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

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