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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 1.153 by root, Tue Jul 10 05:51:38 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
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
4 */ 22 */
5 23
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 25#include <sproto.h>
35#endif
36#include <sounds.h> 26#include <sounds.h>
37#include <living.h> 27#include <living.h>
38#include <object.h> 28#include <object.h>
39#include <spells.h> 29#include <spells.h>
40#include <skills.h> 30#include <skills.h>
41#include <newclient.h>
42 31
43#ifdef COZY_SERVER 32#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 33#include <functional>
45#endif
46 34
47player *find_player(const char *plname) 35playervec players;
36
37void
38display_motd (const object *op)
48{ 39{
49 player *pl; 40 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 41 char motd[HUGE_BUF];
51 { 42 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 48 return;
54 };
55 return NULL;
56}
57 49
58player* find_player_partial_name( const char* plname ) 50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
59 { 54 {
60 player* pl; 55 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 56 continue;
67 57
68 if ( !strcmp( pl->ob->name, plname) ) 58 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 59 size += strlen (buf);
60 }
70 61
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
72 { 137 {
73 if ( found ) 138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
74 return NULL; 139 break;
75
76 found = pl;
77 } 140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
78 } 143 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88 144 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 145
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 148 close_and_delete (fp, comp);
103} 149}
104 150
105void send_rules(const object *op) { 151/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 152static void
107 char rules[HUGE_BUF]; 153set_first_map (object *op)
108 FILE *fp; 154{
109 int comp; 155 op->contr->maplevel = first_map_path;
110 int size; 156 op->x = -1;
111 157 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 158}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 159
160void
161player::activate ()
162{
163 if (active)
114 return; 164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->map = 0;
189 party = 0;
190
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192
193 players.erase (this);
194}
195
196// connect the player with a specific client
197// also changes, rationalises, and fixes some incorrect settings
198void
199player::connect (client *ns)
200{
201 this->ns = ns;
202 ns->pl = this;
203
204 run_on = 0;
205 fire_on = 0;
206 ob->close_container (); //TODO: client-specific
207
208 ns->update_look = 0;
209 ns->look_position = 0;
210
211 clear_los (this);
212
213 ns->reset_stats ();
214
215 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race;
218
219 ob->carrying = sum_weight (ob);
220 link_player_skills (ob);
221
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223
224 assign (title, ob->arch->object::name);
225
226 /* if it's a dragon player, set the correct title here */
227 if (is_dragon_pl (ob))
115 } 228 {
116 rules[0]='\0'; 229 object *tmp, *abil = 0, *skin = 0;
117 size=0; 230
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 231 for (tmp = ob->inv; tmp; tmp = tmp->below)
119 if( *buf == '#') 232 if (tmp->type == FORCE)
120 continue; 233 if (tmp->arch->archname == shstr_dragon_ability_force)
121 if (size + strlen(buf)>=HUGE_BUF) 234 abil = tmp;
235 else if (tmp->arch->archname == shstr_dragon_skin_force)
236 skin = tmp;
237
238 set_dragon_name (ob, abil, skin);
239 }
240
241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
242
243 esrv_new_player (this, ob->weight + ob->carrying);
244
245 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false;
248
249 for (object *op = ob->inv; op; op = op->below)
250 if (op->flag [FLAG_APPLIED])
251 switch (op->type)
122 { 252 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 253 case SKILL:
124 break; 254 ob->flag [FLAG_APPLIED] = false;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break; 255 break;
167 } 256
168 strncat(news+size,buf,HUGE_BUF-size); 257 case WAND:
169 size+=strlen(buf); 258 case ROD:
259 case HORN:
260 case BOW:
261 ranged_ob = op;
262 break;
263
264 case WEAPON:
265 combat_ob = op;
266 break;
170 } 267 }
171 } 268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
270 ob->update_stats ();
271
272 ns->floorbox_update ();
273 esrv_send_inventory (ob, ob);
274 esrv_add_spells (this, 0);
275
276 activate ();
277
278 send_rules (ob);
279 send_news (ob);
280 display_motd (ob);
281
282 INVOKE_PLAYER (CONNECT, this);
283 INVOKE_PLAYER (LOGIN, this);
284}
285
286void
287player::disconnect ()
288{
289 if (ns)
172 290 {
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 291 if (active)
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 292 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179}
180 293
181int playername_ok(const char *cp) { 294 INVOKE_PLAYER (DISCONNECT, this);
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184 295
185 for(;*cp!='\0';cp++) 296 ns->reset_stats ();
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_') 297 ns->pl = 0;
187 return 0; 298 ns = 0;
188 return 1;
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 } 299 }
227 300
228 /* Clears basically the entire player structure except 301 if (ob)
229 * for next and socket. 302 ob->close_container (); //TODO: client-specific
230 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
232 p->attachable_init (); //HACK
233 303
304 observe = ob;
305
306 deactivate ();
307}
308
309// the need for this function can be explained
310// by load_object not returning the object
311void
312player::set_object (object *op)
313{
314 ob = observe = op;
315 ob->contr = this; /* this aren't yet in archetype */
316
317 ob->speed = 1.0f;
318 ob->speed_left = 0.5f;
319
320 ob->direction = 5; /* So player faces south */
321}
322
323void
324player::set_observe (object *op)
325{
326 observe = op ? op : ob;
327 do_los = 1;
328}
329
330player::player ()
331{
234 /* There are some elements we want initialized to non zero value - 332 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 333 * we deal with that below this point.
236 */ 334 */
237 p->party=NULL; 335 outputs_sync = 4;
238 p->outputs_sync=16; /* Every 2 seconds */ 336 outputs_count = 4;
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 337 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 338
243#ifdef AUTOSAVE 339 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 340
245#endif 341 gen_sp_armour = 10;
342 bowtype = bow_normal;
343 petmode = pet_normal;
344 listening = 10;
345 usekeys = containers;
346 peaceful = 1; /* default peaceful */
347 do_los = 1;
348
349 weapon_sp = 1.0f;
350 weapon_sp_left = 0.5f;
351}
352
353void
354player::do_destroy ()
355{
356 disconnect ();
357
358 attachable::do_destroy ();
359
360 if (ob)
246 361 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 362 ob->destroy_inv (false);
363 ob->destroy ();
248 364 }
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 */
257 365
258 roll_stats(op); 366 ob = observe = 0;
259 p->state=ST_ROLL_STAT;
260 clear_los(op);
261
262 p->gen_sp_armour=10;
263 p->last_speed= -1;
264 p->shoottype=range_none;
265 p->bowtype=bow_normal;
266 p->petmode=pet_normal;
267 p->listening=10;
268 p->usekeys=containers;
269 p->last_weapon_sp= -1;
270 p->peaceful=1; /* default peaceful */
271 p->do_los=1;
272 p->explore=0;
273 p->no_shout=0; /* default can shout */
274
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race);
278
279 CLEAR_FLAG(op,FLAG_READY_SKILL);
280
281 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i=0; i < NUM_SKILLS; i++) {
287 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL;
289 }
290 for (i=0; i < NROFATTACKS; i++) {
291 p->last_resist[i] = -1;
292 }
293 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1;
295
296 p->socket.update_look=0;
297 p->socket.look_position=0;
298 return p;
299} 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 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
404
349 for (;;) { 405 for (;;)
350 if (at==NULL || at->next==NULL)
351 at=first_archetype;
352 else
353 at=at->next;
354 if(at->clone.type==PLAYER)
355 return at;
356 if (at == start) {
357 LOG (llevError, "No Player archetypes\n");
358 exit (-1);
359 }
360 } 406 {
361} 407 if (++i == archetypes.end ())
408 i = archetypes.begin ();
409 else if (*i == at)
410 cleanup ("not a single player archetype found");
362 411
412 if ((*i)->type == PLAYER)
413 return *i;
414 }
415}
363 416
417object *
364object *get_nearest_player(object *mon) { 418get_nearest_player (object *mon)
419{
365 object *op = NULL; 420 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 421 objectlink *ol;
368 unsigned lastdist; 422 unsigned lastdist;
369 rv_vector rv; 423 rv_vector rv;
370 424
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 {
372 /* We should not find free objects on this friendly list, but it 427 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
376 */ 431 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 432 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
433 {
378 object *tmp=ol->ob; 434 object *tmp = ol->ob;
379 435
380 /* Can't do much more other than log the fact, because the object 436 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 437 * itself will have been cleared.
382 */ 438 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
384 ol = ol->next; 441 ol = ol->next;
385 remove_friendly_object(tmp); 442 remove_friendly_object (tmp);
443 if (!ol)
386 if (!ol) return op; 444 return op;
387 } 445 }
388 446
389 /* Remove special check for player from this. First, it looks to cause 447 /* 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 448 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 449 * 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 450 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 451 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 452 * on_same_map check, as can_detect_enemy also does this
395 */ 453 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 454 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 455 continue;
398 456
399 if(lastdist>rv.distance) { 457 if (lastdist > rv.distance)
458 {
400 op=ol->ob; 459 op = ol->ob;
401 lastdist=rv.distance; 460 lastdist = rv.distance;
402 } 461 }
403 } 462 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 463
464 for_all_players (pl)
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 465 if (can_detect_enemy (mon, pl->ob, &rv))
406
407 if(lastdist>rv.distance) { 466 if (lastdist > rv.distance)
408 op=pl->ob;
409 lastdist=rv.distance;
410 }
411 } 467 {
412 } 468 op = pl->ob;
469 lastdist = rv.distance;
470 }
471
413#if 0 472#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 473 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 474#endif
416 return op; 475 return op;
417} 476}
418 477
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 478/* 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 479 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 480 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 494 * 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 495 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 496 * is probably not a good thing.
438 */ 497 */
439#define MAX_SPACES 50 498#define MAX_SPACES 50
440
441 499
442/* 500/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 501 * 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 502 * 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 503 * 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. 516 * 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, 517 * 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 518 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 519 * is blocking itself.
462 */ 520 */
521int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 522path_to_player (object *mon, object *pl, unsigned mindiff)
523{
464 rv_vector rv; 524 rv_vector rv;
465 sint16 x,y; 525 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 526 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 527 maptile *m, *lastmap;
468 528
469 get_rangevector(mon, pl, &rv, 0); 529 get_rangevector (mon, pl, &rv, 0);
470 530
471 if (rv.distance<mindiff) return 0; 531 if (rv.distance < mindiff)
532 return 0;
472 533
473 x=mon->x; 534 x = mon->x;
474 y=mon->y; 535 y = mon->y;
475 m=mon->map; 536 m = mon->map;
476 dir = rv.direction; 537 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 538 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); 539 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
540
479 /* If we can't solve it within the search distance, return now. */ 541 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 542 if (diff > max)
543 return 0;
544
481 while (diff >1 && max>0) { 545 while (diff > 1 && max > 0)
546 {
482 lastx = x; 547 lastx = x;
483 lasty = y; 548 lasty = y;
484 lastmap = m; 549 lastmap = m;
485 x = lastx + freearr_x[dir]; 550 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 551 y = lasty + freearr_y[dir];
487 552
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 553 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); 554 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
490 555
491 /* Space is blocked - try changing direction a little */ 556 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 557 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)))) { 558 && (m == mon->map && blocked_link (mon, m, x, y))))
559 {
494 /* recalculate direction from last good location. Possible 560 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 561 * we were not traversing ideal location before.
496 */ 562 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 563 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 564 if (rv.direction != dir)
565 {
499 /* OK - says direction should be different - lets reset the 566 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 567 * the values so it will try again.
501 */ 568 */
502 x = lastx; 569 x = lastx;
503 y = lasty; 570 y = lasty;
504 m = lastmap; 571 m = lastmap;
505 dir = firstdir = rv.direction; 572 dir = firstdir = rv.direction;
573 }
506 } else { 574 else
575 {
507 /* direct path is blocked - try taking a side step to 576 /* direct path is blocked - try taking a side step to
508 * either the left or right. 577 * either the left or right.
509 * Note increase the values in the loop below to be 578 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 579 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 580 * 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 581 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 582 * stepping back and forth
514 */ 583 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 584 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
585 {
586 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 587 continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 588 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 589 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 590 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 591 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 592 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 593 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 594 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 595 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 596 * the last direction the creature has successfully
526 * moved. 597 * moved.
527 */ 598 */
528 599
529 x = lastx + freearr_x[absdir(lastdir+i)]; 600 x = lastx + freearr_x[absdir (lastdir + i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 601 y = lasty + freearr_y[absdir (lastdir + i)];
531 m = lastmap; 602 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 603 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 604 if (mflags & P_OUT_OF_MAP)
605 continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 606 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 607 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
608 continue;
536 if (mflags & P_BLOCKSVIEW) continue; 609 if (mflags & P_BLOCKSVIEW)
610 continue;
537 611
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 612 if (m == mon->map && blocked_link (mon, m, x, y))
613 break;
539 } 614 }
540 /* go through entire loop without finding a valid 615 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 616 * sidestep to take - thus, no valid path.
542 */ 617 */
543 if (i==(DETOUR_AMOUNT+1)) 618 if (i == (DETOUR_AMOUNT + 1))
544 return 0; 619 return 0;
545 diff--; 620 diff--;
546 lastdir=dir; 621 lastdir = dir;
547 max--; 622 max--;
548 if (!firstdir) firstdir = dir+i; 623 if (!firstdir)
624 firstdir = dir + i;
549 } /* else check alternate directions */ 625 } /* else check alternate directions */
550 } /* if blocked */ 626 } /* if blocked */
551 else { 627 else
628 {
552 /* we moved towards creature, so diff is less */ 629 /* we moved towards creature, so diff is less */
553 diff--; 630 diff--;
554 max--; 631 max--;
555 lastdir=dir; 632 lastdir = dir;
633 if (!firstdir)
556 if (!firstdir) firstdir = dir; 634 firstdir = dir;
635 }
636
637 if (diff <= 1)
557 } 638 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 639 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 640 * headed toward player for entire distance.
561 */ 641 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 642 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); 643 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
564 } 644 }
565 if (diff>max) return 0; 645
646 if (diff > max)
647 return 0;
566 } 648 }
649
567 /* If we reached the max, didn't find a direction in time */ 650 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 651 if (!max)
652 return 0;
569 653
570 return firstdir; 654 return firstdir;
571} 655}
572 656
657void
573void give_initial_items(object *pl,treasurelist *items) { 658give_initial_items (object *pl, treasurelist * items)
659{
574 object *op,*next=NULL; 660 object *op, *next = NULL;
575 661
576 if(pl->randomitems!=NULL) 662 if (pl->randomitems != NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 663 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 664
579 for (op=pl->inv; op; op=next) { 665 for (op = pl->inv; op; op = next)
666 {
580 next = op->below; 667 next = op->below;
581 668
582 /* Forces get applied per default, unless they have the 669 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 670 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 671 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 672 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 673 SET_FLAG (op, FLAG_APPLIED);
587 674
588 /* we never give weapons/armour if these cannot be used 675 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 676 * by this player due to race restrictions
590 */ 677 */
591 if (pl->type == PLAYER) { 678 if (pl->type == PLAYER)
679 {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 680 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS || 681 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET || 682 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES || 683 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) || 684 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 } 685 {
602 } 686 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; 687 continue;
622 } 688 }
623 if (op->nrof > 1) op->nrof = 1; 689 }
690
691 /* This really needs to be better - we should really give
692 * a substitute spellbook. The problem is that we don't really
693 * have a good idea what to replace it with (need something like
694 * a first level treasurelist for each skill.)
695 * remove duplicate skills also
696 */
697 if (op->type == SPELLBOOK || op->type == SKILL)
624 } 698 {
699 object *tmp;
625 700
701 for (tmp = op->below; tmp; tmp = tmp->below)
702 if (tmp->type == op->type && tmp->name == op->name)
703 break;
704
705 if (tmp)
706 {
707 op->destroy ();
708 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
709 continue;
710 }
711
712 if (op->nrof > 1)
713 op->nrof = 1;
714 }
715
626 if (op->type == SPELLBOOK && op->inv) { 716 if (op->type == SPELLBOOK && op->inv)
717 {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 718 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
628 } 719 }
629 720
630 /* Give starting characters identified, uncursed, and undamned 721 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 722 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 723 * merged properly.
633 */ 724 */
634 if (need_identify(op)) { 725 if (need_identify (op))
726 {
635 SET_FLAG(op, FLAG_IDENTIFIED); 727 SET_FLAG (op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 728 CLEAR_FLAG (op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 729 CLEAR_FLAG (op, FLAG_DAMNED);
730 }
731 if (op->type == SPELL)
638 } 732 {
639 if(op->type==SPELL) { 733 op->destroy ();
640 remove_ob(op);
641 free_object(op);
642 continue; 734 continue;
735 }
736 else if (op->type == SKILL)
643 } 737 {
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 738 SET_FLAG (op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 739 op->stats.exp = 0;
647 op->level = 1; 740 op->level = 1;
648 } 741 }
649 /* lock all 'normal items by default */ 742 /* lock all 'normal items by default */
743 else
650 else SET_FLAG(op, FLAG_INV_LOCKED); 744 SET_FLAG (op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 745 } /* for loop of objects in player inv */
652 746
653 /* Need to set up the skill pointers */ 747 /* Need to set up the skill pointers */
654 link_player_skills(pl); 748 link_player_skills (pl);
655} 749}
656 750
657void get_name(object *op) { 751void
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) { 752get_party_password (object *op, partylist *party)
753{
734 if (party == NULL) { 754 if (party == NULL)
755 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 756 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 757 return;
737 } 758 }
759
738 op->contr->write_buf[0]='\0'; 760 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 761 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 762 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 763 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 764}
743
744 765
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 766/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
767static int
746int roll_stat(void) { 768roll_stat (void)
769{
747 int a[4],i,j,k; 770 int a[4], i, j, k;
748 771
749 for(i=0;i<4;i++) 772 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 773 a[i] = (int) rndm (6) + 1;
751 774
752 for(i=0,j=0,k=7;i<4;i++) 775 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 776 if (a[i] < k)
754 k=a[i],j=i; 777 k = a[i], j = i;
755 778
756 for(i=0,k=0;i<4;i++) { 779 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 780 if (i != j)
758 k+=a[i]; 781 k += a[i];
759 } 782
760 return k; 783 return k;
761} 784}
762 785
763void roll_stats(object *op) { 786void
787object::roll_stats ()
788{
789 int statsort [NUM_STATS];
790
791 for (;;)
792 {
764 int sum=0; 793 int sum = 0;
765 int i = 0, j = 0; 794 for (int i = NUM_STATS; i--; )
766 int statsort[7]; 795 sum += statsort [i] = roll_stat ();
767 796
768 do { 797 if (sum >= 82 && sum <= 116)
769 op->stats.Str=roll_stat(); 798 break;
770 op->stats.Dex=roll_stat(); 799 }
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);
780 800
781 /* Sort the stats so that rerolling is easier... */ 801 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 802 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;
789 803
790 /* a quick and dirty bubblesort? */ 804 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]; 805 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];
809 806
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; 807 stats.exp = 0;
821 op->stats.ac=0; 808 stats.ac = 0;
822 809
810 stats.hp = stats.maxhp;
811 stats.sp = stats.maxsp;
812 stats.grace = stats.maxgrace;
813
814 if (contr)
815 {
823 op->contr->levhp[1] = 9; 816 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 817 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 818 contr->levgrace[1] = 3;
826 819
827 fix_player(op); 820 contr->orig_stats = stats;
821 }
822}
823
824void
825object::swap_stats (int a, int b)
826{
827 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
828
829 for (int i = 0; i < NUM_STATS; ++i)
830 stats.stat (i) = contr->orig_stats.stat (i);
831
832 //TODO: the following code looks so borked and should, at the very least,
833 // be merged with the similar code in roll_stats
834 stats.ac = 0;
835
836 level = 1;
837 stats.exp = 0;
838 stats.ac = 0;
839
828 op->stats.hp = op->stats.maxhp; 840 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 841 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 842 stats.grace = stats.maxgrace;
843
844 if (contr)
845 {
846 contr->levhp[1] = 9;
847 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3;
849
831 op->contr->orig_stats=op->stats; 850 contr->orig_stats = stats;
851 }
832} 852}
833 853
834void Roll_Again(object *op) 854static void
855start_info (object *op)
835{ 856{
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]; 857 char buf[MAX_BUF];
844 858
845 if ( op->contr->Swap_First == -1 ) { 859 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); 860 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 861 //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); 862 //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} 863}
953 864
954/* This function takes the key that is passed, and does the 865/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
958 * not the class. 869 * not the class.
959 */ 870 */
960 871void
961int key_change_class(object *op, char key) 872player::chargen_race_done ()
962{ 873{
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 */ 874 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 875 esrv_new_player (ob->contr, ob->weight + ob->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 876
877 treasurelist *tl = treasurelist::find ("starting_wealth");
878 if (tl)
879 create_treasure (tl, ob, 0, 0, 0);
880
977 INVOKE_PLAYER (BIRTH, op->contr); 881 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 882 INVOKE_PLAYER (LOGIN, ob->contr);
979 883
980 op->contr->state=ST_PLAYING; 884 ob->contr->ns->state = ST_PLAYING;
981 885
982 if (op->msg) { 886 if (ob->msg)
983 free_string(op->msg); 887 ob->msg = 0;
984 op->msg=NULL;
985 }
986 888
987 /* We create this now because some of the unique maps will need it 889 /* We create this now because some of the unique maps will need it
988 * to save here. 890 * 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 */ 891 */
1029 892 {
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]; 893 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); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1098 for (mp=first_map; mp!=NULL; mp=next) { 895 make_path_to_file (buf);
1099 next = mp->next; 896 }
1100 if (!strncmp(mp->path, buf, strlen(buf))) 897
1101 delete_map(mp); 898 start_info (ob);
1102 } 899 CLEAR_FLAG (ob, FLAG_WIZ);
1103 900 give_initial_items (ob, ob->randomitems);
1104 delete_character(op->name, 1); 901 link_player_skills (ob);
902 esrv_send_inventory (ob, ob);
903 ob->update_stats ();
904
905 /* This moves the player to a different start map, if there
906 * is one for this race
907 */
908 if (*first_map_ext_path)
1105 } 909 {
1106 play_again(op); 910 object *tmp;
1107 return 1; 911 char mapname[MAX_BUF];
1108}
1109 912
913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
914 tmp = object::create ();
915 EXIT_PATH (tmp) = mapname;
916 EXIT_X (tmp) = ob->x;
917 EXIT_Y (tmp) = ob->y;
918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
919 * if the map isn't there, then stay on the
920 * default initial map */
921 tmp->destroy ();
922 }
923 else
924 LOG (llevDebug, "first_map_ext_path not set\n");
925}
926
927void
928player::chargen_race_next ()
929{
930 /* Following actually changes the race - this is the default command
931 * if we don't match with one of the options above.
932 */
933
934 do
935 {
936 shstr name = ob->name;
937 int x = ob->x, y = ob->y;
938
939 ob->remove_statbonus ();
940 ob->remove ();
941 ob->arch = get_player_archetype (ob->arch);
942 ob->arch->copy_to (ob);
943 ob->instantiate ();
944 ob->stats = ob->contr->orig_stats;
945 ob->name = ob->name_pl = name;
946 ob->x = x;
947 ob->y = y;
948 SET_ANIMATION (ob, 2); /* So player faces south */
949 insert_ob_in_map (ob, ob->map, ob, 0);
950 assign (ob->contr->title, ob->arch->object::name);
951 ob->add_statbonus ();
952 }
953 while (!allowed_class (ob));
954
955 update_object (ob, UP_OBJ_FACE);
956 esrv_update_item (UPD_FACE, ob, ob);
957 ob->update_stats ();
958 ob->stats.hp = ob->stats.maxhp;
959 ob->stats.sp = ob->stats.maxsp;
960 ob->stats.grace = 0;
961}
962
963void
1110void flee_player(object *op) { 964flee_player (object *op)
965{
1111 int dir,diff; 966 int dir, diff;
1112 rv_vector rv; 967 rv_vector rv;
1113 968
1114 if(op->stats.hp < 0) { 969 if (op->stats.hp < 0)
970 {
1115 LOG(llevDebug, "Fleeing player is dead.\n"); 971 LOG (llevDebug, "Fleeing player is dead.\n");
1116 CLEAR_FLAG(op, FLAG_SCARED); 972 CLEAR_FLAG (op, FLAG_SCARED);
973 return;
974 }
975
976 if (op->enemy == NULL)
977 {
978 LOG (llevDebug, "Fleeing player had no enemy.\n");
979 CLEAR_FLAG (op, FLAG_SCARED);
980 return;
981 }
982
983 /* Seen some crashes here. Since we don't store an
984 * op->enemy_count, it is possible that something destroys the
985 * actual enemy, and the object is recycled.
986 */
987 if (op->enemy->map == NULL)
988 {
989 CLEAR_FLAG (op, FLAG_SCARED);
990 op->enemy = NULL;
991 return;
992 }
993
994 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
995 {
996 op->enemy = NULL;
997 CLEAR_FLAG (op, FLAG_SCARED);
998 return;
999 }
1000
1001 get_rangevector (op, op->enemy, &rv, 0);
1002
1003 dir = absdir (4 + rv.direction);
1004 for (diff = 0; diff < 3; diff++)
1005 {
1006 int m = 1 - (RANDOM () & 2);
1007
1008 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1117 return; 1009 return;
1118 } 1010 }
1119 1011
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 */ 1012 /* Cornered, get rid of scared */
1152 CLEAR_FLAG(op, FLAG_SCARED); 1013 CLEAR_FLAG (op, FLAG_SCARED);
1153 op->enemy=NULL; 1014 op->enemy = NULL;
1154} 1015}
1155
1156 1016
1157/* check_pick sees if there is stuff to be picked up/picks up stuff. 1017/* 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 1018 * It returns 1 if the player should keep on moving, 0 if he should
1159 * stop. 1019 * stop.
1160 */ 1020 */
1021int
1161int check_pick(object *op) { 1022check_pick (object *op)
1023{
1162 object *tmp, *next; 1024 object *tmp, *next;
1163 tag_t next_tag=0, op_tag;
1164 int stop = 0; 1025 int stop = 0;
1165 int j, k, wvratio; 1026 int wvratio;
1166 char putstring[128], tmpstr[16]; 1027 char putstring[128];
1167
1168 1028
1169 /* if you're flying, you cna't pick up anything */ 1029 /* if you're flying, you cna't pick up anything */
1170 if (op->move_type & MOVE_FLYING) 1030 if (op->move_type & MOVE_FLYING)
1171 return 1; 1031 return 1;
1172 1032
1173 op_tag = op->count;
1174
1175 next = op->below; 1033 next = op->below;
1176 if (next)
1177 next_tag = next->count;
1178 1034
1179 /* loop while there are items on the floor that are not marked as 1035 /* loop while there are items on the floor that are not marked as
1180 * destroyed */ 1036 * destroyed */
1181 while (next && ! was_destroyed (next, next_tag)) 1037 while (next && !next->destroyed ())
1182 { 1038 {
1183 tmp = next; 1039 tmp = next;
1184 next = tmp->below; 1040 next = tmp->below;
1185 if (next)
1186 next_tag = next->count;
1187 1041
1188 if (was_destroyed (op, op_tag)) 1042 if (op->destroyed ())
1189 return 0; 1043 return 0;
1190 1044
1191 if ( ! can_pick (op, tmp)) 1045 if (!can_pick (op, tmp))
1192 continue; 1046 continue;
1193 1047
1194 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1048 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1195 { 1049 {
1196 if (item_matched_string (op, tmp, op->contr->search_str)) 1050 if (item_matched_string (op, tmp, op->contr->search_str))
1197 pick_up (op, tmp); 1051 pick_up (op, tmp);
1198 continue; 1052 continue;
1199 } 1053 }
1200 1054
1201 /* high not bit set? We're using the old autopickup model */ 1055 /* high not bit set? We're using the old autopickup model */
1202 if(!(op->contr->mode & PU_NEWMODE)) { 1056 if (!(op->contr->mode & PU_NEWMODE))
1057 {
1203 switch (op->contr->mode) { 1058 switch (op->contr->mode)
1059 {
1060 case 0:
1204 case 0: return 1; /* don't pick up */ 1061 return 1; /* don't pick up */
1062 case 1:
1205 case 1: pick_up (op, tmp); 1063 pick_up (op, tmp);
1206 return 1; 1064 return 1;
1065 case 2:
1207 case 2: pick_up (op, tmp); 1066 pick_up (op, tmp);
1208 return 0; 1067 return 0;
1068 case 3:
1209 case 3: return 0; /* stop before pickup */ 1069 return 0; /* stop before pickup */
1070 case 4:
1210 case 4: pick_up (op, tmp); 1071 pick_up (op, tmp);
1211 break; 1072 break;
1073 case 5:
1212 case 5: pick_up (op, tmp); 1074 pick_up (op, tmp);
1213 stop = 1; 1075 stop = 1;
1214 break; 1076 break;
1215 case 6: 1077 case 6:
1216 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1078 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); 1079 pick_up (op, tmp);
1219 break; 1080 break;
1220 1081
1221 case 7: 1082 case 7:
1222 if (tmp->type == MONEY || tmp->type == GEM) 1083 if (tmp->type == MONEY || tmp->type == GEM)
1223 pick_up(op, tmp); 1084 pick_up (op, tmp);
1224 break; 1085 break;
1225 1086
1226 default: 1087 default:
1227 /* use value density */ 1088 /* use value density */
1228 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1089 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1229 && (query_cost (tmp, op, F_TRUE) * 100 1090 && (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); 1091 pick_up (op, tmp);
1233 } 1092 }
1234 } 1093 }
1235 else { /* old model */ 1094 else
1095 { /* old model */
1236 /* NEW pickup handling */ 1096 /* NEW pickup handling */
1237 if(op->contr->mode & PU_DEBUG) 1097 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 { 1098 {
1257 sprintf(tmpstr,"%d ",k*32+j); 1099 /* some debugging code to figure out item information */
1258 strcat(putstring, tmpstr); 1100 if (tmp->name != NULL)
1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1103 else
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106
1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1259 } 1108 }
1109
1110 /* philosophy:
1111 * It's easy to grab an item type from a pile, as long as it's
1112 * generic. This takes no game-time. For more detailed pickups
1113 * and selections, select-items should be used. This is a
1114 * grab-as-you-run type mode that's really useful for arrows for
1115 * example.
1116 * The drawback: right now it has no frontend, so you need to
1117 * stick the bits you want into a calculator in hex mode and then
1118 * convert to decimal and then 'pickup <#>
1119 */
1120
1121 /* the first two modes are exclusive: if NOTHING we return, if
1122 * STOP then we stop. All the rest are applied sequentially,
1123 * meaning if any test passes, the item gets picked up. */
1124
1125 /* if mode is set to pick nothing up, return */
1126
1127 if (op->contr->mode & PU_NOTHING)
1128 return 1;
1129
1130 /* if mode is set to stop when encountering objects, return */
1131 /* take STOP before INHIBIT since it doesn't actually pick
1132 * anything up */
1133
1134 if (op->contr->mode & PU_STOP)
1135 return 0;
1136
1137 /* useful for going into stores and not losing your settings... */
1138 /* and for battles wher you don't want to get loaded down while
1139 * fighting */
1140 if (op->contr->mode & PU_INHIBIT)
1141 return 1;
1142
1143 /* prevent us from turning into auto-thieves :) */
1144 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1145 continue;
1146
1147 /* ignore known cursed objects */
1148 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1149 continue;
1150
1151 /* all food and drink if desired */
1152 /* question: don't pick up known-poisonous stuff? */
1153 if (op->contr->mode & PU_FOOD)
1154 if (tmp->type == FOOD)
1155 {
1156 pick_up (op, tmp);
1157 continue;
1158 }
1159
1160 if (op->contr->mode & PU_DRINK)
1161 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1162 {
1163 pick_up (op, tmp);
1164 continue;
1165 }
1166
1167 if (op->contr->mode & PU_POTION)
1168 if (tmp->type == POTION)
1169 {
1170 pick_up (op, tmp);
1171 continue;
1172 }
1173
1174 /* spellbooks, skillscrolls and normal books/scrolls */
1175 if (op->contr->mode & PU_SPELLBOOK)
1176 if (tmp->type == SPELLBOOK)
1177 {
1178 pick_up (op, tmp);
1179 continue;
1180 }
1181
1182 if (op->contr->mode & PU_SKILLSCROLL)
1183 if (tmp->type == SKILLSCROLL)
1184 {
1185 pick_up (op, tmp);
1186 continue;
1187 }
1188
1189 if (op->contr->mode & PU_READABLES)
1190 if (tmp->type == BOOK || tmp->type == SCROLL)
1191 {
1192 pick_up (op, tmp);
1193 continue;
1194 }
1195
1196 /* wands/staves/rods/horns */
1197 if (op->contr->mode & PU_MAGIC_DEVICE)
1198 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1199 {
1200 pick_up (op, tmp);
1201 continue;
1202 }
1203
1204 /* pick up all magical items */
1205 if (op->contr->mode & PU_MAGICAL)
1206 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1207 {
1208 pick_up (op, tmp);
1209 continue;
1210 }
1211
1212 if (op->contr->mode & PU_VALUABLES)
1213 {
1214 if (tmp->type == MONEY || tmp->type == GEM)
1215 {
1216 pick_up (op, tmp);
1217 continue;
1218 }
1260 } 1219 }
1220
1221 /* rings & amulets - talismans seems to be typed AMULET */
1222 if (op->contr->mode & PU_JEWELS)
1223 if (tmp->type == RING || tmp->type == AMULET)
1224 {
1225 pick_up (op, tmp);
1226 continue;
1227 }
1228
1229 /* we don't forget dragon food */
1230 if (op->contr->mode & PU_FLESH)
1231 if (tmp->type == FLESH)
1232 {
1233 pick_up (op, tmp);
1234 continue;
1235 }
1236
1237 /* bows and arrows. Bows are good for selling! */
1238 if (op->contr->mode & PU_BOW)
1239 if (tmp->type == BOW)
1240 {
1241 pick_up (op, tmp);
1242 continue;
1243 }
1244
1245 if (op->contr->mode & PU_ARROW)
1246 if (tmp->type == ARROW)
1247 {
1248 pick_up (op, tmp);
1249 continue;
1250 }
1251
1252 /* all kinds of armor etc. */
1253 if (op->contr->mode & PU_ARMOUR)
1254 if (tmp->type == ARMOUR)
1255 {
1256 pick_up (op, tmp);
1257 continue;
1258 }
1259
1260 if (op->contr->mode & PU_HELMET)
1261 if (tmp->type == HELMET)
1262 {
1263 pick_up (op, tmp);
1264 continue;
1265 }
1266
1267 if (op->contr->mode & PU_SHIELD)
1268 if (tmp->type == SHIELD)
1269 {
1270 pick_up (op, tmp);
1271 continue;
1272 }
1273
1274 if (op->contr->mode & PU_BOOTS)
1275 if (tmp->type == BOOTS)
1276 {
1277 pick_up (op, tmp);
1278 continue;
1279 }
1280
1281 if (op->contr->mode & PU_GLOVES)
1282 if (tmp->type == GLOVES)
1283 {
1284 pick_up (op, tmp);
1285 continue;
1286 }
1287
1288 if (op->contr->mode & PU_CLOAK)
1289 if (tmp->type == CLOAK)
1290 {
1291 pick_up (op, tmp);
1292 continue;
1293 }
1294
1295 /* hoping to catch throwing daggers here */
1296 if (op->contr->mode & PU_MISSILEWEAPON)
1297 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1298 {
1299 pick_up (op, tmp);
1300 continue;
1301 }
1302
1303 /* careful: chairs and tables are weapons! */
1304 if (op->contr->mode & PU_ALLWEAPON)
1305 {
1306 if (tmp->type == WEAPON && tmp->name != NULL)
1307 {
1308 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1309 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1310 {
1311 pick_up (op, tmp);
1312 continue;
1313 }
1314 }
1315
1316 if (tmp->type == WEAPON && tmp->name == NULL)
1317 {
1318 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323 }
1261 } 1324 }
1262 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1263 1325
1326 /* misc stuff that's useful */
1327 if (op->contr->mode & PU_KEY)
1328 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1329 {
1330 pick_up (op, tmp);
1331 continue;
1332 }
1333
1334 /* any of the last 4 bits set means we use the ratio for value
1335 * pickups */
1336 if (op->contr->mode & PU_RATIO)
1337 {
1338 /* use value density to decide what else to grab */
1339 /* >=7 was >= op->contr->mode */
1340 /* >=7 is the old standard setting. Now we take the last 4 bits
1341 * and multiply them by 5, giving 0..15*5== 5..75 */
1342 wvratio = (op->contr->mode & PU_RATIO) * 5;
1343 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1344 {
1345 pick_up (op, tmp);
1264#if 0 1346#if 0
1265 /* print the flags too */ 1347 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1266 for(k=0;k<4;k++) 1348 if (tmp->name != NULL)
1267 { 1349 {
1268 fprintf(stderr,"%d [%d] ", k, k*32+31); 1350 fprintf (stderr, "%s", tmp->name);
1269 for(j=0;j<32;j++) 1351 }
1270 { 1352 else
1271 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1353 fprintf (stderr, "%s", tmp->arch->archname);
1272 if(!((j+1)%4))fprintf(stderr," "); 1354 fprintf (stderr, ",%d] = ", tmp->type);
1273 } 1355 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 1356#endif
1277 } 1357 continue;
1278 /* philosophy: 1358 }
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 } 1359 }
1431 else fprintf(stderr,"%s",tmp->arch->name); 1360 } /* 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 } 1361 }
1438 } /* the new pickup model */ 1362
1439 }
1440 return ! stop; 1363 return !stop;
1441} 1364}
1442 1365
1443/* 1366/*
1444 * Find an arrow in the inventory and after that 1367 * Find an arrow in the inventory and after that
1445 * in the right type container (quiver). Pointer to the 1368 * in the right type container (quiver). Pointer to the
1446 * found object is returned. 1369 * found object is returned.
1447 */ 1370 */
1371object *
1448object *find_arrow(object *op, const char *type) 1372find_arrow (object *op, const char *type)
1449{ 1373{
1450 object *tmp = NULL; 1374 object *tmp = 0;
1451 1375
1452 for(op=op->inv; op; op=op->below) 1376 for (op = op->inv; op; op = op->below)
1453 if(!tmp && op->type==CONTAINER && op->race==type && 1377 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); 1378 tmp = find_arrow (op, type);
1456 else if (op->type==ARROW && op->race==type) 1379 else if (op->type == ARROW && op->race == type)
1457 return op; 1380 return op;
1381
1458 return tmp; 1382 return tmp;
1459} 1383}
1460 1384
1461/* 1385/*
1462 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1386 * 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 1387 * 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 1388 * 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. 1389 * the hall. Failing that it does it's best to pick the highest plus arrow.
1466 */ 1390 */
1467 1391object *
1468object *find_better_arrow(object *op, object *target, const char *type, int *better) 1392find_better_arrow (object *op, object *target, const char *type, int *better)
1469{ 1393{
1470 object *tmp = NULL, *arrow, *ntmp; 1394 object *tmp = NULL, *arrow, *ntmp;
1471 int attacknum, attacktype, betterby=0, i; 1395 int attacknum, attacktype, betterby = 0, i;
1472 1396
1473 if (!type) 1397 if (!type)
1474 return NULL; 1398 return NULL;
1475 1399
1476 for (arrow=op->inv; arrow; arrow=arrow->below) { 1400 for (arrow = op->inv; arrow; arrow = arrow->below)
1477 if (arrow->type==CONTAINER && arrow->race==type && 1401 {
1478 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1402 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1403 {
1479 i = 0; 1404 i = 0;
1480 ntmp = find_better_arrow(arrow, target, type, &i); 1405 ntmp = find_better_arrow (arrow, target, type, &i);
1481 if (i > betterby) { 1406 if (i > betterby)
1407 {
1482 tmp = ntmp; 1408 tmp = ntmp;
1483 betterby = i; 1409 betterby = i;
1484 } 1410 }
1411 }
1485 } else if (arrow->type==ARROW && arrow->race==type) { 1412 else if (arrow->type == ARROW && arrow->race == type)
1413 {
1486 /* allways prefer assasination/slaying */ 1414 /* allways prefer assasination/slaying */
1487 if (target->race != NULL && arrow->slaying != NULL && 1415 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1488 strstr(arrow->slaying, target->race)) { 1416 {
1489 if (arrow->attacktype & AT_DEATH) { 1417 if (arrow->attacktype & AT_DEATH)
1418 {
1490 *better = 100; 1419 *better = 100;
1491 return arrow; 1420 return arrow;
1492 } else {
1493 tmp = arrow;
1494 betterby = (arrow->magic + arrow->stats.dam) * 2;
1495 } 1421 }
1496 } else { 1422 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 } 1423 {
1505 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1506 tmp = arrow; 1424 tmp = arrow;
1507 betterby = 2 + arrow->magic + arrow->stats.dam; 1425 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 } 1426 }
1513 } 1427 }
1428 else
1429 {
1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1431 {
1432 attacktype = 1 << attacknum;
1433 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1434 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1435 {
1436 tmp = arrow;
1437 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1438 }
1439 }
1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1441 {
1442 tmp = arrow;
1443 betterby = 2 + arrow->magic + arrow->stats.dam;
1444 }
1445 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1446 {
1447 tmp = arrow;
1448 betterby = 1 + arrow->magic + arrow->stats.dam;
1449 }
1514 } 1450 }
1451 }
1515 } 1452 }
1516 if (tmp == NULL && arrow == NULL) 1453 if (tmp == NULL && arrow == NULL)
1517 return find_arrow(op, type); 1454 return find_arrow (op, type);
1518 1455
1519 *better = betterby; 1456 *better = betterby;
1520 return tmp; 1457 return tmp;
1521} 1458}
1522 1459
1523/* looks in a given direction, finds the first valid target, and calls 1460/* looks in a given direction, finds the first valid target, and calls
1524 * find_better_arrow to find a decent arrow to use. 1461 * find_better_arrow to find a decent arrow to use.
1525 * op = the shooter 1462 * op = the shooter
1526 * type = bow->race 1463 * type = bow->race
1527 * dir = fire direction 1464 * dir = fire direction
1528 */ 1465 */
1529 1466object *
1530object *pick_arrow_target(object *op, const char *type, int dir) 1467pick_arrow_target (object *op, const char *type, int dir)
1531{ 1468{
1532 object *tmp = NULL; 1469 object *tmp = NULL;
1533 mapstruct *m; 1470 maptile *m;
1534 int i, mflags, found, number; 1471 int i, mflags, found, number;
1535 sint16 x, y; 1472 sint16 x, y;
1536 1473
1537 if (op->map == NULL) 1474 if (op->map == NULL)
1538 return find_arrow(op, type); 1475 return find_arrow (op, type);
1539 1476
1540 /* do a dex check */ 1477 /* do a dex check */
1541 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1478 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))) 1479 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1543 return find_arrow(op, type); 1480 return find_arrow (op, type);
1544 1481
1545 m = op->map; 1482 m = op->map;
1546 x = op->x; 1483 x = op->x;
1547 y = op->y; 1484 y = op->y;
1548 1485
1549 /* find the first target */ 1486 /* find the first target */
1550 for (i=0, found=0; i<20; i++) { 1487 for (i = 0, found = 0; i < 20; i++)
1488 {
1551 x += freearr_x[dir]; 1489 x += freearr_x[dir];
1552 y += freearr_y[dir]; 1490 y += freearr_y[dir];
1553 mflags = get_map_flags(m, &m, x, y, &x, &y); 1491 mflags = get_map_flags (m, &m, x, y, &x, &y);
1554 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1492 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1493 {
1555 tmp = NULL; 1494 tmp = NULL;
1495 break;
1496 }
1497 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1498 {
1499 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1500 * perhaps a bad assumption.
1501 */
1502 tmp = NULL;
1503 break;
1504 }
1505 if (mflags & P_IS_ALIVE)
1506 {
1507 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1508 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1509 {
1510 found++;
1511 break;
1512 }
1513 if (found)
1556 break; 1514 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 } 1515 }
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 } 1516 }
1574 if (tmp == NULL) 1517 if (tmp == NULL)
1575 return find_arrow(op, type); 1518 return find_arrow (op, type);
1576 1519
1577 if (tmp->head) 1520 if (tmp->head)
1578 tmp = tmp->head; 1521 tmp = tmp->head;
1579 1522
1580 return find_better_arrow(op, tmp, type, &i); 1523 return find_better_arrow (op, tmp, type, &i);
1581} 1524}
1582 1525
1583/* 1526/*
1584 * Creature fires a bow - op can be monster or player. Returns 1527 * Creature fires a bow - op can be monster or player. Returns
1585 * 1 if bow was actually fired, 0 otherwise. 1528 * 1 if bow was actually fired, 0 otherwise.
1588 * dir is the direction of fire. 1531 * dir is the direction of fire.
1589 * wc_mod is any special modifier to give (used in special player fire modes) 1532 * 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 1533 * sx, sy are coordinates to fire arrow from - also used in some of the special
1591 * player fire modes. 1534 * player fire modes.
1592 */ 1535 */
1536int
1593int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1537fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1594 sint16 sx, sint16 sy)
1595{ 1538{
1596 object *left, *bow; 1539 object *left, *bow;
1597 tag_t left_tag, tag; 1540 int mflags;
1598 int bowspeed, mflags; 1541 maptile *m;
1599 mapstruct *m;
1600 1542
1601 if (!dir) { 1543 if (!dir)
1544 {
1602 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1603 return 0; 1546 return 0;
1547 }
1548
1549 if (op->contr)
1550 bow = op->current_weapon;
1551 else
1604 } 1552 {
1605 if (op->type == PLAYER)
1606 bow=op->contr->ranges[range_bow];
1607 else {
1608 for(bow=op->inv; bow; bow=bow->below) 1553 for (bow = op->inv; bow; bow = bow->below)
1609 /* Don't check for applied - monsters don't apply bows - in that way, they 1554 /* 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. 1555 * don't need to switch back and forth between bows and weapons.
1611 */ 1556 */
1612 if(bow->type==BOW) 1557 if (bow->type == BOW)
1613 break; 1558 break;
1614 1559
1615 if (!bow) { 1560 if (!bow)
1561 {
1616 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1562 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1617 return 0; 1563 return 0;
1564 }
1565
1566 // optimisation: move object to top so we will find it quickly again
1567 if (bow->below)
1618 } 1568 {
1569 bow->remove ();
1570 op->insert (bow);
1571 }
1572
1619 } 1573 }
1574
1620 if( !bow->race || !bow->skill) { 1575 if (!bow->race || !bow->skill)
1576 {
1621 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1577 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1622 return 0; 1578 return 0;
1623 } 1579 }
1624 1580
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) { 1581 if (arrow == NULL)
1582 {
1634 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1583 if ((arrow = find_arrow (op, bow->race)) == NULL)
1584 {
1635 if (op->type == PLAYER) 1585 if (op->type == PLAYER)
1636 new_draw_info_format(NDI_UNIQUE, 0, op, 1586 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 */ 1587 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1639 else 1588 else
1640 CLEAR_FLAG(op, FLAG_READY_BOW); 1589 CLEAR_FLAG (op, FLAG_READY_BOW);
1590
1641 return 0; 1591 return 0;
1642 } 1592 }
1643 } 1593 }
1594
1644 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1595 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1645 if (mflags & P_OUT_OF_MAP) { 1596 if (mflags & P_OUT_OF_MAP)
1646 return 0; 1597 return 0;
1647 } 1598
1648 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1599 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1600 {
1649 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1601 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1650 return 0; 1602 return 0;
1651 } 1603 }
1652 1604
1653 /* this should not happen, but sometimes does */ 1605 /* this should not happen, but sometimes does */
1654 if (arrow->nrof==0) { 1606 if (arrow->nrof == 0)
1655 remove_ob(arrow); 1607 {
1656 free_object(arrow); 1608 arrow->destroy ();
1657 return 0; 1609 return 0;
1658 } 1610 }
1659 1611
1660 left = arrow; /* these are arrows left to the player */ 1612 left = arrow; /* these are arrows left to the player */
1661 left_tag = left->count;
1662 arrow = get_split_ob(arrow, 1); 1613 arrow = get_split_ob (arrow, 1);
1663 if (arrow == NULL) { 1614 if (!arrow)
1615 {
1664 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1616 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1665 bow->race);
1666 return 0; 1617 return 0;
1667 } 1618 }
1668 set_owner(arrow, op); 1619
1669 if (arrow->skill) free_string(arrow->skill); 1620 arrow->set_owner (op);
1670 arrow->skill = add_refcount(bow->skill); 1621 arrow->skill = bow->skill;
1671
1672 arrow->direction=dir; 1622 arrow->direction = dir;
1673 arrow->x = sx;
1674 arrow->y = sy;
1675 1623
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 */ 1624 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1683 arrow->stats.hp = arrow->stats.dam; 1625 arrow->stats.hp = arrow->stats.dam;
1684 arrow->stats.grace = arrow->attacktype; 1626 arrow->stats.grace = arrow->attacktype;
1627
1685 if (arrow->slaying != NULL) 1628 if (arrow->slaying)
1686 arrow->spellarg = strdup_local(arrow->slaying); 1629 arrow->spellarg = strdup (arrow->slaying);
1687 1630
1688 /* Note that this was different for monsters - they got their level 1631#if 0
1689 * added to the damage. I think the strength bonus is more proper. 1632 if (player *pl = op->contr)
1690 */
1691 1633 {
1692 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1634 float speed = pl->weapon_sp;
1693 0 : dam_bonus[op->stats.Str]) +
1694 bow->stats.dam + bow->magic + arrow->magic;
1695 1635
1636 /* penalize ROF for bestarrow */
1637 if (pl->bowtype == bow_bestarrow)
1638 speed *= .9f;
1639 else
1640 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1641
1642 op->speed_left += speed - op->speed;
1643 }
1644#endif
1645
1646 SET_ANIMATION (arrow, arrow->direction);
1647
1696 /* update the speed */ 1648 /* update the speed */
1697 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1649 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; 1650 + bow->stats.dam / 7.f;
1701 1651
1702 if (arrow->speed < 1.0) 1652 arrow->set_speed (max (arrow->speed, 2.f));
1703 arrow->speed = 1.0;
1704 update_ob_speed(arrow);
1705 arrow->speed_left = 0; 1653 arrow->speed_left = 0;
1706 1654
1655 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1656
1707 if (op->type == PLAYER) { 1657 if (op->type == PLAYER)
1708 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1658 {
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; 1659 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1714 } else { 1660 wc -= dex_bonus[op->stats.Dex];
1715 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1716 arrow->stats.wc + wc_mod;
1717 1661
1662 if (!arrow->slaying)
1663 arrow->slaying = op->slaying;
1664
1665 arrow->attacktype |= op->attacktype;
1666 }
1667 else
1668 {
1718 arrow->level = op->level; 1669 arrow->level = op->level;
1719 } 1670 arrow->stats.wc -= bow->magic;
1720 if (arrow->attacktype == AT_PHYSICAL) 1671
1672 if (!arrow->slaying)
1673 arrow->slaying = bow->slaying;
1674
1721 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1722 if (bow->slaying != NULL) 1676 }
1723 arrow->slaying = add_string(bow->slaying);
1724 1677
1725 arrow->map = m; 1678 wc -= arrow->level;
1679 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1680
1681 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1726 arrow->move_type = MOVE_FLY_LOW; 1682 arrow->move_type = MOVE_FLY_LOW;
1727 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1683 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1728 1684
1729 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1685 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1730 tag = arrow->count; 1686 m->insert (arrow, sx, sy, op);
1731 insert_ob_in_map(arrow, m, op, 0);
1732 1687
1733 if (!was_destroyed(arrow, tag)) 1688 if (!arrow->destroyed ())
1734 move_arrow(arrow); 1689 move_arrow (arrow);
1735 1690
1736 if (op->type == PLAYER) { 1691 if (op->type == PLAYER)
1737 if (was_destroyed (left, left_tag)) 1692 {
1693 if (left->destroyed ())
1738 esrv_del_item(op->contr, left_tag); 1694 esrv_del_item (op->contr, left->count);
1739 else 1695 else
1740 esrv_send_item(op, left); 1696 esrv_send_item (op, left);
1741 } 1697 }
1698
1742 return 1; 1699 return 1;
1743} 1700}
1744 1701
1745/* Special fire code for players - this takes into 1702/* Special fire code for players - this takes into
1746 * account the special fire modes players can have 1703 * account the special fire modes players can have
1747 * but monsters can't. Putting that code here 1704 * but monsters can't. Putting that code here
1748 * makes the fire_bow code much cleaner. 1705 * makes the fire_bow code much cleaner.
1749 * this function should only be called if 'op' is a player, 1706 * this function should only be called if 'op' is a player,
1750 * hence the function name. 1707 * hence the function name.
1751 */ 1708 */
1709int
1752int player_fire_bow(object *op, int dir) 1710player_fire_bow (object *op, int dir)
1753{ 1711{
1754 int ret=0, wcmod=0; 1712 int ret = 0, wcmod = 0;
1755 1713
1756 if (op->contr->bowtype == bow_bestarrow) { 1714 if (op->contr->bowtype == bow_bestarrow)
1757 ret = fire_bow(op, op, 1715 {
1758 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1716 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); 1717 }
1760 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1718 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1719 {
1761 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1720 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1762 wcmod =-1; 1721 wcmod = -1;
1722
1763 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1723 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1764 op->x, op->y); 1724 }
1765 } else if (op->contr->bowtype == bow_threewide) { 1725 else if (op->contr->bowtype == bow_threewide)
1726 {
1766 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1727 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)]); 1728 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)]); 1729 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1730 }
1769 } else if (op->contr->bowtype == bow_spreadshot) { 1731 else if (op->contr->bowtype == bow_spreadshot)
1732 {
1770 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);
1771 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1734 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); 1735 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1773 1736 }
1774 } else { 1737 else
1738 {
1775 /* Simple case */ 1739 /* Simple case */
1776 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1740 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1777 } 1741 }
1742
1778 return ret; 1743 return ret;
1779} 1744}
1780
1781 1745
1782/* Fires a misc (wand/rod/horn) object in 'dir'. 1746/* Fires a misc (wand/rod/horn) object in 'dir'.
1783 * Broken apart from 'fire' to keep it more readable. 1747 * Broken apart from 'fire' to keep it more readable.
1784 */ 1748 */
1749void
1785void fire_misc_object(object *op, int dir) 1750fire_misc_object (object *op, int dir)
1786{ 1751{
1787 object *item; 1752 object *item = op->contr->ranged_ob;
1788 1753
1789 if (!op->contr->ranges[range_misc]) { 1754 if (!item)
1755 {
1790 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1756 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1791 return; 1757 return;
1792 } 1758 }
1793 1759
1794 item = op->contr->ranges[range_misc];
1795 if (!item->inv) { 1760 if (!item->inv)
1761 {
1796 LOG(llevError,"Object %s lacks a spell\n", item->name); 1762 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1797 return; 1763 return;
1798 } 1764 }
1765
1766 if (!op->change_weapon (item))
1767 return;
1768
1799 if (item->type == WAND) { 1769 if (item->type == WAND)
1770 {
1800 if(item->stats.food<=0) { 1771 if (item->stats.food <= 0)
1772 {
1801 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1773 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)); 1774 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1775
1803 return; 1776 return;
1804 } 1777 }
1778 }
1805 } else if (item->type == ROD || item->type==HORN) { 1779 else if (item->type == ROD || item->type == HORN)
1780 {
1806 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1781 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1782 {
1807 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1784
1808 if (item->type== ROD) 1785 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)); 1786 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1811 else 1787 else
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 1788 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)); 1789
1814 return; 1790 return;
1815 } 1791 }
1816 } 1792 }
1817 1793
1818 if(cast_spell(op,item,dir,item->inv,NULL)) { 1794 if (cast_spell (op, item, dir, item->inv, NULL))
1795 {
1819 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1796 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1820 if (item->type == WAND) { 1797 if (item->type == WAND)
1798 {
1821 if (!(--item->stats.food)) { 1799 if (!(--item->stats.food))
1800 {
1822 object *tmp; 1801 object *tmp;
1802
1823 if (item->arch) { 1803 if (item->arch)
1804 {
1824 CLEAR_FLAG(item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
1825 item->face = item->arch->clone.face; 1806 item->face = item->arch->face;
1826 item->speed = 0; 1807 item->set_speed (0);
1827 update_ob_speed(item);
1828 } 1808 }
1809
1829 if ((tmp=is_player_inv(item))) 1810 if ((tmp = item->in_player ()))
1830 esrv_update_item(UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
1831 } 1812 }
1832 } 1813 }
1833 else if (item->type == ROD || item->type==HORN) { 1814 else if (item->type == ROD || item->type == HORN)
1834 drain_rod_charge(item); 1815 drain_rod_charge (item);
1835 }
1836 } 1816 }
1837} 1817}
1838 1818
1839/* Received a fire command for the player - go and do it. 1819/* Received a fire command for the player - go and do it.
1840 */ 1820 */
1821bool
1841void fire(object *op,int dir) { 1822fire (object *op, int dir)
1823{
1842 int spellcost=0; 1824 int spellcost = 0;
1843 1825
1844 /* check for loss of invisiblity/hide */ 1826 /* check for loss of invisiblity/hide */
1845 if (action_makes_visible(op)) make_visible(op); 1827 if (action_makes_visible (op))
1828 make_visible (op);
1846 1829
1847 switch(op->contr->shoottype) { 1830 player *pl = op->contr;
1848 case range_none:
1849 return;
1850 1831
1851 case range_bow: 1832 if (pl->golem)
1833 {
1834 control_golem (op->contr->golem, dir);
1835 return false;
1836 }
1837
1838 object *ob = pl->ranged_ob;
1839
1840 if (!ob)
1841 return false;
1842
1843 if (!op->change_weapon (ob))
1844 return false;
1845
1846 if (op->speed_left > 0.f)
1847 --op->speed_left;
1848 else
1849 return false;
1850
1851 switch (ob->type)
1852 {
1853 case BOW:
1852 player_fire_bow(op, dir); 1854 player_fire_bow (op, dir);
1853 return; 1855 break;
1854 1856
1855 case range_magic: /* Casting spells */ 1857 case SPELL:
1856 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1858 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1857 return; 1859 break;
1858 1860
1859 case range_misc: 1861 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 ); 1862 apply_map_builder (op, dir);
1884 return; 1863 break;
1864
1865 case SKILL:
1866 do_skill (op, op, ob, dir, 0);
1867 break;
1868
1885 default: 1869 default:
1886 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1870 fire_misc_object (op, dir);
1887 return; 1871 break;
1888 } 1872 }
1889}
1890 1873
1891 1874 return true;
1875}
1892 1876
1893/* find_key 1877/* find_key
1894 * We try to find a key for the door as passed. If we find a key 1878 * 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 1879 * and successfully use it, we return the key, otherwise NULL
1896 * This function merges both normal and locked door, since the logic 1880 * This function merges both normal and locked door, since the logic
1898 * pl is the player, 1882 * pl is the player,
1899 * inv is the objects inventory to searched 1883 * inv is the objects inventory to searched
1900 * door is the door we are trying to match against. 1884 * door is the door we are trying to match against.
1901 * This function can be called recursively to search containers. 1885 * This function can be called recursively to search containers.
1902 */ 1886 */
1903 1887object *
1904object * find_key(object *pl, object *container, object *door) 1888find_key (object *pl, object *container, object *door)
1905{ 1889{
1906 object *tmp,*key; 1890 object *tmp, *key;
1907 1891
1908 /* Should not happen, but sanity checking is never bad */ 1892 /* Should not happen, but sanity checking is never bad */
1909 if (container->inv == NULL) return NULL; 1893 if (!container->inv)
1894 return 0;
1910 1895
1911 /* First, lets try to find a key in the top level inventory */ 1896 /* First, lets try to find a key in the top level inventory */
1912 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1897 for (tmp = container->inv; tmp; tmp = tmp->below)
1898 {
1913 if (door->type==DOOR && tmp->type==KEY) break; 1899 if (door->type == DOOR && tmp->type == KEY)
1900 break;
1914 /* For sanity, we should really check door type, but other stuff 1901 /* For sanity, we should really check door type, but other stuff
1915 * (like containers) can be locked with special keys 1902 * (like containers) can be locked with special keys
1916 */ 1903 */
1917 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1904 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1918 tmp->slaying==door->slaying) break; 1905 break;
1919 } 1906 }
1907
1920 /* No key found - lets search inventories now */ 1908 /* No key found - lets search inventories now */
1921 /* If we find and use a key in an inventory, return at that time. 1909 /* 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 1910 * otherwise, if we search all the inventories and still don't find
1923 * a key, return 1911 * a key, return
1924 */ 1912 */
1925 if (!tmp) { 1913 if (!tmp)
1914 {
1926 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1915 for (tmp = container->inv; tmp; tmp = tmp->below)
1916 {
1927 /* No reason to search empty containers */ 1917 /* No reason to search empty containers */
1928 if (tmp->type==CONTAINER && tmp->inv) { 1918 if (tmp->type == CONTAINER && tmp->inv)
1919 {
1929 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1920 if ((key = find_key (pl, tmp, door)))
1921 return key;
1930 } 1922 }
1931 } 1923 }
1924
1925 if (!tmp)
1932 if (!tmp) return NULL; 1926 return NULL;
1933 } 1927 }
1928
1934 /* We get down here if we have found a key. Now if its in a container, 1929 /* 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 1930 * see if we actually want to use it
1936 */ 1931 */
1937 if (pl!=container) { 1932 if (pl != container)
1933 {
1938 /* Only let players use keys in containers */ 1934 /* Only let players use keys in containers */
1939 if (!pl->contr) return NULL; 1935 if (!pl->contr)
1936 return NULL;
1940 /* cases where this fails: 1937 /* cases where this fails:
1941 * If we only search the player inventory, return now since we 1938 * If we only search the player inventory, return now since we
1942 * are not in the players inventory. 1939 * are not in the players inventory.
1943 * If the container is not active, return now since only active 1940 * If the container is not active, return now since only active
1944 * containers can be used. 1941 * containers can be used.
1945 * If we only search keyrings and the container does not have 1942 * If we only search keyrings and the container does not have
1946 * a race/isn't a keyring. 1943 * a race/isn't a keyring.
1947 * No checking for all containers - to fall through past here, 1944 * No checking for all containers - to fall through past here,
1948 * inv must have been an container and must have been active. 1945 * inv must have been an container and must have been active.
1949 * 1946 *
1950 * Change the color so that the message doesn't disappear with 1947 * Change the color so that the message doesn't disappear with
1951 * all the others. 1948 * all the others.
1952 */ 1949 */
1953 if (pl->contr->usekeys == key_inventory || 1950 if (pl->contr->usekeys == key_inventory ||
1954 !QUERY_FLAG(container, FLAG_APPLIED) || 1951 !QUERY_FLAG (container, FLAG_APPLIED) ||
1955 (pl->contr->usekeys == keyrings &&
1956 (!container->race || strcmp(container->race, "keys"))) 1952 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1957 ) { 1953 {
1958 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1954 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1959 "The %s in your %s vibrates as you approach the door", 1955 "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; 1956 return NULL;
1962 } 1957 }
1963 } 1958 }
1959
1964 return tmp; 1960 return tmp;
1965} 1961}
1966 1962
1967/* moved door processing out of move_player_attack. 1963/* moved door processing out of move_player_attack.
1968 * returns 1 if player has opened the door with a key 1964 * returns 1 if player has opened the door with a key
1969 * such that the caller should not do anything more, 1965 * such that the caller should not do anything more,
1970 * 0 otherwise 1966 * 0 otherwise
1971 */ 1967 */
1968static int
1972static int player_attack_door(object *op, object *door) 1969player_attack_door (object *op, object *door)
1973{ 1970{
1974
1975 /* If its a door, try to find a use a key. If we do destroy the door, 1971 /* 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 - 1972 * might as well return immediately as there is nothing more to do -
1977 * otherwise, we fall through to the rest of the code. 1973 * otherwise, we fall through to the rest of the code.
1978 */ 1974 */
1979 object *key=find_key(op, op, door); 1975 object *key = find_key (op, op, door);
1980 1976
1981 /* IF we found a key, do some extra work */ 1977 /* If we found a key, do some extra work */
1982 if (key) { 1978 if (key)
1979 {
1983 object *container=key->env; 1980 object *container = key->env;
1984 1981
1985 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1982 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1983
1986 if(action_makes_visible(op)) make_visible(op); 1984 if (action_makes_visible (op))
1985 make_visible (op);
1986
1987 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1987 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1988 spring_trap (door->inv, op);
1989
1988 if (door->type == DOOR) { 1990 if (door->type == DOOR)
1989 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1991 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1990 }
1991 else if(door->type==LOCKED_DOOR) { 1992 else if (door->type == LOCKED_DOOR)
1992 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1993 {
1993 "You open the door with the %s", query_short_name(key)); 1994 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 ;-) */ 1995 remove_door2 (door); /* remove door without violence ;-) */
1995 } 1996 }
1997
1996 /* Do this after we print the message */ 1998 /* Do this after we print the message */
1997 decrease_ob(key); /* Use up one of the keys */ 1999 decrease_ob (key); /* Use up one of the keys */
1998 /* Need to update the weight the container the key was in */ 2000 /* Need to update the weight the container the key was in */
1999 if (container != op) 2001 if (container != op)
2000 esrv_update_item(UPD_WEIGHT, op, container); 2002 esrv_update_item (UPD_WEIGHT, op, container);
2003
2001 return 1; /* Nothing more to do below */ 2004 return 1; /* Nothing more to do below */
2005 }
2002 } else if (door->type==LOCKED_DOOR) { 2006 else if (door->type == LOCKED_DOOR)
2007 {
2003 /* Might as well return now - no other way to open this */ 2008 /* Might as well return now - no other way to open this */
2004 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2009 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2005 return 1; 2010 return 1;
2006 } 2011 }
2012
2007 return 0; 2013 return 0;
2008} 2014}
2009 2015
2010/* This function is just part of a breakup from move_player. 2016/* This function is just part of a breakup from move_player.
2011 * It should keep the code cleaner. 2017 * It should keep the code cleaner.
2012 * When this is called, the players direction has been updated 2018 * When this is called, the players direction has been updated
2013 * (taking into account confusion.) The player is also actually 2019 * (taking into account confusion.) The player is also actually
2014 * going to try and move (not fire weapons). 2020 * going to try and move (not fire weapons).
2015 */ 2021 */
2016 2022bool
2017void move_player_attack(object *op, int dir) 2023move_player_attack (object *op, int dir)
2018{ 2024{
2019 object *tmp, *mon;
2020 sint16 nx, ny;
2021 int on_battleground; 2025 int on_battleground;
2022 mapstruct *m;
2023 2026
2024 nx=freearr_x[dir]+op->x; 2027 sint16 nx = freearr_x[dir] + op->x;
2025 ny=freearr_y[dir]+op->y; 2028 sint16 ny = freearr_y[dir] + op->y;
2026 2029
2027 on_battleground = op_on_battleground(op, NULL, NULL); 2030 on_battleground = op_on_battleground (op, 0, 0);
2028 2031
2032 if (out_of_map (op->map, nx, ny))
2033 return false;
2034
2035 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2036 {
2037 --op->speed_left;
2038 return true;
2039 }
2040
2029 /* If braced, or can't move to the square, and it is not out of the 2041 /* 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 2042 * 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 2043 * 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 2044 * 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 2045 * 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 2046 * 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 2047 * quite a bit of processing. However, it probably is less than what
2036 * move_ob uses. 2048 * move_ob uses.
2037 */ 2049 */
2038 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2050 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 2051
2050 mon = NULL;
2051 /* Go through all the objects, and find ones of interest. Only stop if 2052 /* 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. 2053 * 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 2054 * if its a door or barrel (can roll) see if there may be monsters
2054 * on the space 2055 * on the space
2056 */
2057 object *mon;
2058 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2059 {
2060 if ((mon->flag [FLAG_ALIVE]
2061 || mon->type == LOCKED_DOOR
2062 || mon->flag [FLAG_CAN_ROLL])
2063 && mon != op)
2064 break;
2065 }
2066
2067 if (!mon) /* This happens anytime the player tries to move */
2068 return false; /* into a wall */
2069
2070 mon = mon->head_ ();
2071
2072 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2073 if (op->contr->weapon_sp_left > 0.f)
2074 if (player_attack_door (op, mon))
2055 */ 2075 {
2056 while (tmp!=NULL) { 2076 --op->contr->weapon_sp_left;
2057 if (tmp == op) { 2077 return true;
2058 tmp=tmp->above; 2078 }
2059 continue; 2079
2080 /* The following deals with possibly attacking peaceful
2081 * or friendly creatures. Basically, all players are considered
2082 * unaggressive. If the moving player has peaceful set, then the
2083 * object should be pushed instead of attacked. It is assumed that
2084 * if you are braced, you will not attack friends accidently,
2085 * and thus will not push them.
2086 */
2087
2088 /* If the creature is a pet, push it even if the player is not
2089 * peaceful. Our assumption is the creature is a pet if the
2090 * player owns it and it is either friendly or unagressive.
2091 */
2092 if (op->type == PLAYER
2093 && ((mon->owner && mon->owner->contr
2094 && same_party (mon->owner->contr->party, op->contr->party))
2095 || mon->owner == op)
2096 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2097 {
2098 /* If we're braced, we don't want to switch places with it */
2099 if (op->contr->braced)
2100 return false;
2101
2102 if (op->speed_left > 0.f)
2103 {
2104 --op->speed_left;
2105
2106 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2107 push_ob (mon, dir, op);
2108
2109 if (op->contr->tmp_invis || op->hide)
2110 make_visible (op);
2111
2112 return true;
2113 }
2114 else
2115 return false;
2116 }
2117
2118 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push
2120 * someone, but put it inside this loop so that you won't
2121 * attack them either.
2122 */
2123 if ((mon->type == PLAYER || mon->enemy != op)
2124 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2125 && ((op->contr->peaceful
2126 || (mon->type == PLAYER && mon->contr->peaceful))
2127 && !on_battleground))
2128 {
2129 if (op->speed_left > 0.f)
2130 {
2131 --op->speed_left;
2132
2133 if (!op->contr->braced)
2134 {
2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2136 push_ob (mon, dir, op);
2060 } 2137 }
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 { 2138 else
2131 new_draw_info(0, 0,op,"You withhold your attack"); 2139 new_draw_info (0, 0, op, "You withhold your attack");
2140
2141 if (op->contr->tmp_invis || op->hide)
2142 make_visible (op);
2143
2144 return true;
2132 } 2145 }
2133 if(op->contr->tmp_invis||op->hide) make_visible(op); 2146 }
2134 }
2135
2136 /* If the object is a boulder or other rollable object, then 2147 /* 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. 2148 * roll it if not braced. You can't roll it if you are braced.
2138 */ 2149 */
2139 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2150 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2151 {
2152 if (op->speed_left > 0.f)
2153 {
2154 --op->speed_left;
2155
2140 recursive_roll(mon,dir,op); 2156 recursive_roll (mon, dir, op);
2141 if(action_makes_visible(op)) make_visible(op); 2157 if (action_makes_visible (op))
2142 } 2158 make_visible (op);
2143 2159
2160 return true;
2161 }
2162 }
2144 /* Any generic living creature. Including things like doors. 2163 /* Any generic living creature. Including things like doors.
2145 * Way it works is like this: First, it must have some hit points 2164 * 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: 2165 * 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 2166 * 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. 2167 * that party_number -1 is no party, so attacks can still happen.
2149 */ 2168 */
2150
2151 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2152 ((mon->type!=PLAYER || op->contr->party==NULL || 2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2153 op->contr->party!=mon->contr->party))) { 2171 {
2154 2172 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 } 2173 {
2182 } /* if player should attack something */ 2174 --op->contr->weapon_sp_left;
2183}
2184 2175
2176 skill_attack (mon, op, 0, 0, 0);
2177
2178 if (action_makes_visible (op))
2179 make_visible (op);
2180
2181 return true;
2182 }
2183 }
2184
2185 return false;
2186}
2187
2188bool
2185int move_player(object *op,int dir) { 2189move_player (object *op, int dir)
2190{
2186 int pick; 2191 int pick;
2187 2192
2188 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2193 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; 2194 return 0;
2195
2196 /* Sanity check: make sure dir is valid */
2197 if ((dir < 0) || (dir >= 9))
2198 {
2199 LOG (llevError, "move_player: invalid direction %d\n", dir);
2200 return 0;
2201 }
2202
2203 /* peterm: added following line */
2204 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2205 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2206
2207 op->facing = dir;
2208
2209 if (op->hide)
2210 do_hidden_move (op);
2211
2212 bool retval;
2213
2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2215 retval = RESULT_INT (0);
2216 else if (op->contr->fire_on)
2217 retval = fire (op, dir);
2218 else
2219 {
2220 retval = move_player_attack (op, dir);
2221 pick = check_pick (op);
2222 }
2223
2224 /* Add special check for newcs players and fire on - this way, the
2225 * server can handle repeat firing.
2226 */
2227 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2228 op->direction = dir;
2229 else
2230 op->direction = 0;
2231
2232 /* Update how the player looks. Use the facing, so direction may
2233 * get reset to zero. This allows for full animation capabilities
2234 * for players.
2235 */
2236 animate_object (op, op->facing);
2237
2238 return retval;
2229} 2239}
2230 2240
2231/* This is similar to handle_player, below, but is only used by the 2241/* This is similar to handle_player, below, but is only used by the
2232 * new client/server stuff. 2242 * new client/server stuff.
2233 * This is sort of special, in that the new client/server actually uses 2243 * This is sort of special, in that the new client/server actually uses
2234 * the new speed values for commands. 2244 * the new speed values for commands.
2235 * 2245 *
2236 * Returns true if there are more actions we can do. 2246 * Returns true if there are more actions we can do. Should not do
2247 * many actions in a row, as that would be too unfair to other
2248 * players.
2237 */ 2249 */
2250bool
2238int handle_newcs_player(object *op) 2251handle_newcs_player (object *op)
2239{ 2252{
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)) { 2253 if (QUERY_FLAG (op, FLAG_SCARED))
2254 {
2255 if (op->speed_left > 0.f)
2256 {
2257 --op->speed_left;
2257 flee_player(op); 2258 flee_player (op);
2258 /* If player is still scared, that is his action for this tick */ 2259
2259 if (QUERY_FLAG(op, FLAG_SCARED)) {
2260 op->speed_left--;
2261 return 0; 2260 return true;
2262 } 2261 }
2262 else
2263 return false;
2263 } 2264 }
2264 2265
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 2266 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2267 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2268 * called, so we recheck it here.
2280 */ 2269 */
2281 HandleClient(&op->contr->socket, op->contr); 2270 if (op->contr->ns->handle_command ())
2282 if (op->speed_left<0) return 0; 2271 return true;
2283 2272
2284 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2273 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); 2274 return move_player (op, op->direction);
2293 if (op->speed_left>0) return 1; 2275
2294 else return 0; 2276 return false;
2295 } 2277}
2278
2279int
2280save_life (object *op)
2281{
2282 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2296 return 0; 2283 return 0;
2297}
2298 2284
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) 2285 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2306 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2286 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2287 {
2307 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2288 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2308 new_draw_info_format(NDI_UNIQUE, 0,op, 2289 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2309 "Your %s vibrates violently, then evaporates.", 2290
2310 query_name(tmp));
2311 if (op->contr) 2291 if (op->contr)
2312 esrv_del_item(op->contr, tmp->count); 2292 esrv_del_item (op->contr, tmp->count);
2313 remove_ob(tmp); 2293
2314 free_object(tmp); 2294 tmp->destroy ();
2315 CLEAR_FLAG(op, FLAG_LIFESAVE); 2295 CLEAR_FLAG (op, FLAG_LIFESAVE);
2296
2316 if(op->stats.hp<0) 2297 if (op->stats.hp < 0)
2317 op->stats.hp = op->stats.maxhp; 2298 op->stats.hp = op->stats.maxhp;
2299
2318 if(op->stats.food<0) 2300 if (op->stats.food < 0)
2319 op->stats.food = 999; 2301 op->stats.food = 999;
2320 fix_player(op); 2302
2303 op->update_stats ();
2321 return 1; 2304 return 1;
2322 } 2305 }
2306
2323 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2307 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2324 CLEAR_FLAG(op, FLAG_LIFESAVE); 2308 CLEAR_FLAG (op, FLAG_LIFESAVE);
2325 enter_player_savebed(op); /* bring him home. */ 2309 enter_player_savebed (op); /* bring him home. */
2326 return 0; 2310 return 0;
2327} 2311}
2328 2312
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2313/* 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 2314 * 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 2315 * function will descend into containers. op is the object to start the search
2332 * from. 2316 * from.
2333 */ 2317 */
2318void
2334void remove_unpaid_objects(object *op, object *env) 2319remove_unpaid_objects (object *op, object *env)
2335{ 2320{
2336 object *next;
2337
2338 while (op) { 2321 while (op)
2322 {
2339 next=op->below; /* Make sure we have a good value, in case 2323 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2340 * we remove object 'op' 2324
2341 */
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2325 if (QUERY_FLAG (op, FLAG_UNPAID))
2343 remove_ob(op); 2326 {
2344 op->x = env->x;
2345 op->y = env->y;
2346 if (env->type == PLAYER) 2327 if (env->type == PLAYER)
2347 esrv_del_item(env->contr, op->count); 2328 esrv_del_item (env->contr, op->count);
2348 insert_ob_in_map(op, env->map, NULL,0); 2329
2330 op->insert_at (env);
2349 } 2331 }
2332 else if (op->inv)
2350 else if (op->inv) remove_unpaid_objects(op->inv, env); 2333 remove_unpaid_objects (op->inv, env);
2334
2351 op=next; 2335 op = next;
2352 } 2336 }
2353} 2337}
2354
2355 2338
2356/* 2339/*
2357 * Returns pointer a static string containing gravestone text 2340 * Returns pointer a static string containing gravestone text
2358 * Moved from apply.c to player.c - player.c is what 2341 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the 2342 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better, 2343 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory. 2344 * but there isn't one in the server directory.
2362 */ 2345 */
2346char *
2363char *gravestone_text (object *op) 2347gravestone_text (object *op)
2364{ 2348{
2365 static char buf2[MAX_BUF]; 2349 static char buf2[MAX_BUF];
2366 char buf[MAX_BUF]; 2350 char buf[MAX_BUF];
2367 time_t now = time (NULL); 2351 time_t now = time (NULL);
2368 2352
2369 strcpy (buf2, " R.I.P.\n\n"); 2353 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER) 2354 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2355 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2372 else 2356 else
2373 sprintf (buf, "%s\n", op->name); 2357 sprintf (buf, "%s\n", &op->name);
2358
2374 strncat (buf2, " ", 20 - strlen (buf) / 2); 2359 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2360 strcat (buf2, buf);
2376 if (op->type == PLAYER) 2361 if (op->type == PLAYER)
2377 sprintf (buf, "who was in level %d when killed\n", op->level); 2362 sprintf (buf, "who was in level %d when killed\n", op->level);
2378 else 2363 else
2379 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2364 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2365
2380 strncat (buf2, " ", 20 - strlen (buf) / 2); 2366 strncat (buf2, " ", 20 - strlen (buf) / 2);
2381 strcat (buf2, buf); 2367 strcat (buf2, buf);
2382 if (op->type == PLAYER) { 2368 if (op->type == PLAYER)
2369 {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer); 2370 sprintf (buf, "by %s.\n\n", op->contr->killer);
2384 strncat (buf2, " ", 21 - strlen (buf) / 2); 2371 strncat (buf2, " ", 21 - strlen (buf) / 2);
2385 strcat (buf2, buf); 2372 strcat (buf2, buf);
2386 } 2373 }
2374
2387 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2375 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2); 2376 strncat (buf2, " ", 20 - strlen (buf) / 2);
2389 strcat (buf2, buf); 2377 strcat (buf2, buf);
2378
2390 return buf2; 2379 return buf2;
2391} 2380}
2392 2381
2393 2382void
2394
2395void do_some_living(object *op) { 2383do_some_living (object *op)
2384{
2396 int last_food=op->stats.food; 2385 int last_food = op->stats.food;
2397 int gen_hp, gen_sp, gen_grace; 2386 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace; 2387 int over_hp, over_sp, over_grace;
2399 int i; 2388 int i;
2400 int rate_hp = 1200; 2389 int rate_hp = 1200;
2401 int rate_sp = 2500; 2390 int rate_sp = 2500;
2402 int rate_grace = 2000; 2391 int rate_grace = 2000;
2403 const int max_hp = 1; 2392 const int max_hp = 1;
2404 const int max_sp = 1; 2393 const int max_sp = 1;
2405 const int max_grace = 1; 2394 const int max_grace = 1;
2406 2395
2407 if (op->contr->outputs_sync) { 2396 if (op->contr->hidden)
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2397 {
2409 if (op->contr->outputs[i].buf!=NULL && 2398 op->invisible = 1000;
2410 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2399 /* the socket code flashes the player visible/invisible
2411 flush_output_element(op, &op->contr->outputs[i]); 2400 * depending on the value of invisible, so we need to
2401 * alternate it here for it to work correctly.
2402 */
2403 if (pticks & 2)
2404 op->invisible--;
2412 } 2405 }
2406 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2407 {
2408 if (!op->invisible--)
2409 {
2410 make_visible (op);
2411 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2412 }
2413 }
2413 2414
2414 if(op->contr->state==ST_PLAYING) { 2415 if (op->contr->ns->state == ST_PLAYING)
2415 2416 {
2416 /* these next three if clauses make it possible to SLOW DOWN 2417 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2418 hp/grace/spellpoint regeneration. */
2418 if(op->contr->gen_hp >= 0 ) 2419 if (op->contr->gen_hp >= 0)
2419 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2420 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2420 else { 2421 else
2422 {
2421 gen_hp = op->stats.maxhp; 2423 gen_hp = op->stats.maxhp;
2422 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2424 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2423 } 2425 }
2426
2424 if(op->contr->gen_sp >= 0 ) 2427 if (op->contr->gen_sp >= 0)
2425 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2428 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2426 else { 2429 else
2430 {
2427 gen_sp = op->stats.maxsp; 2431 gen_sp = op->stats.maxsp;
2428 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2432 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2429 } 2433 }
2434
2430 if(op->contr->gen_grace >= 0) 2435 if (op->contr->gen_grace >= 0)
2431 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2436 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2432 else { 2437 else
2438 {
2433 gen_grace = op->stats.maxgrace; 2439 gen_grace = op->stats.maxgrace;
2434 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2440 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2435 } 2441 }
2436 2442
2437 /* Regenerate Spell Points */ 2443 /* Regenerate Spell Points */
2438 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2444 if (!op->contr->golem && --op->last_sp < 0)
2445 {
2439 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2446 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) { 2447 if (op->stats.sp < op->stats.maxsp)
2456 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2448 {
2457 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2458 op->stats.sp--; 2449 op->stats.sp++;
2459 if(op->stats.sp>op->stats.maxsp) 2450 /* dms do not consume food */
2460 op->stats.sp=op->stats.maxsp; 2451 if (!QUERY_FLAG (op, FLAG_WIZ))
2452 {
2453 op->stats.food--;
2454 if (op->contr->digestion < 0)
2455 op->stats.food += op->contr->digestion;
2456 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2457 op->stats.food = last_food;
2461 } 2458 }
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 } 2459 }
2460
2461 if (max_sp > 1)
2462 {
2463 over_sp = (gen_sp + 10) / rate_sp;
2464 if (over_sp > 0)
2465 {
2466 if (op->stats.sp < op->stats.maxsp)
2467 {
2468 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2469
2470 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2471 op->stats.sp--;
2472
2473 if (op->stats.sp > op->stats.maxsp)
2474 op->stats.sp = op->stats.maxsp;
2475 }
2476 op->last_sp = 0;
2477 }
2478 else
2479 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2480 }
2485 } else { 2481 else
2482 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2483 }
2484
2485 /* Regenerate Grace */
2486 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2487 if (--op->last_grace < 0)
2488 {
2489 if (op->stats.grace < op->stats.maxgrace / 2)
2490 op->stats.grace++; /* no penalty in food for regaining grace */
2491
2492 if (max_grace > 1)
2493 {
2494 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2495 if (over_grace > 0)
2496 {
2497 op->stats.sp += over_grace
2498 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2499 op->last_grace = 0;
2500 }
2501 else
2502 {
2503 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2504 }
2505 }
2506 else
2507 {
2486 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2508 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2487 } 2509 }
2488 /* wearing stuff doesn't detract from grace generation. */ 2510 /* wearing stuff doesn't detract from grace generation. */
2489 } 2511 }
2490 2512
2491 /* Regenerate Hit Points */ 2513 /* Regenerate Hit Points */
2492 if(--op->last_heal<0) { 2514 if (--op->last_heal < 0)
2515 {
2493 if(op->stats.hp<op->stats.maxhp) { 2516 if (op->stats.hp < op->stats.maxhp)
2517 {
2494 op->stats.hp++; 2518 op->stats.hp++;
2495 /* dms do not consume food */ 2519 /* dms do not consume food */
2496 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2520 if (!QUERY_FLAG (op, FLAG_WIZ))
2497 op->stats.food--; 2521 {
2522 op->stats.food--;
2498 if(op->contr->digestion<0) 2523 if (op->contr->digestion < 0)
2499 op->stats.food+=op->contr->digestion; 2524 op->stats.food += op->contr->digestion;
2500 else if(op->contr->digestion>0 && 2525 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; 2526 op->stats.food = last_food;
2527 }
2528 }
2529
2530 if (max_hp > 1)
2531 {
2532 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2533 if (over_hp > 0)
2534 {
2535 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2536 op->last_heal = 0;
2537 }
2538 else
2539 {
2540 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2541 }
2542 }
2543 else
2544 {
2545 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2546 }
2503 } 2547 }
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 2548
2519 /* Digestion */ 2549 /* Digestion */
2520 if(--op->last_eat<0) { 2550 if (--op->last_eat < 0)
2521#ifdef COZY_SERVER 2551 {
2522 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2552 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 2553
2530 if(op->contr->gen_hp > 0) 2554 if (op->contr->gen_hp > 0)
2531 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2555 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2532 else 2556 else
2533 op->last_eat=25*(1+bonus)/(penalty +1); 2557 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2558
2534 /* dms do not consume food */ 2559 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2560 if (!QUERY_FLAG (op, FLAG_WIZ))
2536 } 2561 op->stats.food--;
2537 } 2562 }
2538 2563
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2564 if (op->stats.food < 0 && op->stats.hp >= 0)
2565 {
2540 object *tmp, *flesh=NULL; 2566 object *tmp, *flesh = 0;
2541 2567
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2568 for (tmp = op->inv; tmp; tmp = tmp->below)
2569 {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2570 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2571 {
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2572 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2573 {
2545 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2574 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2546 manual_apply(op,tmp,0); 2575 manual_apply (op, tmp, 0);
2547 if(op->stats.food>=0||op->stats.hp<0) 2576 if (op->stats.food >= 0 || op->stats.hp < 0)
2548 break; 2577 break;
2549 } 2578 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2579 else if (tmp->type == FLESH)
2580 flesh = tmp;
2551 } /* End if paid for object */ 2581 } /* End if paid for object */
2552 } /* end of for loop */ 2582 } /* end of for loop */
2583
2553 /* If player is still starving, it means they don't have any food, so 2584 /* If player is still starving, it means they don't have any food, so
2554 * eat flesh instead. 2585 * eat flesh instead.
2555 */ 2586 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2587 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2588 {
2557 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2589 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2558 manual_apply(op,flesh,0); 2590 manual_apply (op, flesh, 0);
2559 } 2591 }
2560 } /* end if player is starving */ 2592 }
2561 2593
2562 while(op->stats.food<0&&op->stats.hp>0) 2594 while (op->stats.food < 0 && op->stats.hp >= 0)
2563 op->stats.food++,op->stats.hp--; 2595 op->stats.food++, op->stats.hp--;
2564 2596
2565 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2597 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2566 kill_player(op); 2598 kill_player (op);
2599 }
2567} 2600}
2568
2569
2570 2601
2571/* If the player should die (lack of hp, food, etc), we call this. 2602/* 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 2603 * 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 2604 * permadeath, no lifesave), this will take care of removing the player
2574 * file. 2605 * file.
2575 */ 2606 */
2607void
2576void kill_player(object *op) 2608kill_player (object *op)
2577{ 2609{
2578 char buf[MAX_BUF]; 2610 char buf[MAX_BUF];
2579 int x,y,i; 2611 int x, y;
2612
2613 //int i;
2580 mapstruct *map; /* this is for resurrection */ 2614 maptile *map; /* this is for resurrection */
2615
2581 int z; 2616 /* int z;
2582 int num_stats_lose; 2617 int num_stats_lose;
2583 int lost_a_stat; 2618 int lost_a_stat;
2584 int lose_this_stat; 2619 int lose_this_stat;
2585 int this_stat; 2620 int this_stat; */
2586 int will_kill_again; 2621 int will_kill_again;
2587 archetype *at; 2622 archetype *at;
2588 object *tmp; 2623 object *tmp;
2589 2624
2590 if(save_life(op)) 2625 if (save_life (op))
2591 return; 2626 return;
2592 2627
2593 2628
2594 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2629 /* 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. 2630 * in cities ONLY!!! It is very important that this doesn't get abused.
2596 * Look at op_on_battleground() for more info --AndreasV 2631 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2632 */
2598 if (op_on_battleground(op, &x, &y)) { 2633 if (op_on_battleground (op, &x, &y))
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2634 {
2600 "You have been defeated in combat!"); 2635 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, 2636 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2602 "Local medics have saved your life..."); 2637
2603
2604 /* restore player */ 2638 /* restore player */
2605 at = find_archetype("poisoning"); 2639 at = archetype::find ("poisoning");
2606 tmp=present_arch_in_ob(at,op); 2640 if (object *tmp = present_arch_in_ob (at, op))
2607 if (tmp) { 2641 {
2608 remove_ob(tmp); 2642 tmp->destroy ();
2609 free_object(tmp);
2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2643 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2644 }
2645
2646 at = archetype::find ("confusion");
2647 if (object *tmp = present_arch_in_ob (at, op))
2611 } 2648 {
2612 2649 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"); 2650 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2619 } 2651 }
2620 2652
2621 cure_disease(op,0); /* remove any disease */ 2653 cure_disease (op, 0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp; 2654 op->stats.hp = op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999; 2655 if (op->stats.food <= 0)
2624 2656 op->stats.food = 999;
2657
2625 /* create a bodypart-trophy to make the winner happy */ 2658 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 2659 if (object *tmp = arch_to_object (archetype::find ("finger")))
2627 if (tmp != NULL)
2628 { 2660 {
2629 sprintf(buf,"%s's finger",op->name); 2661 sprintf (buf, "%s's finger", &op->name);
2630 tmp->name = add_string(buf); 2662 tmp->name = buf;
2631 sprintf(buf," This finger has been cut off %s\n" 2663 sprintf (buf, " This finger has been cut off %s\n"
2632 " the %s, when he was defeated at\n level %d by %s.\n", 2664 " the %s, when he was defeated at\n level %d by %s.\n",
2633 op->name, op->contr->title, (int)(op->level), 2665 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2634 op->contr->killer); 2666 tmp->msg = buf;
2635 tmp->msg=add_string(buf);
2636 tmp->value=0, tmp->material=0, tmp->type=0; 2667 tmp->value = 0, tmp->type = 0;
2637 tmp->materialname = NULL; 2668 tmp->materialname = "organics";
2638 tmp->x = op->x, tmp->y = op->y; 2669 tmp->insert_at (op, tmp);
2639 insert_ob_in_map(tmp,op->map,op,0);
2640 }
2641 2670 }
2671
2642 /* teleport defeated player to new destination*/ 2672 /* teleport defeated player to new destination */
2643 transfer_ob(op, x, y, 0, NULL); 2673 transfer_ob (op, x, y, 0, NULL);
2644 op->contr->braced=0; 2674 op->contr->braced = 0;
2645 return; 2675 return;
2646 } 2676 }
2647 2677
2648 INVOKE_PLAYER (DEATH, op->contr); 2678 INVOKE_PLAYER (DEATH, op->contr);
2649 2679
2650 command_kill_pets (op, 0); 2680 command_kill_pets (op, 0);
2651 2681
2652 if(op->stats.food<0) { 2682 if (op->stats.food < 0)
2653 if (op->contr->explore) { 2683 {
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); 2684 sprintf (buf, "%s starved to death.", &op->name);
2660 strcpy(op->contr->killer,"starvation"); 2685 strcpy (op->contr->killer, "starvation");
2661 } 2686 }
2662 else { 2687 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); 2688 sprintf (buf, "%s died.", &op->name);
2670 } 2689
2671 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2690 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2672 2691
2673 /* save the map location for corpse, gravestone*/ 2692 /* save the map location for corpse, gravestone */
2674 x=op->x;y=op->y;map=op->map; 2693 x = op->x;
2694 y = op->y;
2695 map = op->map;
2675 2696
2676
2677 if (settings.not_permadeth == TRUE) {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 2697 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * life if they are dead - it takes some exp and a random stat. 2698 * 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. 2699 * See the config.h file for a little more in depth detail about this.
2681 */ 2700 */
2682 2701
2683 /* Basically two ways to go - remove a stat permanently, or just 2702 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 2703 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 2704 * of death.
2686 */ 2705 */
2687#ifndef COZY_SERVER 2706#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 2707 if (settings.balanced_stat_loss)
2708 {
2689 /* If stat loss is permanent, lose one stat only. */ 2709 /* If stat loss is permanent, lose one stat only. */
2690 /* Lower level chars don't lose as many stats because they suffer 2710 /* Lower level chars don't lose as many stats because they suffer
2691 more if they do. */ 2711 more if they do. */
2692 /* Higher level characters can afford things such as potions of 2712 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 2713 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 2714 little bit harder. */
2695 /* GD */ 2715 /* GD */
2696 if (settings.stat_loss_on_death) 2716 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; 2717 num_stats_lose = 1;
2702 } 2718 else
2719 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2720 }
2721 else
2722 num_stats_lose = 1;
2723
2703 lost_a_stat = 0; 2724 lost_a_stat = 0;
2704 2725
2705 for (z=0; z<num_stats_lose; z++) { 2726 for (z = 0; z < num_stats_lose; z++)
2727 {
2706 i = RANDOM() % NUM_STATS; 2728 i = RANDOM () % NUM_STATS;
2707 2729
2708 if (settings.stat_loss_on_death) { 2730 if (settings.stat_loss_on_death)
2731 {
2709 /* Pick a random stat and take a point off it. Tell the player 2732 /* Pick a random stat and take a point off it. Tell the player
2710 * what he lost. 2733 * what he lost.
2711 */ 2734 */
2712 change_attr_value(&(op->stats), i,-1); 2735 change_attr_value (&(op->stats), i, -1);
2713 check_stat_bounds(&(op->stats)); 2736 check_stat_bounds (&(op->stats));
2714 change_attr_value(&(op->contr->orig_stats), i,-1); 2737 change_attr_value (&(op->contr->orig_stats), i, -1);
2715 check_stat_bounds(&(op->contr->orig_stats)); 2738 check_stat_bounds (&(op->contr->orig_stats));
2716 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2739 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2717 lost_a_stat = 1; 2740 lost_a_stat = 1;
2718 } else { 2741 }
2742 else
2743 {
2719 /* deplete a stat */ 2744 /* deplete a stat */
2720 archetype *deparch=find_archetype("depletion"); 2745 archetype *deparch = archetype::find ("depletion");
2721 object *dep; 2746 object *dep;
2747
2748 dep = present_arch_in_ob (deparch, op);
2749 if (!dep)
2722 2750 {
2723 dep = present_arch_in_ob(deparch,op);
2724 if(!dep) {
2725 dep = arch_to_object(deparch); 2751 dep = arch_to_object (deparch);
2726 insert_ob_in_ob(dep, op); 2752 insert_ob_in_ob (dep, op);
2727 } 2753 }
2728 lose_this_stat = 1; 2754 lose_this_stat = 1;
2729 if (settings.balanced_stat_loss) { 2755 if (settings.balanced_stat_loss)
2756 {
2730 /* GD */ 2757 /* GD */
2731 /* Get the stat that we're about to deplete. */ 2758 /* Get the stat that we're about to deplete. */
2732 this_stat = get_attr_value(&(dep->stats), i); 2759 this_stat = get_attr_value (&(dep->stats), i);
2733 if (this_stat < 0) { 2760 if (this_stat < 0)
2761 {
2734 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2762 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2735 int keep_chance = this_stat * this_stat; 2763 int keep_chance = this_stat * this_stat;
2764
2736 /* Yes, I am paranoid. Sue me. */ 2765 /* Yes, I am paranoid. Sue me. */
2737 if (keep_chance < 1) 2766 if (keep_chance < 1)
2738 keep_chance = 1; 2767 keep_chance = 1;
2739 2768
2740 /* There is a maximum depletion total per level. */ 2769 /* There is a maximum depletion total per level. */
2741 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2770 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2771 {
2742 lose_this_stat = 0; 2772 lose_this_stat = 0;
2743 /* Take loss chance vs keep chance to see if we 2773 /* Take loss chance vs keep chance to see if we
2744 retain the stat. */ 2774 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 } 2775 }
2754 } 2776 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 */ 2777 {
2764 if (this_stat>=-50) { 2778 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; 2779 lose_this_stat = 0;
2780 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2781 this_stat, keep_chance, loss_chance,
2782 lose_this_stat?"LOSE":"KEEP"); */
2770 } 2783 }
2771 } 2784 }
2772 } 2785 }
2773 } 2786
2774 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 2787 if (lose_this_stat)
2776 { 2788 {
2777 /* determine_god() seems to not work sometimes... why is this? 2789 this_stat = get_attr_value (&(dep->stats), i);
2778 Should I be using something else? GD */ 2790 /* We could try to do something clever like find another
2779 const char *god = determine_god(op); 2791 * stat to reduce if this fails. But chances are, if
2780 if (god && (strcmp(god, "none"))) 2792 * stats have been depleted to -50, all are pretty low
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2793 * and should be roughly the same, so it shouldn't make a
2782 "moment you feel the holy presence of %s protecting" 2794 * difference.
2783 " you.", god); 2795 */
2796 if (this_stat >= -50)
2784 else 2797 {
2785 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2798 change_attr_value (&(dep->stats), i, -1);
2786 " feel a holy presence protecting you."); 2799 SET_FLAG (dep, FLAG_APPLIED);
2800 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2801 op->update_stats ();
2802 lost_a_stat = 1;
2803 }
2787 } 2804 }
2805 }
2806 }
2807 /* If no stat lost, tell the player. */
2808 if (!lost_a_stat)
2809 {
2810 /* determine_god() seems to not work sometimes... why is this?
2811 Should I be using something else? GD */
2812 const char *god = determine_god (op);
2813
2814 if (god && (strcmp (god, "none")))
2815 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2816 else
2817 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2818 }
2819#else
2820 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2788#endif 2821#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 2822
2792 /* Put a gravestone up where the character 'almost' died. List the 2823 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 2824 * exp loss on the stone.
2794 */ 2825 */
2795 tmp=arch_to_object(find_archetype("gravestone")); 2826 tmp = arch_to_object (archetype::find ("gravestone"));
2796 sprintf(buf,"%s's gravestone",op->name); 2827 sprintf (buf, "%s's gravestone", &op->name);
2797 FREE_AND_COPY(tmp->name, buf); 2828 tmp->name = buf;
2798 sprintf(buf,"%s's gravestones",op->name); 2829 sprintf (buf, "%s's gravestones", &op->name);
2799 FREE_AND_COPY(tmp->name_pl, buf); 2830 tmp->name_pl = buf;
2800 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2831 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" 2832 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; 2833 tmp->x = op->x, tmp->y = op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0); 2834 insert_ob_in_map (tmp, op->map, NULL, 0);
2808 2835
2809 /**************************************/ 2836 /**************************************/
2810 /* */ 2837 /* */
2811 /* Subtract the experience points, */ 2838 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */ 2839 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */ 2840 /* food, and reset HP's... */
2814 /* */ 2841 /* */
2815 /**************************************/ 2842 /**************************************/
2816 2843
2817 /* remove any poisoning and confusion the character may be suffering.*/ 2844 /* remove any poisoning and confusion the character may be suffering. */
2818 /* restore player */ 2845 /* restore player */
2819 at = find_archetype("poisoning"); 2846 at = archetype::find ("poisoning");
2820 tmp=present_arch_in_ob(at,op); 2847 tmp = present_arch_in_ob (at, op);
2821 if (tmp) { 2848
2822 remove_ob(tmp); 2849 if (tmp)
2823 free_object(tmp); 2850 {
2851 tmp->destroy ();
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2852 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2825 } 2853 }
2826 2854
2827 at = find_archetype("confusion"); 2855 at = archetype::find ("confusion");
2828 tmp=present_arch_in_ob(at,op); 2856 tmp = present_arch_in_ob (at, op);
2829 if (tmp) { 2857 if (tmp)
2830 remove_ob(tmp); 2858 {
2831 free_object(tmp); 2859 tmp->destroy ();
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2860 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2833 } 2861 }
2862
2834 cure_disease(op,0); /* remove any disease */ 2863 cure_disease (op, 0); /* remove any disease */
2835 2864
2836 /*add_exp(op, (op->stats.exp * -0.20)); */ 2865 /*add_exp(op, (op->stats.exp * -0.20)); */
2837 apply_death_exp_penalty(op); 2866 apply_death_exp_penalty (op);
2838 if(op->stats.food < 100) op->stats.food = 900; 2867 if (op->stats.food < 100)
2868 op->stats.food = 900;
2839 op->stats.hp = op->stats.maxhp; 2869 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2870 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2871 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2842 2872
2843 /* 2873 /*
2844 * Check to see if the player is in a shop. IF so, then check to see if 2874 * 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 2875 * and put them back in the map.
2846 * in the map. 2876 */
2847 */
2848
2849 if (is_in_shop (op))
2850 remove_unpaid_objects(op->inv, op); 2877 remove_unpaid_objects (op->inv, op);
2851 2878
2852 /****************************************/ 2879 /****************************************/
2853 /* */ 2880 /* */
2854 /* Move player to his current respawn- */ 2881 /* Move player to his current respawn- */
2855 /* position (usually last savebed) */ 2882 /* position (usually last savebed) */
2856 /* */ 2883 /* */
2857 /****************************************/ 2884 /****************************************/
2858 2885
2859 enter_player_savebed(op); 2886 enter_player_savebed (op);
2860 2887
2861 /* Save the player before inserting the force to reduce
2862 * chance of abuse.
2863 */
2864 op->contr->braced=0; 2888 op->contr->braced = 0;
2865 save_player(op,1);
2866 2889
2867 /* it is possible that the player has blown something up 2890 /* it is possible that the player has blown something up
2868 * at his savebed location, and that can have long lasting 2891 * at his savebed location, and that can have long lasting
2869 * spell effects. So first see if there is a spell effect 2892 * spell effects. So first see if there is a spell effect
2870 * on the space that might harm the player. 2893 * on the space that might harm the player.
2871 */ 2894 */
2872 will_kill_again=0; 2895 will_kill_again = 0;
2873 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2896 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2874 if (tmp->type ==SPELL_EFFECT) 2897 if (tmp->type == SPELL_EFFECT)
2875 will_kill_again|=tmp->attacktype; 2898 will_kill_again |= tmp->attacktype;
2876 } 2899
2877 if (will_kill_again) { 2900 if (will_kill_again)
2901 {
2878 object *force; 2902 object *force;
2879 int at; 2903 int at;
2880 2904
2881 force=get_archetype(FORCE_NAME); 2905 force = get_archetype (FORCE_NAME);
2882 /* 50 ticks should be enough time for the spell to abate */ 2906 /* 50 ticks should be enough time for the spell to abate */
2883 force->speed=0.1; 2907 force->speed = 0.1f;
2884 force->speed_left=-5.0; 2908 force->speed_left = -5.f;
2885 SET_FLAG(force, FLAG_APPLIED); 2909 SET_FLAG (force, FLAG_APPLIED);
2886 for (at=0; at<NROFATTACKS; at++) { 2910 for (at = 0; at < NROFATTACKS; at++)
2887 if (will_kill_again & (1 << at)) 2911 if (will_kill_again & (1 << at))
2888 force->resist[at] = 100; 2912 force->resist[at] = 100;
2913
2914 insert_ob_in_ob (force, op);
2915 op->update_stats ();
2916
2917 }
2918
2919 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2920}
2921
2922void
2923loot_object (object *op)
2924{ /* Grab and destroy some treasure */
2925 object *tmp, *tmp2, *next;
2926
2927 op->close_container (); /* close open sack first */
2928
2929 for (tmp = op->inv; tmp; tmp = next)
2930 {
2931 next = tmp->below;
2932
2933 if (tmp->invisible)
2934 continue;
2935
2936 tmp->remove ();
2937 tmp->x = op->x, tmp->y = op->y;
2938
2939 if (tmp->type == CONTAINER)
2940 loot_object (tmp); /* empty container to ground */
2941
2942 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2943 {
2944 if (tmp->nrof > 1)
2945 {
2946 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2947 tmp2->destroy ();
2948 insert_ob_in_map (tmp, op->map, NULL, 0);
2889 } 2949 }
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 { 2950 else
2948 delete_character(op->name,1); 2951 tmp->destroy ();
2949 } 2952 }
2950 } 2953 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); 2954 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 } 2955 }
2995} 2956}
2996 2957
2997/* 2958/*
2998 * fix_weight(): Check recursively the weight of all players, and fix 2959 * fix_weight(): Check recursively the weight of all players, and fix
2999 * what needs to be fixed. Refresh windows and fix speed if anything 2960 * what needs to be fixed. Refresh windows and fix speed if anything
3000 * was changed. 2961 * was changed.
3001 */ 2962 */
3002 2963void
3003void fix_weight(void) { 2964fix_weight (void)
3004 player *pl; 2965{
3005 for (pl = first_player; pl != NULL; pl = pl->next) { 2966 for_all_players (pl)
2967 {
3006 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2968 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2969
3007 if(old == sum) 2970 if (old == sum)
3008 continue; 2971 continue;
3009 fix_player(pl->ob); 2972 pl->ob->update_stats ();
3010 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2973 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3011 pl->ob->name, old, sum);
3012 } 2974 }
3013} 2975}
3014 2976
2977void
3015void fix_luck(void) { 2978fix_luck (void)
3016 player *pl; 2979{
3017 for (pl = first_player; pl != NULL; pl = pl->next) 2980 for_all_players (pl)
3018 if (!pl->ob->contr->state) 2981 if (!pl->ob->contr->ns->state)
3019 change_luck(pl->ob, 0); 2982 pl->ob->change_luck (0);
3020} 2983}
3021
3022 2984
3023/* cast_dust() - handles op throwing objects of type 'DUST'. 2985/* cast_dust() - handles op throwing objects of type 'DUST'.
3024 * This is much simpler in the new spell code - we basically 2986 * This is much simpler in the new spell code - we basically
3025 * just treat this as any other spell casting object. 2987 * just treat this as any other spell casting object.
3026 */ 2988 */
3027
3028void 2989void
3029cast_dust (object * op, object * throw_ob, int dir) 2990cast_dust (object *op, object *throw_ob, int dir)
3030{ 2991{
3031 object *skop, *spob; 2992 object *skop, *spob;
3032 2993
3033 skop = find_skill_by_name (op, throw_ob->skill); 2994 skop = find_skill_by_name (op, throw_ob->skill);
3034 2995
3035 /* casting POTION 'dusts' is really a use_magic_item skill */ 2996 /* casting POTION 'dusts' is really a use_magic_item skill */
3036 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2997 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3037 { 2998 {
3038 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2999 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3039 op->name);
3040 return; 3000 return;
3041 } 3001 }
3042 3002
3043 spob = throw_ob->inv; 3003 spob = throw_ob->inv;
3044 3004
3045 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3005 // 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 3006 // not pass NULL to cast_spell (which did indeed check itself, but
3047 // errors should be reported as early as possible IMHO) 3007 // errors should be reported as early as possible IMHO)
3048 if (!spob) 3008 if (!spob)
3049 { 3009 {
3050 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3010 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; 3011 return;
3053 } 3012 }
3054 3013
3055 if (op->type == PLAYER) 3014 if (op->type == PLAYER)
3056 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3015 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3057 3016
3058 cast_spell (op, throw_ob, dir, spob, NULL); 3017 cast_spell (op, throw_ob, dir, spob, NULL);
3059 3018
3060 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3019 throw_ob->destroy ();
3061 remove_ob (throw_ob);
3062 free_object (throw_ob);
3063} 3020}
3064 3021
3022void
3065void make_visible (object *op) { 3023make_visible (object *op)
3024{
3066 op->hide = 0; 3025 op->hide = 0;
3067 op->invisible = 0; 3026 op->invisible = 0;
3068 if(op->type==PLAYER) { 3027 if (op->type == PLAYER)
3028 {
3069 op->contr->tmp_invis = 0; 3029 op->contr->tmp_invis = 0;
3070 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3030 op->contr->invis_race = 0;
3071 } 3031 }
3032
3072 update_object(op,UP_OBJ_FACE); 3033 update_object (op, UP_OBJ_CHANGE);
3073} 3034}
3074 3035
3036int
3075int is_true_undead(object *op) { 3037is_true_undead (object *op)
3076 object *tmp=NULL; 3038{
3077
3078 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3039 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3040 return 1;
3079 3041
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; 3042 return 0;
3085} 3043}
3086 3044
3087/* look at the surrounding terrain to determine 3045/* look at the surrounding terrain to determine
3088 * the hideability of this object. Positive levels 3046 * the hideability of this object. Positive levels
3089 * indicate greater hideability. 3047 * indicate greater hideability.
3090 */ 3048 */
3091 3049
3050int
3092int hideability(object *ob) { 3051hideability (object *ob)
3052{
3093 int i,level=0, mflag; 3053 int i, level = 0, mflag;
3094 sint16 x,y; 3054 sint16 x, y;
3095 3055
3096 if(!ob||!ob->map) return 0; 3056 if (!ob || !ob->map)
3057 return 0;
3097 3058
3098 /* so, on normal lighted maps, its hard to hide */ 3059 /* so, on normal lighted maps, its hard to hide */
3099 level=ob->map->darkness - 2; 3060 level = ob->map->darkness - 2;
3100 3061
3101 /* this also picks up whether the object is glowing. 3062 /* this also picks up whether the object is glowing.
3102 * If you carry a light on a non-dark map, its not 3063 * If you carry a light on a non-dark map, its not
3103 * as bad as carrying a light on a pitch dark map */ 3064 * as bad as carrying a light on a pitch dark map */
3104 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3065 if (has_carried_lights (ob))
3066 level = -(10 + (2 * ob->map->darkness));
3105 3067
3106 /* scan through all nearby squares for terrain to hide in */ 3068 /* 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]) { 3069 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3070 {
3108 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3071 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3109 if (mflag & P_OUT_OF_MAP) { continue; } 3072 if (mflag & P_OUT_OF_MAP)
3073 {
3074 continue;
3075 }
3110 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3076 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3111 level += 2; 3077 level += 2;
3112 else /* open terrain! */ 3078 else /* open terrain! */
3113 level -= 1; 3079 level -= 1;
3114 } 3080 }
3115 3081
3116#if 0 3082#if 0
3117 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3083 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3118#endif 3084#endif
3119 return level; 3085 return level;
3120} 3086}
3121 3087
3122/* For Hidden creatures - a chance of becoming 'unhidden' 3088/* For Hidden creatures - a chance of becoming 'unhidden'
3123 * every time they move - as we subtract off 'invisibility' 3089 * every time they move - as we subtract off 'invisibility'
3124 * AND, for players, if they move into a ridiculously unhideable 3090 * AND, for players, if they move into a ridiculously unhideable
3125 * spot (surrounded by clear terrain in broad daylight). -b.t. 3091 * spot (surrounded by clear terrain in broad daylight). -b.t.
3126 */ 3092 */
3127 3093void
3128void do_hidden_move (object *op) { 3094do_hidden_move (object *op)
3095{
3129 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3096 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3130 object *skop; 3097 object *skop;
3131 3098
3132 if(!op || !op->map) return; 3099 if (!op || !op->map)
3100 return;
3133 3101
3134 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3102 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3135 3103
3136 /* its *extremely* hard to run and sneak/hide at the same time! */ 3104 /* its *extremely* hard to run and sneak/hide at the same time! */
3137 if(op->type==PLAYER && op->contr->run_on) { 3105 if (op->type == PLAYER && op->contr->run_on)
3138 if(!skop || num >= skop->level) { 3106 if (!skop || num >= skop->level)
3107 {
3139 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3108 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); 3109 make_visible (op);
3149 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3110 return;
3150 "You moved out of hiding! You are visible!");
3151 } 3111 }
3112 else
3113 num += 20;
3114
3115 num += op->map->difficulty;
3116 hide = hideability (op); /* modify by terrain hidden level */
3117 num -= hide;
3118
3119 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3120 {
3121 make_visible (op);
3122 if (op->type == PLAYER)
3123 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3124 }
3152 else if (op->type == PLAYER && skop) { 3125 else if (op->type == PLAYER && skop)
3153 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3126 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3154 }
3155} 3127}
3156 3128
3157/* determine if who is standing near a hostile creature. */ 3129/* determine if who is standing near a hostile creature. */
3158 3130
3131int
3159int stand_near_hostile( object *who ) { 3132stand_near_hostile (object *who)
3133{
3160 object *tmp=NULL; 3134 object *tmp = NULL;
3161 int i,friendly=0,player=0, mflags; 3135 int i, friendly = 0, player = 0, mflags;
3162 mapstruct *m; 3136 maptile *m;
3163 sint16 x,y; 3137 sint16 x, y;
3164 3138
3165 if(!who) return 0; 3139 if (!who)
3140 return 0;
3166 3141
3167 if(who->type==PLAYER) player=1; 3142 if (who->type == PLAYER)
3143 player = 1;
3144
3145 else
3168 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3146 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3169 3147
3170 /* search adjacent squares */ 3148 /* search adjacent squares */
3171 for(i=1;i<9;i++) { 3149 for (i = 1; i < 9; i++)
3150 {
3172 x = who->x+freearr_x[i]; 3151 x = who->x + freearr_x[i];
3173 y = who->y+freearr_y[i]; 3152 y = who->y + freearr_y[i];
3174 m = who->map; 3153 m = who->map;
3175 mflags = get_map_flags(m, &m, x, y, &x, &y); 3154 mflags = get_map_flags (m, &m, x, y, &x, &y);
3176 /* space must be blocked if there is a monster. If not 3155 /* space must be blocked if there is a monster. If not
3177 * blocked, don't need to check this space. 3156 * blocked, don't need to check this space.
3178 */ 3157 */
3179 if (mflags & P_OUT_OF_MAP) continue; 3158 if (mflags & P_OUT_OF_MAP)
3159 continue;
3180 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3160 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3181 3161 continue;
3182 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3162
3183 if((player||friendly) 3163 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3164 {
3184 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3165 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3166 return 1;
3167 else if (tmp->type == PLAYER)
3168 {
3169 /*don't let a hidden DM prevent you from hiding */
3170 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3185 return 1; 3171 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 } 3172 }
3192 } 3173 }
3193 } 3174 }
3194 return 0; 3175 return 0;
3195} 3176}
3196 3177
3197/* check the player los field for viewability of the 3178/* check the player los field for viewability of the
3198 * object op. This function works fine for monsters, 3179 * object op. This function works fine for monsters,
3199 * but we dont worry if the object isnt the top one in 3180 * 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. 3187 * for them to differ. Sigh, this fctn could get a bit more complex.
3207 * -b.t. 3188 * -b.t.
3208 * This function is now map tiling safe. 3189 * This function is now map tiling safe.
3209 */ 3190 */
3210 3191
3192int
3211int player_can_view (object *pl,object *op) { 3193player_can_view (object *pl, object *op)
3194{
3212 rv_vector rv; 3195 rv_vector rv;
3213 int dx,dy; 3196 int dx, dy;
3214 3197
3215 if(pl->type!=PLAYER) { 3198 if (pl->type != PLAYER)
3199 {
3216 LOG(llevError,"player_can_view() called for non-player object\n"); 3200 LOG (llevError, "player_can_view() called for non-player object\n");
3217 return -1; 3201 return -1;
3218 } 3202 }
3219 if (!pl || !op) return 0;
3220 3203
3221 if(op->head) { op = op->head; } 3204 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; 3205 return 0;
3206
3207 op = op->head_ ();
3208
3209 get_rangevector (pl, op, &rv, 0x1);
3210
3211 /* starting with the 'head' part, lets loop
3212 * through the object and find if it has any
3213 * part that is in the los array but isnt on
3214 * a blocked los square.
3215 * we use the archetype to figure out offsets.
3216 */
3217 while (op)
3218 {
3219 dx = rv.distance_x + op->arch->x;
3220 dy = rv.distance_y + op->arch->y;
3221
3222 /* only the viewable area the player sees is updated by LOS
3223 * code, so we need to restrict ourselves to that range of values
3224 * for any meaningful values.
3225 */
3226 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3227 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3228 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3229 return 1;
3230 op = op->more;
3231 }
3232 return 0;
3245} 3233}
3246 3234
3247/* routine for both players and monsters. We call this when 3235/* routine for both players and monsters. We call this when
3248 * there is a possibility for our action distrubing our hiding 3236 * there is a possibility for our action distrubing our hiding
3249 * place or invisiblity spell. Artefact invisiblity is not 3237 * place or invisiblity spell. Artefact invisiblity is not
3250 * effected by this. If we arent invisible to begin with, we 3238 * effected by this. If we arent invisible to begin with, we
3251 * return 0. 3239 * return 0.
3252 */ 3240 */
3241int
3253int action_makes_visible (object *op) { 3242action_makes_visible (object *op)
3243{
3254 3244
3255 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3245 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3246 {
3256 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3247 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3257 return 0; 3248 return 0;
3258 3249
3259 if (op->contr && op->contr->tmp_invis == 0) return 0; 3250 if (op->contr && op->contr->tmp_invis == 0)
3251 return 0;
3260 3252
3261 /* If monsters, they should become visible */ 3253 /* If monsters, they should become visible */
3262 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3254 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3255 {
3263 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3256 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3264 return 1; 3257 return 1;
3265 } 3258 }
3266 } 3259 }
3267 return 0; 3260 return 0;
3268} 3261}
3269 3262
3270/* op_on_battleground - checks if the given object op (usually 3263/* op_on_battleground - checks if the given object op (usually
3271 * a player) is standing on a valid battleground-tile, 3264 * a player) is standing on a valid battleground-tile,
3272 * function returns TRUE/FALSE. If true x, y returns the battleground 3265 * function returns TRUE/FALSE. If true x, y returns the battleground
3273 * -exit-coord. (and if x, y not NULL) 3266 * -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 3267 * 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 3268 * 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 3269 * Default is to do the same as before, so only people wanting to have different points need worry about this
3277 */ 3270 */
3271int
3278int op_on_battleground (object *op, int *x, int *y) { 3272op_on_battleground (object *op, int *x, int *y)
3273{
3279 object *tmp; 3274 object *tmp;
3280 3275
3281 /* A battleground-tile needs the following attributes to be valid: 3276 /* 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), 3277 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3283 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3278 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3284 * and the exit-coordinates sp/hp must both be > 0. 3279 * and the exit-coordinates sp/hp must both be > 0.
3285 * => The intention here is to prevent abuse of the battleground- 3280 * => The intention here is to prevent abuse of the battleground-
3286 * feature (like pickable or hidden battleground tiles). */ 3281 * feature (like pickable or hidden battleground tiles). */
3287 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3282 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3283 {
3288 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3284 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3285 {
3289 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3286 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3290 strcmp(tmp->name, "battleground")==0 && 3287 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3291 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3288 {
3292 /*before we assign the exit, check if this is a teambattle*/ 3289 /*before we assign the exit, check if this is a teambattle */
3293 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3290 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3291 {
3294 object *invtmp; 3292 object *invtmp;
3293
3295 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3294 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3296 if(invtmp->type==FORCE && invtmp->slaying && 3295 {
3297 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3296 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3297 {
3298 if (x != NULL && y != NULL) 3298 if (x != NULL && y != NULL)
3299 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3299 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3300 return 1; 3300 return 1;
3301 }
3301 } 3302 }
3302 } 3303 }
3303 }
3304 if (x != NULL && y != NULL) 3304 if (x != NULL && y != NULL)
3305 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3305 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3306 return 1; 3306 return 1;
3307 }
3307 } 3308 }
3308 }
3309 } 3309 }
3310 /* If we got here, did not find a battleground */ 3310 /* If we got here, did not find a battleground */
3311 return 0; 3311 return 0;
3312} 3312}
3313 3313
3314/* 3314/*
3318 * attributes: 3318 * attributes:
3319 * object *who the dragon player 3319 * object *who the dragon player
3320 * int atnr the attack-number of the ability focus 3320 * int atnr the attack-number of the ability focus
3321 * int level ability level 3321 * int level ability level
3322 */ 3322 */
3323void
3323void dragon_ability_gain(object *who, int atnr, int level) { 3324dragon_ability_gain (object *who, int atnr, int level)
3325{
3324 treasurelist *trlist = NULL; /* treasurelist */ 3326 treasurelist *trlist = NULL; /* treasurelist */
3325 treasure *tr; /* treasure */ 3327 treasure *tr; /* treasure */
3326 object *tmp,*skop; /* tmp. object */ 3328 object *tmp, *skop; /* tmp. object */
3327 object *item; /* treasure object */ 3329 object *item; /* treasure object */
3328 char buf[MAX_BUF]; /* tmp. string buffer */ 3330 char buf[MAX_BUF]; /* tmp. string buffer */
3329 int i=0, j=0; 3331 int i = 0, j = 0;
3330 3332
3331 /* get the appropriate treasurelist */ 3333 /* get the appropriate treasurelist */
3332 if (atnr == ATNR_FIRE) 3334 if (atnr == ATNR_FIRE)
3333 trlist = find_treasurelist("dragon_ability_fire"); 3335 trlist = treasurelist::find ("dragon_ability_fire");
3334 else if (atnr == ATNR_COLD) 3336 else if (atnr == ATNR_COLD)
3335 trlist = find_treasurelist("dragon_ability_cold"); 3337 trlist = treasurelist::find ("dragon_ability_cold");
3336 else if (atnr == ATNR_ELECTRICITY) 3338 else if (atnr == ATNR_ELECTRICITY)
3337 trlist = find_treasurelist("dragon_ability_elec"); 3339 trlist = treasurelist::find ("dragon_ability_elec");
3338 else if (atnr == ATNR_POISON) 3340 else if (atnr == ATNR_POISON)
3339 trlist = find_treasurelist("dragon_ability_poison"); 3341 trlist = treasurelist::find ("dragon_ability_poison");
3340 3342
3341 if (trlist == NULL || who->type != PLAYER) 3343 if (trlist == NULL || who->type != PLAYER)
3344 return;
3345
3346 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3347
3348 if (!tr || !tr->item)
3349 {
3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3351 return;
3352 }
3353
3354 /* everything seems okay - now bring on the gift: */
3355 item = tr->item;
3356
3357 if (item->type == SPELL)
3358 {
3359 if (check_spell_known (who, item->name))
3342 return; 3360 return;
3343 3361
3344 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3362 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3345 tr = tr->next, i++); 3363 do_learn_spell (who, item, 0);
3346 3364 return;
3347 if (tr == NULL || tr->item == NULL) { 3365 }
3348 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3366
3367 /* grant direct spell */
3368 if (item->type == SPELLBOOK)
3369 {
3370 if (!item->inv)
3371 {
3372 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3373 return;
3374 }
3375 if (check_spell_known (who, item->inv->name))
3349 return; 3376 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) { 3377 if (item->invisible)
3378 {
3374 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3379 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); 3380 do_learn_spell (who, item->inv, 0);
3376 return; 3381 return;
3377 } 3382 }
3378 } 3383 }
3379 else if (item->type == SKILL_TOOL && item->invisible) { 3384 else if (item->type == SKILL_TOOL && item->invisible)
3385 {
3380 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3386 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3387 {
3381 3388
3382 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3389 /* 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 3390 * 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, 3391 * them. As it is now, if the player has any that match the granted skill,
3385 * but not all of them, he gets nothing. 3392 * but not all of them, he gets nothing.
3386 */ 3393 */
3387 if (!(skop->attacktype & item->attacktype)) { 3394 if (!(skop->attacktype & item->attacktype))
3395 {
3388 /* Give new attacktype */ 3396 /* Give new attacktype */
3389 skop->attacktype |= item->attacktype; 3397 skop->attacktype |= item->attacktype;
3390 3398
3391 /* always add physical if there's none */ 3399 /* always add physical if there's none */
3392 skop->attacktype |= AT_PHYSICAL; 3400 skop->attacktype |= AT_PHYSICAL;
3393 3401
3394 if (item->msg != NULL) 3402 if (item->msg != NULL)
3395 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3403 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3396 3404
3397 /* Give player new face */ 3405 /* Give player new face */
3398 if (item->animation_id) { 3406 if (item->animation_id)
3407 {
3399 who->face = skop->face; 3408 who->face = skop->face;
3400 who->animation_id = item->animation_id; 3409 who->animation_id = item->animation_id;
3401 who->anim_speed = item->anim_speed; 3410 who->anim_speed = item->anim_speed;
3402 who->last_anim = 0; 3411 who->last_anim = 0;
3403 who->state = 0; 3412 who->state = 0;
3404 animate_object(who, who->direction); 3413 animate_object (who, who->direction);
3405 } 3414 }
3406 } 3415 }
3407 } 3416 }
3408 } 3417 }
3409 else if (item->type == FORCE) { 3418 else if (item->type == FORCE)
3419 {
3410 /* forces in the treasurelist can alter the player's stats */ 3420 /* forces in the treasurelist can alter the player's stats */
3411 object *skin; 3421 object *skin;
3422
3412 /* first get the dragon skin force */ 3423 /* first get the dragon skin force */
3413 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3424 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3414 skin=skin->below); 3425 ;
3415 if (skin == NULL) return; 3426
3416 3427 if (!skin)
3428 return;
3429
3417 /* adding new spellpath attunements */ 3430 /* adding new spellpath attunements */
3418 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3431 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3432 {
3419 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3433 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3420 3434
3421 /* print message */ 3435 /* print message */
3422 sprintf(buf, "You feel attuned to "); 3436 sprintf (buf, "You feel attuned to ");
3423 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3437 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3438 {
3424 if(item->path_attuned & (1<<i)) { 3439 if (item->path_attuned & (1 << i))
3440 {
3425 if (j) 3441 if (j)
3426 strcat(buf," and "); 3442 strcat (buf, " and ");
3427 else 3443 else
3428 j = 1; 3444 j = 1;
3429 strcat(buf, spellpathnames[i]); 3445 strcat (buf, spellpathnames[i]);
3430 } 3446 }
3431 } 3447 }
3432 strcat(buf,"."); 3448 strcat (buf, ".");
3433 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3449 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3434 } 3450 }
3435 3451
3436 /* evtl. adding flags: */ 3452 /* evtl. adding flags: */
3437 if(QUERY_FLAG(item, FLAG_XRAYS)) 3453 if (QUERY_FLAG (item, FLAG_XRAYS))
3438 SET_FLAG(skin, FLAG_XRAYS); 3454 SET_FLAG (skin, FLAG_XRAYS);
3439 if(QUERY_FLAG(item, FLAG_STEALTH)) 3455 if (QUERY_FLAG (item, FLAG_STEALTH))
3440 SET_FLAG(skin, FLAG_STEALTH); 3456 SET_FLAG (skin, FLAG_STEALTH);
3441 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3457 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3442 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3458 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3443 3459
3444 /* print message if there is one */ 3460 /* print message if there is one */
3445 if (item->msg != NULL) 3461 if (item->msg != NULL)
3446 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3462 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3463 }
3464 else
3447 } 3465 {
3448 else {
3449 /* generate misc. treasure */ 3466 /* generate misc. treasure */
3450 tmp = arch_to_object (tr->item); 3467 tmp = arch_to_object (tr->item);
3451 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3468 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); 3469 tmp = insert_ob_in_ob (tmp, who);
3453 if (who->type == PLAYER) 3470 if (who->type == PLAYER)
3454 esrv_send_item(who, tmp); 3471 esrv_send_item (who, tmp);
3455 } 3472 }
3456} 3473}
3457 3474
3458/** 3475/**
3459 * Unready an object for a player. This function does nothing if the object was 3476 * Unready an object for a player. This function does nothing if the object was
3460 * not readied. 3477 * not readied.
3461 */ 3478 */
3479void
3462void player_unready_range_ob(player *pl, object *ob) { 3480player_unready_range_ob (player *pl, object *ob)
3463 rangetype i; 3481{
3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3464 3484
3465 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3485 if (pl->combat_ob == ob)
3466 if (pl->ranges[i] == ob) { 3486 pl->combat_ob = 0;
3467 pl->ranges[i] = NULL; 3487
3468 if (pl->shoottype == i) { 3488 if (pl->ranged_ob == ob)
3469 pl->shoottype = range_none; 3489 pl->ranged_ob = 0;
3470 }
3471 }
3472 }
3473} 3490}
3491
3492sint8
3493player::visibility_at (maptile *map, int x, int y) const
3494{
3495 if (!ns)
3496 return 0;
3497
3498 int dx, dy;
3499 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3500 return 0;
3501
3502 x += dx - ns->current_x + ns->mapx / 2;
3503 y += dy - ns->current_y + ns->mapy / 2;
3504
3505 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3506 return 0;
3507
3508 return 100 - blocked_los [x][y];
3509}

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