrow->slaying != NULL && 1421 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1488 strstr(arrow->slaying, target->race)) { 1422 {
1489 if (arrow->attacktype & AT_DEATH) { 1423 if (arrow->attacktype & AT_DEATH)
1424 {
1490 *better = 100; 1425 *better = 100;
1491 return arrow; 1426 return arrow;
1492 } else {
1493 tmp = arrow;
1494 betterby = (arrow->magic + arrow->stats.dam) * 2;
1495 } 1427 }
1496 } else { 1428 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 } 1429 {
1505 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1506 tmp = arrow; 1430 tmp = arrow;
1507 betterby = 2 + arrow->magic + arrow->stats.dam; 1431 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 } 1432 }
1513 } 1433 }
1434 else
1435 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 {
1438 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1441 {
1442 tmp = arrow;
1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1444 }
1445 }
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 {
1448 tmp = arrow;
1449 betterby = 2 + arrow->magic + arrow->stats.dam;
1450 }
1451 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1452 {
1453 tmp = arrow;
1454 betterby = 1 + arrow->magic + arrow->stats.dam;
1455 }
1514 } 1456 }
1457 }
1515 } 1458 }
1516 if (tmp == NULL && arrow == NULL) 1459 if (tmp == NULL && arrow == NULL)
1517 return find_arrow(op, type); 1460 return find_arrow (op, type);
1518 1461
1519 *better = betterby; 1462 *better = betterby;
1520 return tmp; 1463 return tmp;
1521} 1464}
1522 1465
1523/* looks in a given direction, finds the first valid target, and calls 1466/* looks in a given direction, finds the first valid target, and calls
1524 * find_better_arrow to find a decent arrow to use. 1467 * find_better_arrow to find a decent arrow to use.
1525 * op = the shooter 1468 * op = the shooter
1526 * type = bow->race 1469 * type = bow->race
1527 * dir = fire direction 1470 * dir = fire direction
1528 */ 1471 */
1529 1472object *
1530object *pick_arrow_target(object *op, const char *type, int dir) 1473pick_arrow_target (object *op, const char *type, int dir)
1531{ 1474{
1532 object *tmp = NULL; 1475 object *tmp = NULL;
1533 mapstruct *m; 1476 maptile *m;
1534 int i, mflags, found, number; 1477 int i, mflags, found, number;
1535 sint16 x, y; 1478 sint16 x, y;
1536 1479
1537 if (op->map == NULL) 1480 if (op->map == NULL)
1538 return find_arrow(op, type); 1481 return find_arrow (op, type);
1539 1482
1540 /* do a dex check */ 1483 /* do a dex check */
1541 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1484 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))) 1485 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1543 return find_arrow(op, type); 1486 return find_arrow (op, type);
1544 1487
1545 m = op->map; 1488 m = op->map;
1546 x = op->x; 1489 x = op->x;
1547 y = op->y; 1490 y = op->y;
1548 1491
1549 /* find the first target */ 1492 /* find the first target */
1550 for (i=0, found=0; i<20; i++) { 1493 for (i = 0, found = 0; i < 20; i++)
1494 {
1551 x += freearr_x[dir]; 1495 x += freearr_x[dir];
1552 y += freearr_y[dir]; 1496 y += freearr_y[dir];
1553 mflags = get_map_flags(m, &m, x, y, &x, &y); 1497 mflags = get_map_flags (m, &m, x, y, &x, &y);
1554 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1498 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1499 {
1555 tmp = NULL; 1500 tmp = NULL;
1501 break;
1502 }
1503 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1504 {
1505 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1506 * perhaps a bad assumption.
1507 */
1508 tmp = NULL;
1509 break;
1510 }
1511 if (mflags & P_IS_ALIVE)
1512 {
1513 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1514 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1515 {
1516 found++;
1517 break;
1518 }
1519 if (found)
1556 break; 1520 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 } 1521 }
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 } 1522 }
1574 if (tmp == NULL) 1523 if (tmp == NULL)
1575 return find_arrow(op, type); 1524 return find_arrow (op, type);
1576 1525
1577 if (tmp->head) 1526 if (tmp->head)
1578 tmp = tmp->head; 1527 tmp = tmp->head;
1579 1528
1580 return find_better_arrow(op, tmp, type, &i); 1529 return find_better_arrow (op, tmp, type, &i);
1581} 1530}
1582 1531
1583/* 1532/*
1584 * Creature fires a bow - op can be monster or player. Returns 1533 * Creature fires a bow - op can be monster or player. Returns
1585 * 1 if bow was actually fired, 0 otherwise. 1534 * 1 if bow was actually fired, 0 otherwise.
1588 * dir is the direction of fire. 1537 * dir is the direction of fire.
1589 * wc_mod is any special modifier to give (used in special player fire modes) 1538 * wc_mod is any special modifier to give (used in special player fire modes)
1590 * sx, sy are coordinates to fire arrow from - also used in some of the special 1539 * sx, sy are coordinates to fire arrow from - also used in some of the special
1591 * player fire modes. 1540 * player fire modes.
1592 */ 1541 */
1542int
1593int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1543fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1594 sint16 sx, sint16 sy)
1595{ 1544{
1596 object *left, *bow; 1545 object *left, *bow;
1597 tag_t left_tag, tag; 1546 int mflags;
1598 int bowspeed, mflags; 1547 maptile *m;
1599 mapstruct *m;
1600 1548
1601 if (!dir) { 1549 if (!dir)
1550 {
1602 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1551 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1603 return 0; 1552 return 0;
1553 }
1554
1555 if (op->contr)
1556 bow = op->current_weapon;
1557 else
1604 } 1558 {
1605 if (op->type == PLAYER)
1606 bow=op->contr->ranges[range_bow];
1607 else {
1608 for(bow=op->inv; bow; bow=bow->below) 1559 for (bow = op->inv; bow; bow = bow->below)
1609 /* Don't check for applied - monsters don't apply bows - in that way, they 1560 /* Don't check for applied - monsters don't apply bows - in that way, they
1610 * don't need to switch back and forth between bows and weapons. 1561 * don't need to switch back and forth between bows and weapons.
1611 */ 1562 */
1612 if(bow->type==BOW) 1563 if (bow->type == BOW)
1613 break; 1564 break;
1614 1565
1615 if (!bow) { 1566 if (!bow)
1567 {
1616 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1617 return 0; 1569 return 0;
1570 }
1571
1572 // optimisation: move object to top so we will find it quickly again
1573 if (bow->below)
1618 } 1574 {
1575 bow->remove ();
1576 op->insert (bow);
1577 }
1578
1619 } 1579 }
1580
1620 if( !bow->race || !bow->skill) { 1581 if (!bow->race || !bow->skill)
1582 {
1621 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1622 return 0; 1584 return 0;
1623 } 1585 }
1624 1586
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) { 1587 if (arrow == NULL)
1588 {
1634 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1589 if ((arrow = find_arrow (op, bow->race)) == NULL)
1590 {
1635 if (op->type == PLAYER) 1591 if (op->type == PLAYER)
1636 new_draw_info_format(NDI_UNIQUE, 0, op, 1592 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 */ 1593 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1639 else 1594 else
1640 CLEAR_FLAG(op, FLAG_READY_BOW); 1595 CLEAR_FLAG (op, FLAG_READY_BOW);
1596
1641 return 0; 1597 return 0;
1642 } 1598 }
1643 } 1599 }
1600
1644 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1601 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1645 if (mflags & P_OUT_OF_MAP) { 1602 if (mflags & P_OUT_OF_MAP)
1646 return 0; 1603 return 0;
1647 } 1604
1648 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1605 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1606 {
1649 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1607 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1650 return 0; 1608 return 0;
1651 } 1609 }
1652 1610
1653 /* this should not happen, but sometimes does */ 1611 /* this should not happen, but sometimes does */
1654 if (arrow->nrof==0) { 1612 if (arrow->nrof == 0)
1655 remove_ob(arrow); 1613 {
1656 free_object(arrow); 1614 arrow->destroy ();
1657 return 0; 1615 return 0;
1658 } 1616 }
1659 1617
1660 left = arrow; /* these are arrows left to the player */ 1618 left = arrow; /* these are arrows left to the player */
1661 left_tag = left->count;
1662 arrow = get_split_ob(arrow, 1); 1619 arrow = get_split_ob (arrow, 1);
1663 if (arrow == NULL) { 1620 if (!arrow)
1621 {
1664 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1622 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1665 bow->race);
1666 return 0; 1623 return 0;
1667 } 1624 }
1668 set_owner(arrow, op); 1625
1669 if (arrow->skill) free_string(arrow->skill); 1626 arrow->set_owner (op);
1670 arrow->skill = add_refcount(bow->skill); 1627 arrow->skill = bow->skill;
1671
1672 arrow->direction=dir; 1628 arrow->direction = dir;
1673 arrow->x = sx;
1674 arrow->y = sy;
1675 1629
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 */ 1630 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1683 arrow->stats.hp = arrow->stats.dam; 1631 arrow->stats.hp = arrow->stats.dam;
1684 arrow->stats.grace = arrow->attacktype; 1632 arrow->stats.grace = arrow->attacktype;
1633
1685 if (arrow->slaying != NULL) 1634 if (arrow->slaying)
1686 arrow->spellarg = strdup_local(arrow->slaying); 1635 arrow->spellarg = strdup (arrow->slaying);
1687 1636
1688 /* Note that this was different for monsters - they got their level 1637#if 0
1689 * added to the damage. I think the strength bonus is more proper. 1638 if (player *pl = op->contr)
1690 */
1691 1639 {
1692 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1640 float speed = pl->weapon_sp;
1693 0 : dam_bonus[op->stats.Str]) +
1694 bow->stats.dam + bow->magic + arrow->magic;
1695 1641
1642 /* penalize ROF for bestarrow */
1643 if (pl->bowtype == bow_bestarrow)
1644 speed *= .9f;
1645 else
1646 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1647
1648 op->speed_left += speed - op->speed;
1649 }
1650#endif
1651
1652 SET_ANIMATION (arrow, arrow->direction);
1653
1696 /* update the speed */ 1654 /* update the speed */
1697 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1655 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1698 0 : dam_bonus[op->stats.Str]) +
1699 bow->magic + arrow->magic) / 5.0 +
1700 (float)bow->stats.dam / 7.0; 1656 + bow->stats.dam / 7.f;
1701 1657
1702 if (arrow->speed < 1.0) 1658 arrow->set_speed (max (arrow->speed, 2.f));
1703 arrow->speed = 1.0;
1704 update_ob_speed(arrow);
1705 arrow->speed_left = 0; 1659 arrow->speed_left = 0;
1706 1660
1661 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1662
1707 if (op->type == PLAYER) { 1663 if (op->type == PLAYER)
1708 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1664 {
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; 1665 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1714 } else { 1666 wc -= dex_bonus[op->stats.Dex];
1715 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1716 arrow->stats.wc + wc_mod;
1717 1667
1668 if (!arrow->slaying)
1669 arrow->slaying = op->slaying;
1670
1671 arrow->attacktype |= op->attacktype;
1672 }
1673 else
1674 {
1718 arrow->level = op->level; 1675 arrow->level = op->level;
1719 } 1676 arrow->stats.wc -= bow->magic;
1720 if (arrow->attacktype == AT_PHYSICAL) 1677
1678 if (!arrow->slaying)
1679 arrow->slaying = bow->slaying;
1680
1721 arrow->attacktype |= bow->attacktype; 1681 arrow->attacktype |= bow->attacktype;
1722 if (bow->slaying != NULL) 1682 }
1723 arrow->slaying = add_string(bow->slaying);
1724 1683
1725 arrow->map = m; 1684 wc -= arrow->level;
1685 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1686
1687 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1726 arrow->move_type = MOVE_FLY_LOW; 1688 arrow->move_type = MOVE_FLY_LOW;
1727 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1689 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1728 1690
1729 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1691 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1730 tag = arrow->count; 1692 m->insert (arrow, sx, sy, op);
1731 insert_ob_in_map(arrow, m, op, 0);
1732 1693
1733 if (!was_destroyed(arrow, tag)) 1694 if (!arrow->destroyed ())
1734 move_arrow(arrow); 1695 move_arrow (arrow);
1735 1696
1736 if (op->type == PLAYER) { 1697 if (op->type == PLAYER)
1737 if (was_destroyed (left, left_tag)) 1698 {
1699 if (left->destroyed ())
1738 esrv_del_item(op->contr, left_tag); 1700 esrv_del_item (op->contr, left->count);
1739 else 1701 else
1740 esrv_send_item(op, left); 1702 esrv_send_item (op, left);
1741 } 1703 }
1704
1742 return 1; 1705 return 1;
1743} 1706}
1744 1707
1745/* Special fire code for players - this takes into 1708/* Special fire code for players - this takes into
1746 * account the special fire modes players can have 1709 * account the special fire modes players can have
1747 * but monsters can't. Putting that code here 1710 * but monsters can't. Putting that code here
1748 * makes the fire_bow code much cleaner. 1711 * makes the fire_bow code much cleaner.
1749 * this function should only be called if 'op' is a player, 1712 * this function should only be called if 'op' is a player,
1750 * hence the function name. 1713 * hence the function name.
1751 */ 1714 */
1715int
1752int player_fire_bow(object *op, int dir) 1716player_fire_bow (object *op, int dir)
1753{ 1717{
1754 int ret=0, wcmod=0; 1718 int ret = 0, wcmod = 0;
1755 1719
1756 if (op->contr->bowtype == bow_bestarrow) { 1720 if (op->contr->bowtype == bow_bestarrow)
1757 ret = fire_bow(op, op, 1721 {
1758 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1722 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); 1723 }
1760 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1724 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1725 {
1761 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1726 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1762 wcmod =-1; 1727 wcmod = -1;
1728
1763 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1729 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1764 op->x, op->y); 1730 }
1765 } else if (op->contr->bowtype == bow_threewide) { 1731 else if (op->contr->bowtype == bow_threewide)
1732 {
1766 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1733 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)]); 1734 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)]); 1735 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1736 }
1769 } else if (op->contr->bowtype == bow_spreadshot) { 1737 else if (op->contr->bowtype == bow_spreadshot)
1738 {
1770 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1739 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); 1740 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); 1741 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1773 1742 }
1774 } else { 1743 else
1744 {
1775 /* Simple case */ 1745 /* Simple case */
1776 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);
1777 } 1747 }
1748
1778 return ret; 1749 return ret;
1779} 1750}
1780
1781 1751
1782/* Fires a misc (wand/rod/horn) object in 'dir'. 1752/* Fires a misc (wand/rod/horn) object in 'dir'.
1783 * Broken apart from 'fire' to keep it more readable. 1753 * Broken apart from 'fire' to keep it more readable.
1784 */ 1754 */
1755void
1785void fire_misc_object(object *op, int dir) 1756fire_misc_object (object *op, int dir)
1786{ 1757{
1787 object *item; 1758 object *item = op->contr->ranged_ob;
1788 1759
1789 if (!op->contr->ranges[range_misc]) { 1760 if (!item)
1761 {
1790 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1762 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1791 return; 1763 return;
1792 } 1764 }
1793 1765
1794 item = op->contr->ranges[range_misc];
1795 if (!item->inv) { 1766 if (!item->inv)
1767 {
1796 LOG(llevError,"Object %s lacks a spell\n", item->name); 1768 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1797 return; 1769 return;
1798 } 1770 }
1771
1772 if (!op->change_weapon (item))
1773 return;
1774
1799 if (item->type == WAND) { 1775 if (item->type == WAND)
1776 {
1800 if(item->stats.food<=0) { 1777 if (item->stats.food <= 0)
1778 {
1801 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1779 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)); 1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1781
1803 return; 1782 return;
1804 } 1783 }
1784 }
1805 } else if (item->type == ROD || item->type==HORN) { 1785 else if (item->type == ROD || item->type == HORN)
1786 {
1806 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1787 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1788 {
1807 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1790
1808 if (item->type== ROD) 1791 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)); 1792 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1811 else 1793 else
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 1794 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)); 1795
1814 return; 1796 return;
1815 } 1797 }
1816 } 1798 }
1817 1799
1818 if(cast_spell(op,item,dir,item->inv,NULL)) { 1800 if (cast_spell (op, item, dir, item->inv, NULL))
1801 {
1819 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1802 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1820 if (item->type == WAND) { 1803 if (item->type == WAND)
1804 {
1821 if (!(--item->stats.food)) { 1805 if (!(--item->stats.food))
1806 {
1822 object *tmp; 1807 object *tmp;
1808
1823 if (item->arch) { 1809 if (item->arch)
1810 {
1824 CLEAR_FLAG(item, FLAG_ANIMATE); 1811 CLEAR_FLAG (item, FLAG_ANIMATE);
1825 item->face = item->arch->clone.face; 1812 item->face = item->arch->clone.face;
1826 item->speed = 0; 1813 item->set_speed (0);
1827 update_ob_speed(item);
1828 } 1814 }
1815
1829 if ((tmp=is_player_inv(item))) 1816 if ((tmp = item->in_player ()))
1830 esrv_update_item(UPD_ANIM, tmp, item); 1817 esrv_update_item (UPD_ANIM, tmp, item);
1831 } 1818 }
1832 } 1819 }
1833 else if (item->type == ROD || item->type==HORN) { 1820 else if (item->type == ROD || item->type == HORN)
1834 drain_rod_charge(item); 1821 drain_rod_charge (item);
1835 }
1836 } 1822 }
1837} 1823}
1838 1824
1839/* Received a fire command for the player - go and do it. 1825/* Received a fire command for the player - go and do it.
1840 */ 1826 */
1827bool
1841void fire(object *op,int dir) { 1828fire (object *op, int dir)
1829{
1842 int spellcost=0; 1830 int spellcost = 0;
1843 1831
1844 /* check for loss of invisiblity/hide */ 1832 /* check for loss of invisiblity/hide */
1845 if (action_makes_visible(op)) make_visible(op); 1833 if (action_makes_visible (op))
1834 make_visible (op);
1846 1835
1847 switch(op->contr->shoottype) { 1836 player *pl = op->contr;
1848 case range_none:
1849 return;
1850 1837
1851 case range_bow: 1838 if (pl->golem)
1839 {
1840 control_golem (op->contr->golem, dir);
1841 return false;
1842 }
1843
1844 object *ob = pl->ranged_ob;
1845
1846 if (!ob)
1847 return false;
1848
1849 if (!op->change_weapon (ob))
1850 return false;
1851
1852 if (op->speed_left > 0.f)
1853 --op->speed_left;
1854 else
1855 return false;
1856
1857 switch (ob->type)
1858 {
1859 case BOW:
1852 player_fire_bow(op, dir); 1860 player_fire_bow (op, dir);
1853 return; 1861 break;
1854 1862
1855 case range_magic: /* Casting spells */ 1863 case SPELL:
1856 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1857 return; 1865 break;
1858 1866
1859 case range_misc: 1867 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 ); 1868 apply_map_builder (op, dir);
1884 return; 1869 break;
1870
1871 case SKILL:
1872 do_skill (op, op, ob, dir, 0);
1873 break;
1874
1885 default: 1875 default:
1886 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1876 fire_misc_object (op, dir);
1887 return; 1877 break;
1888 } 1878 }
1889}
1890 1879
1891 1880 return true;
1881}
1892 1882
1893/* find_key 1883/* find_key
1894 * We try to find a key for the door as passed. If we find a key 1884 * 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 1885 * and successfully use it, we return the key, otherwise NULL
1896 * This function merges both normal and locked door, since the logic 1886 * This function merges both normal and locked door, since the logic
1898 * pl is the player, 1888 * pl is the player,
1899 * inv is the objects inventory to searched 1889 * inv is the objects inventory to searched
1900 * door is the door we are trying to match against. 1890 * door is the door we are trying to match against.
1901 * This function can be called recursively to search containers. 1891 * This function can be called recursively to search containers.
1902 */ 1892 */
1903 1893object *
1904object * find_key(object *pl, object *container, object *door) 1894find_key (object *pl, object *container, object *door)
1905{ 1895{
1906 object *tmp,*key; 1896 object *tmp, *key;
1907 1897
1908 /* Should not happen, but sanity checking is never bad */ 1898 /* Should not happen, but sanity checking is never bad */
1909 if (container->inv == NULL) return NULL; 1899 if (!container->inv)
1900 return 0;
1910 1901
1911 /* First, lets try to find a key in the top level inventory */ 1902 /* First, lets try to find a key in the top level inventory */
1912 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1903 for (tmp = container->inv; tmp; tmp = tmp->below)
1904 {
1913 if (door->type==DOOR && tmp->type==KEY) break; 1905 if (door->type == DOOR && tmp->type == KEY)
1906 break;
1914 /* For sanity, we should really check door type, but other stuff 1907 /* For sanity, we should really check door type, but other stuff
1915 * (like containers) can be locked with special keys 1908 * (like containers) can be locked with special keys
1916 */ 1909 */
1917 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1910 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1918 tmp->slaying==door->slaying) break; 1911 break;
1919 } 1912 }
1913
1920 /* No key found - lets search inventories now */ 1914 /* No key found - lets search inventories now */
1921 /* If we find and use a key in an inventory, return at that time. 1915 /* 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 1916 * otherwise, if we search all the inventories and still don't find
1923 * a key, return 1917 * a key, return
1924 */ 1918 */
1925 if (!tmp) { 1919 if (!tmp)
1920 {
1926 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1921 for (tmp = container->inv; tmp; tmp = tmp->below)
1922 {
1927 /* No reason to search empty containers */ 1923 /* No reason to search empty containers */
1928 if (tmp->type==CONTAINER && tmp->inv) { 1924 if (tmp->type == CONTAINER && tmp->inv)
1925 {
1929 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1926 if ((key = find_key (pl, tmp, door)))
1927 return key;
1930 } 1928 }
1931 } 1929 }
1930
1931 if (!tmp)
1932 if (!tmp) return NULL; 1932 return NULL;
1933 } 1933 }
1934
1934 /* We get down here if we have found a key. Now if its in a container, 1935 /* 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 1936 * see if we actually want to use it
1936 */ 1937 */
1937 if (pl!=container) { 1938 if (pl != container)
1939 {
1938 /* Only let players use keys in containers */ 1940 /* Only let players use keys in containers */
1939 if (!pl->contr) return NULL; 1941 if (!pl->contr)
1942 return NULL;
1940 /* cases where this fails: 1943 /* cases where this fails:
1941 * If we only search the player inventory, return now since we 1944 * If we only search the player inventory, return now since we
1942 * are not in the players inventory. 1945 * are not in the players inventory.
1943 * If the container is not active, return now since only active 1946 * If the container is not active, return now since only active
1944 * containers can be used. 1947 * containers can be used.
1945 * If we only search keyrings and the container does not have 1948 * If we only search keyrings and the container does not have
1946 * a race/isn't a keyring. 1949 * a race/isn't a keyring.
1947 * No checking for all containers - to fall through past here, 1950 * No checking for all containers - to fall through past here,
1948 * inv must have been an container and must have been active. 1951 * inv must have been an container and must have been active.
1949 * 1952 *
1950 * Change the color so that the message doesn't disappear with 1953 * Change the color so that the message doesn't disappear with
1951 * all the others. 1954 * all the others.
1952 */ 1955 */
1953 if (pl->contr->usekeys == key_inventory || 1956 if (pl->contr->usekeys == key_inventory ||
1954 !QUERY_FLAG(container, FLAG_APPLIED) || 1957 !QUERY_FLAG (container, FLAG_APPLIED) ||
1955 (pl->contr->usekeys == keyrings &&
1956 (!container->race || strcmp(container->race, "keys"))) 1958 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1957 ) { 1959 {
1958 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1960 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1959 "The %s in your %s vibrates as you approach the door", 1961 "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; 1962 return NULL;
1962 } 1963 }
1963 } 1964 }
1965
1964 return tmp; 1966 return tmp;
1965} 1967}
1966 1968
1967/* moved door processing out of move_player_attack. 1969/* moved door processing out of move_player_attack.
1968 * returns 1 if player has opened the door with a key 1970 * returns 1 if player has opened the door with a key
1969 * such that the caller should not do anything more, 1971 * such that the caller should not do anything more,
1970 * 0 otherwise 1972 * 0 otherwise
1971 */ 1973 */
1974static int
1972static int player_attack_door(object *op, object *door) 1975player_attack_door (object *op, object *door)
1973{ 1976{
1974
1975 /* If its a door, try to find a use a key. If we do destroy the door, 1977 /* If its a door, try to find a key. If we do destroy the door,
1976 * might as well return immediately as there is nothing more to do - 1978 * might as well return immediately as there is nothing more to do -
1977 * otherwise, we fall through to the rest of the code. 1979 * otherwise, we fall through to the rest of the code.
1978 */ 1980 */
1979 object *key=find_key(op, op, door); 1981 object *key = find_key (op, op, door);
1980 1982
1981 /* IF we found a key, do some extra work */ 1983 /* If we found a key, do some extra work */
1982 if (key) { 1984 if (key)
1985 {
1983 object *container=key->env; 1986 object *container = key->env;
1984 1987
1985 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1988 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989
1986 if(action_makes_visible(op)) make_visible(op); 1990 if (action_makes_visible (op))
1991 make_visible (op);
1992
1987 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1993 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1994 spring_trap (door->inv, op);
1995
1988 if (door->type == DOOR) { 1996 if (door->type == DOOR)
1989 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1997 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1990 }
1991 else if(door->type==LOCKED_DOOR) { 1998 else if (door->type == LOCKED_DOOR)
1992 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1999 {
1993 "You open the door with the %s", query_short_name(key)); 2000 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 ;-) */ 2001 remove_door2 (door); /* remove door without violence ;-) */
1995 } 2002 }
2003
1996 /* Do this after we print the message */ 2004 /* Do this after we print the message */
1997 decrease_ob(key); /* Use up one of the keys */ 2005 decrease_ob (key); /* Use up one of the keys */
1998 /* Need to update the weight the container the key was in */ 2006 /* Need to update the weight the container the key was in */
1999 if (container != op) 2007 if (container != op)
2000 esrv_update_item(UPD_WEIGHT, op, container); 2008 esrv_update_item (UPD_WEIGHT, op, container);
2009
2001 return 1; /* Nothing more to do below */ 2010 return 1; /* Nothing more to do below */
2011 }
2002 } else if (door->type==LOCKED_DOOR) { 2012 else if (door->type == LOCKED_DOOR)
2013 {
2003 /* Might as well return now - no other way to open this */ 2014 /* Might as well return now - no other way to open this */
2004 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2015 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2005 return 1; 2016 return 1;
2006 } 2017 }
2018
2007 return 0; 2019 return 0;
2008} 2020}
2009 2021
2010/* This function is just part of a breakup from move_player. 2022/* This function is just part of a breakup from move_player.
2011 * It should keep the code cleaner. 2023 * It should keep the code cleaner.
2012 * When this is called, the players direction has been updated 2024 * When this is called, the players direction has been updated
2013 * (taking into account confusion.) The player is also actually 2025 * (taking into account confusion.) The player is also actually
2014 * going to try and move (not fire weapons). 2026 * going to try and move (not fire weapons).
2015 */ 2027 */
2016 2028bool
2017void move_player_attack(object *op, int dir) 2029move_player_attack (object *op, int dir)
2018{ 2030{
2019 object *tmp, *mon;
2020 sint16 nx, ny;
2021 int on_battleground; 2031 int on_battleground;
2022 mapstruct *m;
2023 2032
2024 nx=freearr_x[dir]+op->x; 2033 sint16 nx = freearr_x[dir] + op->x;
2025 ny=freearr_y[dir]+op->y; 2034 sint16 ny = freearr_y[dir] + op->y;
2026 2035
2027 on_battleground = op_on_battleground(op, NULL, NULL); 2036 on_battleground = op_on_battleground (op, 0, 0);
2028 2037
2038 if (out_of_map (op->map, nx, ny))
2039 return false;
2040
2041 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2042 {
2043 --op->speed_left;
2044 return true;
2045 }
2046
2029 /* If braced, or can't move to the square, and it is not out of the 2047 /* If braced, or can't move to the square, and it is not out of the
2030 * map, attack it. Note order of if statement is important - don't 2048 * map, attack it. Note order of if statement is important - don't
2031 * want to be calling move_ob if braced, because move_ob will move the 2049 * want to be calling move_ob if braced, because move_ob will move the
2032 * player. This is a pretty nasty hack, because if we could 2050 * 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 2051 * 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 2052 * 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 2053 * quite a bit of processing. However, it probably is less than what
2036 * move_ob uses. 2054 * move_ob uses.
2037 */ 2055 */
2038 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2056 maptile *m = op->map->xy_find (nx, ny);
2039 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 }
2043 else m =op->map;
2044
2045 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2046 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2047 return;
2048 }
2049 2057
2050 mon = NULL;
2051 /* Go through all the objects, and find ones of interest. Only stop if 2058 /* Go through all the objects, and find ones of interest. Only stop if
2052 * we find a monster - that is something we know we want to attack. 2059 * we find a monster - that is something we know we want to attack.
2053 * if its a door or barrel (can roll) see if there may be monsters 2060 * if its a door or barrel (can roll) see if there may be monsters
2054 * on the space 2061 * on the space
2062 */
2063 object *mon;
2064 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2065 {
2066 if ((mon->flag [FLAG_ALIVE]
2067 || mon->type == LOCKED_DOOR
2068 || mon->flag [FLAG_CAN_ROLL])
2069 && mon != op)
2070 break;
2071 }
2072
2073 if (!mon) /* This happens anytime the player tries to move */
2074 return false; /* into a wall */
2075
2076 mon = mon->head_ ();
2077
2078 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2079 if (op->contr->weapon_sp_left > 0.f)
2080 if (player_attack_door (op, mon))
2055 */ 2081 {
2056 while (tmp!=NULL) { 2082 --op->contr->weapon_sp_left;
2057 if (tmp == op) { 2083 return true;
2058 tmp=tmp->above; 2084 }
2059 continue; 2085
2086 /* The following deals with possibly attacking peaceful
2087 * or friendly creatures. Basically, all players are considered
2088 * unaggressive. If the moving player has peaceful set, then the
2089 * object should be pushed instead of attacked. It is assumed that
2090 * if you are braced, you will not attack friends accidently,
2091 * and thus will not push them.
2092 */
2093
2094 /* If the creature is a pet, push it even if the player is not
2095 * peaceful. Our assumption is the creature is a pet if the
2096 * player owns it and it is either friendly or unagressive.
2097 */
2098 if (op->type == PLAYER
2099 && ((mon->owner && mon->owner->contr
2100 && same_party (mon->owner->contr->party, op->contr->party))
2101 || mon->owner == op)
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)
2106 return false;
2107
2108 if (op->speed_left > 0.f)
2109 {
2110 --op->speed_left;
2111
2112 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2113 push_ob (mon, dir, op);
2114
2115 if (op->contr->tmp_invis || op->hide)
2116 make_visible (op);
2117
2118 return true;
2119 }
2120 else
2121 return false;
2122 }
2123
2124 /* in certain circumstances, you shouldn't attack friendly
2125 * creatures. Note that if you are braced, you can't push
2126 * someone, but put it inside this loop so that you won't
2127 * attack them either.
2128 */
2129 if ((mon->type == PLAYER || mon->enemy != op)
2130 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2131 && ((op->contr->peaceful
2132 || (mon->type == PLAYER && mon->contr->peaceful))
2133 && !on_battleground))
2134 {
2135 if (op->speed_left > 0.f)
2136 {
2137 --op->speed_left;
2138
2139 if (!op->contr->braced)
2140 {
2141 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2142 push_ob (mon, dir, op);
2060 } 2143 }
2061 if (QUERY_FLAG(tmp,FLAG_ALIVE)) {
2062 mon = tmp;
2063 break;
2064 }
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
2073 if(mon->head != NULL)
2074 mon = mon->head;
2075
2076 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR))
2077 if (player_attack_door(op, mon)) return;
2078
2079 /* The following deals with possibly attacking peaceful
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 */
2086
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 )) {
2127 if (!op->contr->braced) {
2128 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2129 (void) push_ob(mon,dir,op);
2130 } else { 2144 else
2131 new_draw_info(0, 0,op,"You withhold your attack"); 2145 new_draw_info (0, 0, op, "You withhold your attack");
2146
2147 if (op->contr->tmp_invis || op->hide)
2148 make_visible (op);
2149
2150 return true;
2132 } 2151 }
2133 if(op->contr->tmp_invis||op->hide) make_visible(op); 2152 }
2134 }
2135
2136 /* If the object is a boulder or other rollable object, then 2153 /* 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. 2154 * roll it if not braced. You can't roll it if you are braced.
2138 */ 2155 */
2139 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2156 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2157 {
2158 if (op->speed_left > 0.f)
2159 {
2160 --op->speed_left;
2161
2140 recursive_roll(mon,dir,op); 2162 recursive_roll (mon, dir, op);
2141 if(action_makes_visible(op)) make_visible(op); 2163 if (action_makes_visible (op))
2142 } 2164 make_visible (op);
2143 2165
2166 return true;
2167 }
2168 }
2144 /* Any generic living creature. Including things like doors. 2169 /* Any generic living creature. Including things like doors.
2145 * Way it works is like this: First, it must have some hit points 2170 * 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: 2171 * 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 2172 * 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. 2173 * that party_number -1 is no party, so attacks can still happen.
2149 */ 2174 */
2150
2151 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2175 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2152 ((mon->type!=PLAYER || op->contr->party==NULL || 2176 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2153 op->contr->party!=mon->contr->party))) { 2177 {
2154 2178 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
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 }
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 } 2179 {
2182 } /* if player should attack something */ 2180 --op->contr->weapon_sp_left;
2183}
2184 2181
2182 skill_attack (mon, op, 0, 0, 0);
2183
2184 if (action_makes_visible (op))
2185 make_visible (op);
2186
2187 return true;
2188 }
2189 }
2190
2191 return false;
2192}
2193
2194bool
2185int move_player(object *op,int dir) { 2195move_player (object *op, int dir)
2196{
2186 int pick; 2197 int pick;
2187 2198
2188 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2199 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; 2200 return 0;
2201
2202 /* Sanity check: make sure dir is valid */
2203 if ((dir < 0) || (dir >= 9))
2204 {
2205 LOG (llevError, "move_player: invalid direction %d\n", dir);
2206 return 0;
2207 }
2208
2209 /* peterm: added following line */
2210 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2211 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2212
2213 op->facing = dir;
2214
2215 if (op->hide)
2216 do_hidden_move (op);
2217
2218 bool retval;
2219
2220 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2221 retval = RESULT_INT (0);
2222 else if (op->contr->fire_on)
2223 retval = fire (op, dir);
2224 else
2225 {
2226 retval = move_player_attack (op, dir);
2227 pick = check_pick (op);
2228 }
2229
2230 /* Add special check for newcs players and fire on - this way, the
2231 * server can handle repeat firing.
2232 */
2233 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2234 op->direction = dir;
2235 else
2236 op->direction = 0;
2237
2238 /* Update how the player looks. Use the facing, so direction may
2239 * get reset to zero. This allows for full animation capabilities
2240 * for players.
2241 */
2242 animate_object (op, op->facing);
2243
2244 return retval;
2229} 2245}
2230 2246
2231/* This is similar to handle_player, below, but is only used by the 2247/* This is similar to handle_player, below, but is only used by the
2232 * new client/server stuff. 2248 * new client/server stuff.
2233 * This is sort of special, in that the new client/server actually uses 2249 * This is sort of special, in that the new client/server actually uses
2234 * the new speed values for commands. 2250 * the new speed values for commands.
2235 * 2251 *
2236 * Returns true if there are more actions we can do. 2252 * Returns true if there are more actions we can do. Should not do
2253 * many actions in a row, as that would be too unfair to other
2254 * players.
2237 */ 2255 */
2256bool
2238int handle_newcs_player(object *op) 2257handle_newcs_player (object *op)
2239{ 2258{
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)) { 2259 if (QUERY_FLAG (op, FLAG_SCARED))
2260 {
2261 if (op->speed_left > 0.f)
2262 {
2263 --op->speed_left;
2257 flee_player(op); 2264 flee_player (op);
2258 /* If player is still scared, that is his action for this tick */ 2265
2259 if (QUERY_FLAG(op, FLAG_SCARED)) {
2260 op->speed_left--;
2261 return 0; 2266 return true;
2262 } 2267 }
2268 else
2269 return false;
2263 } 2270 }
2264 2271
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 2272 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2273 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2274 * called, so we recheck it here.
2280 */ 2275 */
2281 HandleClient(&op->contr->socket, op->contr); 2276 if (op->contr->ns->handle_command ())
2282 if (op->speed_left<0) return 0; 2277 return true;
2283 2278
2284 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2279 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2285 /* All move commands take 1 tick, at least for now */
2286 op->speed_left--;
2287
2288 /* Instead of all the stuff below, let move_player take care
2289 * of it. Also, some of the skill stuff is only put in
2290 * there, as well as the confusion stuff.
2291 */
2292 move_player(op, op->direction); 2280 return move_player (op, op->direction);
2293 if (op->speed_left>0) return 1; 2281
2294 else return 0; 2282 return false;
2295 } 2283}
2284
2285int
2286save_life (object *op)
2287{
2288 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2296 return 0; 2289 return 0;
2297}
2298 2290
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) 2291 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2306 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2292 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2293 {
2307 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2294 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2308 new_draw_info_format(NDI_UNIQUE, 0,op, 2295 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2309 "Your %s vibrates violently, then evaporates.", 2296
2310 query_name(tmp));
2311 if (op->contr) 2297 if (op->contr)
2312 esrv_del_item(op->contr, tmp->count); 2298 esrv_del_item (op->contr, tmp->count);
2313 remove_ob(tmp); 2299
2314 free_object(tmp); 2300 tmp->destroy ();
2315 CLEAR_FLAG(op, FLAG_LIFESAVE); 2301 CLEAR_FLAG (op, FLAG_LIFESAVE);
2302
2316 if(op->stats.hp<0) 2303 if (op->stats.hp < 0)
2317 op->stats.hp = op->stats.maxhp; 2304 op->stats.hp = op->stats.maxhp;
2305
2318 if(op->stats.food<0) 2306 if (op->stats.food < 0)
2319 op->stats.food = 999; 2307 op->stats.food = 999;
2320 fix_player(op); 2308
2309 op->update_stats ();
2321 return 1; 2310 return 1;
2322 } 2311 }
2312
2323 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2313 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2324 CLEAR_FLAG(op, FLAG_LIFESAVE); 2314 CLEAR_FLAG (op, FLAG_LIFESAVE);
2325 enter_player_savebed(op); /* bring him home. */ 2315 enter_player_savebed (op); /* bring him home. */
2326 return 0; 2316 return 0;
2327} 2317}
2328 2318
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2319/* 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 2320 * 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 2321 * function will descend into containers. op is the object to start the search
2332 * from. 2322 * from.
2333 */ 2323 */
2324void
2334void remove_unpaid_objects(object *op, object *env) 2325remove_unpaid_objects (object *op, object *env)
2335{ 2326{
2336 object *next;
2337
2338 while (op) { 2327 while (op)
2328 {
2339 next=op->below; /* Make sure we have a good value, in case 2329 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2340 * we remove object 'op' 2330
2341 */
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2331 if (QUERY_FLAG (op, FLAG_UNPAID))
2343 remove_ob(op); 2332 {
2344 op->x = env->x;
2345 op->y = env->y;
2346 if (env->type == PLAYER) 2333 if (env->type == PLAYER)
2347 esrv_del_item(env->contr, op->count); 2334 esrv_del_item (env->contr, op->count);
2348 insert_ob_in_map(op, env->map, NULL,0); 2335
2336 op->insert_at (env);
2349 } 2337 }
2338 else if (op->inv)
2350 else if (op->inv) remove_unpaid_objects(op->inv, env); 2339 remove_unpaid_objects (op->inv, env);
2340
2351 op=next; 2341 op = next;
2352 } 2342 }
2353} 2343}
2354
2355 2344
2356/* 2345/*
2357 * Returns pointer a static string containing gravestone text 2346 * Returns pointer a static string containing gravestone text
2358 * Moved from apply.c to player.c - player.c is what 2347 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the 2348 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better, 2349 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory. 2350 * but there isn't one in the server directory.
2362 */ 2351 */
2352char *
2363char *gravestone_text (object *op) 2353gravestone_text (object *op)
2364{ 2354{
2365 static char buf2[MAX_BUF]; 2355 static char buf2[MAX_BUF];
2366 char buf[MAX_BUF]; 2356 char buf[MAX_BUF];
2367 time_t now = time (NULL); 2357 time_t now = time (NULL);
2368 2358
2369 strcpy (buf2, " R.I.P.\n\n"); 2359 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER) 2360 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2361 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2372 else 2362 else
2373 sprintf (buf, "%s\n", op->name); 2363 sprintf (buf, "%s\n", &op->name);
2364
2374 strncat (buf2, " ", 20 - strlen (buf) / 2); 2365 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2366 strcat (buf2, buf);
2376 if (op->type == PLAYER) 2367 if (op->type == PLAYER)
2377 sprintf (buf, "who was in level %d when killed\n", op->level); 2368 sprintf (buf, "who was in level %d when killed\n", op->level);
2378 else 2369 else
2379 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2370 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2371
2380 strncat (buf2, " ", 20 - strlen (buf) / 2); 2372 strncat (buf2, " ", 20 - strlen (buf) / 2);
2381 strcat (buf2, buf); 2373 strcat (buf2, buf);
2382 if (op->type == PLAYER) { 2374 if (op->type == PLAYER)
2375 {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer); 2376 sprintf (buf, "by %s.\n\n", op->contr->killer);
2384 strncat (buf2, " ", 21 - strlen (buf) / 2); 2377 strncat (buf2, " ", 21 - strlen (buf) / 2);
2385 strcat (buf2, buf); 2378 strcat (buf2, buf);
2386 } 2379 }
2380
2387 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2381 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2); 2382 strncat (buf2, " ", 20 - strlen (buf) / 2);
2389 strcat (buf2, buf); 2383 strcat (buf2, buf);
2384
2390 return buf2; 2385 return buf2;
2391} 2386}
2392 2387
2393 2388void
2394
2395void do_some_living(object *op) { 2389do_some_living (object *op)
2390{
2396 int last_food=op->stats.food; 2391 int last_food = op->stats.food;
2397 int gen_hp, gen_sp, gen_grace; 2392 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace; 2393 int over_hp, over_sp, over_grace;
2399 int i; 2394 int i;
2400 int rate_hp = 1200; 2395 int rate_hp = 1200;
2401 int rate_sp = 2500; 2396 int rate_sp = 2500;
2402 int rate_grace = 2000; 2397 int rate_grace = 2000;
2403 const int max_hp = 1; 2398 const int max_hp = 1;
2404 const int max_sp = 1; 2399 const int max_sp = 1;
2405 const int max_grace = 1; 2400 const int max_grace = 1;
2406 2401
2407 if (op->contr->outputs_sync) { 2402 if (op->contr->hidden)
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2403 {
2409 if (op->contr->outputs[i].buf!=NULL && 2404 op->invisible = 1000;
2410 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2405 /* the socket code flashes the player visible/invisible
2411 flush_output_element(op, &op->contr->outputs[i]); 2406 * depending on the value of invisible, so we need to
2407 * alternate it here for it to work correctly.
2408 */
2409 if (pticks & 2)
2410 op->invisible--;
2412 } 2411 }
2412 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2413 {
2414 if (!op->invisible--)
2415 {
2416 make_visible (op);
2417 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2418 }
2419 }
2413 2420
2414 if(op->contr->state==ST_PLAYING) { 2421 if (op->contr->ns->state == ST_PLAYING)
2415 2422 {
2416 /* these next three if clauses make it possible to SLOW DOWN 2423 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2424 hp/grace/spellpoint regeneration. */
2418 if(op->contr->gen_hp >= 0 ) 2425 if (op->contr->gen_hp >= 0)
2419 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2426 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2420 else { 2427 else
2428 {
2421 gen_hp = op->stats.maxhp; 2429 gen_hp = op->stats.maxhp;
2422 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2430 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2423 } 2431 }
2432
2424 if(op->contr->gen_sp >= 0 ) 2433 if (op->contr->gen_sp >= 0)
2425 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2434 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2426 else { 2435 else
2436 {
2427 gen_sp = op->stats.maxsp; 2437 gen_sp = op->stats.maxsp;
2428 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2438 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2429 } 2439 }
2440
2430 if(op->contr->gen_grace >= 0) 2441 if (op->contr->gen_grace >= 0)
2431 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2442 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2432 else { 2443 else
2444 {
2433 gen_grace = op->stats.maxgrace; 2445 gen_grace = op->stats.maxgrace;
2434 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2446 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2435 } 2447 }
2436 2448
2437 /* Regenerate Spell Points */ 2449 /* Regenerate Spell Points */
2438 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2450 if (!op->contr->golem && --op->last_sp < 0)
2451 {
2439 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2452 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) { 2453 if (op->stats.sp < op->stats.maxsp)
2456 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2454 {
2457 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2458 op->stats.sp--; 2455 op->stats.sp++;
2459 if(op->stats.sp>op->stats.maxsp) 2456 /* dms do not consume food */
2460 op->stats.sp=op->stats.maxsp; 2457 if (!QUERY_FLAG (op, FLAG_WIZ))
2458 {
2459 op->stats.food--;
2460 if (op->contr->digestion < 0)
2461 op->stats.food += op->contr->digestion;
2462 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2463 op->stats.food = last_food;
2461 } 2464 }
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 } 2465 }
2466
2467 if (max_sp > 1)
2468 {
2469 over_sp = (gen_sp + 10) / rate_sp;
2470 if (over_sp > 0)
2471 {
2472 if (op->stats.sp < op->stats.maxsp)
2473 {
2474 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2475
2476 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2477 op->stats.sp--;
2478
2479 if (op->stats.sp > op->stats.maxsp)
2480 op->stats.sp = op->stats.maxsp;
2481 }
2482 op->last_sp = 0;
2483 }
2484 else
2485 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2486 }
2485 } else { 2487 else
2488 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2489 }
2490
2491 /* Regenerate Grace */
2492 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2493 if (--op->last_grace < 0)
2494 {
2495 if (op->stats.grace < op->stats.maxgrace / 2)
2496 op->stats.grace++; /* no penalty in food for regaining grace */
2497
2498 if (max_grace > 1)
2499 {
2500 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2501 if (over_grace > 0)
2502 {
2503 op->stats.sp += over_grace
2504 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2505 op->last_grace = 0;
2506 }
2507 else
2508 {
2509 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2510 }
2511 }
2512 else
2513 {
2486 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2514 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2487 } 2515 }
2488 /* wearing stuff doesn't detract from grace generation. */ 2516 /* wearing stuff doesn't detract from grace generation. */
2489 } 2517 }
2490 2518
2491 /* Regenerate Hit Points */ 2519 /* Regenerate Hit Points */
2492 if(--op->last_heal<0) { 2520 if (--op->last_heal < 0)
2521 {
2493 if(op->stats.hp<op->stats.maxhp) { 2522 if (op->stats.hp < op->stats.maxhp)
2523 {
2494 op->stats.hp++; 2524 op->stats.hp++;
2495 /* dms do not consume food */ 2525 /* dms do not consume food */
2496 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2526 if (!QUERY_FLAG (op, FLAG_WIZ))
2497 op->stats.food--; 2527 {
2528 op->stats.food--;
2498 if(op->contr->digestion<0) 2529 if (op->contr->digestion < 0)
2499 op->stats.food+=op->contr->digestion; 2530 op->stats.food += op->contr->digestion;
2500 else if(op->contr->digestion>0 && 2531 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; 2532 op->stats.food = last_food;
2533 }
2534 }
2535
2536 if (max_hp > 1)
2537 {
2538 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2539 if (over_hp > 0)
2540 {
2541 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2542 op->last_heal = 0;
2543 }
2544 else
2545 {
2546 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2547 }
2548 }
2549 else
2550 {
2551 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2552 }
2503 } 2553 }
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 2554
2519 /* Digestion */ 2555 /* Digestion */
2520 if(--op->last_eat<0) { 2556 if (--op->last_eat < 0)
2521#ifdef COZY_SERVER 2557 {
2522 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2558 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 2559
2530 if(op->contr->gen_hp > 0) 2560 if (op->contr->gen_hp > 0)
2531 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2561 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2532 else 2562 else
2533 op->last_eat=25*(1+bonus)/(penalty +1); 2563 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2564
2534 /* dms do not consume food */ 2565 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2566 if (!QUERY_FLAG (op, FLAG_WIZ))
2536 } 2567 op->stats.food--;
2537 } 2568 }
2538 2569
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2570 if (op->stats.food < 0 && op->stats.hp >= 0)
2571 {
2540 object *tmp, *flesh=NULL; 2572 object *tmp, *flesh = 0;
2541 2573
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2574 for (tmp = op->inv; tmp; tmp = tmp->below)
2575 {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2576 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2577 {
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2578 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2579 {
2545 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2580 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2546 manual_apply(op,tmp,0); 2581 manual_apply (op, tmp, 0);
2547 if(op->stats.food>=0||op->stats.hp<0) 2582 if (op->stats.food >= 0 || op->stats.hp < 0)
2548 break; 2583 break;
2549 } 2584 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2585 else if (tmp->type == FLESH)
2586 flesh = tmp;
2551 } /* End if paid for object */ 2587 } /* End if paid for object */
2552 } /* end of for loop */ 2588 } /* end of for loop */
2589
2553 /* If player is still starving, it means they don't have any food, so 2590 /* If player is still starving, it means they don't have any food, so
2554 * eat flesh instead. 2591 * eat flesh instead.
2555 */ 2592 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2593 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2594 {
2557 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2595 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2558 manual_apply(op,flesh,0); 2596 manual_apply (op, flesh, 0);
2559 } 2597 }
2560 } /* end if player is starving */ 2598 }
2561 2599
2562 while(op->stats.food<0&&op->stats.hp>0) 2600 while (op->stats.food < 0 && op->stats.hp >= 0)
2563 op->stats.food++,op->stats.hp--; 2601 op->stats.food++, op->stats.hp--;
2564 2602
2565 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2603 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2566 kill_player(op); 2604 kill_player (op);
2605 }
2567} 2606}
2568
2569
2570 2607
2571/* If the player should die (lack of hp, food, etc), we call this. 2608/* If the player should die (lack of hp, food, etc), we call this.
2572 * op is the player in jeopardy. If the player can not be saved (not 2609 * op is the player in jeopardy. If the player can not be saved (not
2573 * permadeath, no lifesave), this will take care of removing the player 2610 * permadeath, no lifesave), this will take care of removing the player
2574 * file. 2611 * file.
2575 */ 2612 */
2613void
2576void kill_player(object *op) 2614kill_player (object *op)
2577{ 2615{
2578 char buf[MAX_BUF]; 2616 char buf[MAX_BUF];
2579 int x,y,i; 2617 int x, y;
2618
2619 //int i;
2580 mapstruct *map; /* this is for resurrection */ 2620 maptile *map; /* this is for resurrection */
2621
2581 int z; 2622 /* int z;
2582 int num_stats_lose; 2623 int num_stats_lose;
2583 int lost_a_stat; 2624 int lost_a_stat;
2584 int lose_this_stat; 2625 int lose_this_stat;
2585 int this_stat; 2626 int this_stat; */
2586 int will_kill_again; 2627 int will_kill_again;
2587 archetype *at; 2628 archetype *at;
2588 object *tmp; 2629 object *tmp;
2589 2630
2590 if(save_life(op)) 2631 if (save_life (op))
2591 return; 2632 return;
2592 2633
2593 2634
2594 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2635 /* 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. 2636 * in cities ONLY!!! It is very important that this doesn't get abused.
2596 * Look at op_on_battleground() for more info --AndreasV 2637 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2638 */
2598 if (op_on_battleground(op, &x, &y)) { 2639 if (op_on_battleground (op, &x, &y))
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2640 {
2600 "You have been defeated in combat!"); 2641 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, 2642 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2602 "Local medics have saved your life..."); 2643
2603
2604 /* restore player */ 2644 /* restore player */
2605 at = find_archetype("poisoning"); 2645 at = archetype::find ("poisoning");
2606 tmp=present_arch_in_ob(at,op); 2646 if (object *tmp = present_arch_in_ob (at, op))
2607 if (tmp) { 2647 {
2608 remove_ob(tmp); 2648 tmp->destroy ();
2609 free_object(tmp);
2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2649 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2650 }
2651
2652 at = archetype::find ("confusion");
2653 if (object *tmp = present_arch_in_ob (at, op))
2611 } 2654 {
2612 2655 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"); 2656 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2619 } 2657 }
2620 2658
2621 cure_disease(op,0); /* remove any disease */ 2659 cure_disease (op, 0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp; 2660 op->stats.hp = op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999; 2661 if (op->stats.food <= 0)
2624 2662 op->stats.food = 999;
2663
2625 /* create a bodypart-trophy to make the winner happy */ 2664 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 2665 if (object *tmp = arch_to_object (archetype::find ("finger")))
2627 if (tmp != NULL)
2628 { 2666 {
2629 sprintf(buf,"%s's finger",op->name); 2667 sprintf (buf, "%s's finger", &op->name);
2630 tmp->name = add_string(buf); 2668 tmp->name = buf;
2631 sprintf(buf," This finger has been cut off %s\n" 2669 sprintf (buf, " This finger has been cut off %s\n"
2632 " the %s, when he was defeated at\n level %d by %s.\n", 2670 " the %s, when he was defeated at\n level %d by %s.\n",
2633 op->name, op->contr->title, (int)(op->level), 2671 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2634 op->contr->killer); 2672 tmp->msg = buf;
2635 tmp->msg=add_string(buf);
2636 tmp->value=0, tmp->material=0, tmp->type=0; 2673 tmp->value = 0, tmp->type = 0;
2637 tmp->materialname = NULL; 2674 tmp->materialname = "organics";
2638 tmp->x = op->x, tmp->y = op->y; 2675 tmp->insert_at (op, tmp);
2639 insert_ob_in_map(tmp,op->map,op,0);
2640 }
2641 2676 }
2677
2642 /* teleport defeated player to new destination*/ 2678 /* teleport defeated player to new destination */
2643 transfer_ob(op, x, y, 0, NULL); 2679 transfer_ob (op, x, y, 0, NULL);
2644 op->contr->braced=0; 2680 op->contr->braced = 0;
2645 return; 2681 return;
2646 } 2682 }
2647 2683
2648 INVOKE_PLAYER (DEATH, op->contr); 2684 INVOKE_PLAYER (DEATH, op->contr);
2649 2685
2650 command_kill_pets (op, 0); 2686 command_kill_pets (op, 0);
2651 2687
2652 if(op->stats.food<0) { 2688 if (op->stats.food < 0)
2653 if (op->contr->explore) { 2689 {
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); 2690 sprintf (buf, "%s starved to death.", &op->name);
2660 strcpy(op->contr->killer,"starvation"); 2691 strcpy (op->contr->killer, "starvation");
2661 } 2692 }
2662 else { 2693 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); 2694 sprintf (buf, "%s died.", &op->name);
2670 } 2695
2671 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2696 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2672 2697
2673 /* save the map location for corpse, gravestone*/ 2698 /* save the map location for corpse, gravestone */
2674 x=op->x;y=op->y;map=op->map; 2699 x = op->x;
2700 y = op->y;
2701 map = op->map;
2675 2702
2676
2677 if (settings.not_permadeth == TRUE) {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 2703 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * life if they are dead - it takes some exp and a random stat. 2704 * 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. 2705 * See the config.h file for a little more in depth detail about this.
2681 */ 2706 */
2682 2707
2683 /* Basically two ways to go - remove a stat permanently, or just 2708 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 2709 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 2710 * of death.
2686 */ 2711 */
2687#ifndef COZY_SERVER 2712#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 2713 if (settings.balanced_stat_loss)
2714 {
2689 /* If stat loss is permanent, lose one stat only. */ 2715 /* If stat loss is permanent, lose one stat only. */
2690 /* Lower level chars don't lose as many stats because they suffer 2716 /* Lower level chars don't lose as many stats because they suffer
2691 more if they do. */ 2717 more if they do. */
2692 /* Higher level characters can afford things such as potions of 2718 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 2719 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 2720 little bit harder. */
2695 /* GD */ 2721 /* GD */
2696 if (settings.stat_loss_on_death) 2722 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; 2723 num_stats_lose = 1;
2702 } 2724 else
2725 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2726 }
2727 else
2728 num_stats_lose = 1;
2729
2703 lost_a_stat = 0; 2730 lost_a_stat = 0;
2704 2731
2705 for (z=0; z<num_stats_lose; z++) { 2732 for (z = 0; z < num_stats_lose; z++)
2733 {
2706 i = RANDOM() % NUM_STATS; 2734 i = RANDOM () % NUM_STATS;
2707 2735
2708 if (settings.stat_loss_on_death) { 2736 if (settings.stat_loss_on_death)
2737 {
2709 /* Pick a random stat and take a point off it. Tell the player 2738 /* Pick a random stat and take a point off it. Tell the player
2710 * what he lost. 2739 * what he lost.
2711 */ 2740 */
2712 change_attr_value(&(op->stats), i,-1); 2741 change_attr_value (&(op->stats), i, -1);
2713 check_stat_bounds(&(op->stats)); 2742 check_stat_bounds (&(op->stats));
2714 change_attr_value(&(op->contr->orig_stats), i,-1); 2743 change_attr_value (&(op->contr->orig_stats), i, -1);
2715 check_stat_bounds(&(op->contr->orig_stats)); 2744 check_stat_bounds (&(op->contr->orig_stats));
2716 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2745 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2717 lost_a_stat = 1; 2746 lost_a_stat = 1;
2718 } else { 2747 }
2748 else
2749 {
2719 /* deplete a stat */ 2750 /* deplete a stat */
2720 archetype *deparch=find_archetype("depletion"); 2751 archetype *deparch = archetype::find ("depletion");
2721 object *dep; 2752 object *dep;
2753
2754 dep = present_arch_in_ob (deparch, op);
2755 if (!dep)
2722 2756 {
2723 dep = present_arch_in_ob(deparch,op);
2724 if(!dep) {
2725 dep = arch_to_object(deparch); 2757 dep = arch_to_object (deparch);
2726 insert_ob_in_ob(dep, op); 2758 insert_ob_in_ob (dep, op);
2727 } 2759 }
2728 lose_this_stat = 1; 2760 lose_this_stat = 1;
2729 if (settings.balanced_stat_loss) { 2761 if (settings.balanced_stat_loss)
2762 {
2730 /* GD */ 2763 /* GD */
2731 /* Get the stat that we're about to deplete. */ 2764 /* Get the stat that we're about to deplete. */
2732 this_stat = get_attr_value(&(dep->stats), i); 2765 this_stat = get_attr_value (&(dep->stats), i);
2733 if (this_stat < 0) { 2766 if (this_stat < 0)
2767 {
2734 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2768 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2735 int keep_chance = this_stat * this_stat; 2769 int keep_chance = this_stat * this_stat;
2770
2736 /* Yes, I am paranoid. Sue me. */ 2771 /* Yes, I am paranoid. Sue me. */
2737 if (keep_chance < 1) 2772 if (keep_chance < 1)
2738 keep_chance = 1; 2773 keep_chance = 1;
2739 2774
2740 /* There is a maximum depletion total per level. */ 2775 /* There is a maximum depletion total per level. */
2741 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2776 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2777 {
2742 lose_this_stat = 0; 2778 lose_this_stat = 0;
2743 /* Take loss chance vs keep chance to see if we 2779 /* Take loss chance vs keep chance to see if we
2744 retain the stat. */ 2780 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 } 2781 }
2754 } 2782 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 */ 2783 {
2764 if (this_stat>=-50) { 2784 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; 2785 lose_this_stat = 0;
2786 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2787 this_stat, keep_chance, loss_chance,
2788 lose_this_stat?"LOSE":"KEEP"); */
2770 } 2789 }
2771 } 2790 }
2772 } 2791 }
2773 } 2792
2774 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 2793 if (lose_this_stat)
2776 { 2794 {
2777 /* determine_god() seems to not work sometimes... why is this? 2795 this_stat = get_attr_value (&(dep->stats), i);
2778 Should I be using something else? GD */ 2796 /* We could try to do something clever like find another
2779 const char *god = determine_god(op); 2797 * stat to reduce if this fails. But chances are, if
2780 if (god && (strcmp(god, "none"))) 2798 * stats have been depleted to -50, all are pretty low
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2799 * and should be roughly the same, so it shouldn't make a
2782 "moment you feel the holy presence of %s protecting" 2800 * difference.
2783 " you.", god); 2801 */
2802 if (this_stat >= -50)
2784 else 2803 {
2785 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2804 change_attr_value (&(dep->stats), i, -1);
2786 " feel a holy presence protecting you."); 2805 SET_FLAG (dep, FLAG_APPLIED);
2806 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2807 op->update_stats ();
2808 lost_a_stat = 1;
2809 }
2787 } 2810 }
2811 }
2812 }
2813 /* If no stat lost, tell the player. */
2814 if (!lost_a_stat)
2815 {
2816 /* determine_god() seems to not work sometimes... why is this?
2817 Should I be using something else? GD */
2818 const char *god = determine_god (op);
2819
2820 if (god && (strcmp (god, "none")))
2821 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2822 else
2823 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2824 }
2825#else
2826 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2788#endif 2827#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 2828
2792 /* Put a gravestone up where the character 'almost' died. List the 2829 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 2830 * exp loss on the stone.
2794 */ 2831 */
2795 tmp=arch_to_object(find_archetype("gravestone")); 2832 tmp = arch_to_object (archetype::find ("gravestone"));
2796 sprintf(buf,"%s's gravestone",op->name); 2833 sprintf (buf, "%s's gravestone", &op->name);
2797 FREE_AND_COPY(tmp->name, buf); 2834 tmp->name = buf;
2798 sprintf(buf,"%s's gravestones",op->name); 2835 sprintf (buf, "%s's gravestones", &op->name);
2799 FREE_AND_COPY(tmp->name_pl, buf); 2836 tmp->name_pl = buf;
2800 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2837 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" 2838 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; 2839 tmp->x = op->x, tmp->y = op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0); 2840 insert_ob_in_map (tmp, op->map, NULL, 0);
2808 2841
2809 /**************************************/ 2842 /**************************************/
2810 /* */ 2843 /* */
2811 /* Subtract the experience points, */ 2844 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */ 2845 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */ 2846 /* food, and reset HP's... */
2814 /* */ 2847 /* */
2815 /**************************************/ 2848 /**************************************/
2816 2849
2817 /* remove any poisoning and confusion the character may be suffering.*/ 2850 /* remove any poisoning and confusion the character may be suffering. */
2818 /* restore player */ 2851 /* restore player */
2819 at = find_archetype("poisoning"); 2852 at = archetype::find ("poisoning");
2820 tmp=present_arch_in_ob(at,op); 2853 tmp = present_arch_in_ob (at, op);
2821 if (tmp) { 2854
2822 remove_ob(tmp); 2855 if (tmp)
2823 free_object(tmp); 2856 {
2857 tmp->destroy ();
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2858 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2825 } 2859 }
2826 2860
2827 at = find_archetype("confusion"); 2861 at = archetype::find ("confusion");
2828 tmp=present_arch_in_ob(at,op); 2862 tmp = present_arch_in_ob (at, op);
2829 if (tmp) { 2863 if (tmp)
2830 remove_ob(tmp); 2864 {
2831 free_object(tmp); 2865 tmp->destroy ();
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2866 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2833 } 2867 }
2868
2834 cure_disease(op,0); /* remove any disease */ 2869 cure_disease (op, 0); /* remove any disease */
2835 2870
2836 /*add_exp(op, (op->stats.exp * -0.20)); */ 2871 /*add_exp(op, (op->stats.exp * -0.20)); */
2837 apply_death_exp_penalty(op); 2872 apply_death_exp_penalty (op);
2838 if(op->stats.food < 100) op->stats.food = 900; 2873 if (op->stats.food < 100)
2874 op->stats.food = 900;
2839 op->stats.hp = op->stats.maxhp; 2875 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2876 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2877 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2842 2878
2843 /* 2879 /*
2844 * Check to see if the player is in a shop. IF so, then check to see if 2880 * 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 2881 * and put them back in the map.
2846 * in the map. 2882 */
2847 */
2848
2849 if (is_in_shop (op))
2850 remove_unpaid_objects(op->inv, op); 2883 remove_unpaid_objects (op->inv, op);
2851 2884
2852 /****************************************/ 2885 /****************************************/
2853 /* */ 2886 /* */
2854 /* Move player to his current respawn- */ 2887 /* Move player to his current respawn- */
2855 /* position (usually last savebed) */ 2888 /* position (usually last savebed) */
2856 /* */ 2889 /* */
2857 /****************************************/ 2890 /****************************************/
2858 2891
2859 enter_player_savebed(op); 2892 enter_player_savebed (op);
2860 2893
2861 /* Save the player before inserting the force to reduce
2862 * chance of abuse.
2863 */
2864 op->contr->braced=0; 2894 op->contr->braced = 0;
2865 save_player(op,1);
2866 2895
2867 /* it is possible that the player has blown something up 2896 /* it is possible that the player has blown something up
2868 * at his savebed location, and that can have long lasting 2897 * at his savebed location, and that can have long lasting
2869 * spell effects. So first see if there is a spell effect 2898 * spell effects. So first see if there is a spell effect
2870 * on the space that might harm the player. 2899 * on the space that might harm the player.
2871 */ 2900 */
2872 will_kill_again=0; 2901 will_kill_again = 0;
2873 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2902 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2874 if (tmp->type ==SPELL_EFFECT) 2903 if (tmp->type == SPELL_EFFECT)
2875 will_kill_again|=tmp->attacktype; 2904 will_kill_again |= tmp->attacktype;
2876 } 2905
2877 if (will_kill_again) { 2906 if (will_kill_again)
2907 {
2878 object *force; 2908 object *force;
2879 int at; 2909 int at;
2880 2910
2881 force=get_archetype(FORCE_NAME); 2911 force = get_archetype (FORCE_NAME);
2882 /* 50 ticks should be enough time for the spell to abate */ 2912 /* 50 ticks should be enough time for the spell to abate */
2883 force->speed=0.1; 2913 force->speed = 0.1f;
2884 force->speed_left=-5.0; 2914 force->speed_left = -5.f;
2885 SET_FLAG(force, FLAG_APPLIED); 2915 SET_FLAG (force, FLAG_APPLIED);
2886 for (at=0; at<NROFATTACKS; at++) { 2916 for (at = 0; at < NROFATTACKS; at++)
2887 if (will_kill_again & (1 << at)) 2917 if (will_kill_again & (1 << at))
2888 force->resist[at] = 100; 2918 force->resist[at] = 100;
2919
2920 insert_ob_in_ob (force, op);
2921 op->update_stats ();
2922
2923 }
2924
2925 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2926}
2927
2928void
2929loot_object (object *op)
2930{ /* Grab and destroy some treasure */
2931 object *tmp, *tmp2, *next;
2932
2933 op->close_container (); /* close open sack first */
2934
2935 for (tmp = op->inv; tmp; tmp = next)
2936 {
2937 next = tmp->below;
2938
2939 if (tmp->invisible)
2940 continue;
2941
2942 tmp->remove ();
2943 tmp->x = op->x, tmp->y = op->y;
2944
2945 if (tmp->type == CONTAINER)
2946 loot_object (tmp); /* empty container to ground */
2947
2948 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2949 {
2950 if (tmp->nrof > 1)
2951 {
2952 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2953 tmp2->destroy ();
2954 insert_ob_in_map (tmp, op->map, NULL, 0);
2889 } 2955 }
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 { 2956 else
2948 delete_character(op->name,1); 2957 tmp->destroy ();
2949 } 2958 }
2950 } 2959 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); 2960 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 } 2961 }
2995} 2962}
2996 2963
2997/* 2964/*
2998 * fix_weight(): Check recursively the weight of all players, and fix 2965 * fix_weight(): Check recursively the weight of all players, and fix
2999 * what needs to be fixed. Refresh windows and fix speed if anything 2966 * what needs to be fixed. Refresh windows and fix speed if anything
3000 * was changed. 2967 * was changed.
3001 */ 2968 */
3002 2969void
3003void fix_weight(void) { 2970fix_weight (void)
3004 player *pl; 2971{
3005 for (pl = first_player; pl != NULL; pl = pl->next) { 2972 for_all_players (pl)
2973 {
3006 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2974 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2975
3007 if(old == sum) 2976 if (old == sum)
3008 continue; 2977 continue;
3009 fix_player(pl->ob); 2978 pl->ob->update_stats ();
3010 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2979 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3011 pl->ob->name, old, sum);
3012 } 2980 }
3013} 2981}
3014 2982
2983void
3015void fix_luck(void) { 2984fix_luck (void)
3016 player *pl; 2985{
3017 for (pl = first_player; pl != NULL; pl = pl->next) 2986 for_all_players (pl)
3018 if (!pl->ob->contr->state) 2987 if (!pl->ob->contr->ns->state)
3019 change_luck(pl->ob, 0); 2988 pl->ob->change_luck (0);
3020} 2989}
3021
3022 2990
3023/* cast_dust() - handles op throwing objects of type 'DUST'. 2991/* cast_dust() - handles op throwing objects of type 'DUST'.
3024 * This is much simpler in the new spell code - we basically 2992 * This is much simpler in the new spell code - we basically
3025 * just treat this as any other spell casting object. 2993 * just treat this as any other spell casting object.
3026 */ 2994 */
3027
3028void 2995void
3029cast_dust (object * op, object * throw_ob, int dir) 2996cast_dust (object *op, object *throw_ob, int dir)
3030{ 2997{
3031 object *skop, *spob; 2998 object *skop, *spob;
3032 2999
3033 skop = find_skill_by_name (op, throw_ob->skill); 3000 skop = find_skill_by_name (op, throw_ob->skill);
3034 3001
3035 /* casting POTION 'dusts' is really a use_magic_item skill */ 3002 /* casting POTION 'dusts' is really a use_magic_item skill */
3036 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3003 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3037 { 3004 {
3038 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3005 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3039 op->name);
3040 return; 3006 return;
3041 } 3007 }
3042 3008
3043 spob = throw_ob->inv; 3009 spob = throw_ob->inv;
3044 3010
3045 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3011 // 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 3012 // not pass NULL to cast_spell (which did indeed check itself, but
3047 // errors should be reported as early as possible IMHO) 3013 // errors should be reported as early as possible IMHO)
3048 if (!spob) 3014 if (!spob)
3049 { 3015 {
3050 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3016 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; 3017 return;
3053 } 3018 }
3054 3019
3055 if (op->type == PLAYER) 3020 if (op->type == PLAYER)
3056 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3021 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3057 3022
3058 cast_spell (op, throw_ob, dir, spob, NULL); 3023 cast_spell (op, throw_ob, dir, spob, NULL);
3059 3024
3060 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3025 throw_ob->destroy ();
3061 remove_ob (throw_ob);
3062 free_object (throw_ob);
3063} 3026}
3064 3027
3028void
3065void make_visible (object *op) { 3029make_visible (object *op)
3030{
3066 op->hide = 0; 3031 op->hide = 0;
3067 op->invisible = 0; 3032 op->invisible = 0;
3068 if(op->type==PLAYER) { 3033 if (op->type == PLAYER)
3034 {
3069 op->contr->tmp_invis = 0; 3035 op->contr->tmp_invis = 0;
3070 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3036 op->contr->invis_race = 0;
3071 } 3037 }
3038
3072 update_object(op,UP_OBJ_FACE); 3039 update_object (op, UP_OBJ_CHANGE);
3073} 3040}
3074 3041
3042int
3075int is_true_undead(object *op) { 3043is_true_undead (object *op)
3076 object *tmp=NULL; 3044{
3077
3078 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3045 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3046 return 1;
3079 3047
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; 3048 return 0;
3085} 3049}
3086 3050
3087/* look at the surrounding terrain to determine 3051/* look at the surrounding terrain to determine
3088 * the hideability of this object. Positive levels 3052 * the hideability of this object. Positive levels
3089 * indicate greater hideability. 3053 * indicate greater hideability.
3090 */ 3054 */
3091 3055
3056int
3092int hideability(object *ob) { 3057hideability (object *ob)
3058{
3093 int i,level=0, mflag; 3059 int i, level = 0, mflag;
3094 sint16 x,y; 3060 sint16 x, y;
3095 3061
3096 if(!ob||!ob->map) return 0; 3062 if (!ob || !ob->map)
3063 return 0;
3097 3064
3098 /* so, on normal lighted maps, its hard to hide */ 3065 /* so, on normal lighted maps, its hard to hide */
3099 level=ob->map->darkness - 2; 3066 level = ob->map->darkness - 2;
3100 3067
3101 /* this also picks up whether the object is glowing. 3068 /* this also picks up whether the object is glowing.
3102 * If you carry a light on a non-dark map, its not 3069 * If you carry a light on a non-dark map, its not
3103 * as bad as carrying a light on a pitch dark map */ 3070 * as bad as carrying a light on a pitch dark map */
3104 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3071 if (has_carried_lights (ob))
3072 level = -(10 + (2 * ob->map->darkness));
3105 3073
3106 /* scan through all nearby squares for terrain to hide in */ 3074 /* 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]) { 3075 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3076 {
3108 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3077 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3109 if (mflag & P_OUT_OF_MAP) { continue; } 3078 if (mflag & P_OUT_OF_MAP)
3079 {
3080 continue;
3081 }
3110 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3082 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3111 level += 2; 3083 level += 2;
3112 else /* open terrain! */ 3084 else /* open terrain! */
3113 level -= 1; 3085 level -= 1;
3114 } 3086 }
3115 3087
3116#if 0 3088#if 0
3117 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3089 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3118#endif 3090#endif
3119 return level; 3091 return level;
3120} 3092}
3121 3093
3122/* For Hidden creatures - a chance of becoming 'unhidden' 3094/* For Hidden creatures - a chance of becoming 'unhidden'
3123 * every time they move - as we subtract off 'invisibility' 3095 * every time they move - as we subtract off 'invisibility'
3124 * AND, for players, if they move into a ridiculously unhideable 3096 * AND, for players, if they move into a ridiculously unhideable
3125 * spot (surrounded by clear terrain in broad daylight). -b.t. 3097 * spot (surrounded by clear terrain in broad daylight). -b.t.
3126 */ 3098 */
3127 3099void
3128void do_hidden_move (object *op) { 3100do_hidden_move (object *op)
3101{
3129 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3102 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3130 object *skop; 3103 object *skop;
3131 3104
3132 if(!op || !op->map) return; 3105 if (!op || !op->map)
3106 return;
3133 3107
3134 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3108 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3135 3109
3136 /* its *extremely* hard to run and sneak/hide at the same time! */ 3110 /* its *extremely* hard to run and sneak/hide at the same time! */
3137 if(op->type==PLAYER && op->contr->run_on) { 3111 if (op->type == PLAYER && op->contr->run_on)
3138 if(!skop || num >= skop->level) { 3112 if (!skop || num >= skop->level)
3113 {
3139 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3114 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); 3115 make_visible (op);
3149 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3116 return;
3150 "You moved out of hiding! You are visible!");
3151 } 3117 }
3118 else
3119 num += 20;
3120
3121 num += op->map->difficulty;
3122 hide = hideability (op); /* modify by terrain hidden level */
3123 num -= hide;
3124
3125 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3126 {
3127 make_visible (op);
3128 if (op->type == PLAYER)
3129 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3130 }
3152 else if (op->type == PLAYER && skop) { 3131 else if (op->type == PLAYER && skop)
3153 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3132 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3154 }
3155} 3133}
3156 3134
3157/* determine if who is standing near a hostile creature. */ 3135/* determine if who is standing near a hostile creature. */
3158 3136
3137int
3159int stand_near_hostile( object *who ) { 3138stand_near_hostile (object *who)
3139{
3160 object *tmp=NULL; 3140 object *tmp = NULL;
3161 int i,friendly=0,player=0, mflags; 3141 int i, friendly = 0, player = 0, mflags;
3162 mapstruct *m; 3142 maptile *m;
3163 sint16 x,y; 3143 sint16 x, y;
3164 3144
3165 if(!who) return 0; 3145 if (!who)
3146 return 0;
3166 3147
3167 if(who->type==PLAYER) player=1; 3148 if (who->type == PLAYER)
3149 player = 1;
3150
3151 else
3168 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3152 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3169 3153
3170 /* search adjacent squares */ 3154 /* search adjacent squares */
3171 for(i=1;i<9;i++) { 3155 for (i = 1; i < 9; i++)
3156 {
3172 x = who->x+freearr_x[i]; 3157 x = who->x + freearr_x[i];
3173 y = who->y+freearr_y[i]; 3158 y = who->y + freearr_y[i];
3174 m = who->map; 3159 m = who->map;
3175 mflags = get_map_flags(m, &m, x, y, &x, &y); 3160 mflags = get_map_flags (m, &m, x, y, &x, &y);
3176 /* space must be blocked if there is a monster. If not 3161 /* space must be blocked if there is a monster. If not
3177 * blocked, don't need to check this space. 3162 * blocked, don't need to check this space.
3178 */ 3163 */
3179 if (mflags & P_OUT_OF_MAP) continue; 3164 if (mflags & P_OUT_OF_MAP)
3165 continue;
3180 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3166 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3181 3167 continue;
3182 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3168
3183 if((player||friendly) 3169 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3170 {
3184 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3171 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3172 return 1;
3173 else if (tmp->type == PLAYER)
3174 {
3175 /*don't let a hidden DM prevent you from hiding */
3176 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3185 return 1; 3177 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 } 3178 }
3192 } 3179 }
3193 } 3180 }
3194 return 0; 3181 return 0;
3195} 3182}
3196 3183
3197/* check the player los field for viewability of the 3184/* check the player los field for viewability of the
3198 * object op. This function works fine for monsters, 3185 * object op. This function works fine for monsters,
3199 * but we dont worry if the object isnt the top one in 3186 * 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. 3193 * for them to differ. Sigh, this fctn could get a bit more complex.
3207 * -b.t. 3194 * -b.t.
3208 * This function is now map tiling safe. 3195 * This function is now map tiling safe.
3209 */ 3196 */
3210 3197
3198int
3211int player_can_view (object *pl,object *op) { 3199player_can_view (object *pl, object *op)
3200{
3212 rv_vector rv; 3201 rv_vector rv;
3213 int dx,dy; 3202 int dx, dy;
3214 3203
3215 if(pl->type!=PLAYER) { 3204 if (pl->type != PLAYER)
3205 {
3216 LOG(llevError,"player_can_view() called for non-player object\n"); 3206 LOG (llevError, "player_can_view() called for non-player object\n");
3217 return -1; 3207 return -1;
3218 } 3208 }
3219 if (!pl || !op) return 0;
3220 3209
3221 if(op->head) { op = op->head; } 3210 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; 3211 return 0;
3212
3213 op = op->head_ ();
3214
3215 get_rangevector (pl, op, &rv, 0x1);
3216
3217 /* starting with the 'head' part, lets loop
3218 * through the object and find if it has any
3219 * part that is in the los array but isnt on
3220 * a blocked los square.
3221 * we use the archetype to figure out offsets.
3222 */
3223 while (op)
3224 {
3225 dx = rv.distance_x + op->arch->clone.x;
3226 dy = rv.distance_y + op->arch->clone.y;
3227
3228 /* only the viewable area the player sees is updated by LOS
3229 * code, so we need to restrict ourselves to that range of values
3230 * for any meaningful values.
3231 */
3232 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3233 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3234 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3235 return 1;
3236 op = op->more;
3237 }
3238 return 0;
3245} 3239}
3246 3240
3247/* routine for both players and monsters. We call this when 3241/* routine for both players and monsters. We call this when
3248 * there is a possibility for our action distrubing our hiding 3242 * there is a possibility for our action distrubing our hiding
3249 * place or invisiblity spell. Artefact invisiblity is not 3243 * place or invisiblity spell. Artefact invisiblity is not
3250 * effected by this. If we arent invisible to begin with, we 3244 * effected by this. If we arent invisible to begin with, we
3251 * return 0. 3245 * return 0.
3252 */ 3246 */
3247int
3253int action_makes_visible (object *op) { 3248action_makes_visible (object *op)
3249{
3254 3250
3255 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3251 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3252 {
3256 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3253 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3257 return 0; 3254 return 0;
3258 3255
3259 if (op->contr && op->contr->tmp_invis == 0) return 0; 3256 if (op->contr && op->contr->tmp_invis == 0)
3257 return 0;
3260 3258
3261 /* If monsters, they should become visible */ 3259 /* If monsters, they should become visible */
3262 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3260 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3261 {
3263 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3262 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3264 return 1; 3263 return 1;
3265 } 3264 }
3266 } 3265 }
3267 return 0; 3266 return 0;
3268} 3267}
3269 3268
3270/* op_on_battleground - checks if the given object op (usually 3269/* op_on_battleground - checks if the given object op (usually
3271 * a player) is standing on a valid battleground-tile, 3270 * a player) is standing on a valid battleground-tile,
3272 * function returns TRUE/FALSE. If true x, y returns the battleground 3271 * function returns TRUE/FALSE. If true x, y returns the battleground
3273 * -exit-coord. (and if x, y not NULL) 3272 * -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 3273 * 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 3274 * 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 3275 * Default is to do the same as before, so only people wanting to have different points need worry about this
3277 */ 3276 */
3277int
3278int op_on_battleground (object *op, int *x, int *y) { 3278op_on_battleground (object *op, int *x, int *y)
3279{
3279 object *tmp; 3280 object *tmp;
3280 3281
3281 /* A battleground-tile needs the following attributes to be valid: 3282 /* 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), 3283 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3283 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3284 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3284 * and the exit-coordinates sp/hp must both be > 0. 3285 * and the exit-coordinates sp/hp must both be > 0.
3285 * => The intention here is to prevent abuse of the battleground- 3286 * => The intention here is to prevent abuse of the battleground-
3286 * feature (like pickable or hidden battleground tiles). */ 3287 * feature (like pickable or hidden battleground tiles). */
3287 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3288 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3289 {
3288 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3291 {
3289 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3292 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3290 strcmp(tmp->name, "battleground")==0 && 3293 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3291 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3294 {
3292 /*before we assign the exit, check if this is a teambattle*/ 3295 /*before we assign the exit, check if this is a teambattle */
3293 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3296 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3297 {
3294 object *invtmp; 3298 object *invtmp;
3299
3295 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3300 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3296 if(invtmp->type==FORCE && invtmp->slaying && 3301 {
3297 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3302 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3303 {
3298 if (x != NULL && y != NULL) 3304 if (x != NULL && y != NULL)
3299 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3305 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3300 return 1; 3306 return 1;
3307 }
3301 } 3308 }
3302 } 3309 }
3303 }
3304 if (x != NULL && y != NULL) 3310 if (x != NULL && y != NULL)
3305 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3311 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3306 return 1; 3312 return 1;
3313 }
3307 } 3314 }
3308 }
3309 } 3315 }
3310 /* If we got here, did not find a battleground */ 3316 /* If we got here, did not find a battleground */
3311 return 0; 3317 return 0;
3312} 3318}
3313 3319
3314/* 3320/*
3318 * attributes: 3324 * attributes:
3319 * object *who the dragon player 3325 * object *who the dragon player
3320 * int atnr the attack-number of the ability focus 3326 * int atnr the attack-number of the ability focus
3321 * int level ability level 3327 * int level ability level
3322 */ 3328 */
3329void
3323void dragon_ability_gain(object *who, int atnr, int level) { 3330dragon_ability_gain (object *who, int atnr, int level)
3331{
3324 treasurelist *trlist = NULL; /* treasurelist */ 3332 treasurelist *trlist = NULL; /* treasurelist */
3325 treasure *tr; /* treasure */ 3333 treasure *tr; /* treasure */
3326 object *tmp,*skop; /* tmp. object */ 3334 object *tmp, *skop; /* tmp. object */
3327 object *item; /* treasure object */ 3335 object *item; /* treasure object */
3328 char buf[MAX_BUF]; /* tmp. string buffer */ 3336 char buf[MAX_BUF]; /* tmp. string buffer */
3329 int i=0, j=0; 3337 int i = 0, j = 0;
3330 3338
3331 /* get the appropriate treasurelist */ 3339 /* get the appropriate treasurelist */
3332 if (atnr == ATNR_FIRE) 3340 if (atnr == ATNR_FIRE)
3333 trlist = find_treasurelist("dragon_ability_fire"); 3341 trlist = treasurelist::find ("dragon_ability_fire");
3334 else if (atnr == ATNR_COLD) 3342 else if (atnr == ATNR_COLD)
3335 trlist = find_treasurelist("dragon_ability_cold"); 3343 trlist = treasurelist::find ("dragon_ability_cold");
3336 else if (atnr == ATNR_ELECTRICITY) 3344 else if (atnr == ATNR_ELECTRICITY)
3337 trlist = find_treasurelist("dragon_ability_elec"); 3345 trlist = treasurelist::find ("dragon_ability_elec");
3338 else if (atnr == ATNR_POISON) 3346 else if (atnr == ATNR_POISON)
3339 trlist = find_treasurelist("dragon_ability_poison"); 3347 trlist = treasurelist::find ("dragon_ability_poison");
3340 3348
3341 if (trlist == NULL || who->type != PLAYER) 3349 if (trlist == NULL || who->type != PLAYER)
3350 return;
3351
3352 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3353
3354 if (!tr || !tr->item)
3355 {
3356 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3357 return;
3358 }
3359
3360 /* everything seems okay - now bring on the gift: */
3361 item = &(tr->item->clone);
3362
3363 if (item->type == SPELL)
3364 {
3365 if (check_spell_known (who, item->name))
3342 return; 3366 return;
3343 3367
3344 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3368 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3345 tr = tr->next, i++); 3369 do_learn_spell (who, item, 0);
3346 3370 return;
3347 if (tr == NULL || tr->item == NULL) { 3371 }
3348 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3372
3373 /* grant direct spell */
3374 if (item->type == SPELLBOOK)
3375 {
3376 if (!item->inv)
3377 {
3378 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3379 return;
3380 }
3381 if (check_spell_known (who, item->inv->name))
3349 return; 3382 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) { 3383 if (item->invisible)
3384 {
3374 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3385 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); 3386 do_learn_spell (who, item->inv, 0);
3376 return; 3387 return;
3377 } 3388 }
3378 } 3389 }
3379 else if (item->type == SKILL_TOOL && item->invisible) { 3390 else if (item->type == SKILL_TOOL && item->invisible)
3391 {
3380 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3392 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3393 {
3381 3394
3382 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3395 /* 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 3396 * 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, 3397 * them. As it is now, if the player has any that match the granted skill,
3385 * but not all of them, he gets nothing. 3398 * but not all of them, he gets nothing.
3386 */ 3399 */
3387 if (!(skop->attacktype & item->attacktype)) { 3400 if (!(skop->attacktype & item->attacktype))
3401 {
3388 /* Give new attacktype */ 3402 /* Give new attacktype */
3389 skop->attacktype |= item->attacktype; 3403 skop->attacktype |= item->attacktype;
3390 3404
3391 /* always add physical if there's none */ 3405 /* always add physical if there's none */
3392 skop->attacktype |= AT_PHYSICAL; 3406 skop->attacktype |= AT_PHYSICAL;
3393 3407
3394 if (item->msg != NULL) 3408 if (item->msg != NULL)
3395 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3409 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3396 3410
3397 /* Give player new face */ 3411 /* Give player new face */
3398 if (item->animation_id) { 3412 if (item->animation_id)
3413 {
3399 who->face = skop->face; 3414 who->face = skop->face;
3400 who->animation_id = item->animation_id; 3415 who->animation_id = item->animation_id;
3401 who->anim_speed = item->anim_speed; 3416 who->anim_speed = item->anim_speed;
3402 who->last_anim = 0; 3417 who->last_anim = 0;
3403 who->state = 0; 3418 who->state = 0;
3404 animate_object(who, who->direction); 3419 animate_object (who, who->direction);
3405 } 3420 }
3406 } 3421 }
3407 } 3422 }
3408 } 3423 }
3409 else if (item->type == FORCE) { 3424 else if (item->type == FORCE)
3425 {
3410 /* forces in the treasurelist can alter the player's stats */ 3426 /* forces in the treasurelist can alter the player's stats */
3411 object *skin; 3427 object *skin;
3428
3412 /* first get the dragon skin force */ 3429 /* first get the dragon skin force */
3413 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3430 shstr_cmp dragon_skin_force ("dragon_skin_force");
3414 skin=skin->below); 3431 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3415 if (skin == NULL) return; 3432 ;
3416 3433
3434 if (!skin)
3435 return;
3436
3417 /* adding new spellpath attunements */ 3437 /* adding new spellpath attunements */
3418 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3438 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3439 {
3419 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3440 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3420 3441
3421 /* print message */ 3442 /* print message */
3422 sprintf(buf, "You feel attuned to "); 3443 sprintf (buf, "You feel attuned to ");
3423 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3444 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3445 {
3424 if(item->path_attuned & (1<<i)) { 3446 if (item->path_attuned & (1 << i))
3447 {
3425 if (j) 3448 if (j)
3426 strcat(buf," and "); 3449 strcat (buf, " and ");
3427 else 3450 else
3428 j = 1; 3451 j = 1;
3429 strcat(buf, spellpathnames[i]); 3452 strcat (buf, spellpathnames[i]);
3430 } 3453 }
3431 } 3454 }
3432 strcat(buf,"."); 3455 strcat (buf, ".");
3433 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3456 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3434 } 3457 }
3435 3458
3436 /* evtl. adding flags: */ 3459 /* evtl. adding flags: */
3437 if(QUERY_FLAG(item, FLAG_XRAYS)) 3460 if (QUERY_FLAG (item, FLAG_XRAYS))
3438 SET_FLAG(skin, FLAG_XRAYS); 3461 SET_FLAG (skin, FLAG_XRAYS);
3439 if(QUERY_FLAG(item, FLAG_STEALTH)) 3462 if (QUERY_FLAG (item, FLAG_STEALTH))
3440 SET_FLAG(skin, FLAG_STEALTH); 3463 SET_FLAG (skin, FLAG_STEALTH);
3441 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3464 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3442 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3465 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3443 3466
3444 /* print message if there is one */ 3467 /* print message if there is one */
3445 if (item->msg != NULL) 3468 if (item->msg != NULL)
3446 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3469 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3470 }
3471 else
3447 } 3472 {
3448 else {
3449 /* generate misc. treasure */ 3473 /* generate misc. treasure */
3450 tmp = arch_to_object (tr->item); 3474 tmp = arch_to_object (tr->item);
3451 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3475 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); 3476 tmp = insert_ob_in_ob (tmp, who);
3453 if (who->type == PLAYER) 3477 if (who->type == PLAYER)
3454 esrv_send_item(who, tmp); 3478 esrv_send_item (who, tmp);
3455 } 3479 }
3456} 3480}
3457 3481
3458/** 3482/**
3459 * Unready an object for a player. This function does nothing if the object was 3483 * Unready an object for a player. This function does nothing if the object was
3460 * not readied. 3484 * not readied.
3461 */ 3485 */
3486void
3462void player_unready_range_ob(player *pl, object *ob) { 3487player_unready_range_ob (player *pl, object *ob)
3463 rangetype i; 3488{
3489 if (pl->ob->current_weapon == ob)
3490 pl->ob->current_weapon = 0;
3464 3491
3465 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3492 if (pl->combat_ob == ob)
3466 if (pl->ranges[i] == ob) { 3493 pl->combat_ob = 0;
3467 pl->ranges[i] = NULL; 3494
3468 if (pl->shoottype == i) { 3495 if (pl->ranged_ob == ob)
3469 pl->shoottype = range_none; 3496 pl->ranged_ob = 0;
3470 }
3471 }
3472 }
3473} 3497}
3498
3499sint8
3500player::visibility_at (maptile *map, int x, int y) const
3501{
3502 if (!ns)
3503 return 0;
3504
3505 int dx, dy;
3506 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3507 return 0;
3508
3509 x += dx - ns->current_x + ns->mapx / 2;
3510 y += dy - ns->current_y + ns->mapy / 2;
3511
3512 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3513 return 0;
3514
3515 return 100 - blocked_los [x][y];
3516}

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