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Comparing deliantra/server/server/player.C (file contents):
Revision 1.6 by root, Sat Aug 26 23:36:34 2006 UTC vs.
Revision 1.165 by root, Mon Aug 27 05:10:51 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 1.6 2006/08/26 23:36:34 root 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 (ob)
172 290 {
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 291 ob->close_container (); //TODO: client-specific
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 292 ob->drop_unpaid_items ();
175 "INFORMATION: %s\n%s\n", 293 }
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179}
180 294
181int playername_ok(const char *cp) { 295 if (ns)
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1;
189}
190
191/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map.
194 */
195
196/* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 player *tmp;
208
209 p = (player *) malloc(sizeof(player));
210 if(p==NULL)
211 fatal(OUT_OF_MEMORY);
212
213 /* This adds the player in the linked list. There is extra
214 * complexity here because we want to add the new player at the
215 * end of the list - there is in fact no compelling reason that
216 * that needs to be done except for things like output of
217 * 'who'.
218 */
219 tmp=first_player;
220 while(tmp!=NULL&&tmp->next!=NULL)
221 tmp=tmp->next;
222 if(tmp!=NULL)
223 tmp->next=p;
224 else
225 first_player=p;
226
227 p->next = NULL;
228 } 296 {
297 if (active)
298 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
229 299
230 /* Clears basically the entire player structure except 300 INVOKE_PLAYER (DISCONNECT, this);
231 * for next and socket.
232 */
233 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
234 301
302 ns->reset_stats ();
303 ns->pl = 0;
304 ns = 0;
305 }
306
307 observe = ob;
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{
235 /* There are some elements we want initialized to non zero value - 335 /* There are some elements we want initialised to non zero value -
236 * we deal with that below this point. 336 * we deal with that below this point.
237 */ 337 */
238 p->party=NULL; 338 outputs_sync = 4;
239 p->outputs_sync=16; /* Every 2 seconds */ 339 outputs_count = 4;
240 p->outputs_count=1; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 340 unapply = unapply_nochoice;
242 p->Swap_First = -1;
243 341
244#ifdef AUTOSAVE 342 savebed_map = first_map_path; /* Init. respawn position */
245 p->last_save_tick = 9999999; 343
246#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)
247 364 {
248 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 365 ob->destroy_inv (false);
366 ob->destroy ();
249 367 }
250 op->contr=p; /* this aren't yet in archetype */
251 p->ob = op;
252 op->speed_left=0.5;
253 op->speed=1.0;
254 op->direction=5; /* So player faces south */
255 op->stats.wc=2;
256 op->run_away = 25; /* Then we panick... */
257 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
258 368
259 roll_stats(op); 369 ob = observe = 0;
260 p->state=ST_ROLL_STAT;
261 clear_los(op);
262
263 p->gen_sp_armour=10;
264 p->last_speed= -1;
265 p->shoottype=range_none;
266 p->bowtype=bow_normal;
267 p->petmode=pet_normal;
268 p->listening=10;
269 p->usekeys=containers;
270 p->last_weapon_sp= -1;
271 p->peaceful=1; /* default peaceful */
272 p->do_los=1;
273 p->explore=0;
274 p->no_shout=0; /* default can shout */
275
276 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
277 p->title[sizeof(p->title)-1] = '\0';
278 op->race = add_string (op->arch->clone.race);
279
280 CLEAR_FLAG(op,FLAG_READY_SKILL);
281
282 /* we need to clear these to -1 and not zero - otherwise,
283 * if a player quits and starts a new character, we wont
284 * send new values to the client, as things like exp start
285 * at zero.
286 */
287 for (i=0; i < NUM_SKILLS; i++) {
288 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL;
290 }
291 for (i=0; i < NROFATTACKS; i++) {
292 p->last_resist[i] = -1;
293 }
294 p->last_stats.exp = -1;
295 p->last_weight = (uint32)-1;
296
297 p->socket.update_look=0;
298 p->socket.look_position=0;
299 return p;
300} 370}
301 371
302 372player::~player ()
303/* This loads the first map an puts the player on it. */
304static void set_first_map(object *op)
305{ 373{
306 strcpy(op->contr->maplevel, first_map_path); 374 /* Clear item stack */
307 op->x = -1; 375 free (stack_items);
308 op->y = -1;
309 enter_exit(op, NULL);
310} 376}
311 377
312/* Tries to add player on the connection passwd in ns. 378/* Tries to add player on the connection passed in ns.
313 * 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
314 * mode. 380 * mode.
315 */ 381 */
382player *
383player::create ()
384{
385 player *pl = new player;
316 386
317int add_player(NewSocket *ns) { 387 pl->set_object (arch_to_object (get_player_archetype (0)));
318 player *p;
319 388
320 p=get_player(NULL); 389 pl->ob->roll_stats ();
321 p->socket = *ns; 390 pl->ob->stats.wc = 2;
322 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... */
323 if(p->socket.faces_sent == NULL) 392
324 fatal(OUT_OF_MEMORY);
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
326 /* Needed because the socket we just copied over needs to be cleared.
327 * Note that this can result in a client reset if there is partial data
328 * on the uncoming socket.
329 */
330 p->socket.inbuf.len = 0;
331 set_first_map(p->ob); 393 set_first_map (pl->ob);
332 394
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
334 add_friendly_object(p->ob);
335 send_rules(p->ob);
336 send_news(p->ob);
337 display_motd(p->ob);
338 get_name(p->ob);
339 return 0; 395 return pl;
340} 396}
341 397
342/* 398/*
343 * get_player_archetype() return next player archetype from archetype 399 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 400 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
346 */ 402 */
403archetype *
347archetype *get_player_archetype(archetype* at) 404get_player_archetype (archetype *at)
348{ 405{
349 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
407
350 for (;;) { 408 for (;;)
351 if (at==NULL || at->next==NULL)
352 at=first_archetype;
353 else
354 at=at->next;
355 if(at->clone.type==PLAYER)
356 return at;
357 if (at == start) {
358 LOG (llevError, "No Player archetypes\n");
359 exit (-1);
360 }
361 } 409 {
362} 410 if (++i == archetypes.end ())
411 i = archetypes.begin ();
412 else if (*i == at)
413 cleanup ("not a single player archetype found");
363 414
415 if ((*i)->type == PLAYER)
416 return *i;
417 }
418}
364 419
420object *
365object *get_nearest_player(object *mon) { 421get_nearest_player (object *mon)
422{
366 object *op = NULL; 423 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 424 objectlink *ol;
369 unsigned lastdist; 425 unsigned lastdist;
370 rv_vector rv; 426 rv_vector rv;
371 427
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
373 /* We should not find free objects on this friendly list, but it 429 {
374 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop.
377 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
379 object *tmp=ol->ob;
380
381 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared.
383 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
385 ol = ol->next;
386 remove_friendly_object(tmp);
387 if (!ol) return op;
388 }
389
390 /* Remove special check for player from this. First, it looks to cause
391 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case -
393 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this
396 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 430 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 431 continue;
399 432
400 if(lastdist>rv.distance) {
401 op=ol->ob;
402 lastdist=rv.distance;
403 }
404 }
405 for (pl=first_player; pl != NULL; pl=pl->next) {
406 if (can_detect_enemy(mon, pl->ob,&rv)) {
407
408 if(lastdist>rv.distance) { 433 if (lastdist > rv.distance)
409 op=pl->ob; 434 {
435 op = ol->ob;
410 lastdist=rv.distance; 436 lastdist = rv.distance;
437 }
411 } 438 }
412 } 439
413 } 440 for_all_players (pl)
441 if (can_detect_enemy (mon, pl->ob, &rv))
442 if (lastdist > rv.distance)
443 {
444 op = pl->ob;
445 lastdist = rv.distance;
446 }
447
414#if 0 448#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 449 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 450#endif
417 return op; 451 return op;
418} 452}
419 453
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 454/* I believe this can safely go to 2, 3 is questionable, 4 will likely
421 * result in a monster paths backtracking. It basically determines how large a 455 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 456 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 470 * circling behaviour. Unfortunately, this function is also used to determined
437 * if the creature should cast a spell, so returning a direction in that case 471 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 472 * is probably not a good thing.
439 */ 473 */
440#define MAX_SPACES 50 474#define MAX_SPACES 50
441
442 475
443/* 476/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 477 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * modified to verify there is a path to the player. Does this by stepping towards 478 * modified to verify there is a path to the player. Does this by stepping towards
446 * player and if path is blocked then see if blockage is close enough to player that 479 * player and if path is blocked then see if blockage is close enough to player that
459 * monster can in fact move one space in that direction. 492 * monster can in fact move one space in that direction.
460 * 3) I'm not sure how good this code will be for moving multipart monsters, 493 * 3) I'm not sure how good this code will be for moving multipart monsters,
461 * since only simple checks to blocked are being called, which could mean the monster 494 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 495 * is blocking itself.
463 */ 496 */
497int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 498path_to_player (object *mon, object *pl, unsigned mindiff)
499{
465 rv_vector rv; 500 rv_vector rv;
466 sint16 x,y; 501 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 502 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 503 maptile *m, *lastmap;
469 504
470 get_rangevector(mon, pl, &rv, 0); 505 get_rangevector (mon, pl, &rv, 0);
471 506
472 if (rv.distance<mindiff) return 0; 507 if (rv.distance < mindiff)
473
474 x=mon->x;
475 y=mon->y;
476 m=mon->map;
477 dir = rv.direction;
478 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
479 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
480 /* If we can't solve it within the search distance, return now. */
481 if (diff>max) return 0;
482 while (diff >1 && max>0) {
483 lastx = x;
484 lasty = y;
485 lastmap = m;
486 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir];
488
489 mflags = get_map_flags(m, &m, x, y, &x, &y);
490 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
491
492 /* Space is blocked - try changing direction a little */
493 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
494 && (m == mon->map && blocked_link(mon, m, x, y)))) {
495 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before.
497 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) {
500 /* OK - says direction should be different - lets reset the
501 * the values so it will try again.
502 */
503 x = lastx;
504 y = lasty;
505 m = lastmap;
506 dir = firstdir = rv.direction;
507 } else {
508 /* direct path is blocked - try taking a side step to
509 * either the left or right.
510 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting
513 * too big (3 or maybe 4 or higher) as the monster may just try
514 * stepping back and forth
515 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
517 if (i==0) continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in
520 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north,
524 * can't do that, but now finds it can move east, and
525 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully
527 * moved.
528 */
529
530 x = lastx + freearr_x[absdir(lastdir+i)];
531 y = lasty + freearr_y[absdir(lastdir+i)];
532 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
537 if (mflags & P_BLOCKSVIEW) continue;
538
539 if (m == mon->map && blocked_link(mon, m, x, y)) break;
540 }
541 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path.
543 */
544 if (i==(DETOUR_AMOUNT+1))
545 return 0;
546 diff--;
547 lastdir=dir;
548 max--;
549 if (!firstdir) firstdir = dir+i;
550 } /* else check alternate directions */
551 } /* if blocked */
552 else {
553 /* we moved towards creature, so diff is less */
554 diff--;
555 max--;
556 lastdir=dir;
557 if (!firstdir) firstdir = dir;
558 }
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance.
562 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
564 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
565 }
566 if (diff>max) return 0;
567 }
568 /* If we reached the max, didn't find a direction in time */
569 if (!max) return 0;
570
571 return firstdir;
572}
573
574void give_initial_items(object *pl,treasurelist *items) {
575 object *op,*next=NULL;
576
577 if(pl->randomitems!=NULL)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
579
580 for (op=pl->inv; op; op=next) {
581 next = op->below;
582
583 /* Forces get applied per default, unless they have the
584 * flag "neutral" set. Sorry but I can't think of a better way
585 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED);
588
589 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions
591 */
592 if (pl->type == PLAYER) {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
594 (op->type == ARMOUR || op->type == BOOTS ||
595 op->type == CLOAK || op->type == HELMET ||
596 op->type == SHIELD || op->type == GLOVES ||
597 op->type == BRACERS || op->type == GIRDLE)) ||
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
599 remove_ob (op);
600 free_object (op);
601 continue;
602 }
603 }
604
605 /* This really needs to be better - we should really give
606 * a substitute spellbook. The problem is that we don't really
607 * have a good idea what to replace it with (need something like
608 * a first level treasurelist for each skill.)
609 * remove duplicate skills also
610 */
611 if(op->type==SPELLBOOK || op->type == SKILL) {
612 object *tmp;
613
614 for (tmp=op->below; tmp; tmp=tmp->below)
615 if (tmp->type == op->type && tmp->name == op->name) break;
616
617 if (tmp) {
618 remove_ob(op);
619 free_object(op);
620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 tmp->name);
622 continue;
623 }
624 if (op->nrof > 1) op->nrof = 1;
625 }
626
627 if (op->type == SPELLBOOK && op->inv) {
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
629 }
630
631 /* Give starting characters identified, uncursed, and undamned
632 * items. Just don't identify gold or silver, or it won't be
633 * merged properly.
634 */
635 if (need_identify(op)) {
636 SET_FLAG(op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED);
639 }
640 if(op->type==SPELL) {
641 remove_ob(op);
642 free_object(op);
643 continue;
644 }
645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0;
648 op->level = 1;
649 }
650 /* lock all 'normal items by default */
651 else SET_FLAG(op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */
653
654 /* Need to set up the skill pointers */
655 link_player_skills(pl);
656}
657
658void get_name(object *op) {
659 op->contr->write_buf[0]='\0';
660 op->contr->state=ST_GET_NAME;
661 send_query(&op->contr->socket,0,"What is your name?\n:");
662}
663
664void get_password(object *op) {
665 op->contr->write_buf[0]='\0';
666 op->contr->state=ST_GET_PASSWORD;
667 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
668}
669
670void play_again(object *op)
671{
672 op->contr->state=ST_PLAY_AGAIN;
673 op->chosen_skill = NULL;
674 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
675 /* a bit of a hack, but there are various places early in th
676 * player creation process that a user can quit (eg, roll
677 * stats) that isn't removing the player. Taking a quick
678 * look, there are many places that call play_again without
679 * removing the player - it probably makes more sense
680 * to leave it to play_again to remove the object in all
681 * cases.
682 */
683 if (!QUERY_FLAG(op, FLAG_REMOVED))
684 remove_ob(op);
685 /* Need to set this to null - otherwise, it could point to garbage,
686 * and draw() doesn't check to see if the player is removed, only if
687 * the map is null or not swapped out.
688 */
689 op->map = NULL;
690}
691
692
693int receive_play_again(object *op, char key)
694{
695 if(key=='q'||key=='Q') {
696 remove_friendly_object(op);
697 leave(op->contr,0); /* ericserver will draw the message */
698 return 2;
699 }
700 else if(key=='a'||key=='A') {
701 player *pl = op->contr;
702 const char *name = op->name;
703
704 add_refcount(name);
705 remove_friendly_object(op);
706 free_object(op);
707 pl = get_player(pl);
708 op = pl->ob;
709 add_friendly_object(op);
710 op->contr->password[0]='~';
711 FREE_AND_CLEAR_STR(op->name);
712 FREE_AND_CLEAR_STR(op->name_pl);
713
714 /* Lets put a space in here */
715 new_draw_info(NDI_UNIQUE, 0, op, "\n");
716 get_name(op);
717 op->name = name; /* Alrady added a refcount above */
718 op->name_pl = add_string(name);
719 set_first_map(op);
720 } else {
721 /* user pressed something else so just ask again... */
722 play_again(op);
723 }
724 return 0; 508 return 0;
725}
726 509
727void confirm_password(object *op) { 510 x = mon->x;
511 y = mon->y;
512 m = mon->map;
513 dir = rv.direction;
514 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
515 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
728 516
729 op->contr->write_buf[0]='\0'; 517 /* If we can't solve it within the search distance, return now. */
730 op->contr->state=ST_CONFIRM_PASSWORD; 518 if (diff > max)
731 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 519 return 0;
732}
733 520
521 while (diff > 1 && max > 0)
522 {
523 lastx = x;
524 lasty = y;
525 lastmap = m;
526 x = lastx + freearr_x[dir];
527 y = lasty + freearr_y[dir];
528
529 mflags = get_map_flags (m, &m, x, y, &x, &y);
530 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
531
532 /* Space is blocked - try changing direction a little */
533 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
534 && (m == mon->map && blocked_link (mon, m, x, y))))
535 {
536 /* recalculate direction from last good location. Possible
537 * we were not traversing ideal location before.
538 */
539 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
540 if (rv.direction != dir)
541 {
542 /* OK - says direction should be different - lets reset the
543 * the values so it will try again.
544 */
545 x = lastx;
546 y = lasty;
547 m = lastmap;
548 dir = firstdir = rv.direction;
549 }
550 else
551 {
552 /* direct path is blocked - try taking a side step to
553 * either the left or right.
554 * Note increase the values in the loop below to be
555 * more than -1/1 respectively will mean the monster takes
556 * bigger detour. Have to be careful about these values getting
557 * too big (3 or maybe 4 or higher) as the monster may just try
558 * stepping back and forth
559 */
560 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
561 {
562 if (i == 0)
563 continue; /* already did this, so skip it */
564 /* Use lastdir here - otherwise,
565 * since the direction that the creature should move in
566 * may change, you could get infinite loops.
567 * ie, player is northwest, but monster can only
568 * move west, so it does that. It goes some distance,
569 * gets blocked, finds that it should move north,
570 * can't do that, but now finds it can move east, and
571 * gets back to its original point. lastdir contains
572 * the last direction the creature has successfully
573 * moved.
574 */
575
576 x = lastx + freearr_x[absdir (lastdir + i)];
577 y = lasty + freearr_y[absdir (lastdir + i)];
578 m = lastmap;
579 mflags = get_map_flags (m, &m, x, y, &x, &y);
580 if (mflags & P_OUT_OF_MAP)
581 continue;
582 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
583 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
584 continue;
585 if (mflags & P_BLOCKSVIEW)
586 continue;
587
588 if (m == mon->map && blocked_link (mon, m, x, y))
589 break;
590 }
591 /* go through entire loop without finding a valid
592 * sidestep to take - thus, no valid path.
593 */
594 if (i == (DETOUR_AMOUNT + 1))
595 return 0;
596 diff--;
597 lastdir = dir;
598 max--;
599 if (!firstdir)
600 firstdir = dir + i;
601 } /* else check alternate directions */
602 } /* if blocked */
603 else
604 {
605 /* we moved towards creature, so diff is less */
606 diff--;
607 max--;
608 lastdir = dir;
609 if (!firstdir)
610 firstdir = dir;
611 }
612
613 if (diff <= 1)
614 {
615 /* Recalculate diff (distance) because we may not have actually
616 * headed toward player for entire distance.
617 */
618 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
619 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
620 }
621
622 if (diff > max)
623 return 0;
624 }
625
626 /* If we reached the max, didn't find a direction in time */
627 if (!max)
628 return 0;
629
630 return firstdir;
631}
632
633void
634give_initial_items (object *pl, treasurelist * items)
635{
636 object *op, *next = NULL;
637
638 if (pl->randomitems != NULL)
639 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
640
641 for (op = pl->inv; op; op = next)
642 {
643 next = op->below;
644
645 /* Forces get applied per default, unless they have the
646 * flag "neutral" set. Sorry but I can't think of a better way
647 */
648 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
649 SET_FLAG (op, FLAG_APPLIED);
650
651 /* we never give weapons/armour if these cannot be used
652 * by this player due to race restrictions
653 */
654 if (pl->type == PLAYER)
655 {
656 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
657 (op->type == ARMOUR || op->type == BOOTS ||
658 op->type == CLOAK || op->type == HELMET ||
659 op->type == SHIELD || op->type == GLOVES ||
660 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
661 {
662 op->destroy ();
663 continue;
664 }
665 }
666
667 /* This really needs to be better - we should really give
668 * a substitute spellbook. The problem is that we don't really
669 * have a good idea what to replace it with (need something like
670 * a first level treasurelist for each skill.)
671 * remove duplicate skills also
672 */
673 if (op->type == SPELLBOOK || op->type == SKILL)
674 {
675 object *tmp;
676
677 for (tmp = op->below; tmp; tmp = tmp->below)
678 if (tmp->type == op->type && tmp->name == op->name)
679 break;
680
681 if (tmp)
682 {
683 op->destroy ();
684 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
685 continue;
686 }
687
688 if (op->nrof > 1)
689 op->nrof = 1;
690 }
691
692 if (op->type == SPELLBOOK && op->inv)
693 {
694 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
695 }
696
697 /* Give starting characters identified, uncursed, and undamned
698 * items. Just don't identify gold or silver, or it won't be
699 * merged properly.
700 */
701 if (need_identify (op))
702 {
703 SET_FLAG (op, FLAG_IDENTIFIED);
704 CLEAR_FLAG (op, FLAG_CURSED);
705 CLEAR_FLAG (op, FLAG_DAMNED);
706 }
707 if (op->type == SPELL)
708 {
709 op->destroy ();
710 continue;
711 }
712 else if (op->type == SKILL)
713 {
714 SET_FLAG (op, FLAG_CAN_USE_SKILL);
715 op->stats.exp = 0;
716 op->level = 1;
717 }
718 /* lock all 'normal items by default */
719 else
720 SET_FLAG (op, FLAG_INV_LOCKED);
721 } /* for loop of objects in player inv */
722
723 /* Need to set up the skill pointers */
724 link_player_skills (pl);
725}
726
727void
734void get_party_password(object *op, partylist *party) { 728get_party_password (object *op, partylist *party)
729{
735 if (party == NULL) { 730 if (party == NULL)
731 {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 732 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
737 return; 733 return;
738 } 734 }
735
739 op->contr->write_buf[0]='\0'; 736 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 737 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 738 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 739 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743} 740}
744
745 741
746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 742/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
743static int
747int roll_stat(void) { 744roll_stat (void)
745{
748 int a[4],i,j,k; 746 int a[4], i, j, k;
749 747
750 for(i=0;i<4;i++) 748 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 749 a[i] = (int) rndm (6) + 1;
752 750
753 for(i=0,j=0,k=7;i<4;i++) 751 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 752 if (a[i] < k)
755 k=a[i],j=i; 753 k = a[i], j = i;
756 754
757 for(i=0,k=0;i<4;i++) { 755 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j) 756 if (i != j)
759 k+=a[i]; 757 k += a[i];
760 } 758
761 return k; 759 return k;
762} 760}
763 761
764void roll_stats(object *op) { 762void
763object::roll_stats ()
764{
765 int statsort [NUM_STATS];
766
767 for (;;)
768 {
765 int sum=0; 769 int sum = 0;
766 int i = 0, j = 0; 770 for (int i = NUM_STATS; i--; )
767 int statsort[7]; 771 sum += statsort [i] = roll_stat ();
768 772
769 do { 773 if (sum >= 82 && sum <= 116)
770 op->stats.Str=roll_stat(); 774 break;
771 op->stats.Dex=roll_stat(); 775 }
772 op->stats.Int=roll_stat();
773 op->stats.Con=roll_stat();
774 op->stats.Wis=roll_stat();
775 op->stats.Pow=roll_stat();
776 op->stats.Cha=roll_stat();
777 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
778 op->stats.Con+op->stats.Wis+op->stats.Pow+
779 op->stats.Cha;
780 } while(sum<82||sum>116);
781 776
782 /* Sort the stats so that rerolling is easier... */ 777 // Sort the stats so that rerolling is easier...
783 statsort[0] = op->stats.Str; 778 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
784 statsort[1] = op->stats.Dex;
785 statsort[2] = op->stats.Int;
786 statsort[3] = op->stats.Con;
787 statsort[4] = op->stats.Wis;
788 statsort[5] = op->stats.Pow;
789 statsort[6] = op->stats.Cha;
790 779
791 /* a quick and dirty bubblesort? */ 780 for (int i = 0; i < NUM_STATS; ++i)
792 do {
793 if (statsort[i] < statsort[i + 1]) {
794 j = statsort[i];
795 statsort[i] = statsort[i + 1];
796 statsort[i + 1] = j;
797 i = 0;
798 } else {
799 i++;
800 }
801 } while (i < 6);
802
803 op->stats.Str = statsort[0]; 781 stats.stat (i) = statsort [i];
804 op->stats.Dex = statsort[1];
805 op->stats.Con = statsort[2];
806 op->stats.Int = statsort[3];
807 op->stats.Wis = statsort[4];
808 op->stats.Pow = statsort[5];
809 op->stats.Cha = statsort[6];
810 782
811
812 op->contr->orig_stats.Str=op->stats.Str;
813 op->contr->orig_stats.Dex=op->stats.Dex;
814 op->contr->orig_stats.Int=op->stats.Int;
815 op->contr->orig_stats.Con=op->stats.Con;
816 op->contr->orig_stats.Wis=op->stats.Wis;
817 op->contr->orig_stats.Pow=op->stats.Pow;
818 op->contr->orig_stats.Cha=op->stats.Cha;
819
820 op->level=1;
821 op->stats.exp=0; 783 stats.exp = 0;
822 op->stats.ac=0; 784 stats.ac = 0;
823 785
786 stats.hp = stats.maxhp;
787 stats.sp = stats.maxsp;
788 stats.grace = stats.maxgrace;
789
790 if (contr)
791 {
824 op->contr->levhp[1] = 9; 792 contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 793 contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 794 contr->levgrace[1] = 3;
827 795
828 fix_player(op); 796 contr->orig_stats = stats;
797 }
798}
799
800void
801object::swap_stats (int a, int b)
802{
803 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
804
805 for (int i = 0; i < NUM_STATS; ++i)
806 stats.stat (i) = contr->orig_stats.stat (i);
807
808 //TODO: the following code looks so borked and should, at the very least,
809 // be merged with the similar code in roll_stats
810 stats.ac = 0;
811
812 level = 1;
813 stats.exp = 0;
814 stats.ac = 0;
815
829 op->stats.hp = op->stats.maxhp; 816 stats.hp = stats.maxhp;
830 op->stats.sp = op->stats.maxsp; 817 stats.sp = stats.maxsp;
831 op->stats.grace = op->stats.maxgrace; 818 stats.grace = stats.maxgrace;
819
820 if (contr)
821 {
822 contr->levhp[1] = 9;
823 contr->levsp[1] = 6;
824 contr->levgrace[1] = 3;
825
832 op->contr->orig_stats=op->stats; 826 contr->orig_stats = stats;
827 }
833} 828}
834 829
835void Roll_Again(object *op) 830static void
831start_info (object *op)
836{ 832{
837 esrv_new_player(op->contr, 0);
838 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)? ");
839}
840
841void Swap_Stat(object *op,int Swap_Second)
842{
843 signed char tmp;
844 char buf[MAX_BUF]; 833 char buf[MAX_BUF];
845 834
846 if ( op->contr->Swap_First == -1 ) { 835 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
847 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
848 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
849 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
850 return;
851 }
852
853 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
854
855 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
856 get_attr_value(&op->contr->orig_stats, Swap_Second));
857
858 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
859
860 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
861 new_draw_info(NDI_UNIQUE, 0,op, buf); 836 new_draw_info (NDI_UNIQUE, 0, op, buf);
862 op->stats.Str = op->contr->orig_stats.Str; 837 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
863 op->stats.Dex = op->contr->orig_stats.Dex;
864 op->stats.Con = op->contr->orig_stats.Con;
865 op->stats.Int = op->contr->orig_stats.Int;
866 op->stats.Wis = op->contr->orig_stats.Wis;
867 op->stats.Pow = op->contr->orig_stats.Pow;
868 op->stats.Cha = op->contr->orig_stats.Cha;
869 op->stats.ac=0;
870
871 op->level=1;
872 op->stats.exp=0;
873 op->stats.ac=0;
874
875 op->contr->levhp[1] = 9;
876 op->contr->levsp[1] = 6;
877 op->contr->levgrace[1] = 3;
878
879 fix_player(op);
880 op->stats.hp = op->stats.maxhp;
881 op->stats.sp = op->stats.maxsp;
882 op->stats.grace = op->stats.maxgrace;
883 op->contr->orig_stats=op->stats;
884 op->contr->Swap_First=-1;
885}
886
887
888/* This code has been greatly reduced, because with set_attr_value
889 * and get_attr_value, the stats can be accessed just numeric
890 * ids. stat_trans is a table that translate the number entered
891 * into the actual stat. It is needed because the order the stats
892 * are displayed in the stat window is not the same as how
893 * the number's access that stat. The table does that translation.
894 */
895int key_roll_stat(object *op, char key)
896{
897 int keynum = key -'0';
898 char buf[MAX_BUF];
899 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
900
901 if (keynum>0 && keynum<=7) {
902 if (op->contr->Swap_First==-1) {
903 op->contr->Swap_First=stat_trans[keynum];
904 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
905 new_draw_info(NDI_UNIQUE, 0,op,buf); 838 //new_draw_info (NDI_UNIQUE, 0, op, " ");
906 }
907 else
908 Swap_Stat(op,stat_trans[keynum]);
909
910 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
911 return 1;
912 }
913 switch (key) {
914 case 'n':
915 case 'N': {
916 SET_FLAG(op, FLAG_WIZ);
917 if(op->map==NULL) {
918 LOG(llevError,"Map == NULL in state 2\n");
919 break;
920 }
921
922#if 0
923 /* So that enter_exit will put us at startx/starty */
924 op->x= -1;
925
926 enter_exit(op,NULL);
927#endif
928 SET_ANIMATION(op, 2); /* So player faces south */
929 /* Enter exit adds a player otherwise */
930 add_statbonus(op);
931 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");
932 op->contr->state = ST_CHANGE_CLASS;
933 if (op->msg)
934 new_draw_info(NDI_BLUE, 0, op, op->msg);
935 return 0;
936 }
937 case 'y':
938 case 'Y':
939 roll_stats(op);
940 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
941 return 1;
942
943 case 'q':
944 case 'Q':
945 play_again(op);
946 return 1;
947
948 default:
949 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
950 return 0;
951 }
952 return 0;
953} 839}
954 840
955/* This function takes the key that is passed, and does the 841/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 842 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 843 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 844 * separate race and class; this actually changes the RACE,
959 * not the class. 845 * not the class.
960 */ 846 */
961 847void
962int key_change_class(object *op, char key) 848player::chargen_race_done ()
963{ 849{
964 int tmp_loop;
965
966 if(key=='q'||key=='Q') {
967 remove_ob(op);
968 play_again(op);
969 return 0;
970 }
971 if(key=='d'||key=='D') {
972 char buf[MAX_BUF];
973
974 /* this must before then initial items are given */ 850 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 851 esrv_new_player (ob->contr, ob->weight + ob->carrying);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 852
853 treasurelist *tl = treasurelist::find ("starting_wealth");
854 if (tl)
855 create_treasure (tl, ob, 0, 0, 0);
856
978 INVOKE_PLAYER (BIRTH, op->contr); 857 INVOKE_PLAYER (BIRTH, ob->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 858 INVOKE_PLAYER (LOGIN, ob->contr);
980 859
981 op->contr->state=ST_PLAYING; 860 ob->contr->ns->state = ST_PLAYING;
982 861
983 if (op->msg) { 862 if (ob->msg)
984 free_string(op->msg); 863 ob->msg = 0;
985 op->msg=NULL;
986 }
987 864
988 /* We create this now because some of the unique maps will need it 865 /* We create this now because some of the unique maps will need it
989 * to save here. 866 * to save here.
990 */
991 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
992 make_path_to_file(buf);
993
994#ifdef AUTOSAVE
995 op->contr->last_save_tick = pticks;
996#endif
997 start_info(op);
998 CLEAR_FLAG(op, FLAG_WIZ);
999 give_initial_items(op,op->randomitems);
1000 link_player_skills(op);
1001 esrv_send_inventory(op, op);
1002 fix_player(op);
1003
1004 /* This moves the player to a different start map, if there
1005 * is one for this race
1006 */
1007 if(*first_map_ext_path) {
1008 object *tmp;
1009 mapstruct *oldmap = op->map;
1010 char mapname[MAX_BUF];
1011 snprintf(mapname, MAX_BUF-1, "%s/%s",
1012 first_map_ext_path, op->arch->name);
1013 tmp=get_object();
1014 EXIT_PATH(tmp) = add_string(mapname);
1015 EXIT_X(tmp) = op->x;
1016 EXIT_Y(tmp) = op->y;
1017 enter_exit(op,tmp); /* we don't really care if it succeeded;
1018 * if the map isn't there, then stay on the
1019 * default initial map */
1020 free_object(tmp);
1021 } else {
1022 LOG(llevDebug,"first_map_ext_path not set\n");
1023 }
1024 return 0;
1025 }
1026
1027 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above.
1029 */ 867 */
1030 868 {
1031 tmp_loop = 0;
1032 while(!tmp_loop) {
1033 const char *name = add_string (op->name);
1034 int x = op->x, y = op->y;
1035 remove_statbonus(op);
1036 remove_ob (op);
1037 op->arch = get_player_archetype(op->arch);
1038 copy_object (&op->arch->clone, op);
1039 op->instantiate ();
1040 op->stats = op->contr->orig_stats;
1041 free_string (op->name);
1042 op->name = name;
1043 free_string(op->name_pl);
1044 op->name_pl = add_string(name);
1045 op->x = x;
1046 op->y = y;
1047 SET_ANIMATION(op, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1051 add_statbonus(op);
1052 tmp_loop=allowed_class(op);
1053
1054 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055 }
1056 update_object(op,UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op);
1058 fix_player(op);
1059 op->stats.hp=op->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp;
1061 op->stats.grace=0;
1062 if (op->msg)
1063 new_draw_info(NDI_BLUE, 0, op, op->msg);
1064 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1065 return 0;
1066}
1067
1068int key_confirm_quit(object *op, char key)
1069{
1070 char buf[MAX_BUF]; 869 char buf[MAX_BUF];
1071
1072 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1073 op->contr->state=ST_PLAYING;
1074 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1075 return 1;
1076 }
1077
1078 INVOKE_PLAYER (LOGOUT, op->contr);
1079 INVOKE_PLAYER (QUIT , op->contr);
1080
1081 terminate_all_pets(op);
1082 leave_map(op);
1083 op->direction=0;
1084 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1085 "%s quits the game.",op->name);
1086
1087 strcpy(op->contr->killer,"quit");
1088 check_score(op);
1089 op->contr->party=NULL;
1090 if (settings.set_title == TRUE)
1091 op->contr->own_title[0]='\0';
1092
1093 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1094 mapstruct *mp, *next;
1095
1096 /* We need to hunt for any per player unique maps in memory and
1097 * get rid of them. The trailing slash in the path is intentional,
1098 * so that players named 'Ab' won't match against players 'Abe' pathname
1099 */
1100 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 870 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1101 for (mp=first_map; mp!=NULL; mp=next) { 871 make_path_to_file (buf);
1102 next = mp->next; 872 }
1103 if (!strncmp(mp->path, buf, strlen(buf))) 873
1104 delete_map(mp); 874 start_info (ob);
1105 } 875 CLEAR_FLAG (ob, FLAG_WIZ);
1106 876 give_initial_items (ob, ob->randomitems);
1107 delete_character(op->name, 1); 877 link_player_skills (ob);
878 esrv_send_inventory (ob, ob);
879 ob->update_stats ();
880
881 /* This moves the player to a different start map, if there
882 * is one for this race
883 */
884 if (*first_map_ext_path)
1108 } 885 {
1109 play_again(op); 886 object *tmp;
1110 return 1; 887 char mapname[MAX_BUF];
1111}
1112 888
889 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
890 tmp = object::create ();
891 EXIT_PATH (tmp) = mapname;
892 EXIT_X (tmp) = ob->x;
893 EXIT_Y (tmp) = ob->y;
894 ob->enter_exit (tmp); /* we don't really care if it succeeded;
895 * if the map isn't there, then stay on the
896 * default initial map */
897 tmp->destroy ();
898 }
899 else
900 LOG (llevDebug, "first_map_ext_path not set\n");
901}
902
903void
904player::chargen_race_next ()
905{
906 /* Following actually changes the race - this is the default command
907 * if we don't match with one of the options above.
908 */
909
910 do
911 {
912 shstr name = ob->name;
913 int x = ob->x, y = ob->y;
914
915 ob->remove_statbonus ();
916 ob->remove ();
917 ob->arch = get_player_archetype (ob->arch);
918 ob->arch->copy_to (ob);
919 ob->instantiate ();
920 ob->stats = ob->contr->orig_stats;
921 ob->name = ob->name_pl = name;
922 ob->x = x;
923 ob->y = y;
924 SET_ANIMATION (ob, 2); /* So player faces south */
925 insert_ob_in_map (ob, ob->map, ob, 0);
926 assign (ob->contr->title, ob->arch->object::name);
927 ob->add_statbonus ();
928 }
929 while (!allowed_class (ob));
930
931 update_object (ob, UP_OBJ_FACE);
932 esrv_update_item (UPD_FACE, ob, ob);
933 ob->update_stats ();
934 ob->stats.hp = ob->stats.maxhp;
935 ob->stats.sp = ob->stats.maxsp;
936 ob->stats.grace = 0;
937}
938
939void
1113void flee_player(object *op) { 940flee_player (object *op)
941{
1114 int dir,diff; 942 int dir, diff;
1115 rv_vector rv; 943 rv_vector rv;
1116 944
1117 if(op->stats.hp < 0) { 945 if (op->stats.hp < 0)
946 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 947 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 948 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 949 return;
1121 } 950 }
1122 951
1123 if(op->enemy==NULL) { 952 if (op->enemy == NULL)
953 {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 954 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 955 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 956 return;
1127 } 957 }
1128 958
1129 /* Seen some crashes here. Since we don't store an 959 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 960 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 961 * actual enemy, and the object is recycled.
1132 */ 962 */
1133 if (op->enemy->map == NULL) { 963 if (op->enemy->map == NULL)
964 {
1134 CLEAR_FLAG(op, FLAG_SCARED); 965 CLEAR_FLAG (op, FLAG_SCARED);
1135 op->enemy=NULL; 966 op->enemy = NULL;
1136 return; 967 return;
1137 } 968 }
1138 969
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 970 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
971 {
1140 op->enemy=NULL; 972 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 973 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 974 return;
1143 } 975 }
976
1144 get_rangevector(op, op->enemy, &rv, 0); 977 get_rangevector (op, op->enemy, &rv, 0);
1145 978
1146 dir=absdir(4+rv.direction); 979 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 980 for (diff = 0; diff < 3; diff++)
1148 int m=1-(RANDOM()&2);
1149 if(move_ob(op,absdir(dir+diff*m),op)||
1150 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1151 return;
1152 }
1153 } 981 {
982 int m = 1 - (RANDOM () & 2);
983
984 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
985 return;
986 }
987
1154 /* Cornered, get rid of scared */ 988 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 989 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 990 op->enemy = NULL;
1157} 991}
1158
1159 992
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 993/* check_pick sees if there is stuff to be picked up/picks up stuff.
1161 * IT returns 1 if the player should keep on moving, 0 if he should 994 * It returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 995 * stop.
1163 */ 996 */
997int
1164int check_pick(object *op) { 998check_pick (object *op)
999{
1165 object *tmp, *next; 1000 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 1001 int stop = 0;
1168 int j, k, wvratio; 1002 int wvratio;
1169 char putstring[128], tmpstr[16]; 1003 char putstring[128];
1170
1171 1004
1172 /* if you're flying, you cna't pick up anything */ 1005 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 1006 if (op->move_type & MOVE_FLYING)
1174 return 1; 1007 return 1;
1175 1008
1176 op_tag = op->count;
1177
1178 next = op->below; 1009 next = op->below;
1179 if (next)
1180 next_tag = next->count;
1181 1010
1182 /* loop while there are items on the floor that are not marked as 1011 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 1012 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 1013 while (next && !next->destroyed ())
1185 { 1014 {
1186 tmp = next; 1015 tmp = next;
1187 next = tmp->below; 1016 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 1017
1191 if (was_destroyed (op, op_tag)) 1018 if (op->destroyed ())
1192 return 0; 1019 return 0;
1193 1020
1194 if ( ! can_pick (op, tmp)) 1021 if (!can_pick (op, tmp))
1195 continue; 1022 continue;
1196 1023
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1024 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 1025 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 1026 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 1027 pick_up (op, tmp);
1201 continue; 1028 continue;
1202 } 1029 }
1203 1030
1204 /* high not bit set? We're using the old autopickup model */ 1031 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1032 if (!(op->contr->mode & PU_NEWMODE))
1033 {
1206 switch (op->contr->mode) { 1034 switch (op->contr->mode)
1207 case 0: return 1; /* don't pick up */ 1035 {
1208 case 1: pick_up (op, tmp); 1036 case 0:
1209 return 1; 1037 return 1; /* don't pick up */
1210 case 2: pick_up (op, tmp); 1038 case 1:
1211 return 0; 1039 pick_up (op, tmp);
1212 case 3: return 0; /* stop before pickup */ 1040 return 1;
1213 case 4: pick_up (op, tmp); 1041 case 2:
1214 break; 1042 pick_up (op, tmp);
1215 case 5: pick_up (op, tmp); 1043 return 0;
1216 stop = 1; 1044 case 3:
1217 break; 1045 return 0; /* stop before pickup */
1218 case 6: 1046 case 4:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1047 pick_up (op, tmp);
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1048 break;
1221 pick_up(op, tmp); 1049 case 5:
1222 break; 1050 pick_up (op, tmp);
1051 stop = 1;
1052 break;
1053 case 6:
1054 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1055 pick_up (op, tmp);
1056 break;
1223 1057
1224 case 7: 1058 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1059 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1060 pick_up (op, tmp);
1227 break; 1061 break;
1228 1062
1229 default: 1063 default:
1230 /* use value density */ 1064 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1065 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1066 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1067 pick_up (op, tmp);
1234 >= op->contr->mode) 1068 }
1235 pick_up(op,tmp); 1069 }
1236 } 1070 else
1237 } 1071 { /* old model */
1238 else { /* old model */
1239 /* NEW pickup handling */ 1072 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1073 if (op->contr->mode & PU_DEBUG)
1241 { 1074 {
1242 /* some debugging code to figure out item information */ 1075 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1076 if (tmp->name != NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1077 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1078 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1246 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1079 else
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1080 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1081 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1250 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1082
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1083 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1084 }
1252 1085
1253 sprintf(putstring,"...flags: "); 1086 /* philosophy:
1254 for(k=0;k<4;k++) 1087 * It's easy to grab an item type from a pile, as long as it's
1255 { 1088 * generic. This takes no game-time. For more detailed pickups
1256 for(j=0;j<32;j++) 1089 * and selections, select-items should be used. This is a
1257 { 1090 * grab-as-you-run type mode that's really useful for arrows for
1258 if((tmp->flags[k]>>j)&0x01) 1091 * example.
1259 { 1092 * The drawback: right now it has no frontend, so you need to
1260 sprintf(tmpstr,"%d ",k*32+j); 1093 * stick the bits you want into a calculator in hex mode and then
1261 strcat(putstring, tmpstr); 1094 * convert to decimal and then 'pickup <#>
1262 } 1095 */
1263 }
1264 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1266 1096
1097 /* the first two modes are exclusive: if NOTHING we return, if
1098 * STOP then we stop. All the rest are applied sequentially,
1099 * meaning if any test passes, the item gets picked up. */
1100
1101 /* if mode is set to pick nothing up, return */
1102
1103 if (op->contr->mode & PU_NOTHING)
1104 return 1;
1105
1106 /* if mode is set to stop when encountering objects, return */
1107 /* take STOP before INHIBIT since it doesn't actually pick
1108 * anything up */
1109
1110 if (op->contr->mode & PU_STOP)
1111 return 0;
1112
1113 /* useful for going into stores and not losing your settings... */
1114 /* and for battles wher you don't want to get loaded down while
1115 * fighting */
1116 if (op->contr->mode & PU_INHIBIT)
1117 return 1;
1118
1119 /* prevent us from turning into auto-thieves :) */
1120 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1121 continue;
1122
1123 /* ignore known cursed objects */
1124 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1125 continue;
1126
1127 /* all food and drink if desired */
1128 /* question: don't pick up known-poisonous stuff? */
1129 if (op->contr->mode & PU_FOOD)
1130 if (tmp->type == FOOD)
1131 {
1132 pick_up (op, tmp);
1133 continue;
1134 }
1135
1136 if (op->contr->mode & PU_DRINK)
1137 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1138 {
1139 pick_up (op, tmp);
1140 continue;
1141 }
1142
1143 if (op->contr->mode & PU_POTION)
1144 if (tmp->type == POTION)
1145 {
1146 pick_up (op, tmp);
1147 continue;
1148 }
1149
1150 /* spellbooks, skillscrolls and normal books/scrolls */
1151 if (op->contr->mode & PU_SPELLBOOK)
1152 if (tmp->type == SPELLBOOK)
1153 {
1154 pick_up (op, tmp);
1155 continue;
1156 }
1157
1158 if (op->contr->mode & PU_SKILLSCROLL)
1159 if (tmp->type == SKILLSCROLL)
1160 {
1161 pick_up (op, tmp);
1162 continue;
1163 }
1164
1165 if (op->contr->mode & PU_READABLES)
1166 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1167 {
1168 pick_up (op, tmp);
1169 continue;
1170 }
1171
1172 /* wands/staves/rods/horns */
1173 if (op->contr->mode & PU_MAGIC_DEVICE)
1174 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1175 {
1176 pick_up (op, tmp);
1177 continue;
1178 }
1179
1180 /* pick up all magical items */
1181 if (op->contr->mode & PU_MAGICAL)
1182 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1183 {
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 if (op->contr->mode & PU_VALUABLES)
1189 {
1190 if (tmp->type == MONEY || tmp->type == GEM)
1191 {
1192 pick_up (op, tmp);
1193 continue;
1194 }
1195 }
1196
1197 /* rings & amulets - talismans seems to be typed AMULET */
1198 if (op->contr->mode & PU_JEWELS)
1199 if (tmp->type == RING || tmp->type == AMULET)
1200 {
1201 pick_up (op, tmp);
1202 continue;
1203 }
1204
1205 /* we don't forget dragon food */
1206 if (op->contr->mode & PU_FLESH)
1207 if (tmp->type == FLESH)
1208 {
1209 pick_up (op, tmp);
1210 continue;
1211 }
1212
1213 /* bows and arrows. Bows are good for selling! */
1214 if (op->contr->mode & PU_BOW)
1215 if (tmp->type == BOW)
1216 {
1217 pick_up (op, tmp);
1218 continue;
1219 }
1220
1221 if (op->contr->mode & PU_ARROW)
1222 if (tmp->type == ARROW)
1223 {
1224 pick_up (op, tmp);
1225 continue;
1226 }
1227
1228 /* all kinds of armor etc. */
1229 if (op->contr->mode & PU_ARMOUR)
1230 if (tmp->type == ARMOUR)
1231 {
1232 pick_up (op, tmp);
1233 continue;
1234 }
1235
1236 if (op->contr->mode & PU_HELMET)
1237 if (tmp->type == HELMET)
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 if (op->contr->mode & PU_SHIELD)
1244 if (tmp->type == SHIELD)
1245 {
1246 pick_up (op, tmp);
1247 continue;
1248 }
1249
1250 if (op->contr->mode & PU_BOOTS)
1251 if (tmp->type == BOOTS)
1252 {
1253 pick_up (op, tmp);
1254 continue;
1255 }
1256
1257 if (op->contr->mode & PU_GLOVES)
1258 if (tmp->type == GLOVES)
1259 {
1260 pick_up (op, tmp);
1261 continue;
1262 }
1263
1264 if (op->contr->mode & PU_CLOAK)
1265 if (tmp->type == CLOAK)
1266 {
1267 pick_up (op, tmp);
1268 continue;
1269 }
1270
1271 /* hoping to catch throwing daggers here */
1272 if (op->contr->mode & PU_MISSILEWEAPON)
1273 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278
1279 /* careful: chairs and tables are weapons! */
1280 if (op->contr->mode & PU_ALLWEAPON)
1281 {
1282 if (tmp->type == WEAPON && tmp->name != NULL)
1283 {
1284 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1285 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1286 {
1287 pick_up (op, tmp);
1288 continue;
1289 }
1290 }
1291
1292 if (tmp->type == WEAPON && tmp->name == NULL)
1293 {
1294 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1295 {
1296 pick_up (op, tmp);
1297 continue;
1298 }
1299 }
1300 }
1301
1302 /* misc stuff that's useful */
1303 if (op->contr->mode & PU_KEY)
1304 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1305 {
1306 pick_up (op, tmp);
1307 continue;
1308 }
1309
1310 /* any of the last 4 bits set means we use the ratio for value
1311 * pickups */
1312 if (op->contr->mode & PU_RATIO)
1313 {
1314 /* use value density to decide what else to grab */
1315 /* >=7 was >= op->contr->mode */
1316 /* >=7 is the old standard setting. Now we take the last 4 bits
1317 * and multiply them by 5, giving 0..15*5== 5..75 */
1318 wvratio = (op->contr->mode & PU_RATIO) * 5;
1319 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1320 {
1321 pick_up (op, tmp);
1267#if 0 1322#if 0
1268 /* print the flags too */ 1323 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1269 for(k=0;k<4;k++) 1324 if (tmp->name != NULL)
1270 { 1325 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1326 fprintf (stderr, "%s", tmp->name);
1272 for(j=0;j<32;j++) 1327 }
1273 { 1328 else
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1329 fprintf (stderr, "%s", tmp->arch->archname);
1275 if(!((j+1)%4))fprintf(stderr," "); 1330 fprintf (stderr, ",%d] = ", tmp->type);
1276 } 1331 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1277 fprintf(stderr," [%d]\n", k*32);
1278 }
1279#endif 1332#endif
1333 continue;
1334 }
1335 }
1336 } /* the new pickup model */
1280 } 1337 }
1281 /* philosophy:
1282 * It's easy to grab an item type from a pile, as long as it's
1283 * generic. This takes no game-time. For more detailed pickups
1284 * and selections, select-items shoul dbe used. This is a
1285 * grab-as-you-run type mode that's really useful for arrows for
1286 * example.
1287 * The drawback: right now it has no frontend, so you need to
1288 * stick the bits you want into a calculator in hex mode and then
1289 * convert to decimal and then 'pickup <#>
1290 */
1291 1338
1292 /* the first two modes are exclusive: if NOTHING we return, if
1293 * STOP then we stop. All the rest are applied sequentially,
1294 * meaning if any test passes, the item gets picked up. */
1295
1296 /* if mode is set to pick nothing up, return */
1297
1298 if(op->contr->mode & PU_NOTHING) return 1;
1299
1300 /* if mode is set to stop when encountering objects, return */
1301 /* take STOP before INHIBIT since it doesn't actually pick
1302 * anything up */
1303
1304 if(op->contr->mode & PU_STOP) return 0;
1305
1306 /* useful for going into stores and not losing your settings... */
1307 /* and for battles wher you don't want to get loaded down while
1308 * fighting */
1309 if(op->contr->mode & PU_INHIBIT) return 1;
1310
1311 /* prevent us from turning into auto-thieves :) */
1312 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1313
1314 /* ignore known cursed objects */
1315 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1316
1317 /* all food and drink if desired */
1318 /* question: don't pick up known-poisonous stuff? */
1319 if(op->contr->mode & PU_FOOD)
1320 if (tmp->type == FOOD)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1322 if(op->contr->mode & PU_DRINK)
1323 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1324 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1325
1326 if(op->contr->mode & PU_POTION)
1327 if (tmp->type == POTION)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1329
1330 /* spellbooks, skillscrolls and normal books/scrolls */
1331 if(op->contr->mode & PU_SPELLBOOK)
1332 if (tmp->type == SPELLBOOK)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1334 if(op->contr->mode & PU_SKILLSCROLL)
1335 if (tmp->type == SKILLSCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1337 if(op->contr->mode & PU_READABLES)
1338 if (tmp->type == BOOK || tmp->type == SCROLL)
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1340
1341 /* wands/staves/rods/horns */
1342 if (op->contr->mode & PU_MAGIC_DEVICE)
1343 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1345
1346 /* pick up all magical items */
1347 if(op->contr->mode & PU_MAGICAL)
1348 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1349 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1350
1351 if(op->contr->mode & PU_VALUABLES)
1352 {
1353 if (tmp->type == MONEY || tmp->type == GEM)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1355 }
1356
1357 /* rings & amulets - talismans seems to be typed AMULET */
1358 if(op->contr->mode & PU_JEWELS)
1359 if (tmp->type == RING || tmp->type == AMULET)
1360 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1361
1362 /* bows and arrows. Bows are good for selling! */
1363 if(op->contr->mode & PU_BOW)
1364 if (tmp->type == BOW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1366 if(op->contr->mode & PU_ARROW)
1367 if (tmp->type == ARROW)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1369
1370 /* all kinds of armor etc. */
1371 if(op->contr->mode & PU_ARMOUR)
1372 if (tmp->type == ARMOUR)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1374 if(op->contr->mode & PU_HELMET)
1375 if (tmp->type == HELMET)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1377 if(op->contr->mode & PU_SHIELD)
1378 if (tmp->type == SHIELD)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1380 if(op->contr->mode & PU_BOOTS)
1381 if (tmp->type == BOOTS)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1383 if(op->contr->mode & PU_GLOVES)
1384 if (tmp->type == GLOVES)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1386 if(op->contr->mode & PU_CLOAK)
1387 if (tmp->type == CLOAK)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1389
1390 /* hoping to catch throwing daggers here */
1391 if(op->contr->mode & PU_MISSILEWEAPON)
1392 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1393 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1394
1395 /* careful: chairs and tables are weapons! */
1396 if(op->contr->mode & PU_ALLWEAPON)
1397 {
1398 if(tmp->type == WEAPON && tmp->name!=NULL)
1399 {
1400 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1401 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1402 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1403 }
1404 if(tmp->type == WEAPON && tmp->name==NULL)
1405 {
1406 if(strstr(tmp->arch->name,"table")==NULL &&
1407 strstr(tmp->arch->name,"chair")==NULL)
1408 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1409 }
1410 }
1411
1412 /* misc stuff that's useful */
1413 if(op->contr->mode & PU_KEY)
1414 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1415 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1416
1417 /* any of the last 4 bits set means we use the ratio for value
1418 * pickups */
1419 if(op->contr->mode & PU_RATIO)
1420 {
1421 /* use value density to decide what else to grab */
1422 /* >=7 was >= op->contr->mode */
1423 /* >=7 is the old standard setting. Now we take the last 4 bits
1424 * and multiply them by 5, giving 0..15*5== 5..75 */
1425 wvratio=(op->contr->mode & PU_RATIO) * 5;
1426 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1427 {
1428 pick_up(op, tmp);
1429#if 0
1430 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1431 if(tmp->name!=NULL) {
1432 fprintf(stderr,"%s", tmp->name);
1433 }
1434 else fprintf(stderr,"%s",tmp->arch->name);
1435 fprintf(stderr,",%d] = ", tmp->type);
1436 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1437#endif
1438 continue;
1439 }
1440 }
1441 } /* the new pickup model */
1442 }
1443 return ! stop; 1339 return !stop;
1444} 1340}
1445 1341
1446/* 1342/*
1447 * Find an arrow in the inventory and after that 1343 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1344 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1345 * found object is returned.
1450 */ 1346 */
1347object *
1451object *find_arrow(object *op, const char *type) 1348find_arrow (object *op, const char *type)
1452{ 1349{
1453 object *tmp = NULL; 1350 object *tmp = 0;
1454 1351
1455 for(op=op->inv; op; op=op->below) 1352 for (op = op->inv; op; op = op->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1353 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1457 QUERY_FLAG(op,FLAG_APPLIED))
1458 tmp = find_arrow (op, type); 1354 tmp = find_arrow (op, type);
1459 else if (op->type==ARROW && op->race==type) 1355 else if (op->type == ARROW && op->race == type)
1460 return op; 1356 return op;
1357
1461 return tmp; 1358 return tmp;
1462} 1359}
1463 1360
1464/* 1361/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1362 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1466 * against the target. A full test is not performed, simply a basic test 1363 * against the target. A full test is not performed, simply a basic test
1467 * of resistances. The archer is making a quick guess at what he sees down 1364 * of resistances. The archer is making a quick guess at what he sees down
1468 * the hall. Failing that it does it's best to pick the highest plus arrow. 1365 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1366 */
1470 1367object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1368find_better_arrow (object *op, object *target, const char *type, int *better)
1472{ 1369{
1473 object *tmp = NULL, *arrow, *ntmp; 1370 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1371 int attacknum, attacktype, betterby = 0, i;
1475 1372
1476 if (!type) 1373 if (!type)
1477 return NULL; 1374 return NULL;
1478 1375
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1376 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1377 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1378 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1379 {
1380 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1381 ntmp = find_better_arrow (arrow, target, type, &i);
1484 if (i > betterby) { 1382 if (i > betterby)
1485 tmp = ntmp; 1383 {
1486 betterby = i; 1384 tmp = ntmp;
1487 } 1385 betterby = i;
1386 }
1387 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1388 else if (arrow->type == ARROW && arrow->race == type)
1389 {
1489 /* allways prefer assasination/slaying */ 1390 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1391 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1491 strstr(arrow->slaying, target->race)) { 1392 {
1492 if (arrow->attacktype & AT_DEATH) { 1393 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1394 {
1494 return arrow; 1395 *better = 100;
1495 } else { 1396 return arrow;
1496 tmp = arrow; 1397 }
1398 else
1399 {
1400 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1401 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1402 }
1499 } else { 1403 }
1404 else
1405 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1406 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1407 {
1501 attacktype = 1<<attacknum; 1408 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1409 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1503 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1410 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1411 {
1412 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1413 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1506 } 1414 }
1507 } 1415 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1416 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1417 {
1418 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1419 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1420 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1421 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1422 {
1423 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1424 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1425 }
1426 }
1427 }
1516 } 1428 }
1517 }
1518 }
1519 if (tmp == NULL && arrow == NULL) 1429 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1430 return find_arrow (op, type);
1521 1431
1522 *better = betterby; 1432 *better = betterby;
1523 return tmp; 1433 return tmp;
1524} 1434}
1525 1435
1526/* looks in a given direction, finds the first valid target, and calls 1436/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1437 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1438 * op = the shooter
1529 * type = bow->race 1439 * type = bow->race
1530 * dir = fire direction 1440 * dir = fire direction
1531 */ 1441 */
1532 1442object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1443pick_arrow_target (object *op, const char *type, int dir)
1534{ 1444{
1535 object *tmp = NULL; 1445 object *tmp = NULL;
1536 mapstruct *m; 1446 maptile *m;
1537 int i, mflags, found, number; 1447 int i, mflags, found, number;
1538 sint16 x, y; 1448 sint16 x, y;
1539 1449
1540 if (op->map == NULL) 1450 if (op->map == NULL)
1541 return find_arrow(op, type); 1451 return find_arrow (op, type);
1542 1452
1543 /* do a dex check */ 1453 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1454 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1545 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1455 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1456 return find_arrow (op, type);
1547 1457
1548 m = op->map; 1458 m = op->map;
1549 x = op->x; 1459 x = op->x;
1550 y = op->y; 1460 y = op->y;
1551 1461
1552 /* find the first target */ 1462 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1463 for (i = 0, found = 0; i < 20; i++)
1464 {
1554 x += freearr_x[dir]; 1465 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1466 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1467 mflags = get_map_flags (m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1468 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1469 {
1558 tmp = NULL; 1470 tmp = NULL;
1559 break; 1471 break;
1472 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1473 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1474 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1475 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1476 * perhaps a bad assumption.
1563 */ 1477 */
1564 tmp = NULL; 1478 tmp = NULL;
1565 break; 1479 break;
1566 } 1480 }
1567 if (mflags & P_IS_ALIVE) { 1481 if (mflags & P_IS_ALIVE)
1482 {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1483 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1484 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1485 {
1571 break; 1486 found++;
1572 } 1487 break;
1488 }
1573 if (found) 1489 if (found)
1574 break; 1490 break;
1575 } 1491 }
1576 } 1492 }
1577 if (tmp == NULL) 1493 if (tmp == NULL)
1578 return find_arrow(op, type); 1494 return find_arrow (op, type);
1579 1495
1580 if (tmp->head) 1496 if (tmp->head)
1581 tmp = tmp->head; 1497 tmp = tmp->head;
1582 1498
1583 return find_better_arrow(op, tmp, type, &i); 1499 return find_better_arrow (op, tmp, type, &i);
1584} 1500}
1585 1501
1586/* 1502/*
1587 * Creature fires a bow - op can be monster or player. Returns 1503 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1504 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1507 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1508 * wc_mod is any special modifier to give (used in special player fire modes)
1593 * sx, sy are coordinates to fire arrow from - also used in some of the special 1509 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1510 * player fire modes.
1595 */ 1511 */
1512int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1513fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1514{
1599 object *left, *bow; 1515 object *left, *bow;
1600 tag_t left_tag, tag; 1516 int mflags;
1601 int bowspeed, mflags; 1517 maptile *m;
1602 mapstruct *m;
1603 1518
1604 if (!dir) { 1519 if (!dir)
1520 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1521 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1522 return 0;
1523 }
1524
1525 if (op->contr)
1526 bow = op->current_weapon;
1527 else
1607 } 1528 {
1608 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow];
1610 else {
1611 for(bow=op->inv; bow; bow=bow->below) 1529 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1530 /* Don't check for applied - monsters don't apply bows - in that way, they
1613 * don't need to switch back and forth between bows and weapons. 1531 * don't need to switch back and forth between bows and weapons.
1614 */ 1532 */
1615 if(bow->type==BOW) 1533 if (bow->type == BOW)
1616 break; 1534 break;
1617 1535
1618 if (!bow) { 1536 if (!bow)
1537 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1538 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1539 return 0;
1621 } 1540 }
1541
1542 // optimisation: move object to top so we will find it quickly again
1543 if (bow->below)
1544 {
1545 bow->remove ();
1546 op->insert (bow);
1547 }
1548
1622 } 1549 }
1550
1623 if( !bow->race || !bow->skill) { 1551 if (!bow->race || !bow->skill)
1552 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1553 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1554 return 0;
1626 } 1555 }
1627 1556
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629
1630 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1633 if (bowspeed < 1)
1634 bowspeed = 1;
1635
1636 if (arrow == NULL) { 1557 if (arrow == NULL)
1558 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1559 if ((arrow = find_arrow (op, bow->race)) == NULL)
1560 {
1638 if (op->type == PLAYER) 1561 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1562 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1640 "You have no %s left.", bow->race);
1641 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1563 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1564 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1565 CLEAR_FLAG (op, FLAG_READY_BOW);
1566
1644 return 0; 1567 return 0;
1645 } 1568 }
1646 } 1569 }
1570
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1571 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1572 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1573 return 0;
1650 } 1574
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1575 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1576 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1577 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1578 return 0;
1654 } 1579 }
1655 1580
1656 /* this should not happen, but sometimes does */ 1581 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1582 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1583 {
1584 arrow->destroy ();
1585 return 0;
1586 }
1662 1587
1663 left = arrow; /* these are arrows left to the player */ 1588 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count;
1665 arrow = get_split_ob(arrow, 1); 1589 arrow = get_split_ob (arrow, 1);
1666 if (arrow == NULL) { 1590 if (!arrow)
1591 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1593 return 0;
1669 return 0;
1670 } 1594 }
1671 set_owner(arrow, op); 1595
1672 if (arrow->skill) free_string(arrow->skill); 1596 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1597 arrow->skill = bow->skill;
1674
1675 arrow->direction=dir; 1598 arrow->direction = dir;
1676 arrow->x = sx;
1677 arrow->y = sy;
1678 1599
1679 if (op->type == PLAYER) {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1681 fix_player(op);
1682 }
1683
1684 SET_ANIMATION(arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1600 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1686 arrow->stats.hp = arrow->stats.dam; 1601 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1602 arrow->stats.grace = arrow->attacktype;
1603
1688 if (arrow->slaying != NULL) 1604 if (arrow->slaying)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1605 arrow->spellarg = strdup (arrow->slaying);
1690 1606
1691 /* Note that this was different for monsters - they got their level 1607#if 0
1692 * added to the damage. I think the strength bonus is more proper. 1608 if (player *pl = op->contr)
1693 */
1694 1609 {
1695 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1610 float speed = pl->weapon_sp;
1696 0 : dam_bonus[op->stats.Str]) +
1697 bow->stats.dam + bow->magic + arrow->magic;
1698 1611
1612 /* penalize ROF for bestarrow */
1613 if (pl->bowtype == bow_bestarrow)
1614 speed *= .9f;
1615 else
1616 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1617
1618 op->speed_left += speed - op->speed;
1619 }
1620#endif
1621
1622 SET_ANIMATION (arrow, arrow->direction);
1623
1699 /* update the speed */ 1624 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1625 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1701 0 : dam_bonus[op->stats.Str]) + 1626 + bow->stats.dam / 7.f;
1702 bow->magic + arrow->magic) / 5.0 +
1703 (float)bow->stats.dam / 7.0;
1704 1627
1705 if (arrow->speed < 1.0) 1628 arrow->set_speed (max (arrow->speed, 2.f));
1706 arrow->speed = 1.0;
1707 update_ob_speed(arrow);
1708 arrow->speed_left = 0; 1629 arrow->speed_left = 0;
1709 1630
1631 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1632
1710 if (op->type == PLAYER) { 1633 if (op->type == PLAYER)
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1634 {
1712 (op->chosen_skill?op->chosen_skill->level:op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1714 arrow->stats.wc - bow->stats.wc + wc_mod;
1715
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1635 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1636 wc -= dex_bonus[op->stats.Dex];
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1719 arrow->stats.wc + wc_mod;
1720 1637
1638 if (!arrow->slaying)
1639 arrow->slaying = op->slaying;
1640
1641 arrow->attacktype |= op->attacktype;
1642 }
1643 else
1644 {
1721 arrow->level = op->level; 1645 arrow->level = op->level;
1722 } 1646 arrow->stats.wc -= bow->magic;
1723 if (arrow->attacktype == AT_PHYSICAL) 1647
1648 if (!arrow->slaying)
1649 arrow->slaying = bow->slaying;
1650
1724 arrow->attacktype |= bow->attacktype; 1651 arrow->attacktype |= bow->attacktype;
1725 if (bow->slaying != NULL) 1652 }
1726 arrow->slaying = add_string(bow->slaying);
1727 1653
1728 arrow->map = m; 1654 wc -= arrow->level;
1655 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1656
1657 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1729 arrow->move_type = MOVE_FLY_LOW; 1658 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1659 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1660
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1661 op->play_sound (sound_find ("fire_arrow"));
1733 tag = arrow->count; 1662 m->insert (arrow, sx, sy, op);
1734 insert_ob_in_map(arrow, m, op, 0);
1735 1663
1736 if (!was_destroyed(arrow, tag)) 1664 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1665 move_arrow (arrow);
1738 1666
1739 if (op->type == PLAYER) { 1667 if (op->type == PLAYER)
1740 if (was_destroyed (left, left_tag)) 1668 {
1669 if (left->destroyed ())
1741 esrv_del_item(op->contr, left_tag); 1670 esrv_del_item (op->contr, left->count);
1742 else 1671 else
1743 esrv_send_item(op, left); 1672 esrv_send_item (op, left);
1744 } 1673 }
1674
1745 return 1; 1675 return 1;
1746} 1676}
1747 1677
1748/* Special fire code for players - this takes into 1678/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1679 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1680 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1681 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1682 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1683 * hence the function name.
1754 */ 1684 */
1685int
1755int player_fire_bow(object *op, int dir) 1686player_fire_bow (object *op, int dir)
1756{ 1687{
1757 int ret=0, wcmod=0; 1688 int ret = 0, wcmod = 0;
1758 1689
1759 if (op->contr->bowtype == bow_bestarrow) { 1690 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1691 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1692 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1762 dir, 0, op->x, op->y); 1693 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1694 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1695 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1696 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1; 1697 wcmod = -1;
1698
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1699 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1700 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1701 else if (op->contr->bowtype == bow_threewide)
1702 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1703 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1704 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1771 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1705 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1706 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1707 else if (op->contr->bowtype == bow_spreadshot)
1708 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1709 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1710 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1775 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1711 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1712 }
1777 } else { 1713 else
1714 {
1778 /* Simple case */ 1715 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1716 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1717 }
1718
1781 return ret; 1719 return ret;
1782} 1720}
1783
1784 1721
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1722/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1723 * Broken apart from 'fire' to keep it more readable.
1787 */ 1724 */
1725void
1788void fire_misc_object(object *op, int dir) 1726fire_misc_object (object *op, int dir)
1789{ 1727{
1790 object *item; 1728 object *item = op->contr->ranged_ob;
1791 1729
1792 if (!op->contr->ranges[range_misc]) { 1730 if (!item)
1731 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1732 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 1733 return;
1795 } 1734 }
1796 1735
1797 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1736 if (!item->inv)
1737 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1738 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1739 return;
1801 } 1740 }
1802 if (item->type == WAND) { 1741
1803 if(item->stats.food<=0) { 1742 if (!op->change_weapon (item))
1804 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1805 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1806 return; 1743 return;
1807 } 1744
1745 if (item->type == WAND)
1746 {
1747 if (item->stats.food <= 0)
1748 {
1749 op->contr->play_sound (sound_find ("wand_poof"));
1750 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1751
1752 return;
1753 }
1754 }
1808 } else if (item->type == ROD || item->type==HORN) { 1755 else if (item->type == ROD || item->type == HORN)
1756 {
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1757 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1758 {
1759 op->contr->play_sound (sound_find ("wand_poof"));
1760
1811 if (item->type== ROD) 1761 if (item->type == ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 1762 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1763 else
1814 else 1764 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1815 new_draw_info_format(NDI_UNIQUE, 0,op, 1765
1816 "The %s needs more time to charge.", query_base_name(item,0));
1817 return; 1766 return;
1818 } 1767 }
1819 } 1768 }
1820 1769
1821 if(cast_spell(op,item,dir,item->inv,NULL)) { 1770 if (cast_spell (op, item, dir, item->inv, NULL))
1771 {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1772 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) { 1773 if (item->type == WAND)
1774 {
1824 if (!(--item->stats.food)) { 1775 if (!(--item->stats.food))
1825 object *tmp; 1776 {
1826 if (item->arch) { 1777 object *tmp;
1778
1779 if (item->arch)
1780 {
1827 CLEAR_FLAG(item, FLAG_ANIMATE); 1781 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 1782 item->face = item->arch->face;
1829 item->speed = 0; 1783 item->set_speed (0);
1830 update_ob_speed(item); 1784 }
1831 } 1785
1832 if ((tmp=is_player_inv(item))) 1786 if ((tmp = item->in_player ()))
1833 esrv_update_item(UPD_ANIM, tmp, item); 1787 esrv_update_item (UPD_ANIM, tmp, item);
1834 } 1788 }
1835 } 1789 }
1836 else if (item->type == ROD || item->type==HORN) { 1790 else if (item->type == ROD || item->type == HORN)
1837 drain_rod_charge(item); 1791 drain_rod_charge (item);
1838 }
1839 } 1792 }
1840} 1793}
1841 1794
1842/* Received a fire command for the player - go and do it. 1795/* Received a fire command for the player - go and do it.
1843 */ 1796 */
1797bool
1844void fire(object *op,int dir) { 1798fire (object *op, int dir)
1799{
1845 int spellcost=0; 1800 int spellcost = 0;
1846 1801
1847 /* check for loss of invisiblity/hide */ 1802 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1803 if (action_makes_visible (op))
1804 make_visible (op);
1849 1805
1850 switch(op->contr->shoottype) { 1806 player *pl = op->contr;
1851 case range_none:
1852 return;
1853 1807
1854 case range_bow: 1808 if (pl->golem)
1855 player_fire_bow(op, dir); 1809 {
1856 return; 1810 control_golem (op->contr->golem, dir);
1857 1811 return false;
1858 case range_magic: /* Casting spells */
1859 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1860 return;
1861
1862 case range_misc:
1863 fire_misc_object(op, dir);
1864 return;
1865
1866 case range_golem: /* Control summoned monsters from scrolls */
1867 if(op->contr->ranges[range_golem]==NULL ||
1868 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1869 op->contr->ranges[range_golem] = NULL;
1870 op->contr->shoottype=range_none;
1871 op->contr->golem_count = 0;
1872 } 1812 }
1873 else 1813
1874 control_golem(op->contr->ranges[range_golem], dir); 1814 object *ob = pl->ranged_ob;
1815
1816 if (!ob)
1875 return; 1817 return false;
1876 1818
1877 case range_skill: 1819 if (!op->change_weapon (ob))
1878 if(!op->chosen_skill) {
1879 if(op->type==PLAYER)
1880 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1881 return;
1882 }
1883 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1884 return; 1820 return false;
1885 case range_builder: 1821
1822 if (op->speed_left > 0.f)
1823 --op->speed_left;
1824 else
1825 return false;
1826
1827 switch (ob->type)
1828 {
1829 case BOW:
1830 player_fire_bow (op, dir);
1831 break;
1832
1833 case SPELL:
1834 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1835 break;
1836
1837 case BUILDER:
1886 apply_map_builder( op, dir ); 1838 apply_map_builder (op, dir);
1887 return; 1839 break;
1888 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1890 return;
1891 }
1892}
1893 1840
1841 case SKILL:
1842 do_skill (op, op, ob, dir, 0);
1843 break;
1894 1844
1845 default:
1846 fire_misc_object (op, dir);
1847 break;
1848 }
1849
1850 return true;
1851}
1895 1852
1896/* find_key 1853/* find_key
1897 * We try to find a key for the door as passed. If we find a key 1854 * We try to find a key for the door as passed. If we find a key
1898 * and successfully use it, we return the key, otherwise NULL 1855 * and successfully use it, we return the key, otherwise NULL
1899 * This function merges both normal and locked door, since the logic 1856 * This function merges both normal and locked door, since the logic
1901 * pl is the player, 1858 * pl is the player,
1902 * inv is the objects inventory to searched 1859 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1860 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1861 * This function can be called recursively to search containers.
1905 */ 1862 */
1906 1863object *
1907object * find_key(object *pl, object *container, object *door) 1864find_key (object *pl, object *container, object *door)
1908{ 1865{
1909 object *tmp,*key; 1866 object *tmp, *key;
1910 1867
1911 /* Should not happen, but sanity checking is never bad */ 1868 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 1869 if (!container->inv)
1870 return 0;
1913 1871
1914 /* First, lets try to find a key in the top level inventory */ 1872 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1873 for (tmp = container->inv; tmp; tmp = tmp->below)
1874 {
1916 if (door->type==DOOR && tmp->type==KEY) break; 1875 if (door->type == DOOR && tmp->type == KEY)
1876 break;
1917 /* For sanity, we should really check door type, but other stuff 1877 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 1878 * (like containers) can be locked with special keys
1919 */ 1879 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1880 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1921 tmp->slaying==door->slaying) break; 1881 break;
1922 } 1882 }
1883
1923 /* No key found - lets search inventories now */ 1884 /* No key found - lets search inventories now */
1924 /* If we find and use a key in an inventory, return at that time. 1885 /* If we find and use a key in an inventory, return at that time.
1925 * otherwise, if we search all the inventories and still don't find 1886 * otherwise, if we search all the inventories and still don't find
1926 * a key, return 1887 * a key, return
1927 */ 1888 */
1928 if (!tmp) { 1889 if (!tmp)
1890 {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1891 for (tmp = container->inv; tmp; tmp = tmp->below)
1892 {
1930 /* No reason to search empty containers */ 1893 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 1894 if (tmp->type == CONTAINER && tmp->inv)
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1895 {
1896 if ((key = find_key (pl, tmp, door)))
1897 return key;
1898 }
1899 }
1900
1901 if (!tmp)
1902 return NULL;
1933 } 1903 }
1934 } 1904
1935 if (!tmp) return NULL;
1936 }
1937 /* We get down here if we have found a key. Now if its in a container, 1905 /* We get down here if we have found a key. Now if its in a container,
1938 * see if we actually want to use it 1906 * see if we actually want to use it
1939 */ 1907 */
1940 if (pl!=container) { 1908 if (pl != container)
1909 {
1941 /* Only let players use keys in containers */ 1910 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 1911 if (!pl->contr)
1912 return NULL;
1943 /* cases where this fails: 1913 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 1914 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 1915 * are not in the players inventory.
1946 * If the container is not active, return now since only active 1916 * If the container is not active, return now since only active
1947 * containers can be used. 1917 * containers can be used.
1948 * If we only search keyrings and the container does not have 1918 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 1919 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 1920 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 1921 * inv must have been an container and must have been active.
1952 * 1922 *
1953 * Change the color so that the message doesn't disappear with 1923 * Change the color so that the message doesn't disappear with
1954 * all the others. 1924 * all the others.
1955 */ 1925 */
1956 if (pl->contr->usekeys == key_inventory || 1926 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 1927 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 1928 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 (!container->race || strcmp(container->race, "keys"))) 1929 {
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1930 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door", 1931 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1963 query_name(tmp), query_name(container));
1964 return NULL; 1932 return NULL;
1965 } 1933 }
1966 } 1934 }
1935
1967 return tmp; 1936 return tmp;
1968} 1937}
1969 1938
1970/* moved door processing out of move_player_attack. 1939/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 1940 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 1941 * such that the caller should not do anything more,
1973 * 0 otherwise 1942 * 0 otherwise
1974 */ 1943 */
1944static int
1975static int player_attack_door(object *op, object *door) 1945player_attack_door (object *op, object *door)
1976{ 1946{
1977
1978 /* If its a door, try to find a use a key. If we do destroy the door, 1947 /* If its a door, try to find a key. If we do destroy the door,
1979 * might as well return immediately as there is nothing more to do - 1948 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 1949 * otherwise, we fall through to the rest of the code.
1981 */ 1950 */
1982 object *key=find_key(op, op, door); 1951 object *key = find_key (op, op, door);
1983 1952
1984 /* IF we found a key, do some extra work */ 1953 /* If we found a key, do some extra work */
1985 if (key) { 1954 if (key)
1955 {
1986 object *container=key->env; 1956 object *container = key->env;
1987 1957
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1958 if (action_makes_visible (op))
1989 if(action_makes_visible(op)) make_visible(op); 1959 make_visible (op);
1960
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1961 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1962 spring_trap (door->inv, op);
1963
1991 if (door->type == DOOR) { 1964 if (door->type == DOOR)
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1965 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 }
1994 else if(door->type==LOCKED_DOOR) { 1966 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1967 {
1996 "You open the door with the %s", query_short_name(key)); 1968 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1997 remove_door2(door); /* remove door without violence ;-) */ 1969 remove_door2 (door); /* remove door without violence ;-) */
1998 } 1970 }
1971
1999 /* Do this after we print the message */ 1972 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 1973 decrease_ob (key); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 1974 /* Need to update the weight the container the key was in */
2002 if (container != op) 1975 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container); 1976 esrv_update_item (UPD_WEIGHT, op, container);
1977
2004 return 1; /* Nothing more to do below */ 1978 return 1; /* Nothing more to do below */
1979 }
2005 } else if (door->type==LOCKED_DOOR) { 1980 else if (door->type == LOCKED_DOOR)
1981 {
2006 /* Might as well return now - no other way to open this */ 1982 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1983 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2008 return 1; 1984 return 1;
2009 } 1985 }
1986
2010 return 0; 1987 return 0;
2011} 1988}
2012 1989
2013/* This function is just part of a breakup from move_player. 1990/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 1991 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 1992 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 1993 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 1994 * going to try and move (not fire weapons).
2018 */ 1995 */
2019 1996bool
2020void move_player_attack(object *op, int dir) 1997move_player_attack (object *op, int dir)
2021{ 1998{
2022 object *tmp, *mon, *tpl;
2023 sint16 nx, ny;
2024 int on_battleground; 1999 int on_battleground;
2025 mapstruct *m;
2026 2000
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 2001 sint16 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 2002 sint16 ny = freearr_y[dir] + op->y;
2031 2003
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 2004 on_battleground = op_on_battleground (op, 0, 0);
2033 2005
2006 if (out_of_map (op->map, nx, ny))
2007 return false;
2008
2009 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2010 {
2011 --op->speed_left;
2012 return true;
2013 }
2014
2034 /* If braced, or can't move to the square, and it is not out of the 2015 /* If braced, or can't move to the square, and it is not out of the
2035 * map, attack it. Note order of if statement is important - don't 2016 * map, attack it. Note order of if statement is important - don't
2036 * want to be calling move_ob if braced, because move_ob will move the 2017 * want to be calling move_ob if braced, because move_ob will move the
2037 * player. This is a pretty nasty hack, because if we could 2018 * player. This is a pretty nasty hack, because if we could
2038 * move to some space, it then means that if we are braced, we should 2019 * move to some space, it then means that if we are braced, we should
2039 * do nothing at all. As it is, if we are braced, we go through 2020 * do nothing at all. As it is, if we are braced, we go through
2040 * quite a bit of processing. However, it probably is less than what 2021 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 2022 * move_ob uses.
2042 */ 2023 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2024 maptile *m = op->map->xy_find (nx, ny);
2044 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2045 m = get_map_from_coord(tpl->map, &nx, &ny);
2046 if (!m) return; /* Don't think this should happen */
2047 }
2048 else m =tpl->map;
2049
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2051 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2052 return;
2053 }
2054 2025
2055 mon = NULL;
2056 /* Go through all the objects, and find ones of interest. Only stop if 2026 /* Go through all the objects, and find ones of interest. Only stop if
2057 * we find a monster - that is something we know we want to attack. 2027 * we find a monster - that is something we know we want to attack.
2058 * if its a door or barrel (can roll) see if there may be monsters 2028 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 2029 * on the space
2060 */ 2030 */
2061 while (tmp!=NULL) { 2031 object *mon;
2062 if (tmp == op) { 2032 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2063 tmp=tmp->above; 2033 {
2064 continue; 2034 if ((mon->flag [FLAG_ALIVE]
2035 || mon->type == LOCKED_DOOR
2036 || mon->flag [FLAG_CAN_ROLL])
2037 && mon != op)
2038 break;
2065 } 2039 }
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2040
2067 mon = tmp;
2068 break;
2069 }
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2071 mon = tmp;
2072 tmp=tmp->above;
2073 }
2074
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 2041 if (!mon) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2042 return false; /* into a wall */
2077 2043
2078 if(mon->head != NULL)
2079 mon = mon->head; 2044 mon = mon->head_ ();
2080 2045
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2046 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2047 if (op->contr->weapon_sp_left > 0.f)
2082 if (player_attack_door(op, mon)) return; 2048 if (player_attack_door (op, mon))
2049 {
2050 --op->contr->weapon_sp_left;
2051 return true;
2052 }
2083 2053
2084 /* The following deals with possibly attacking peaceful 2054 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2055 * or friendly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2056 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2057 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2058 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2059 * and thus will not push them.
2090 */ 2060 */
2091 2061
2092 /* If the creature is a pet, push it even if the player is not 2062 /* If the creature is a pet, push it even if the player is not
2093 * peaceful. Our assumption is the creature is a pet if the 2063 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2064 * player owns it and it is either friendly or unagressive.
2095 */ 2065 */
2096 if ((op->type==PLAYER) 2066 if (op->type == PLAYER
2097#if COZY_SERVER 2067 && ((mon->owner && mon->owner->contr
2098 &&
2099 (
2100 (get_owner(mon) && get_owner(mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2068 && same_party (mon->owner->contr->party, op->contr->party))
2102 || get_owner(mon) == op 2069 || mon->owner == op)
2103 )
2104#else
2105 && get_owner(mon)==op
2106#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2070 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2071 {
2109 /* If we're braced, we don't want to switch places with it */ 2072 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2073 if (op->contr->braced)
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2074 return false;
2112 (void) push_ob(mon,dir,op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op);
2114 return;
2115 }
2116 2075
2076 if (op->speed_left > 0.f)
2077 {
2078 --op->speed_left;
2079
2080 op->play_sound (sound_find ("push_player"));
2081 push_ob (mon, dir, op);
2082
2083 if (op->contr->tmp_invis || op->hide)
2084 make_visible (op);
2085
2086 return true;
2087 }
2088 else
2089 return false;
2090 }
2091
2117 /* in certain circumstances, you shouldn't attack friendly 2092 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2093 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2094 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2095 * attack them either.
2121 */ 2096 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2097 if ((mon->type == PLAYER || mon->enemy != op)
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2098 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2124 ( 2099 && ((op->contr->peaceful
2125#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2100 || (mon->type == PLAYER && mon->contr->peaceful))
2127#else
2128 op->contr->peaceful &&
2129#endif
2130 !on_battleground 2101 && !on_battleground))
2102 {
2103 if (op->speed_left > 0.f)
2104 {
2105 --op->speed_left;
2106
2107 if (!op->contr->braced)
2131 )) { 2108 {
2132 if (!op->contr->braced) { 2109 op->play_sound (sound_find ("push_player"));
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2110 push_ob (mon, dir, op);
2134 (void) push_ob(mon,dir,op); 2111 }
2135 } else { 2112 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2113 new_draw_info (0, 0, op, "You withhold your attack");
2114
2115 if (op->contr->tmp_invis || op->hide)
2116 make_visible (op);
2117
2118 return true;
2119 }
2137 } 2120 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op);
2139 }
2140
2141 /* If the object is a boulder or other rollable object, then 2121 /* If the object is a boulder or other rollable object, then
2142 * roll it if not braced. You can't roll it if you are braced. 2122 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2123 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2124 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2125 {
2126 if (op->speed_left > 0.f)
2127 {
2128 --op->speed_left;
2129
2145 recursive_roll(mon,dir,op); 2130 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2131 if (action_makes_visible (op))
2147 } 2132 make_visible (op);
2148 2133
2134 return true;
2135 }
2136 }
2149 /* Any generic living creature. Including things like doors. 2137 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2138 * Way it works is like this: First, it must have some hit points
2151 * and be living. Then, it must be one of the following: 2139 * and be living. Then, it must be one of the following:
2152 * 1) Not a player, 2) A player, but of a different party. Note 2140 * 1) Not a player, 2) A player, but of a different party. Note
2153 * that party_number -1 is no party, so attacks can still happen. 2141 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2142 */
2155
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2143 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2144 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2145 {
2146 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2147 {
2148 --op->contr->weapon_sp_left;
2159 2149
2160 /* If the player hasn't hit something this tick, and does 2150 skill_attack (mon, op, 0, 0, 0);
2161 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset.
2164 */
2165 if (!op->contr->has_hit) {
2166 op->speed_left += op->speed / op->contr->weapon_sp;
2167 2151
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2152 if (action_makes_visible (op))
2153 make_visible (op);
2154
2155 return true;
2156 }
2169 } 2157 }
2170 2158
2171 skill_attack(mon, op, 0, NULL, NULL); 2159 return false;
2172
2173 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is
2176 * the wiz.
2177 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2179 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2180 short luck = mon->stats.luck;
2181 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL);
2183 mon->stats.luck = luck;
2184 }
2185 if(action_makes_visible(op)) make_visible(op);
2186 }
2187 } /* if player should attack something */
2188} 2160}
2189 2161
2162bool
2190int move_player(object *op,int dir) { 2163move_player (object *op, int dir)
2164{
2191 int pick; 2165 int pick;
2192 object *transport = op->contr->transport;
2193 2166
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2167 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2195 return 0;
2196
2197 /* Sanity check: make sure dir is valid */
2198 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2199 LOG( llevError, "move_player: invalid direction %d\n", dir);
2200 return 0;
2201 }
2202
2203 /* peterm: added following line */
2204 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2205 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2206
2207 op->facing = dir;
2208
2209 if(!transport && op->hide) do_hidden_move(op);
2210
2211 if (transport) {
2212 /* transport->contr is set up for the person in charge of the boat.
2213 * if that isn't this person, he can't steer it, etc
2214 */
2215 if (transport->contr != op->contr) return 0;
2216
2217 /* Transport can't move. But update dir so it at least
2218 * will point in the same direction if player is running.
2219 */
2220 if (transport->speed_left < 0.0) {
2221 transport->direction = dir;
2222 op->direction = dir;
2223 return 0;
2224 }
2225 /* Remove transport speed. Give player just a little speed -
2226 * enough so that they will get an action again quickly.
2227 *
2228 */
2229 transport->speed_left -= 1.0;
2230 if (op->speed_left < 0.0) op->speed_left = -0.01;
2231
2232 }
2233
2234 if(op->contr->fire_on) {
2235 fire(op,dir);
2236 }
2237 else move_player_attack(op,dir);
2238
2239 pick = check_pick(op);
2240
2241
2242 /* Add special check for newcs players and fire on - this way, the
2243 * server can handle repeat firing.
2244 */
2245 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2246 op->direction = dir;
2247 } else {
2248 op->direction=0;
2249 }
2250 /* Update how the player looks. Use the facing, so direction may
2251 * get reset to zero. This allows for full animation capabilities
2252 * for players.
2253 */
2254 if (!transport) animate_object(op, op->facing);
2255 return 0; 2168 return 0;
2169
2170 /* Sanity check: make sure dir is valid */
2171 if ((dir < 0) || (dir >= 9))
2172 {
2173 LOG (llevError, "move_player: invalid direction %d\n", dir);
2174 return 0;
2175 }
2176
2177 /* peterm: added following line */
2178 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2179 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2180
2181 op->facing = dir;
2182
2183 if (op->hide)
2184 do_hidden_move (op);
2185
2186 bool retval;
2187
2188 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2189 retval = RESULT_INT (0);
2190 else if (op->contr->fire_on)
2191 retval = fire (op, dir);
2192 else
2193 {
2194 retval = move_player_attack (op, dir);
2195 pick = check_pick (op);
2196 }
2197
2198 /* Add special check for newcs players and fire on - this way, the
2199 * server can handle repeat firing.
2200 */
2201 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2202 op->direction = dir;
2203 else
2204 op->direction = 0;
2205
2206 /* Update how the player looks. Use the facing, so direction may
2207 * get reset to zero. This allows for full animation capabilities
2208 * for players.
2209 */
2210 animate_object (op, op->facing);
2211
2212 return retval;
2256} 2213}
2257 2214
2258/* This is similar to handle_player, below, but is only used by the 2215/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2216 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2217 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2218 * the new speed values for commands.
2262 * 2219 *
2263 * Returns true if there are more actions we can do. 2220 * Returns true if there are more actions we can do. Should not do
2221 * many actions in a row, as that would be too unfair to other
2222 * players.
2264 */ 2223 */
2224bool
2265int handle_newcs_player(object *op) 2225handle_newcs_player (object *op)
2266{ 2226{
2267 if (op->contr->hidden) {
2268 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly.
2272 */
2273 if (pticks & 2) op->invisible--;
2274 }
2275 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2276 op->invisible--;
2277 if(!op->invisible) {
2278 make_visible(op);
2279 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2280 }
2281 }
2282
2283 if (QUERY_FLAG(op, FLAG_SCARED)) { 2227 if (QUERY_FLAG (op, FLAG_SCARED))
2284 flee_player(op);
2285 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) {
2287 op->speed_left--;
2288 return 0;
2289 }
2290 } 2228 {
2229 if (op->speed_left > 0.f)
2230 {
2231 --op->speed_left;
2232 flee_player (op);
2291 2233
2292 /* I've been seeing crashes where the golem has been destroyed, but 2234 return true;
2293 * the player object still points to the defunct golem. The code that 2235 }
2294 * destroys the golem looks correct, and it doesn't always happen, so 2236 else
2295 * put this in a a workaround to clean up the golem pointer. 2237 return false;
2296 */
2297 if (op->contr->ranges[range_golem] &&
2298 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2299 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2300 op->contr->ranges[range_golem] = NULL;
2301 op->contr->golem_count = 0;
2302 } 2238 }
2303 2239
2304 /* call this here - we also will call this in do_ericserver, but 2240 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2241 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2242 * called, so we recheck it here.
2307 */ 2243 */
2308 HandleClient(&op->contr->socket, op->contr); 2244 if (op->contr->ns->handle_command ())
2309 if (op->speed_left<0) return 0; 2245 return true;
2310 2246
2311 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2247 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2312 /* All move commands take 1 tick, at least for now */
2313 op->speed_left--;
2314
2315 /* Instead of all the stuff below, let move_player take care
2316 * of it. Also, some of the skill stuff is only put in
2317 * there, as well as the confusion stuff.
2318 */
2319 move_player(op, op->direction); 2248 return move_player (op, op->direction);
2320 if (op->speed_left>0) return 1; 2249
2321 else return 0; 2250 return false;
2322 } 2251}
2252
2253int
2254save_life (object *op)
2255{
2256 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2323 return 0; 2257 return 0;
2324}
2325 2258
2326int save_life(object *op) {
2327 object *tmp;
2328
2329 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2330 return 0;
2331
2332 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2259 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2333 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2260 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2334 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2261 {
2335 new_draw_info_format(NDI_UNIQUE, 0,op, 2262 op->play_sound (sound_find ("ob_evaporate"));
2336 "Your %s vibrates violently, then evaporates.", 2263 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2337 query_name(tmp)); 2264
2338 if (op->contr) 2265 if (op->contr)
2339 esrv_del_item(op->contr, tmp->count); 2266 esrv_del_item (op->contr, tmp->count);
2340 remove_ob(tmp); 2267
2341 free_object(tmp); 2268 tmp->destroy ();
2342 CLEAR_FLAG(op, FLAG_LIFESAVE); 2269 CLEAR_FLAG (op, FLAG_LIFESAVE);
2270
2343 if(op->stats.hp<0) 2271 if (op->stats.hp < 0)
2344 op->stats.hp = op->stats.maxhp; 2272 op->stats.hp = op->stats.maxhp;
2273
2345 if(op->stats.food<0) 2274 if (op->stats.food < 0)
2346 op->stats.food = 999; 2275 op->stats.food = 999;
2347 fix_player(op); 2276
2277 op->update_stats ();
2348 return 1; 2278 return 1;
2349 } 2279 }
2280
2350 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2281 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2351 CLEAR_FLAG(op, FLAG_LIFESAVE); 2282 CLEAR_FLAG (op, FLAG_LIFESAVE);
2352 enter_player_savebed(op); /* bring him home. */ 2283 enter_player_savebed (op); /* bring him home. */
2353 return 0; 2284 return 0;
2354} 2285}
2355 2286
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2287/* This goes throws the inventory and removes unpaid objects, and puts them
2357 * back in the map (location and map determined by values of env). This 2288 * back in the map (location and map determined by values of env). This
2358 * function will descend into containers. op is the object to start the search 2289 * function will descend into containers. op is the object to start the search
2359 * from. 2290 * from.
2360 */ 2291 */
2292static void
2361void remove_unpaid_objects(object *op, object *env) 2293drop_unpaid_items (object *op, object *env)
2362{ 2294{
2363 object *next;
2364
2365 while (op) { 2295 while (op)
2366 next=op->below; /* Make sure we have a good value, in case 2296 {
2367 * we remove object 'op' 2297 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368 */ 2298
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2299 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2300 {
2371 op->x = env->x;
2372 op->y = env->y;
2373 if (env->type == PLAYER) 2301 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count); 2302 esrv_del_item (env->contr, op->count);
2375 insert_ob_in_map(op, env->map, NULL,0);
2376 }
2377 else if (op->inv) remove_unpaid_objects(op->inv, env);
2378 op=next;
2379 }
2380}
2381 2303
2304 op->insert_at (env);
2305 }
2306 else if (op->inv)
2307 drop_unpaid_items (op->inv, env);
2308
2309 op = next;
2310 }
2311}
2312
2313void
2314object::drop_unpaid_items ()
2315{
2316 if (!flag [FLAG_REMOVED])
2317 ::drop_unpaid_items (inv, this);
2318}
2382 2319
2383/* 2320/*
2384 * Returns pointer a static string containing gravestone text 2321 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what 2322 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2323 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2324 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2325 * but there isn't one in the server directory.
2389 */ 2326 */
2327char *
2390char *gravestone_text (object *op) 2328gravestone_text (object *op)
2391{ 2329{
2392 static char buf2[MAX_BUF]; 2330 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF]; 2331 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2332 time_t now = time (NULL);
2395 2333
2396 strcpy (buf2, " R.I.P.\n\n"); 2334 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER) 2335 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2336 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2399 else 2337 else
2400 sprintf (buf, "%s\n", op->name); 2338 sprintf (buf, "%s\n", &op->name);
2339
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2340 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf); 2341 strcat (buf2, buf);
2403 if (op->type == PLAYER) 2342 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level); 2343 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else 2344 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2345 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2346
2407 strncat (buf2, " ", 20 - strlen (buf) / 2); 2347 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf); 2348 strcat (buf2, buf);
2409 if (op->type == PLAYER) { 2349 if (op->type == PLAYER)
2350 {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer); 2351 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2); 2352 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf); 2353 strcat (buf2, buf);
2413 } 2354 }
2355
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2356 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2357 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf); 2358 strcat (buf2, buf);
2359
2417 return buf2; 2360 return buf2;
2418} 2361}
2419 2362
2420 2363void
2421
2422void do_some_living(object *op) { 2364do_some_living (object *op)
2365{
2423 int last_food=op->stats.food; 2366 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2367 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2368 int over_hp, over_sp, over_grace;
2426 int i; 2369 int i;
2427 int rate_hp = 1200; 2370 int rate_hp = 1200;
2428 int rate_sp = 2500; 2371 int rate_sp = 2500;
2429 int rate_grace = 2000; 2372 int rate_grace = 2000;
2430 const int max_hp = 1; 2373 const int max_hp = 1;
2431 const int max_sp = 1; 2374 const int max_sp = 1;
2432 const int max_grace = 1; 2375 const int max_grace = 1;
2433 2376
2434 if (op->contr->outputs_sync) { 2377 if (op->contr->hidden)
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2378 {
2436 if (op->contr->outputs[i].buf!=NULL && 2379 op->invisible = 1000;
2437 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2380 /* the socket code flashes the player visible/invisible
2438 flush_output_element(op, &op->contr->outputs[i]); 2381 * depending on the value of invisible, so we need to
2382 * alternate it here for it to work correctly.
2383 */
2384 if (pticks & 2)
2385 op->invisible--;
2439 } 2386 }
2387 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2388 {
2389 if (!op->invisible--)
2390 {
2391 make_visible (op);
2392 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2393 }
2394 }
2440 2395
2441 if(op->contr->state==ST_PLAYING) { 2396 if (op->contr->ns->state == ST_PLAYING)
2442 2397 {
2443 /* these next three if clauses make it possible to SLOW DOWN 2398 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2399 hp/grace/spellpoint regeneration. */
2445 if(op->contr->gen_hp >= 0 )
2446 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2447 else {
2448 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2450 }
2451 if(op->contr->gen_sp >= 0 )
2452 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2453 else {
2454 gen_sp = op->stats.maxsp;
2455 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2456 }
2457 if(op->contr->gen_grace >= 0)
2458 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2459 else {
2460 gen_grace = op->stats.maxgrace;
2461 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2462 }
2463
2464 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2467 if(op->stats.sp<op->stats.maxsp) {
2468 op->stats.sp++;
2469 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2471 op->stats.food--;
2472 if(op->contr->digestion<0)
2473 op->stats.food+=op->contr->digestion;
2474 else if(op->contr->digestion>0 &&
2475 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2476 op->stats.food=last_food;
2477 }
2478 }
2479 if (max_sp>1) {
2480 over_sp = (gen_sp+10)/rate_sp;
2481 if (over_sp > 0) {
2482 if(op->stats.sp<op->stats.maxsp) {
2483 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2484 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2485 op->stats.sp--;
2486 if(op->stats.sp>op->stats.maxsp)
2487 op->stats.sp=op->stats.maxsp;
2488 }
2489 op->last_sp=0;
2490 } else {
2491 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2492 }
2493 } else {
2494 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2495 }
2496 }
2497
2498 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2500 if(--op->last_grace<0) {
2501 if(op->stats.grace<op->stats.maxgrace/2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2505 if (over_grace > 0) {
2506 op->stats.sp += over_grace
2507 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2508 op->last_grace=0;
2509 } else {
2510 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2511 }
2512 } else {
2513 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2514 }
2515 /* wearing stuff doesn't detract from grace generation. */
2516 }
2517
2518 /* Regenerate Hit Points */
2519 if(--op->last_heal<0) {
2520 if(op->stats.hp<op->stats.maxhp) {
2521 op->stats.hp++;
2522 /* dms do not consume food */
2523 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2524 op->stats.food--;
2525 if(op->contr->digestion<0)
2526 op->stats.food+=op->contr->digestion;
2527 else if(op->contr->digestion>0 &&
2528 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2529 op->stats.food=last_food;
2530 }
2531 }
2532 if(max_hp>1) {
2533 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2534 if (over_hp > 0) {
2535 op->stats.sp += over_hp
2536 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2537 op->last_heal=0;
2538 } else {
2539 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2540 }
2541 } else {
2542 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2543 }
2544 }
2545
2546 /* Digestion */
2547 if(--op->last_eat<0) {
2548#ifdef COZY_SERVER
2549 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2550 int bonus=dg>0?dg:0,
2551 penalty=dg<0?-dg:0;
2552#else
2553 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2554 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2555#endif
2556
2557 if(op->contr->gen_hp > 0) 2400 if (op->contr->gen_hp >= 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2401 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2559 else 2402 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2403 {
2404 gen_hp = op->stats.maxhp;
2405 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2406 }
2407
2408 if (op->contr->gen_sp >= 0)
2409 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2410 else
2411 {
2412 gen_sp = op->stats.maxsp;
2413 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2414 }
2415
2416 if (op->contr->gen_grace >= 0)
2417 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2418 else
2419 {
2420 gen_grace = op->stats.maxgrace;
2421 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2422 }
2423
2424 /* Regenerate Grace */
2425 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2426 if (--op->last_grace < 0)
2427 {
2428 if (op->stats.grace < op->stats.maxgrace / 2)
2429 op->stats.grace++; /* no penalty in food for regaining grace */
2430
2431 if (max_grace > 1)
2432 {
2433 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2434 if (over_grace > 0)
2435 {
2436 op->stats.sp += over_grace
2437 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2438 op->last_grace = 0;
2439 }
2440 else
2441 {
2442 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2443 }
2444 }
2445 else
2446 {
2447 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2448 }
2449 /* wearing stuff doesn't detract from grace generation. */
2450 }
2451
2452 if (op->stats.food > 0)
2453 {
2454 /* Regenerate Spell Points */
2455 if (!op->contr->golem && --op->last_sp < 0)
2456 {
2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2458
2459 if (op->stats.sp < op->stats.maxsp)
2460 {
2461 op->stats.sp++;
2462
2463 /* dms do not consume food */
2464 if (!QUERY_FLAG (op, FLAG_WIZ))
2465 {
2466 op->stats.food--;
2467
2468 if (op->contr->digestion < 0)
2469 op->stats.food += op->contr->digestion;
2470 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2471 op->stats.food = last_food;
2472 }
2473 }
2474
2475 if (max_sp > 1)
2476 {
2477 over_sp = (gen_sp + 10) / rate_sp;
2478 if (over_sp > 0)
2479 {
2480 if (op->stats.sp < op->stats.maxsp)
2481 {
2482 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2483
2484 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2485 op->stats.sp--;
2486
2487 if (op->stats.sp > op->stats.maxsp)
2488 op->stats.sp = op->stats.maxsp;
2489 }
2490
2491 op->last_sp = 0;
2492 }
2493 else
2494 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2495 }
2496 else
2497 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2498 }
2499
2500 /* Regenerate Hit Points */
2501 if (--op->last_heal < 0)
2502 {
2503 if (op->stats.hp < op->stats.maxhp)
2504 {
2505 op->stats.hp++;
2506
2507 /* dms do not consume food */
2508 if (!QUERY_FLAG (op, FLAG_WIZ))
2509 {
2510 op->stats.food--;
2511
2512 if (op->contr->digestion < 0)
2513 op->stats.food += op->contr->digestion;
2514 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2515 op->stats.food = last_food;
2516 }
2517 }
2518
2519 if (max_hp > 1)
2520 {
2521 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2522
2523 if (over_hp > 0)
2524 {
2525 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2526 op->last_heal = 0;
2527 }
2528 else
2529 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2530 }
2531 else
2532 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2533 }
2534 }
2535
2536 /* Digestion */
2537 if (--op->last_eat < 0)
2538 {
2539 int bonus = max (0, op->contr->digestion),
2540 penalty = max (0, -op->contr->digestion);
2541
2542 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2543
2561 /* dms do not consume food */ 2544 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2545 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2546 op->stats.food--;
2564 } 2547 }
2565 2548
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2549 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2550 {
2551 object *tmp, *flesh = 0;
2568 2552
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2553 for (tmp = op->inv; tmp; tmp = tmp->below)
2554 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2555 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2556 {
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2557 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2558 {
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2559 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2573 manual_apply(op,tmp,0); 2560 manual_apply (op, tmp, 0);
2574 if(op->stats.food>=0||op->stats.hp<0) 2561 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2562 break;
2576 } 2563 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2564 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2565 flesh = tmp;
2579 } /* end of for loop */ 2566 } /* End if paid for object */
2567 } /* end of for loop */
2568
2580 /* If player is still starving, it means they don't have any food, so 2569 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2570 * eat flesh instead.
2582 */ 2571 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2572 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2573 {
2584 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2574 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2585 manual_apply(op,flesh,0); 2575 manual_apply (op, flesh, 0);
2586 } 2576 }
2587 } /* end if player is starving */
2588
2589 while(op->stats.food<0&&op->stats.hp>0)
2590 op->stats.food++,op->stats.hp--;
2591
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0))
2593 kill_player(op);
2594}
2595
2596 2577 }
2578
2579 if (op->stats.food < 0)
2580 {
2581 op->stats.hp += op->stats.food;
2582 op->stats.food = 0;
2583 }
2584
2585 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2586 kill_player (op);
2587 }
2588}
2597 2589
2598/* If the player should die (lack of hp, food, etc), we call this. 2590/* If the player should die (lack of hp, food, etc), we call this.
2599 * op is the player in jeopardy. If the player can not be saved (not 2591 * op is the player in jeopardy. If the player can not be saved (not
2600 * permadeath, no lifesave), this will take care of removing the player 2592 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2593 * file.
2602 */ 2594 */
2595void
2603void kill_player(object *op) 2596kill_player (object *op)
2604{ 2597{
2605 char buf[MAX_BUF]; 2598 char buf[MAX_BUF];
2606 int x,y,i; 2599 int x, y;
2600
2601 //int i;
2607 mapstruct *map; /* this is for resurrection */ 2602 maptile *map; /* this is for resurrection */
2603
2608 int z; 2604 /* int z;
2609 int num_stats_lose; 2605 int num_stats_lose;
2610 int lost_a_stat; 2606 int lost_a_stat;
2611 int lose_this_stat; 2607 int lose_this_stat;
2612 int this_stat; 2608 int this_stat; */
2613 int will_kill_again; 2609 int will_kill_again;
2614 archetype *at; 2610 archetype *at;
2615 object *tmp; 2611 object *tmp;
2616 2612
2617 if(save_life(op)) 2613 if (save_life (op))
2618 return; 2614 return;
2619 2615
2620
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2616 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2622 * in cities ONLY!!! It is very important that this doesn't get abused. 2617 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2618 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2619 */
2625 if (op_on_battleground(op, &x, &y)) { 2620 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2621 {
2627 "You have been defeated in combat!"); 2622 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2628 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2623 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2629 "Local medics have saved your life..."); 2624
2630
2631 /* restore player */ 2625 /* restore player */
2632 at = find_archetype("poisoning"); 2626 at = archetype::find ("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2627 if (object *tmp = present_arch_in_ob (at, op))
2634 if (tmp) { 2628 {
2635 remove_ob(tmp); 2629 tmp->destroy ();
2636 free_object(tmp);
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2630 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2638 } 2631 }
2639 2632
2640 at = find_archetype("confusion"); 2633 at = archetype::find ("confusion");
2641 tmp=present_arch_in_ob(at,op); 2634 if (object *tmp = present_arch_in_ob (at, op))
2642 if (tmp) { 2635 {
2643 remove_ob(tmp); 2636 tmp->destroy ();
2644 free_object(tmp);
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2637 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2646 } 2638 }
2647 2639
2648 cure_disease(op,0); /* remove any disease */ 2640 cure_disease (op, 0, 0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2641 op->stats.hp = op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2642 if (op->stats.food <= 0)
2651 2643 op->stats.food = 999;
2644
2652 /* create a bodypart-trophy to make the winner happy */ 2645 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2646 if (object *tmp = arch_to_object (archetype::find ("finger")))
2654 if (tmp != NULL)
2655 { 2647 {
2656 sprintf(buf,"%s's finger",op->name); 2648 sprintf (buf, "%s's finger", &op->name);
2657 tmp->name = add_string(buf); 2649 tmp->name = buf;
2658 sprintf(buf," This finger has been cut off %s\n" 2650 sprintf (buf, " This finger has been cut off %s\n"
2659 " the %s, when he was defeated at\n level %d by %s.\n", 2651 " the %s, when he was defeated at\n level %d by %s.\n",
2660 op->name, op->contr->title, (int)(op->level), 2652 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2661 op->contr->killer); 2653 tmp->msg = buf;
2662 tmp->msg=add_string(buf); 2654 tmp->value = 0, tmp->type = 0;
2663 tmp->value=0, tmp->material=0, tmp->type=0; 2655 tmp->materialname = "organics";
2664 tmp->materialname = NULL; 2656 tmp->insert_at (op, tmp);
2665 tmp->x = op->x, tmp->y = op->y;
2666 insert_ob_in_map(tmp,op->map,op,0);
2667 }
2668 2657 }
2658
2669 /* teleport defeated player to new destination*/ 2659 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2660 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2661 op->contr->braced = 0;
2672 return; 2662 return;
2673 } 2663 }
2674 2664
2675 INVOKE_PLAYER (DEATH, op->contr); 2665 INVOKE_PLAYER (DEATH, op->contr);
2676 2666
2677 command_kill_pets (op, 0); 2667 command_kill_pets (op, 0);
2678 2668
2679 if(op->stats.food<0) { 2669 if (op->stats.food < 0)
2680 if (op->contr->explore) { 2670 {
2681 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2682 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2683 op->stats.food=999;
2684 return;
2685 }
2686 sprintf(buf,"%s starved to death.",op->name); 2671 sprintf (buf, "%s starved to death.", &op->name);
2687 strcpy(op->contr->killer,"starvation"); 2672 strcpy (op->contr->killer, "starvation");
2688 } 2673 }
2689 else { 2674 else
2690 if (op->contr->explore) {
2691 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2692 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2693 op->stats.hp=op->stats.maxhp;
2694 return;
2695 }
2696 sprintf(buf,"%s died.",op->name); 2675 sprintf (buf, "%s died.", &op->name);
2697 }
2698 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2699 2676
2677 op->contr->play_sound (sound_find ("player_dies"));
2678
2700 /* save the map location for corpse, gravestone*/ 2679 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 2680 x = op->x;
2681 y = op->y;
2682 map = op->map;
2702 2683
2703
2704 if (settings.not_permadeth == TRUE) {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 2684 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 2685 * life if they are dead - it takes some exp and a random stat.
2707 * See the config.h file for a little more in depth detail about this. 2686 * See the config.h file for a little more in depth detail about this.
2708 */ 2687 */
2709 2688
2710 /* Basically two ways to go - remove a stat permanently, or just 2689 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 2690 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 2691 * of death.
2713 */ 2692 */
2714#ifndef COZY_SERVER 2693#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 2694 if (settings.balanced_stat_loss)
2695 {
2716 /* If stat loss is permanent, lose one stat only. */ 2696 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 2697 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 2698 more if they do. */
2719 /* Higher level characters can afford things such as potions of 2699 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 2700 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 2701 little bit harder. */
2722 /* GD */ 2702 /* GD */
2723 if (settings.stat_loss_on_death) 2703 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 2704 num_stats_lose = 1;
2725 else 2705 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2706 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 2707 }
2708 else
2728 num_stats_lose = 1; 2709 num_stats_lose = 1;
2729 } 2710
2730 lost_a_stat = 0; 2711 lost_a_stat = 0;
2731 2712
2732 for (z=0; z<num_stats_lose; z++) { 2713 for (z = 0; z < num_stats_lose; z++)
2714 {
2733 i = RANDOM() % NUM_STATS; 2715 i = RANDOM () % NUM_STATS;
2734 2716
2735 if (settings.stat_loss_on_death) { 2717 if (settings.stat_loss_on_death)
2718 {
2736 /* Pick a random stat and take a point off it. Tell the player 2719 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost. 2720 * what he lost.
2738 */ 2721 */
2739 change_attr_value(&(op->stats), i,-1); 2722 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds(&(op->stats)); 2723 check_stat_bounds (&(op->stats));
2741 change_attr_value(&(op->contr->orig_stats), i,-1); 2724 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds(&(op->contr->orig_stats)); 2725 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2726 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1; 2727 lost_a_stat = 1;
2745 } else { 2728 }
2729 else
2730 {
2746 /* deplete a stat */ 2731 /* deplete a stat */
2747 archetype *deparch=find_archetype("depletion"); 2732 archetype *deparch = archetype::find ("depletion");
2748 object *dep; 2733 object *dep;
2734
2735 dep = present_arch_in_ob (deparch, op);
2736 if (!dep)
2749 2737 {
2750 dep = present_arch_in_ob(deparch,op);
2751 if(!dep) {
2752 dep = arch_to_object(deparch); 2738 dep = arch_to_object (deparch);
2753 insert_ob_in_ob(dep, op); 2739 insert_ob_in_ob (dep, op);
2754 }
2755 lose_this_stat = 1;
2756 if (settings.balanced_stat_loss) {
2757 /* GD */
2758 /* Get the stat that we're about to deplete. */
2759 this_stat = get_attr_value(&(dep->stats), i);
2760 if (this_stat < 0) {
2761 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2762 int keep_chance = this_stat * this_stat;
2763 /* Yes, I am paranoid. Sue me. */
2764 if (keep_chance < 1)
2765 keep_chance = 1;
2766
2767 /* There is a maximum depletion total per level. */
2768 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2769 lose_this_stat = 0;
2770 /* Take loss chance vs keep chance to see if we
2771 retain the stat. */
2772 } else {
2773 if (random_roll(0, loss_chance + keep_chance-1,
2774 op, PREFER_LOW) < keep_chance)
2775 lose_this_stat = 0;
2776 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2777 this_stat, keep_chance, loss_chance,
2778 lose_this_stat?"LOSE":"KEEP"); */
2779 }
2780 }
2781 }
2782 2740 }
2783 if (lose_this_stat) { 2741 lose_this_stat = 1;
2742 if (settings.balanced_stat_loss)
2743 {
2744 /* GD */
2745 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 2746 this_stat = get_attr_value (&(dep->stats), i);
2747 if (this_stat < 0)
2748 {
2749 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2750 int keep_chance = this_stat * this_stat;
2751
2752 /* Yes, I am paranoid. Sue me. */
2753 if (keep_chance < 1)
2754 keep_chance = 1;
2755
2756 /* There is a maximum depletion total per level. */
2757 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2758 {
2759 lose_this_stat = 0;
2760 /* Take loss chance vs keep chance to see if we
2761 retain the stat. */
2762 }
2763 else
2764 {
2765 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2766 lose_this_stat = 0;
2767 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2768 this_stat, keep_chance, loss_chance,
2769 lose_this_stat?"LOSE":"KEEP"); */
2770 }
2771 }
2772 }
2773
2774 if (lose_this_stat)
2775 {
2776 this_stat = get_attr_value (&(dep->stats), i);
2785 /* We could try to do something clever like find another 2777 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 2778 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 2779 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 2780 * and should be roughly the same, so it shouldn't make a
2789 * difference. 2781 * difference.
2790 */ 2782 */
2791 if (this_stat>=-50) { 2783 if (this_stat >= -50)
2784 {
2792 change_attr_value(&(dep->stats), i, -1); 2785 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 2786 SET_FLAG (dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2787 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 2788 op->update_stats ();
2796 lost_a_stat = 1; 2789 lost_a_stat = 1;
2797 } 2790 }
2798 } 2791 }
2792 }
2799 } 2793 }
2800 }
2801 /* If no stat lost, tell the player. */ 2794 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 2795 if (!lost_a_stat)
2803 { 2796 {
2804 /* determine_god() seems to not work sometimes... why is this? 2797 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 2798 Should I be using something else? GD */
2806 const char *god = determine_god(op); 2799 const char *god = determine_god (op);
2800
2807 if (god && (strcmp(god, "none"))) 2801 if (god && (strcmp (god, "none")))
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2802 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2809 "moment you feel the holy presence of %s protecting" 2803 else
2810 " you.", god); 2804 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2811 else
2812 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2813 " feel a holy presence protecting you.");
2814 } 2805 }
2806#else
2807 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2815#endif 2808#endif
2816 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2817 " feel a holy presence protecting you from losing yourself completely.");
2818 2809
2819 /* Put a gravestone up where the character 'almost' died. List the 2810 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 2811 * exp loss on the stone.
2821 */ 2812 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 2813 tmp = arch_to_object (archetype::find ("gravestone"));
2823 sprintf(buf,"%s's gravestone",op->name); 2814 sprintf (buf, "%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 2815 tmp->name = buf;
2825 sprintf(buf,"%s's gravestones",op->name); 2816 sprintf (buf, "%s's gravestones", &op->name);
2826 FREE_AND_COPY(tmp->name_pl, buf); 2817 tmp->name_pl = buf;
2827 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2818 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);
2828 "who was killed\n" 2819 tmp->msg = buf;
2829 "by %s.\n",
2830 op->name, op->contr->title,
2831 op->contr->killer);
2832 tmp->msg = add_string(buf);
2833 tmp->x=op->x,tmp->y=op->y; 2820 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 2821 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2822
2836 /**************************************/ 2823 /**************************************/
2837 /* */ 2824 /* */
2838 /* Subtract the experience points, */ 2825 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */ 2826 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */ 2827 /* food, and reset HP's... */
2841 /* */ 2828 /* */
2842 /**************************************/ 2829 /**************************************/
2843 2830
2844 /* remove any poisoning and confusion the character may be suffering.*/ 2831 /* remove any poisoning and confusion the character may be suffering. */
2845 /* restore player */ 2832 /* restore player */
2846 at = find_archetype("poisoning"); 2833 at = archetype::find ("poisoning");
2847 tmp=present_arch_in_ob(at,op); 2834 tmp = present_arch_in_ob (at, op);
2835
2848 if (tmp) { 2836 if (tmp)
2849 remove_ob(tmp); 2837 {
2850 free_object(tmp); 2838 tmp->destroy ();
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2839 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2852 } 2840 }
2853 2841
2854 at = find_archetype("confusion"); 2842 at = archetype::find ("confusion");
2855 tmp=present_arch_in_ob(at,op); 2843 tmp = present_arch_in_ob (at, op);
2856 if (tmp) { 2844 if (tmp)
2857 remove_ob(tmp); 2845 {
2858 free_object(tmp); 2846 tmp->destroy ();
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2847 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 } 2848 }
2849
2861 cure_disease(op,0); /* remove any disease */ 2850 cure_disease (op, 0, 0); /* remove any disease */
2862 2851
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 2852 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 2853 apply_death_exp_penalty (op);
2865 if(op->stats.food < 100) op->stats.food = 900; 2854 if (op->stats.food < 100)
2855 op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp; 2856 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2857 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2858 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2869 2859
2870 /* 2860 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 2861 * Check to see if the player has any unpaid items. If so, remove them
2872 * the player has any unpaid items. If so, remove them and put them back 2862 * and put them back in the map.
2873 * in the map. 2863 */
2874 */ 2864 op->drop_unpaid_items ();
2875 2865
2876 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2877 if (tmp->type == SHOP_FLOOR) {
2878 remove_unpaid_objects(op->inv, op);
2879 break;
2880 }
2881 }
2882
2883
2884 /****************************************/ 2866 /****************************************/
2885 /* */ 2867 /* */
2886 /* Move player to his current respawn- */ 2868 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 2869 /* position (usually last savebed) */
2888 /* */ 2870 /* */
2889 /****************************************/ 2871 /****************************************/
2890 2872
2891 enter_player_savebed(op); 2873 enter_player_savebed (op);
2892 2874
2893 /* Save the player before inserting the force to reduce
2894 * chance of abuse.
2895 */
2896 op->contr->braced=0; 2875 op->contr->braced = 0;
2897 save_player(op,1);
2898 2876
2899 /* it is possible that the player has blown something up 2877 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 2878 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 2879 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 2880 * on the space that might harm the player.
2903 */ 2881 */
2904 will_kill_again=0; 2882 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2883 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 2884 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 2885 will_kill_again |= tmp->attacktype;
2908 } 2886
2909 if (will_kill_again) { 2887 if (will_kill_again)
2888 {
2910 object *force; 2889 object *force;
2911 int at; 2890 int at;
2912 2891
2913 force=get_archetype(FORCE_NAME); 2892 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 2893 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 2894 force->speed = 0.1f;
2916 force->speed_left=-5.0; 2895 force->speed_left = -5.f;
2917 SET_FLAG(force, FLAG_APPLIED); 2896 SET_FLAG (force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 2897 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 2898 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 2899 force->resist[at] = 100;
2921 } 2900
2922 insert_ob_in_ob(force, op); 2901 insert_ob_in_ob (force, op);
2923 fix_player(op); 2902 op->update_stats ();
2924
2925 }
2926 /**************************************/
2927 /* */
2928 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */
2930 /* */
2931 /**************************************/
2932 2903
2904 }
2905
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2906 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2934 return;
2935 } /* NOT_PERMADETH */
2936 else {
2937 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2938 * should probably be embedded in an else statement.
2939 */
2940
2941 op->contr->party=NULL;
2942 if (settings.set_title == TRUE)
2943 op->contr->own_title[0]='\0';
2944 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2945 check_score(op);
2946 if(op->contr->ranges[range_golem]!=NULL) {
2947 remove_friendly_object(op->contr->ranges[range_golem]);
2948 remove_ob(op->contr->ranges[range_golem]);
2949 free_object(op->contr->ranges[range_golem]);
2950 op->contr->ranges[range_golem]=NULL;
2951 op->contr->golem_count=0;
2952 }
2953 loot_object(op); /* Remove some of the items for good */
2954 remove_ob(op);
2955 op->direction=0;
2956
2957 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2958 delete_character(op->name,0);
2959 if (settings.resurrection == TRUE) {
2960 /* save playerfile sans equipment when player dies
2961 ** then save it as player.pl.dead so that future resurrection
2962 ** type spells will work on them nicely
2963 */
2964 delete_character(op->name,0);
2965 op->stats.hp = op->stats.maxhp;
2966 op->stats.food = 999;
2967
2968 /* set the location of where the person will reappear when */
2969 /* maybe resurrection code should fix map also */
2970 strcpy(op->contr->maplevel, settings.emergency_mapname);
2971 if(op->map!=NULL)
2972 op->map = NULL;
2973 op->x = settings.emergency_x;
2974 op->y = settings.emergency_y;
2975 save_player(op,0);
2976 op->map = map;
2977 /* please see resurrection.c: peterm */
2978 dead_player(op);
2979 } else {
2980 delete_character(op->name,1);
2981 }
2982 }
2983 play_again(op);
2984
2985 /* peterm: added to create a corpse at deathsite. */
2986 tmp=arch_to_object(find_archetype("corpse_pl"));
2987 sprintf(buf,"%s", op->name);
2988 FREE_AND_COPY(tmp->name, buf);
2989 FREE_AND_COPY(tmp->name_pl, buf);
2990 tmp->level=op->level;
2991 tmp->x=x;tmp->y=y;
2992 if (tmp->msg)
2993 free_string(tmp->msg);
2994 tmp->msg = add_string (gravestone_text(op));
2995 SET_FLAG (tmp, FLAG_UNIQUE);
2996 insert_ob_in_map (tmp, map, NULL,0);
2997 }
2998} 2907}
2999 2908
3000 2909void
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 2910loot_object (object *op)
2911{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 2912 object *tmp, *tmp2, *next;
3003 2913
3004 if (op->container) { /* close open sack first */ 2914 op->close_container (); /* close open sack first */
3005 esrv_apply_container (op, op->container);
3006 }
3007 2915
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2916 for (tmp = op->inv; tmp; tmp = next)
2917 {
3009 next=tmp->below; 2918 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2919
3011 remove_ob(tmp); 2920 if (tmp->invisible)
2921 continue;
2922
2923 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 2924 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 2925
3014 loot_object(tmp); 2926 if (tmp->type == CONTAINER)
3015 } 2927 loot_object (tmp); /* empty container to ground */
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2928
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2929 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2930 {
3018 if(tmp->nrof>1) { 2931 if (tmp->nrof > 1)
2932 {
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2933 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3020 free_object(tmp2); 2934 tmp2->destroy ();
3021 insert_ob_in_map(tmp,op->map,NULL,0); 2935 insert_ob_in_map (tmp, op->map, NULL, 0);
2936 }
2937 else
2938 tmp->destroy ();
2939 }
3022 } else 2940 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 2941 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 2942 }
3027} 2943}
3028 2944
3029/* 2945/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 2946 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 2947 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 2948 * was changed.
3033 */ 2949 */
3034 2950void
3035void fix_weight(void) { 2951fix_weight (void)
3036 player *pl; 2952{
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 2953 for_all_players (pl)
2954 {
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2955 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2956
3039 if(old == sum) 2957 if (old == sum)
3040 continue; 2958 continue;
3041 fix_player(pl->ob); 2959 pl->ob->update_stats ();
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2960 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3043 pl->ob->name, old, sum);
3044 } 2961 }
3045} 2962}
3046 2963
2964void
3047void fix_luck(void) { 2965fix_luck (void)
3048 player *pl; 2966{
3049 for (pl = first_player; pl != NULL; pl = pl->next) 2967 for_all_players (pl)
3050 if (!pl->ob->contr->state) 2968 if (!pl->ob->contr->ns->state)
3051 change_luck(pl->ob, 0); 2969 pl->ob->change_luck (0);
3052} 2970}
3053
3054 2971
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 2972/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 2973 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 2974 * just treat this as any other spell casting object.
3058 */ 2975 */
3059
3060void 2976void
3061cast_dust (object * op, object * throw_ob, int dir) 2977cast_dust (object *op, object *throw_ob, int dir)
3062{ 2978{
3063 object *skop, *spob; 2979 object *skop, *spob;
3064 2980
3065 skop = find_skill_by_name (op, throw_ob->skill); 2981 skop = find_skill_by_name (op, throw_ob->skill);
3066 2982
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 2983 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2984 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 2985 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2986 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 2987 return;
3073 } 2988 }
3074 2989
3075 spob = throw_ob->inv; 2990 spob = throw_ob->inv;
3076 2991
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2992 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3078 // not pass NULL to cast_spell (which did indeed check itself, but 2993 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 2994 // errors should be reported as early as possible IMHO)
3080 if (!spob) 2995 if (!spob)
3081 { 2996 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2997 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3083 throw_ob->name, op->name);
3084 return; 2998 return;
3085 } 2999 }
3086 3000
3087 if (op->type == PLAYER) 3001 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3002 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 3003
3090 cast_spell (op, throw_ob, dir, spob, NULL); 3004 cast_spell (op, throw_ob, dir, spob, NULL);
3091 3005
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3006 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 3007}
3096 3008
3009void
3097void make_visible (object *op) { 3010make_visible (object *op)
3011{
3098 op->hide = 0; 3012 op->hide = 0;
3099 op->invisible = 0; 3013 op->invisible = 0;
3100 if(op->type==PLAYER) {
3101 op->contr->tmp_invis = 0;
3102 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3103 }
3104 update_object(op,UP_OBJ_FACE);
3105}
3106 3014
3107int is_true_undead(object *op) {
3108 object *tmp=NULL;
3109
3110 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3111
3112 if(op->type==PLAYER) 3015 if (op->type == PLAYER)
3113 for(tmp=op->inv;tmp;tmp=tmp->below) 3016 {
3114 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3017 op->contr->tmp_invis = 0;
3115 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3018 op->contr->invis_race = 0;
3019 }
3020
3021 update_object (op, UP_OBJ_CHANGE);
3022}
3023
3024int
3025is_true_undead (object *op)
3026{
3027 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3028 return 1;
3029
3116 return 0; 3030 return 0;
3117} 3031}
3118 3032
3119/* look at the surrounding terrain to determine 3033/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 3034 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 3035 * indicate greater hideability.
3122 */ 3036 */
3123 3037int
3124int hideability(object *ob) { 3038hideability (object *ob)
3039{
3125 int i,level=0, mflag; 3040 int i, level = 0, mflag;
3126 sint16 x,y; 3041 sint16 x, y;
3127 3042
3128 if(!ob||!ob->map) return 0; 3043 if (!ob || !ob->map)
3044 return 0;
3129 3045
3130 /* so, on normal lighted maps, its hard to hide */ 3046 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 3047 level = ob->map->darkness - 2;
3132 3048
3133 /* this also picks up whether the object is glowing. 3049 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 3050 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 3051 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3052 if (has_carried_lights (ob))
3053 level = -(10 + (2 * ob->map->darkness));
3137 3054
3138 /* scan through all nearby squares for terrain to hide in */ 3055 /* scan through all nearby squares for terrain to hide in */
3139 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3056 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3057 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3058 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 3059 if (mflag & P_OUT_OF_MAP)
3060 {
3061 continue;
3062 }
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3063 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 3064 level += 2;
3144 else /* open terrain! */ 3065 else /* open terrain! */
3145 level -= 1; 3066 level -= 1;
3146 } 3067 }
3147 3068
3148#if 0 3069#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3070 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 3071#endif
3151 return level; 3072 return level;
3152} 3073}
3153 3074
3154/* For Hidden creatures - a chance of becoming 'unhidden' 3075/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 3076 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 3077 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 3078 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 3079 */
3159 3080void
3160void do_hidden_move (object *op) { 3081do_hidden_move (object *op)
3082{
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3083 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3162 object *skop; 3084 object *skop;
3163 3085
3164 if(!op || !op->map) return; 3086 if (!op || !op->map)
3087 return;
3165 3088
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3089 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3167 3090
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 3091 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 3092 if (op->type == PLAYER && op->contr->run_on)
3170 if(!skop || num >= skop->level) { 3093 if (!skop || num >= skop->level)
3094 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3095 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 3096 make_visible (op);
3173 return; 3097 return;
3174 } else num += 20;
3175 } 3098 }
3099 else
3100 num += 20;
3101
3176 num += op->map->difficulty; 3102 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 3103 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 3104 num -= hide;
3105
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3106 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3107 {
3180 make_visible(op); 3108 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3109 if (op->type == PLAYER)
3182 "You moved out of hiding! You are visible!"); 3110 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 3111 }
3184 else if (op->type == PLAYER && skop) { 3112 else if (op->type == PLAYER && skop)
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3113 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 }
3187} 3114}
3188 3115
3189/* determine if who is standing near a hostile creature. */ 3116/* determine if who is standing near a hostile creature. */
3190 3117
3118int
3191int stand_near_hostile( object *who ) { 3119stand_near_hostile (object *who)
3120{
3192 object *tmp=NULL; 3121 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 3122 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 3123 maptile *m;
3195 sint16 x,y; 3124 sint16 x, y;
3196 3125
3197 if(!who) return 0; 3126 if (!who)
3198
3199 if(who->type==PLAYER) player=1;
3200 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3201
3202 /* search adjacent squares */
3203 for(i=1;i<9;i++) {
3204 x = who->x+freearr_x[i];
3205 y = who->y+freearr_y[i];
3206 m = who->map;
3207 mflags = get_map_flags(m, &m, x, y, &x, &y);
3208 /* space must be blocked if there is a monster. If not
3209 * blocked, don't need to check this space.
3210 */
3211 if (mflags & P_OUT_OF_MAP) continue;
3212 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3213
3214 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3215 if((player||friendly)
3216 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3217 return 1;
3218 else if(tmp->type==PLAYER)
3219 {
3220 /*don't let a hidden DM prevent you from hiding*/
3221 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3222 return 1;
3223 }
3224 }
3225 }
3226 return 0; 3127 return 0;
3128
3129 if (who->type == PLAYER)
3130 player = 1;
3131
3132 else
3133 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3134
3135 /* search adjacent squares */
3136 for (i = 1; i < 9; i++)
3137 {
3138 x = who->x + freearr_x[i];
3139 y = who->y + freearr_y[i];
3140 m = who->map;
3141 mflags = get_map_flags (m, &m, x, y, &x, &y);
3142 /* space must be blocked if there is a monster. If not
3143 * blocked, don't need to check this space.
3144 */
3145 if (mflags & P_OUT_OF_MAP)
3146 continue;
3147 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3148 continue;
3149
3150 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3151 {
3152 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3153 return 1;
3154 else if (tmp->type == PLAYER)
3155 {
3156 /*don't let a hidden DM prevent you from hiding */
3157 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3158 return 1;
3159 }
3160 }
3161 }
3162 return 0;
3227} 3163}
3228 3164
3229/* check the player los field for viewability of the 3165/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 3166 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 3167 * but we dont worry if the object isnt the top one in
3232 * a pile (say a coin under a table would return "viewable" 3168 * a pile (say a coin under a table would return "viewable"
3233 * by this routine). Another question, should we be 3169 * by this routine). Another question, should we be
3234 * concerned with the direction the player is looking 3170 * concerned with the direction the player is looking
3235 * in? Realistically, most of use cant see stuff behind 3171 * in? Realistically, most of us can't see stuff behind
3236 * our backs...on the other hand, does the "facing" direction 3172 * our backs...on the other hand, does the "facing" direction
3237 * imply the way your head, or body is facing? Its possible 3173 * imply the way your head, or body is facing? It's possible
3238 * for them to differ. Sigh, this fctn could get a bit more complex. 3174 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 3175 * -b.t.
3240 * This function is now map tiling safe. 3176 * This function is now map tiling safe.
3241 */ 3177 */
3242 3178int
3243int player_can_view (object *pl,object *op) { 3179player_can_view (object *pl, object *op)
3180{
3244 rv_vector rv; 3181 rv_vector rv;
3245 int dx,dy; 3182 int dx, dy;
3246 3183
3247 if(pl->type!=PLAYER) { 3184 if (pl->type != PLAYER)
3185 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 3186 LOG (llevError, "player_can_view() called for non-player object\n");
3249 return -1;
3250 }
3251 if (!pl || !op) return 0;
3252
3253 if(op->head) { op = op->head; }
3254 get_rangevector(pl, op, &rv, 0x1);
3255
3256 /* starting with the 'head' part, lets loop
3257 * through the object and find if it has any
3258 * part that is in the los array but isnt on
3259 * a blocked los square.
3260 * we use the archetype to figure out offsets.
3261 */
3262 while(op) {
3263 dx = rv.distance_x + op->arch->clone.x;
3264 dy = rv.distance_y + op->arch->clone.y;
3265
3266 /* only the viewable area the player sees is updated by LOS
3267 * code, so we need to restrict ourselves to that range of values
3268 * for any meaningful values.
3269 */
3270 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3271 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3272 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3273 return 1; 3187 return -1;
3274 op = op->more;
3275 } 3188 }
3189
3190 if (!pl || !op)
3276 return 0; 3191 return 0;
3192
3193 op = op->head_ ();
3194
3195 get_rangevector (pl, op, &rv, 0x1);
3196
3197 /* starting with the 'head' part, lets loop
3198 * through the object and find if it has any
3199 * part that is in the los array but isn't on
3200 * a blocked los square.
3201 * we use the archetype to figure out offsets.
3202 */
3203 while (op)
3204 {
3205 dx = rv.distance_x + op->arch->x;
3206 dy = rv.distance_y + op->arch->y;
3207
3208 /* only the viewable area the player sees is updated by LOS
3209 * code, so we need to restrict ourselves to that range of values
3210 * for any meaningful values.
3211 */
3212 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3213 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3214 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3215 return 1;
3216
3217 op = op->more;
3218 }
3219
3220 return 0;
3277} 3221}
3278 3222
3279/* routine for both players and monsters. We call this when 3223/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3224 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not 3225 * place or invisiblity spell. Artefact invisiblity is not
3282 * effected by this. If we arent invisible to begin with, we 3226 * effected by this. If we arent invisible to begin with, we
3283 * return 0. 3227 * return 0.
3284 */ 3228 */
3229int
3285int action_makes_visible (object *op) { 3230action_makes_visible (object *op)
3286 3231{
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3232 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3233 {
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3234 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3289 return 0; 3235 return 0;
3290 3236
3291 if (op->contr && op->contr->tmp_invis == 0) return 0; 3237 if (op->contr && op->contr->tmp_invis == 0)
3238 return 0;
3292 3239
3293 /* If monsters, they should become visible */ 3240 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3241 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3242 {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3243 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3296 return 1; 3244 return 1;
3297 } 3245 }
3298 } 3246 }
3247
3299 return 0; 3248 return 0;
3300} 3249}
3301 3250
3302/* op_on_battleground - checks if the given object op (usually 3251/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3252 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3253 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3254 * -exit-coord. (and if x, y not NULL)
3306 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3255 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3307 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3256 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3308 * Default is to do the same as before, so only people wanting to have different points need worry about this 3257 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3258 */
3259int
3310int op_on_battleground (object *op, int *x, int *y) { 3260op_on_battleground (object *op, int *x, int *y)
3311 object *tmp; 3261{
3312
3313 /* A battleground-tile needs the following attributes to be valid: 3262 /* A battleground-tile needs the following attributes to be valid:
3314 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3263 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3264 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3265 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3266 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3267 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3268 for (object *tmp = op->below; tmp; tmp = tmp->below)
3269 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3270 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3271 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3272 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3322 strcmp(tmp->name, "battleground")==0 && 3273 && tmp->type == BATTLEGROUND
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3274 && tmp->name == shstr_battleground
3275 && EXIT_X (tmp) && EXIT_Y (tmp))
3276 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3277 /* before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3278 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3326 object *invtmp; 3279 {
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3280 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3281 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3282 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3330 if (x != NULL && y != NULL) 3283 {
3284 if (x && y)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3285 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3286
3287 return 1;
3288 }
3289 }
3290 }
3291
3292 if (x && y)
3293 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3294
3332 return 1; 3295 return 1;
3333 } 3296 }
3334 } 3297 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3298 }
3340 } 3299
3341 }
3342 /* If we got here, did not find a battleground */ 3300 /* If we got here, did not find a battleground */
3343 return 0; 3301 return 0;
3344} 3302}
3345 3303
3346/* 3304/*
3350 * attributes: 3308 * attributes:
3351 * object *who the dragon player 3309 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3310 * int atnr the attack-number of the ability focus
3353 * int level ability level 3311 * int level ability level
3354 */ 3312 */
3313void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3314dragon_ability_gain (object *who, int atnr, int level)
3315{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3316 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3317 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3318 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3319 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3320 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3321 int i = 0, j = 0;
3362 3322
3363 /* get the appropriate treasurelist */ 3323 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3324 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3325 trlist = treasurelist::find (shstr_dragon_ability_fire);
3366 else if (atnr == ATNR_COLD) 3326 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3327 trlist = treasurelist::find (shstr_dragon_ability_cold);
3368 else if (atnr == ATNR_ELECTRICITY) 3328 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3329 trlist = treasurelist::find (shstr_dragon_ability_elec);
3370 else if (atnr == ATNR_POISON) 3330 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3331 trlist = treasurelist::find (shstr_dragon_ability_poison);
3372 3332
3373 if (trlist == NULL || who->type != PLAYER) 3333 if (trlist == NULL || who->type != PLAYER)
3374 return; 3334 return;
3375 3335
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3336 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3337
3378 3338 if (!tr || !tr->item)
3379 if (tr == NULL || tr->item == NULL) { 3339 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3340 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3341 return;
3382 } 3342 }
3383 3343
3384 /* everything seems okay - now bring on the gift: */ 3344 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3345 item = tr->item;
3386 3346
3387 if (item->type == SPELL) { 3347 if (item->type == SPELL)
3348 {
3388 if (check_spell_known (who, item->name)) 3349 if (check_spell_known (who, item->name))
3389 return; 3350 return;
3390 3351
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3352 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3392 do_learn_spell (who, item, 0); 3353 do_learn_spell (who, item, 0);
3393 return; 3354 return;
3394 } 3355 }
3395 3356
3396 /* grant direct spell */ 3357 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3358 if (item->type == SPELLBOOK)
3359 {
3398 if (!item->inv) { 3360 if (!item->inv)
3361 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3362 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3363 return;
3402 } 3364 }
3403 if (check_spell_known (who, item->inv->name)) 3365 if (check_spell_known (who, item->inv->name))
3404 return; 3366 return;
3405 if (item->invisible) { 3367 if (item->invisible)
3368 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3369 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3407 do_learn_spell (who, item->inv, 0); 3370 do_learn_spell (who, item->inv, 0);
3408 return; 3371 return;
3409 } 3372 }
3410 } 3373 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3374 else if (item->type == SKILL_TOOL && item->invisible)
3375 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3376 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3377 {
3413 3378
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3379 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3415 * in this way, if the player is missing any of the attacktypes, he gets 3380 * in this way, if the player is missing any of the attacktypes, he gets
3416 * them. As it is now, if the player has any that match the granted skill, 3381 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3382 * but not all of them, he gets nothing.
3418 */ 3383 */
3419 if (!(skop->attacktype & item->attacktype)) { 3384 if (!(skop->attacktype & item->attacktype))
3385 {
3420 /* Give new attacktype */ 3386 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3387 skop->attacktype |= item->attacktype;
3422 3388
3423 /* always add physical if there's none */ 3389 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3390 skop->attacktype |= AT_PHYSICAL;
3425 3391
3426 if (item->msg != NULL) 3392 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3393 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3428 3394
3429 /* Give player new face */ 3395 /* Give player new face */
3430 if (item->animation_id) { 3396 if (item->animation_id)
3397 {
3431 who->face = skop->face; 3398 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3399 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3400 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3401 who->last_anim = 0;
3435 who->state = 0; 3402 who->state = 0;
3436 animate_object(who, who->direction); 3403 animate_object (who, who->direction);
3437 } 3404 }
3405 }
3406 }
3438 } 3407 }
3439 }
3440 }
3441 else if (item->type == FORCE) { 3408 else if (item->type == FORCE)
3409 {
3442 /* forces in the treasurelist can alter the player's stats */ 3410 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3411 object *skin;
3412
3444 /* first get the dragon skin force */ 3413 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3414 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3446 skin=skin->below); 3415 ;
3447 if (skin == NULL) return; 3416
3448 3417 if (!skin)
3418 return;
3419
3449 /* adding new spellpath attunements */ 3420 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3421 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3422 {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3423 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3424
3453 /* print message */ 3425 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3426 sprintf (buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3427 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456 if(item->path_attuned & (1<<i)) { 3428 {
3457 if (j) 3429 if (item->path_attuned & (1 << i))
3458 strcat(buf," and "); 3430 {
3459 else 3431 if (j)
3460 j = 1; 3432 strcat (buf, " and ");
3433 else
3434 j = 1;
3461 strcat(buf, spellpathnames[i]); 3435 strcat (buf, spellpathnames[i]);
3462 } 3436 }
3463 } 3437 }
3464 strcat(buf,"."); 3438 strcat (buf, ".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3439 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3466 } 3440 }
3467 3441
3468 /* evtl. adding flags: */ 3442 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3443 if (QUERY_FLAG (item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3444 SET_FLAG (skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3445 if (QUERY_FLAG (item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3446 SET_FLAG (skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3447 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3448 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3475 3449
3476 /* print message if there is one */ 3450 /* print message if there is one */
3477 if (item->msg != NULL) 3451 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3452 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3453 }
3454 else
3479 } 3455 {
3480 else {
3481 /* generate misc. treasure */ 3456 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3457 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3458 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3484 tmp = insert_ob_in_ob (tmp, who); 3459 tmp = insert_ob_in_ob (tmp, who);
3485 if (who->type == PLAYER) 3460 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp); 3461 esrv_send_item (who, tmp);
3487 } 3462 }
3488} 3463}
3489 3464
3490/** 3465/**
3491 * Unready an object for a player. This function does nothing if the object was 3466 * Unready an object for a player. This function does nothing if the object was
3492 * not readied. 3467 * not readied.
3493 */ 3468 */
3469void
3494void player_unready_range_ob(player *pl, object *ob) { 3470player_unready_range_ob (player *pl, object *ob)
3495 rangetype i; 3471{
3472 if (pl->ob->current_weapon == ob)
3473 pl->ob->current_weapon = 0;
3496 3474
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3475 if (pl->combat_ob == ob)
3498 if (pl->ranges[i] == ob) { 3476 pl->combat_ob = 0;
3499 pl->ranges[i] = NULL; 3477
3500 if (pl->shoottype == i) { 3478 if (pl->ranged_ob == ob)
3501 pl->shoottype = range_none; 3479 pl->ranged_ob = 0;
3502 }
3503 }
3504 }
3505} 3480}
3481
3482sint8
3483player::visibility_at (maptile *map, int x, int y) const
3484{
3485 if (!ns)
3486 return 0;
3487
3488 int dx, dy;
3489 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3490 return 0;
3491
3492 x += dx - ns->current_x + ns->mapx / 2;
3493 y += dy - ns->current_y + ns->mapy / 2;
3494
3495 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3496 return 0;
3497
3498 return 100 - blocked_los [x][y];
3499}

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