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Comparing deliantra/server/server/player.C (file contents):
Revision 1.17 by pippijn, Thu Sep 7 10:01:58 2006 UTC vs.
Revision 1.145 by root, Mon May 28 21:28:36 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 1.17 2006/09/07 10:01:58 pippijn Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * under the terms of the GNU General Public License as published by the Free
10 * Software Foundation; either version 2 of the License, or (at your option)
11 * any later version.
12 *
13 * This program is distributed in the hope that it will be useful, but
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * for more details.
17 *
18 * You should have received a copy of the GNU General Public License along
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
4 */ 23 */
5 24
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 25#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 26#include <sproto.h>
35#endif
36#include <sounds.h> 27#include <sounds.h>
37#include <living.h> 28#include <living.h>
38#include <object.h> 29#include <object.h>
39#include <spells.h> 30#include <spells.h>
40#include <skills.h> 31#include <skills.h>
41#include <newclient.h>
42 32
43#ifdef COZY_SERVER 33#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 34#include <functional>
45#endif
46 35
47player *find_player(const char *plname) 36playervec players;
37
38void
39display_motd (const object *op)
48{ 40{
49 player *pl; 41 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 42 char motd[HUGE_BUF];
51 { 43 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 49 return;
54 };
55 return NULL;
56}
57 50
58player* find_player_partial_name( const char* plname ) 51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
59 { 55 {
60 player* pl; 56 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( (size_t) strlen( pl->ob->name ) < namelen )
66 continue; 57 continue;
67 58
68 if ( !strcmp( pl->ob->name, plname) ) 59 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 60 size += strlen (buf);
61 }
70 62
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65}
66
67void
68send_rules (const object *op)
69{
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
89 {
90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
91 break;
92 }
93
94 strncat (rules + size, buf, HUGE_BUF - size);
95 size += strlen (buf);
96 }
97
98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99 close_and_delete (fp, comp);
100}
101
102void
103send_news (const object *op)
104{
105 char buf[MAX_BUF];
106 char news[HUGE_BUF];
107 char subject[MAX_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return;
115
116 news[0] = '\0';
117 subject[0] = '\0';
118 size = 0;
119
120 while (fgets (buf, MAX_BUF, fp))
121 {
122 if (*buf == '#')
123 continue;
124
125 if (*buf == '%')
126 { /* send one news */
127 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
130 strcpy (subject, buf + 1);
131 strip_endline (subject);
132 size = 0;
133 news[0] = '\0';
134 }
135 else
136 {
137 if (size + strlen (buf) >= HUGE_BUF)
72 { 138 {
73 if ( found ) 139 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
74 return NULL; 140 break;
75
76 found = pl;
77 } 141 }
142 strncat (news + size, buf, HUGE_BUF - size);
143 size += strlen (buf);
78 } 144 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88 145 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 146
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 149 close_and_delete (fp, comp);
103} 150}
104 151
105void send_rules(const object *op) { 152/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 153static void
107 char rules[HUGE_BUF]; 154set_first_map (object *op)
108 FILE *fp; 155{
109 int comp; 156 op->contr->maplevel = first_map_path;
110 int size; 157 op->x = -1;
111 158 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 159}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 160
161void
162player::activate ()
163{
164 if (active)
114 return; 165 return;
166
167 players.insert (this);
168 ob->remove ();
169 ob->map = 0;
170 ob->activate_recursive ();
171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
172 add_friendly_object (ob);
173}
174
175void
176player::deactivate ()
177{
178 if (!active)
179 return;
180
181 terminate_all_pets (ob);
182 remove_friendly_object (ob);
183 ob->deactivate_recursive ();
184
185 if (ob->map)
186 maplevel = ob->map->path;
187
188 ob->remove ();
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
199void
200player::connect (client *ns)
201{
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (ob);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->clone.race;
219
220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->clone.name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
115 } 229 {
116 rules[0]='\0'; 230 object *tmp, *abil = 0, *skin = 0;
117 size=0; 231
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 232 shstr_cmp dragon_ability_force ("dragon_ability_force");
119 if( *buf == '#') 233 shstr_cmp dragon_skin_force ("dragon_skin_force");
120 continue; 234
121 if (size + strlen(buf)>=HUGE_BUF) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE)
237 if (tmp->arch->name == dragon_ability_force)
238 abil = tmp;
239 else if (tmp->arch->name == dragon_skin_force)
240 skin = tmp;
241
242 set_dragon_name (ob, abil, skin);
243 }
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this, ob->weight + ob->carrying);
248
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
252
253 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED])
255 switch (op->type)
122 { 256 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 257 case SKILL:
124 break; 258 ob->flag [FLAG_APPLIED] = false;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break; 259 break;
167 } 260
168 strncat(news+size,buf,HUGE_BUF-size); 261 case WAND:
169 size+=strlen(buf); 262 case ROD:
263 case HORN:
264 case BOW:
265 ranged_ob = op;
266 break;
267
268 case WEAPON:
269 combat_ob = op;
270 break;
170 } 271 }
171 } 272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats ();
275
276 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288}
289
290void
291player::disconnect ()
292{
293 if (ns)
172 294 {
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 295 if (active)
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179}
180 297
181int playername_ok(const char *cp) { 298 INVOKE_PLAYER (DISCONNECT, this);
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184 299
185 for(;*cp!='\0';cp++) 300 ns->reset_stats ();
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_') 301 ns->pl = 0;
187 return 0; 302 ns = 0;
188 return 1;
189}
190
191/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map.
194 */
195
196/* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player *
203get_player (player * p)
204{
205 object *op = arch_to_object (get_player_archetype (NULL));
206 int i;
207
208 if (!p)
209 { 303 }
210 p = new player;
211 304
212 /* This adds the player in the linked list. There is extra 305 if (ob)
213 * complexity here because we want to add the new player at the 306 ob->close_container (); //TODO: client-specific
214 * end of the list - there is in fact no compelling reason that
215 * that needs to be done except for things like output of
216 * 'who'.
217 */
218 player *tmp = first_player;
219 while (tmp != NULL && tmp->next != NULL)
220 tmp = tmp->next;
221 if (tmp != NULL)
222 tmp->next = p;
223 else
224 first_player = p;
225 307
226 p->next = NULL; 308 deactivate ();
227 } 309}
228 310
229 /* Clears basically the entire player structure except 311// the need for this function can be explained
230 * for next and socket. 312// by load_object not returning the object
231 */ 313void
232 p->clear (); 314player::set_object (object *op)
315{
316 ob = op;
317 ob->contr = this; /* this aren't yet in archetype */
233 318
319 ob->speed = 1.0f;
320 ob->speed_left = 0.5f;
321
322 ob->direction = 5; /* So player faces south */
323}
324
325player::player ()
326{
234 /* There are some elements we want initialized to non zero value - 327 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 328 * we deal with that below this point.
236 */ 329 */
237 p->party = NULL; 330 outputs_sync = 4;
238 p->outputs_sync = 16; /* Every 2 seconds */ 331 outputs_count = 4;
239 p->outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 332 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 333
243#ifdef AUTOSAVE
244 p->last_save_tick = 9999999;
245#endif
246
247 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 334 savebed_map = first_map_path; /* Init. respawn position */
248 335
249 op->contr = p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left = 0.5;
252 op->speed = 1.0;
253 op->direction = 5; /* So player faces south */
254 op->stats.wc = 2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257
258 roll_stats (op);
259 p->state = ST_ROLL_STAT;
260 clear_los (op);
261
262 p->gen_sp_armour = 10; 336 gen_sp_armour = 10;
263 p->last_speed = -1;
264 p->shoottype = range_none;
265 p->bowtype = bow_normal; 337 bowtype = bow_normal;
266 p->petmode = pet_normal; 338 petmode = pet_normal;
267 p->listening = 10; 339 listening = 10;
268 p->usekeys = containers; 340 usekeys = containers;
269 p->last_weapon_sp = -1;
270 p->peaceful = 1; /* default peaceful */ 341 peaceful = 1; /* default peaceful */
271 p->do_los = 1; 342 do_los = 1;
272 p->explore = 0;
273 p->no_shout = 0; /* default can shout */
274 343
275 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 344 weapon_sp = 1.0f;
276 p->title[sizeof (p->title) - 1] = '\0'; 345 weapon_sp_left = 0.5f;
277 op->race = op->arch->clone.race; 346}
278 347
279 CLEAR_FLAG (op, FLAG_READY_SKILL); 348void
349player::do_destroy ()
350{
351 disconnect ();
280 352
281 /* we need to clear these to -1 and not zero - otherwise, 353 attachable::do_destroy ();
282 * if a player quits and starts a new character, we wont 354
283 * send new values to the client, as things like exp start 355 if (ob)
284 * at zero.
285 */
286 for (i = 0; i < NUM_SKILLS; i++)
287 {
288 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL;
290 } 356 {
291 for (i = 0; i < NROFATTACKS; i++) 357 ob->destroy_inv (false);
358 ob->destroy ();
292 { 359 }
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32) - 1;
297
298 p->socket.update_look = 0;
299 p->socket.look_position = 0;
300 return p;
301} 360}
302 361
303/* This loads the first map an puts the player on it. */ 362player::~player ()
304static void set_first_map(object *op)
305{ 363{
306 strcpy(op->contr->maplevel, first_map_path); 364 /* Clear item stack */
307 op->x = -1; 365 free (stack_items);
308 op->y = -1;
309 enter_exit(op, NULL);
310} 366}
311 367
312/* Tries to add player on the connection passwd in ns. 368/* 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 369 * All we can really get in this is some settings like host and display
314 * mode. 370 * mode.
315 */ 371 */
372player *
373player::create ()
374{
375 player *pl = new player;
316 376
317int add_player(NewSocket *ns) { 377 pl->set_object (arch_to_object (get_player_archetype (0)));
318 player *p;
319 378
320 p=get_player(NULL); 379 pl->ob->roll_stats ();
321 p->socket = *ns; 380 pl->ob->stats.wc = 2;
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 381 pl->ob->run_away = 25; /* Then we panick... */
323 if(p->socket.faces_sent == NULL) 382
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); 383 set_first_map (pl->ob);
332 384
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; 385 return pl;
340} 386}
341 387
342/* 388/*
343 * get_player_archetype() return next player archetype from archetype 389 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 390 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 391 * Note: there MUST be at least one player archetype!
346 */ 392 */
393archetype *
347archetype *get_player_archetype(archetype* at) 394get_player_archetype (archetype *at)
348{ 395{
349 archetype *start = at; 396 archetype *start = at;
397
350 for (;;) { 398 for (;;)
399 {
351 if (at==NULL || at->next==NULL) 400 if (at == NULL || at->next == NULL)
352 at=first_archetype; 401 at = first_archetype;
353 else 402 else
354 at=at->next; 403 at = at->next;
404
355 if(at->clone.type==PLAYER) 405 if (at->clone.type == PLAYER)
356 return at; 406 return at;
407
357 if (at == start) { 408 if (at == start)
409 {
358 LOG (llevError, "No Player archetypes\n"); 410 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 411 exit (-1);
360 } 412 }
361 } 413 }
362} 414}
363 415
364 416object *
365object *get_nearest_player(object *mon) { 417get_nearest_player (object *mon)
418{
366 object *op = NULL; 419 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 420 objectlink *ol;
369 unsigned lastdist; 421 unsigned lastdist;
370 rv_vector rv; 422 rv_vector rv;
371 423
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 424 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
425 {
373 /* We should not find free objects on this friendly list, but it 426 /* We should not find free objects on this friendly list, but it
374 * does periodically happen. Given that, lets deal with it. 427 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 428 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 429 * list is also free, so encapsulate this in a while loop.
377 */ 430 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 431 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
432 {
379 object *tmp=ol->ob; 433 object *tmp = ol->ob;
380 434
381 /* Can't do much more other than log the fact, because the object 435 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared. 436 * itself will have been cleared.
383 */ 437 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 438 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
439 tmp->debug_desc ());
385 ol = ol->next; 440 ol = ol->next;
386 remove_friendly_object(tmp); 441 remove_friendly_object (tmp);
442 if (!ol)
387 if (!ol) return op; 443 return op;
388 } 444 }
389 445
390 /* Remove special check for player from this. First, it looks to cause 446 /* 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 447 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case - 448 * 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 449 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove 450 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 451 * on_same_map check, as can_detect_enemy also does this
396 */ 452 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 453 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 454 continue;
399 455
400 if(lastdist>rv.distance) { 456 if (lastdist > rv.distance)
457 {
401 op=ol->ob; 458 op = ol->ob;
402 lastdist=rv.distance; 459 lastdist = rv.distance;
403 } 460 }
404 } 461 }
405 for (pl=first_player; pl != NULL; pl=pl->next) { 462
463 for_all_players (pl)
406 if (can_detect_enemy(mon, pl->ob,&rv)) { 464 if (can_detect_enemy (mon, pl->ob, &rv))
407
408 if(lastdist>rv.distance) { 465 if (lastdist > rv.distance)
409 op=pl->ob;
410 lastdist=rv.distance;
411 }
412 } 466 {
413 } 467 op = pl->ob;
468 lastdist = rv.distance;
469 }
470
414#if 0 471#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)"); 472 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 473#endif
417 return op; 474 return op;
418} 475}
419 476
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 477/* 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 478 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 479 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 493 * 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 494 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 495 * is probably not a good thing.
439 */ 496 */
440#define MAX_SPACES 50 497#define MAX_SPACES 50
441
442 498
443/* 499/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 500 * 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 501 * 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 502 * 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. 515 * 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, 516 * 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 517 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 518 * is blocking itself.
463 */ 519 */
520int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 521path_to_player (object *mon, object *pl, unsigned mindiff)
522{
465 rv_vector rv; 523 rv_vector rv;
466 sint16 x,y; 524 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 525 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 526 maptile *m, *lastmap;
469 527
470 get_rangevector(mon, pl, &rv, 0); 528 get_rangevector (mon, pl, &rv, 0);
471 529
472 if (rv.distance<mindiff) return 0; 530 if (rv.distance < mindiff)
531 return 0;
473 532
474 x=mon->x; 533 x = mon->x;
475 y=mon->y; 534 y = mon->y;
476 m=mon->map; 535 m = mon->map;
477 dir = rv.direction; 536 dir = rv.direction;
478 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 537 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); 538 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
539
480 /* If we can't solve it within the search distance, return now. */ 540 /* If we can't solve it within the search distance, return now. */
481 if (diff>max) return 0; 541 if (diff > max)
542 return 0;
543
482 while (diff >1 && max>0) { 544 while (diff > 1 && max > 0)
545 {
483 lastx = x; 546 lastx = x;
484 lasty = y; 547 lasty = y;
485 lastmap = m; 548 lastmap = m;
486 x = lastx + freearr_x[dir]; 549 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir]; 550 y = lasty + freearr_y[dir];
488 551
489 mflags = get_map_flags(m, &m, x, y, &x, &y); 552 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); 553 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
491 554
492 /* Space is blocked - try changing direction a little */ 555 /* Space is blocked - try changing direction a little */
493 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 556 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)))) { 557 && (m == mon->map && blocked_link (mon, m, x, y))))
558 {
495 /* recalculate direction from last good location. Possible 559 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before. 560 * we were not traversing ideal location before.
497 */ 561 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 562 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) { 563 if (rv.direction != dir)
564 {
500 /* OK - says direction should be different - lets reset the 565 /* OK - says direction should be different - lets reset the
501 * the values so it will try again. 566 * the values so it will try again.
502 */ 567 */
503 x = lastx; 568 x = lastx;
504 y = lasty; 569 y = lasty;
505 m = lastmap; 570 m = lastmap;
506 dir = firstdir = rv.direction; 571 dir = firstdir = rv.direction;
572 }
507 } else { 573 else
574 {
508 /* direct path is blocked - try taking a side step to 575 /* direct path is blocked - try taking a side step to
509 * either the left or right. 576 * either the left or right.
510 * Note increase the values in the loop below to be 577 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes 578 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting 579 * 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 580 * too big (3 or maybe 4 or higher) as the monster may just try
514 * stepping back and forth 581 * stepping back and forth
515 */ 582 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 583 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
584 {
585 if (i == 0)
517 if (i==0) continue; /* already did this, so skip it */ 586 continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise, 587 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in 588 * since the direction that the creature should move in
520 * may change, you could get infinite loops. 589 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only 590 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance, 591 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north, 592 * gets blocked, finds that it should move north,
524 * can't do that, but now finds it can move east, and 593 * can't do that, but now finds it can move east, and
525 * gets back to its original point. lastdir contains 594 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully 595 * the last direction the creature has successfully
527 * moved. 596 * moved.
528 */ 597 */
529 598
530 x = lastx + freearr_x[absdir(lastdir+i)]; 599 x = lastx + freearr_x[absdir (lastdir + i)];
531 y = lasty + freearr_y[absdir(lastdir+i)]; 600 y = lasty + freearr_y[absdir (lastdir + i)];
532 m = lastmap; 601 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y); 602 mflags = get_map_flags (m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue; 603 if (mflags & P_OUT_OF_MAP)
604 continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 605 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 606 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
607 continue;
537 if (mflags & P_BLOCKSVIEW) continue; 608 if (mflags & P_BLOCKSVIEW)
609 continue;
538 610
539 if (m == mon->map && blocked_link(mon, m, x, y)) break; 611 if (m == mon->map && blocked_link (mon, m, x, y))
612 break;
540 } 613 }
541 /* go through entire loop without finding a valid 614 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path. 615 * sidestep to take - thus, no valid path.
543 */ 616 */
544 if (i==(DETOUR_AMOUNT+1)) 617 if (i == (DETOUR_AMOUNT + 1))
545 return 0; 618 return 0;
546 diff--; 619 diff--;
547 lastdir=dir; 620 lastdir = dir;
548 max--; 621 max--;
549 if (!firstdir) firstdir = dir+i; 622 if (!firstdir)
623 firstdir = dir + i;
550 } /* else check alternate directions */ 624 } /* else check alternate directions */
551 } /* if blocked */ 625 } /* if blocked */
552 else { 626 else
627 {
553 /* we moved towards creature, so diff is less */ 628 /* we moved towards creature, so diff is less */
554 diff--; 629 diff--;
555 max--; 630 max--;
556 lastdir=dir; 631 lastdir = dir;
632 if (!firstdir)
557 if (!firstdir) firstdir = dir; 633 firstdir = dir;
634 }
635
636 if (diff <= 1)
558 } 637 {
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually 638 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance. 639 * headed toward player for entire distance.
562 */ 640 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 641 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); 642 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
565 } 643 }
566 if (diff>max) return 0; 644
645 if (diff > max)
646 return 0;
567 } 647 }
648
568 /* If we reached the max, didn't find a direction in time */ 649 /* If we reached the max, didn't find a direction in time */
569 if (!max) return 0; 650 if (!max)
651 return 0;
570 652
571 return firstdir; 653 return firstdir;
572} 654}
573 655
656void
574void give_initial_items(object *pl,treasurelist *items) { 657give_initial_items (object *pl, treasurelist * items)
658{
575 object *op,*next=NULL; 659 object *op, *next = NULL;
576 660
577 if(pl->randomitems!=NULL) 661 if (pl->randomitems != NULL)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 662 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
579 663
580 for (op=pl->inv; op; op=next) { 664 for (op = pl->inv; op; op = next)
665 {
581 next = op->below; 666 next = op->below;
582 667
583 /* Forces get applied per default, unless they have the 668 /* Forces get applied per default, unless they have the
584 * flag "neutral" set. Sorry but I can't think of a better way 669 * flag "neutral" set. Sorry but I can't think of a better way
585 */ 670 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 671 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED); 672 SET_FLAG (op, FLAG_APPLIED);
588 673
589 /* we never give weapons/armour if these cannot be used 674 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions 675 * by this player due to race restrictions
591 */ 676 */
592 if (pl->type == PLAYER) { 677 if (pl->type == PLAYER)
678 {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 679 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
594 (op->type == ARMOUR || op->type == BOOTS || 680 (op->type == ARMOUR || op->type == BOOTS ||
595 op->type == CLOAK || op->type == HELMET || 681 op->type == CLOAK || op->type == HELMET ||
596 op->type == SHIELD || op->type == GLOVES || 682 op->type == SHIELD || op->type == GLOVES ||
597 op->type == BRACERS || op->type == GIRDLE)) || 683 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
599 remove_ob (op);
600 free_object (op);
601 continue;
602 } 684 {
603 } 685 op->destroy ();
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; 686 continue;
623 } 687 }
624 if (op->nrof > 1) op->nrof = 1; 688 }
689
690 /* This really needs to be better - we should really give
691 * a substitute spellbook. The problem is that we don't really
692 * have a good idea what to replace it with (need something like
693 * a first level treasurelist for each skill.)
694 * remove duplicate skills also
695 */
696 if (op->type == SPELLBOOK || op->type == SKILL)
625 } 697 {
698 object *tmp;
626 699
700 for (tmp = op->below; tmp; tmp = tmp->below)
701 if (tmp->type == op->type && tmp->name == op->name)
702 break;
703
704 if (tmp)
705 {
706 op->destroy ();
707 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
708 continue;
709 }
710
711 if (op->nrof > 1)
712 op->nrof = 1;
713 }
714
627 if (op->type == SPELLBOOK && op->inv) { 715 if (op->type == SPELLBOOK && op->inv)
716 {
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 717 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
629 } 718 }
630 719
631 /* Give starting characters identified, uncursed, and undamned 720 /* Give starting characters identified, uncursed, and undamned
632 * items. Just don't identify gold or silver, or it won't be 721 * items. Just don't identify gold or silver, or it won't be
633 * merged properly. 722 * merged properly.
634 */ 723 */
635 if (need_identify(op)) { 724 if (need_identify (op))
725 {
636 SET_FLAG(op, FLAG_IDENTIFIED); 726 SET_FLAG (op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED); 727 CLEAR_FLAG (op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED); 728 CLEAR_FLAG (op, FLAG_DAMNED);
729 }
730 if (op->type == SPELL)
639 } 731 {
640 if(op->type==SPELL) { 732 op->destroy ();
641 remove_ob(op);
642 free_object(op);
643 continue; 733 continue;
734 }
735 else if (op->type == SKILL)
644 } 736 {
645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL); 737 SET_FLAG (op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0; 738 op->stats.exp = 0;
648 op->level = 1; 739 op->level = 1;
649 } 740 }
650 /* lock all 'normal items by default */ 741 /* lock all 'normal items by default */
742 else
651 else SET_FLAG(op, FLAG_INV_LOCKED); 743 SET_FLAG (op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */ 744 } /* for loop of objects in player inv */
653 745
654 /* Need to set up the skill pointers */ 746 /* Need to set up the skill pointers */
655 link_player_skills(pl); 747 link_player_skills (pl);
656} 748}
657 749
658void get_name(object *op) { 750void
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 shstr name = op->name;
703
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 op->name = op->name_pl = 0;
711 /* Lets put a space in here */
712 new_draw_info(NDI_UNIQUE, 0, op, "\n");
713 get_name(op);
714 op->name = op->name_pl = name;
715 set_first_map(op);
716 } else {
717 /* user pressed something else so just ask again... */
718 play_again(op);
719 }
720 return 0;
721}
722
723void confirm_password(object *op) {
724
725 op->contr->write_buf[0]='\0';
726 op->contr->state=ST_CONFIRM_PASSWORD;
727 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
728}
729
730void get_party_password(object *op, partylist *party) { 751get_party_password (object *op, partylist *party)
752{
731 if (party == NULL) { 753 if (party == NULL)
754 {
732 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 755 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
733 return; 756 return;
734 } 757 }
758
735 op->contr->write_buf[0]='\0'; 759 op->contr->write_buf[0] = '\0';
736 op->contr->state=ST_GET_PARTY_PASSWORD; 760 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
737 op->contr->party_to_join = party; 761 op->contr->party_to_join = party;
738 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 762 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
739} 763}
740
741 764
742/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 765/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
766static int
743int roll_stat(void) { 767roll_stat (void)
768{
744 int a[4],i,j,k; 769 int a[4], i, j, k;
745 770
746 for(i=0;i<4;i++) 771 for (i = 0; i < 4; i++)
747 a[i]=(int)RANDOM()%6+1; 772 a[i] = (int) rndm (6) + 1;
748 773
749 for(i=0,j=0,k=7;i<4;i++) 774 for (i = 0, j = 0, k = 7; i < 4; i++)
750 if(a[i]<k) 775 if (a[i] < k)
751 k=a[i],j=i; 776 k = a[i], j = i;
752 777
753 for(i=0,k=0;i<4;i++) { 778 for (i = 0, k = 0; i < 4; i++)
754 if(i!=j) 779 if (i != j)
755 k+=a[i]; 780 k += a[i];
756 } 781
757 return k; 782 return k;
758} 783}
759 784
760void roll_stats(object *op) { 785void
786object::roll_stats ()
787{
788 int statsort [NUM_STATS];
789
790 for (;;)
791 {
761 int sum=0; 792 int sum = 0;
762 int i = 0, j = 0; 793 for (int i = NUM_STATS; i--; )
763 int statsort[7]; 794 sum += statsort [i] = roll_stat ();
764 795
765 do { 796 if (sum >= 82 && sum <= 116)
766 op->stats.Str=roll_stat(); 797 break;
767 op->stats.Dex=roll_stat(); 798 }
768 op->stats.Int=roll_stat();
769 op->stats.Con=roll_stat();
770 op->stats.Wis=roll_stat();
771 op->stats.Pow=roll_stat();
772 op->stats.Cha=roll_stat();
773 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
774 op->stats.Con+op->stats.Wis+op->stats.Pow+
775 op->stats.Cha;
776 } while(sum<82||sum>116);
777 799
778 /* Sort the stats so that rerolling is easier... */ 800 // Sort the stats so that rerolling is easier...
779 statsort[0] = op->stats.Str; 801 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
780 statsort[1] = op->stats.Dex;
781 statsort[2] = op->stats.Int;
782 statsort[3] = op->stats.Con;
783 statsort[4] = op->stats.Wis;
784 statsort[5] = op->stats.Pow;
785 statsort[6] = op->stats.Cha;
786 802
787 /* a quick and dirty bubblesort? */ 803 for (int i = 0; i < NUM_STATS; ++i)
788 do {
789 if (statsort[i] < statsort[i + 1]) {
790 j = statsort[i];
791 statsort[i] = statsort[i + 1];
792 statsort[i + 1] = j;
793 i = 0;
794 } else {
795 i++;
796 }
797 } while (i < 6);
798
799 op->stats.Str = statsort[0]; 804 stats.stat (i) = statsort [i];
800 op->stats.Dex = statsort[1];
801 op->stats.Con = statsort[2];
802 op->stats.Int = statsort[3];
803 op->stats.Wis = statsort[4];
804 op->stats.Pow = statsort[5];
805 op->stats.Cha = statsort[6];
806 805
807
808 op->contr->orig_stats.Str=op->stats.Str;
809 op->contr->orig_stats.Dex=op->stats.Dex;
810 op->contr->orig_stats.Int=op->stats.Int;
811 op->contr->orig_stats.Con=op->stats.Con;
812 op->contr->orig_stats.Wis=op->stats.Wis;
813 op->contr->orig_stats.Pow=op->stats.Pow;
814 op->contr->orig_stats.Cha=op->stats.Cha;
815
816 op->level=1;
817 op->stats.exp=0; 806 stats.exp = 0;
818 op->stats.ac=0; 807 stats.ac = 0;
819 808
809 stats.hp = stats.maxhp;
810 stats.sp = stats.maxsp;
811 stats.grace = stats.maxgrace;
812
813 if (contr)
814 {
820 op->contr->levhp[1] = 9; 815 contr->levhp[1] = 9;
821 op->contr->levsp[1] = 6; 816 contr->levsp[1] = 6;
822 op->contr->levgrace[1] = 3; 817 contr->levgrace[1] = 3;
823 818
824 fix_player(op); 819 contr->orig_stats = stats;
820 }
821}
822
823void
824object::swap_stats (int a, int b)
825{
826 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
827
828 for (int i = 0; i < NUM_STATS; ++i)
829 stats.stat (i) = contr->orig_stats.stat (i);
830
831 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats
833 stats.ac = 0;
834
835 level = 1;
836 stats.exp = 0;
837 stats.ac = 0;
838
825 op->stats.hp = op->stats.maxhp; 839 stats.hp = stats.maxhp;
826 op->stats.sp = op->stats.maxsp; 840 stats.sp = stats.maxsp;
827 op->stats.grace = op->stats.maxgrace; 841 stats.grace = stats.maxgrace;
842
843 if (contr)
844 {
845 contr->levhp[1] = 9;
846 contr->levsp[1] = 6;
847 contr->levgrace[1] = 3;
848
828 op->contr->orig_stats=op->stats; 849 contr->orig_stats = stats;
850 }
829} 851}
830 852
831void Roll_Again(object *op) 853static void
854start_info (object *op)
832{ 855{
833 esrv_new_player(op->contr, 0);
834 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)? ");
835}
836
837void Swap_Stat(object *op,int Swap_Second)
838{
839 signed char tmp;
840 char buf[MAX_BUF]; 856 char buf[MAX_BUF];
841 857
842 if ( op->contr->Swap_First == -1 ) { 858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
843 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
844 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
845 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
846 return;
847 }
848
849 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
850
851 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
852 get_attr_value(&op->contr->orig_stats, Swap_Second));
853
854 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
855
856 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
857 new_draw_info(NDI_UNIQUE, 0,op, buf); 859 new_draw_info (NDI_UNIQUE, 0, op, buf);
858 op->stats.Str = op->contr->orig_stats.Str; 860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
859 op->stats.Dex = op->contr->orig_stats.Dex;
860 op->stats.Con = op->contr->orig_stats.Con;
861 op->stats.Int = op->contr->orig_stats.Int;
862 op->stats.Wis = op->contr->orig_stats.Wis;
863 op->stats.Pow = op->contr->orig_stats.Pow;
864 op->stats.Cha = op->contr->orig_stats.Cha;
865 op->stats.ac=0;
866
867 op->level=1;
868 op->stats.exp=0;
869 op->stats.ac=0;
870
871 op->contr->levhp[1] = 9;
872 op->contr->levsp[1] = 6;
873 op->contr->levgrace[1] = 3;
874
875 fix_player(op);
876 op->stats.hp = op->stats.maxhp;
877 op->stats.sp = op->stats.maxsp;
878 op->stats.grace = op->stats.maxgrace;
879 op->contr->orig_stats=op->stats;
880 op->contr->Swap_First=-1;
881}
882
883
884/* This code has been greatly reduced, because with set_attr_value
885 * and get_attr_value, the stats can be accessed just numeric
886 * ids. stat_trans is a table that translate the number entered
887 * into the actual stat. It is needed because the order the stats
888 * are displayed in the stat window is not the same as how
889 * the number's access that stat. The table does that translation.
890 */
891int key_roll_stat(object *op, char key)
892{
893 int keynum = key -'0';
894 char buf[MAX_BUF];
895 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
896
897 if (keynum>0 && keynum<=7) {
898 if (op->contr->Swap_First==-1) {
899 op->contr->Swap_First=stat_trans[keynum];
900 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
901 new_draw_info(NDI_UNIQUE, 0,op,buf); 861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
902 }
903 else
904 Swap_Stat(op,stat_trans[keynum]);
905
906 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
907 return 1;
908 }
909 switch (key) {
910 case 'n':
911 case 'N': {
912 SET_FLAG(op, FLAG_WIZ);
913 if(op->map==NULL) {
914 LOG(llevError,"Map == NULL in state 2\n");
915 break;
916 }
917
918#if 0
919 /* So that enter_exit will put us at startx/starty */
920 op->x= -1;
921
922 enter_exit(op,NULL);
923#endif
924 SET_ANIMATION(op, 2); /* So player faces south */
925 /* Enter exit adds a player otherwise */
926 add_statbonus(op);
927 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");
928 op->contr->state = ST_CHANGE_CLASS;
929 if (op->msg)
930 new_draw_info(NDI_BLUE, 0, op, op->msg);
931 return 0;
932 }
933 case 'y':
934 case 'Y':
935 roll_stats(op);
936 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
937 return 1;
938
939 case 'q':
940 case 'Q':
941 play_again(op);
942 return 1;
943
944 default:
945 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
946 return 0;
947 }
948 return 0;
949} 862}
950 863
951/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
952 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
953 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
954 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
955 * not the class. 868 * not the class.
956 */ 869 */
957 870void
958int key_change_class(object *op, char key) 871player::chargen_race_done ()
959{ 872{
960 int tmp_loop;
961
962 if(key=='q'||key=='Q') {
963 remove_ob(op);
964 play_again(op);
965 return 0;
966 }
967 if(key=='d'||key=='D') {
968 char buf[MAX_BUF];
969
970 /* this must before then initial items are given */ 873 /* this must before then initial items are given */
971 esrv_new_player(op->contr, op->weight+op->carrying); 874 esrv_new_player (ob->contr, ob->weight + ob->carrying);
972 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
973 875
876 treasurelist *tl = treasurelist::find ("starting_wealth");
877 if (tl)
878 create_treasure (tl, ob, 0, 0, 0);
879
974 INVOKE_PLAYER (BIRTH, op->contr); 880 INVOKE_PLAYER (BIRTH, ob->contr);
975 INVOKE_PLAYER (LOGIN, op->contr); 881 INVOKE_PLAYER (LOGIN, ob->contr);
976 882
977 op->contr->state=ST_PLAYING; 883 ob->contr->ns->state = ST_PLAYING;
978 884
979 if (op->msg) 885 if (ob->msg)
980 op->msg=NULL; 886 ob->msg = 0;
981 887
982 /* We create this now because some of the unique maps will need it 888 /* We create this now because some of the unique maps will need it
983 * to save here. 889 * to save here.
984 */
985 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
986 make_path_to_file(buf);
987
988#ifdef AUTOSAVE
989 op->contr->last_save_tick = pticks;
990#endif
991 start_info(op);
992 CLEAR_FLAG(op, FLAG_WIZ);
993 give_initial_items(op,op->randomitems);
994 link_player_skills(op);
995 esrv_send_inventory(op, op);
996 fix_player(op);
997
998 /* This moves the player to a different start map, if there
999 * is one for this race
1000 */
1001 if(*first_map_ext_path) {
1002 object *tmp;
1003 char mapname[MAX_BUF];
1004 snprintf(mapname, MAX_BUF-1, "%s/%s",
1005 first_map_ext_path, &op->arch->name);
1006 tmp=get_object();
1007 EXIT_PATH(tmp) = mapname;
1008 EXIT_X(tmp) = op->x;
1009 EXIT_Y(tmp) = op->y;
1010 enter_exit(op,tmp); /* we don't really care if it succeeded;
1011 * if the map isn't there, then stay on the
1012 * default initial map */
1013 free_object(tmp);
1014 } else {
1015 LOG(llevDebug,"first_map_ext_path not set\n");
1016 }
1017 return 0;
1018 }
1019
1020 /* Following actually changes the race - this is the default command
1021 * if we don't match with one of the options above.
1022 */ 890 */
1023 891 {
1024 tmp_loop = 0;
1025 while(!tmp_loop) {
1026 shstr name = op->name;
1027 int x = op->x, y = op->y;
1028 remove_statbonus(op);
1029 remove_ob (op);
1030 op->arch = get_player_archetype(op->arch);
1031 copy_object (&op->arch->clone, op);
1032 op->instantiate ();
1033 op->stats = op->contr->orig_stats;
1034 op->name = op->name_pl = name;
1035 op->x = x;
1036 op->y = y;
1037 SET_ANIMATION(op, 2); /* So player faces south */
1038 insert_ob_in_map (op, op->map, op,0);
1039 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1040 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1041 add_statbonus(op);
1042 tmp_loop=allowed_class(op);
1043 }
1044 update_object(op,UP_OBJ_FACE);
1045 esrv_update_item(UPD_FACE,op,op);
1046 fix_player(op);
1047 op->stats.hp=op->stats.maxhp;
1048 op->stats.sp=op->stats.maxsp;
1049 op->stats.grace=0;
1050 if (op->msg)
1051 new_draw_info(NDI_BLUE, 0, op, op->msg);
1052 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1053 return 0;
1054}
1055
1056int key_confirm_quit(object *op, char key)
1057{
1058 char buf[MAX_BUF]; 892 char buf[MAX_BUF];
1059
1060 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1061 op->contr->state=ST_PLAYING;
1062 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1063 return 1;
1064 }
1065
1066 INVOKE_PLAYER (LOGOUT, op->contr);
1067 INVOKE_PLAYER (QUIT , op->contr);
1068
1069 terminate_all_pets(op);
1070 leave_map(op);
1071 op->direction=0;
1072 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1073 "%s quits the game.", &op->name);
1074
1075 strcpy(op->contr->killer,"quit");
1076 check_score(op);
1077 op->contr->party=NULL;
1078 if (settings.set_title == TRUE)
1079 op->contr->own_title[0]='\0';
1080
1081 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1082 mapstruct *mp, *next;
1083
1084 /* We need to hunt for any per player unique maps in memory and
1085 * get rid of them. The trailing slash in the path is intentional,
1086 * so that players named 'Ab' won't match against players 'Abe' pathname
1087 */
1088 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 893 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1089 for (mp=first_map; mp!=NULL; mp=next) { 894 make_path_to_file (buf);
1090 next = mp->next; 895 }
1091 if (!strncmp(mp->path, buf, strlen(buf))) 896
1092 delete_map(mp); 897 start_info (ob);
1093 } 898 CLEAR_FLAG (ob, FLAG_WIZ);
1094 899 give_initial_items (ob, ob->randomitems);
1095 delete_character(op->name, 1); 900 link_player_skills (ob);
901 esrv_send_inventory (ob, ob);
902 ob->update_stats ();
903
904 /* This moves the player to a different start map, if there
905 * is one for this race
906 */
907 if (*first_map_ext_path)
1096 } 908 {
1097 play_again(op); 909 object *tmp;
1098 return 1; 910 char mapname[MAX_BUF];
1099}
1100 911
912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
913 tmp = object::create ();
914 EXIT_PATH (tmp) = mapname;
915 EXIT_X (tmp) = ob->x;
916 EXIT_Y (tmp) = ob->y;
917 ob->enter_exit (tmp); /* we don't really care if it succeeded;
918 * if the map isn't there, then stay on the
919 * default initial map */
920 tmp->destroy ();
921 }
922 else
923 LOG (llevDebug, "first_map_ext_path not set\n");
924}
925
926void
927player::chargen_race_next ()
928{
929 /* Following actually changes the race - this is the default command
930 * if we don't match with one of the options above.
931 */
932
933 do
934 {
935 shstr name = ob->name;
936 int x = ob->x, y = ob->y;
937
938 ob->remove_statbonus ();
939 ob->remove ();
940 ob->arch = get_player_archetype (ob->arch);
941 ob->arch->clone.copy_to (ob);
942 ob->instantiate ();
943 ob->stats = ob->contr->orig_stats;
944 ob->name = ob->name_pl = name;
945 ob->x = x;
946 ob->y = y;
947 SET_ANIMATION (ob, 2); /* So player faces south */
948 insert_ob_in_map (ob, ob->map, ob, 0);
949 assign (ob->contr->title, ob->arch->clone.name);
950 ob->add_statbonus ();
951 }
952 while (!allowed_class (ob));
953
954 update_object (ob, UP_OBJ_FACE);
955 esrv_update_item (UPD_FACE, ob, ob);
956 ob->update_stats ();
957 ob->stats.hp = ob->stats.maxhp;
958 ob->stats.sp = ob->stats.maxsp;
959 ob->stats.grace = 0;
960}
961
962void
1101void flee_player(object *op) { 963flee_player (object *op)
964{
1102 int dir,diff; 965 int dir, diff;
1103 rv_vector rv; 966 rv_vector rv;
1104 967
1105 if(op->stats.hp < 0) { 968 if (op->stats.hp < 0)
969 {
1106 LOG(llevDebug, "Fleeing player is dead.\n"); 970 LOG (llevDebug, "Fleeing player is dead.\n");
1107 CLEAR_FLAG(op, FLAG_SCARED); 971 CLEAR_FLAG (op, FLAG_SCARED);
972 return;
973 }
974
975 if (op->enemy == NULL)
976 {
977 LOG (llevDebug, "Fleeing player had no enemy.\n");
978 CLEAR_FLAG (op, FLAG_SCARED);
979 return;
980 }
981
982 /* Seen some crashes here. Since we don't store an
983 * op->enemy_count, it is possible that something destroys the
984 * actual enemy, and the object is recycled.
985 */
986 if (op->enemy->map == NULL)
987 {
988 CLEAR_FLAG (op, FLAG_SCARED);
989 op->enemy = NULL;
990 return;
991 }
992
993 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
994 {
995 op->enemy = NULL;
996 CLEAR_FLAG (op, FLAG_SCARED);
997 return;
998 }
999
1000 get_rangevector (op, op->enemy, &rv, 0);
1001
1002 dir = absdir (4 + rv.direction);
1003 for (diff = 0; diff < 3; diff++)
1004 {
1005 int m = 1 - (RANDOM () & 2);
1006
1007 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1108 return; 1008 return;
1109 } 1009 }
1110 1010
1111 if(op->enemy==NULL) {
1112 LOG(llevDebug,"Fleeing player had no enemy.\n");
1113 CLEAR_FLAG(op, FLAG_SCARED);
1114 return;
1115 }
1116
1117 /* Seen some crashes here. Since we don't store an
1118 * op->enemy_count, it is possible that something destroys the
1119 * actual enemy, and the object is recycled.
1120 */
1121 if (op->enemy->map == NULL) {
1122 CLEAR_FLAG(op, FLAG_SCARED);
1123 op->enemy=NULL;
1124 return;
1125 }
1126
1127 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1128 op->enemy=NULL;
1129 CLEAR_FLAG(op, FLAG_SCARED);
1130 return;
1131 }
1132 get_rangevector(op, op->enemy, &rv, 0);
1133
1134 dir=absdir(4+rv.direction);
1135 for(diff=0;diff<3;diff++) {
1136 int m=1-(RANDOM()&2);
1137 if(move_ob(op,absdir(dir+diff*m),op)||
1138 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1139 return;
1140 }
1141 }
1142 /* Cornered, get rid of scared */ 1011 /* Cornered, get rid of scared */
1143 CLEAR_FLAG(op, FLAG_SCARED); 1012 CLEAR_FLAG (op, FLAG_SCARED);
1144 op->enemy=NULL; 1013 op->enemy = NULL;
1145} 1014}
1146
1147 1015
1148/* check_pick sees if there is stuff to be picked up/picks up stuff. 1016/* check_pick sees if there is stuff to be picked up/picks up stuff.
1149 * IT returns 1 if the player should keep on moving, 0 if he should 1017 * It returns 1 if the player should keep on moving, 0 if he should
1150 * stop. 1018 * stop.
1151 */ 1019 */
1020int
1152int check_pick(object *op) { 1021check_pick (object *op)
1022{
1153 object *tmp, *next; 1023 object *tmp, *next;
1154 tag_t next_tag=0, op_tag;
1155 int stop = 0; 1024 int stop = 0;
1156 int j, k, wvratio; 1025 int wvratio;
1157 char putstring[128], tmpstr[16]; 1026 char putstring[128];
1158
1159 1027
1160 /* if you're flying, you cna't pick up anything */ 1028 /* if you're flying, you cna't pick up anything */
1161 if (op->move_type & MOVE_FLYING) 1029 if (op->move_type & MOVE_FLYING)
1162 return 1; 1030 return 1;
1163 1031
1164 op_tag = op->count;
1165
1166 next = op->below; 1032 next = op->below;
1167 if (next)
1168 next_tag = next->count;
1169 1033
1170 /* loop while there are items on the floor that are not marked as 1034 /* loop while there are items on the floor that are not marked as
1171 * destroyed */ 1035 * destroyed */
1172 while (next && ! was_destroyed (next, next_tag)) 1036 while (next && !next->destroyed ())
1173 { 1037 {
1174 tmp = next; 1038 tmp = next;
1175 next = tmp->below; 1039 next = tmp->below;
1176 if (next)
1177 next_tag = next->count;
1178 1040
1179 if (was_destroyed (op, op_tag)) 1041 if (op->destroyed ())
1180 return 0; 1042 return 0;
1181 1043
1182 if ( ! can_pick (op, tmp)) 1044 if (!can_pick (op, tmp))
1183 continue; 1045 continue;
1184 1046
1185 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1047 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1186 { 1048 {
1187 if (item_matched_string (op, tmp, op->contr->search_str)) 1049 if (item_matched_string (op, tmp, op->contr->search_str))
1188 pick_up (op, tmp); 1050 pick_up (op, tmp);
1189 continue; 1051 continue;
1190 } 1052 }
1191 1053
1192 /* high not bit set? We're using the old autopickup model */ 1054 /* high not bit set? We're using the old autopickup model */
1193 if(!(op->contr->mode & PU_NEWMODE)) { 1055 if (!(op->contr->mode & PU_NEWMODE))
1056 {
1194 switch (op->contr->mode) { 1057 switch (op->contr->mode)
1058 {
1059 case 0:
1195 case 0: return 1; /* don't pick up */ 1060 return 1; /* don't pick up */
1061 case 1:
1196 case 1: pick_up (op, tmp); 1062 pick_up (op, tmp);
1197 return 1; 1063 return 1;
1064 case 2:
1198 case 2: pick_up (op, tmp); 1065 pick_up (op, tmp);
1199 return 0; 1066 return 0;
1067 case 3:
1200 case 3: return 0; /* stop before pickup */ 1068 return 0; /* stop before pickup */
1069 case 4:
1201 case 4: pick_up (op, tmp); 1070 pick_up (op, tmp);
1202 break; 1071 break;
1072 case 5:
1203 case 5: pick_up (op, tmp); 1073 pick_up (op, tmp);
1204 stop = 1; 1074 stop = 1;
1205 break; 1075 break;
1206 case 6: 1076 case 6:
1207 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1077 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1208 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1209 pick_up(op, tmp); 1078 pick_up (op, tmp);
1210 break; 1079 break;
1211 1080
1212 case 7: 1081 case 7:
1213 if (tmp->type == MONEY || tmp->type == GEM) 1082 if (tmp->type == MONEY || tmp->type == GEM)
1214 pick_up(op, tmp); 1083 pick_up (op, tmp);
1215 break; 1084 break;
1216 1085
1217 default: 1086 default:
1218 /* use value density */ 1087 /* use value density */
1219 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1088 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1220 && (query_cost (tmp, op, F_TRUE) * 100 1089 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1221 / (tmp->weight * MAX (tmp->nrof, 1)))
1222 >= op->contr->mode)
1223 pick_up(op,tmp); 1090 pick_up (op, tmp);
1224 } 1091 }
1225 } 1092 }
1226 else { /* old model */ 1093 else
1094 { /* old model */
1227 /* NEW pickup handling */ 1095 /* NEW pickup handling */
1228 if(op->contr->mode & PU_DEBUG) 1096 if (op->contr->mode & PU_DEBUG)
1229 {
1230 /* some debugging code to figure out item information */
1231 if(tmp->name!=NULL)
1232 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1233 &tmp->name, tmp->type,
1234 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1235 else
1236 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1237 &tmp->arch->name, tmp->type,
1238 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1239 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1240
1241 sprintf(putstring,"...flags: ");
1242 for(k=0;k<4;k++)
1243 {
1244 for(j=0;j<32;j++)
1245 {
1246 if((tmp->flags[k]>>j)&0x01)
1247 { 1097 {
1248 sprintf(tmpstr,"%d ",k*32+j); 1098 /* some debugging code to figure out item information */
1249 strcat(putstring, tmpstr); 1099 if (tmp->name != NULL)
1100 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1101 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1102 else
1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1104 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1105
1106 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1250 } 1107 }
1108
1109 /* philosophy:
1110 * It's easy to grab an item type from a pile, as long as it's
1111 * generic. This takes no game-time. For more detailed pickups
1112 * and selections, select-items should be used. This is a
1113 * grab-as-you-run type mode that's really useful for arrows for
1114 * example.
1115 * The drawback: right now it has no frontend, so you need to
1116 * stick the bits you want into a calculator in hex mode and then
1117 * convert to decimal and then 'pickup <#>
1118 */
1119
1120 /* the first two modes are exclusive: if NOTHING we return, if
1121 * STOP then we stop. All the rest are applied sequentially,
1122 * meaning if any test passes, the item gets picked up. */
1123
1124 /* if mode is set to pick nothing up, return */
1125
1126 if (op->contr->mode & PU_NOTHING)
1127 return 1;
1128
1129 /* if mode is set to stop when encountering objects, return */
1130 /* take STOP before INHIBIT since it doesn't actually pick
1131 * anything up */
1132
1133 if (op->contr->mode & PU_STOP)
1134 return 0;
1135
1136 /* useful for going into stores and not losing your settings... */
1137 /* and for battles wher you don't want to get loaded down while
1138 * fighting */
1139 if (op->contr->mode & PU_INHIBIT)
1140 return 1;
1141
1142 /* prevent us from turning into auto-thieves :) */
1143 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1144 continue;
1145
1146 /* ignore known cursed objects */
1147 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1148 continue;
1149
1150 /* all food and drink if desired */
1151 /* question: don't pick up known-poisonous stuff? */
1152 if (op->contr->mode & PU_FOOD)
1153 if (tmp->type == FOOD)
1154 {
1155 pick_up (op, tmp);
1156 continue;
1157 }
1158
1159 if (op->contr->mode & PU_DRINK)
1160 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1161 {
1162 pick_up (op, tmp);
1163 continue;
1164 }
1165
1166 if (op->contr->mode & PU_POTION)
1167 if (tmp->type == POTION)
1168 {
1169 pick_up (op, tmp);
1170 continue;
1171 }
1172
1173 /* spellbooks, skillscrolls and normal books/scrolls */
1174 if (op->contr->mode & PU_SPELLBOOK)
1175 if (tmp->type == SPELLBOOK)
1176 {
1177 pick_up (op, tmp);
1178 continue;
1179 }
1180
1181 if (op->contr->mode & PU_SKILLSCROLL)
1182 if (tmp->type == SKILLSCROLL)
1183 {
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 if (op->contr->mode & PU_READABLES)
1189 if (tmp->type == BOOK || tmp->type == SCROLL)
1190 {
1191 pick_up (op, tmp);
1192 continue;
1193 }
1194
1195 /* wands/staves/rods/horns */
1196 if (op->contr->mode & PU_MAGIC_DEVICE)
1197 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1198 {
1199 pick_up (op, tmp);
1200 continue;
1201 }
1202
1203 /* pick up all magical items */
1204 if (op->contr->mode & PU_MAGICAL)
1205 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1206 {
1207 pick_up (op, tmp);
1208 continue;
1209 }
1210
1211 if (op->contr->mode & PU_VALUABLES)
1212 {
1213 if (tmp->type == MONEY || tmp->type == GEM)
1214 {
1215 pick_up (op, tmp);
1216 continue;
1217 }
1251 } 1218 }
1219
1220 /* rings & amulets - talismans seems to be typed AMULET */
1221 if (op->contr->mode & PU_JEWELS)
1222 if (tmp->type == RING || tmp->type == AMULET)
1223 {
1224 pick_up (op, tmp);
1225 continue;
1226 }
1227
1228 /* we don't forget dragon food */
1229 if (op->contr->mode & PU_FLESH)
1230 if (tmp->type == FLESH)
1231 {
1232 pick_up (op, tmp);
1233 continue;
1234 }
1235
1236 /* bows and arrows. Bows are good for selling! */
1237 if (op->contr->mode & PU_BOW)
1238 if (tmp->type == BOW)
1239 {
1240 pick_up (op, tmp);
1241 continue;
1242 }
1243
1244 if (op->contr->mode & PU_ARROW)
1245 if (tmp->type == ARROW)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 /* all kinds of armor etc. */
1252 if (op->contr->mode & PU_ARMOUR)
1253 if (tmp->type == ARMOUR)
1254 {
1255 pick_up (op, tmp);
1256 continue;
1257 }
1258
1259 if (op->contr->mode & PU_HELMET)
1260 if (tmp->type == HELMET)
1261 {
1262 pick_up (op, tmp);
1263 continue;
1264 }
1265
1266 if (op->contr->mode & PU_SHIELD)
1267 if (tmp->type == SHIELD)
1268 {
1269 pick_up (op, tmp);
1270 continue;
1271 }
1272
1273 if (op->contr->mode & PU_BOOTS)
1274 if (tmp->type == BOOTS)
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 if (op->contr->mode & PU_GLOVES)
1281 if (tmp->type == GLOVES)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 if (op->contr->mode & PU_CLOAK)
1288 if (tmp->type == CLOAK)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 /* hoping to catch throwing daggers here */
1295 if (op->contr->mode & PU_MISSILEWEAPON)
1296 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1297 {
1298 pick_up (op, tmp);
1299 continue;
1300 }
1301
1302 /* careful: chairs and tables are weapons! */
1303 if (op->contr->mode & PU_ALLWEAPON)
1304 {
1305 if (tmp->type == WEAPON && tmp->name != NULL)
1306 {
1307 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1308 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1309 {
1310 pick_up (op, tmp);
1311 continue;
1312 }
1313 }
1314
1315 if (tmp->type == WEAPON && tmp->name == NULL)
1316 {
1317 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1318 {
1319 pick_up (op, tmp);
1320 continue;
1321 }
1322 }
1252 } 1323 }
1253 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1254 1324
1325 /* misc stuff that's useful */
1326 if (op->contr->mode & PU_KEY)
1327 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1328 {
1329 pick_up (op, tmp);
1330 continue;
1331 }
1332
1333 /* any of the last 4 bits set means we use the ratio for value
1334 * pickups */
1335 if (op->contr->mode & PU_RATIO)
1336 {
1337 /* use value density to decide what else to grab */
1338 /* >=7 was >= op->contr->mode */
1339 /* >=7 is the old standard setting. Now we take the last 4 bits
1340 * and multiply them by 5, giving 0..15*5== 5..75 */
1341 wvratio = (op->contr->mode & PU_RATIO) * 5;
1342 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1343 {
1344 pick_up (op, tmp);
1255#if 0 1345#if 0
1256 /* print the flags too */ 1346 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1257 for(k=0;k<4;k++) 1347 if (tmp->name != NULL)
1258 { 1348 {
1259 fprintf(stderr,"%d [%d] ", k, k*32+31); 1349 fprintf (stderr, "%s", tmp->name);
1260 for(j=0;j<32;j++) 1350 }
1261 { 1351 else
1262 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1352 fprintf (stderr, "%s", tmp->arch->name);
1263 if(!((j+1)%4))fprintf(stderr," "); 1353 fprintf (stderr, ",%d] = ", tmp->type);
1264 } 1354 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1265 fprintf(stderr," [%d]\n", k*32);
1266 }
1267#endif 1355#endif
1268 } 1356 continue;
1269 /* philosophy: 1357 }
1270 * It's easy to grab an item type from a pile, as long as it's
1271 * generic. This takes no game-time. For more detailed pickups
1272 * and selections, select-items shoul dbe used. This is a
1273 * grab-as-you-run type mode that's really useful for arrows for
1274 * example.
1275 * The drawback: right now it has no frontend, so you need to
1276 * stick the bits you want into a calculator in hex mode and then
1277 * convert to decimal and then 'pickup <#>
1278 */
1279
1280 /* the first two modes are exclusive: if NOTHING we return, if
1281 * STOP then we stop. All the rest are applied sequentially,
1282 * meaning if any test passes, the item gets picked up. */
1283
1284 /* if mode is set to pick nothing up, return */
1285
1286 if(op->contr->mode & PU_NOTHING) return 1;
1287
1288 /* if mode is set to stop when encountering objects, return */
1289 /* take STOP before INHIBIT since it doesn't actually pick
1290 * anything up */
1291
1292 if(op->contr->mode & PU_STOP) return 0;
1293
1294 /* useful for going into stores and not losing your settings... */
1295 /* and for battles wher you don't want to get loaded down while
1296 * fighting */
1297 if(op->contr->mode & PU_INHIBIT) return 1;
1298
1299 /* prevent us from turning into auto-thieves :) */
1300 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1301
1302 /* ignore known cursed objects */
1303 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1304
1305 /* all food and drink if desired */
1306 /* question: don't pick up known-poisonous stuff? */
1307 if(op->contr->mode & PU_FOOD)
1308 if (tmp->type == FOOD)
1309 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1310 if(op->contr->mode & PU_DRINK)
1311 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1312 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1313
1314 if(op->contr->mode & PU_POTION)
1315 if (tmp->type == POTION)
1316 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1317
1318 /* spellbooks, skillscrolls and normal books/scrolls */
1319 if(op->contr->mode & PU_SPELLBOOK)
1320 if (tmp->type == SPELLBOOK)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1322 if(op->contr->mode & PU_SKILLSCROLL)
1323 if (tmp->type == SKILLSCROLL)
1324 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1325 if(op->contr->mode & PU_READABLES)
1326 if (tmp->type == BOOK || tmp->type == SCROLL)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1328
1329 /* wands/staves/rods/horns */
1330 if (op->contr->mode & PU_MAGIC_DEVICE)
1331 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1333
1334 /* pick up all magical items */
1335 if(op->contr->mode & PU_MAGICAL)
1336 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1337 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1338
1339 if(op->contr->mode & PU_VALUABLES)
1340 {
1341 if (tmp->type == MONEY || tmp->type == GEM)
1342 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1343 }
1344
1345 /* rings & amulets - talismans seems to be typed AMULET */
1346 if(op->contr->mode & PU_JEWELS)
1347 if (tmp->type == RING || tmp->type == AMULET)
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1349
1350 /* bows and arrows. Bows are good for selling! */
1351 if(op->contr->mode & PU_BOW)
1352 if (tmp->type == BOW)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1354 if(op->contr->mode & PU_ARROW)
1355 if (tmp->type == ARROW)
1356 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1357
1358 /* all kinds of armor etc. */
1359 if(op->contr->mode & PU_ARMOUR)
1360 if (tmp->type == ARMOUR)
1361 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1362 if(op->contr->mode & PU_HELMET)
1363 if (tmp->type == HELMET)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1365 if(op->contr->mode & PU_SHIELD)
1366 if (tmp->type == SHIELD)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1368 if(op->contr->mode & PU_BOOTS)
1369 if (tmp->type == BOOTS)
1370 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1371 if(op->contr->mode & PU_GLOVES)
1372 if (tmp->type == GLOVES)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1374 if(op->contr->mode & PU_CLOAK)
1375 if (tmp->type == CLOAK)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1377
1378 /* hoping to catch throwing daggers here */
1379 if(op->contr->mode & PU_MISSILEWEAPON)
1380 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1382
1383 /* careful: chairs and tables are weapons! */
1384 if(op->contr->mode & PU_ALLWEAPON)
1385 {
1386 if(tmp->type == WEAPON && tmp->name!=NULL)
1387 {
1388 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1389 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1390 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1391 }
1392 if(tmp->type == WEAPON && tmp->name==NULL)
1393 {
1394 if(strstr(tmp->arch->name,"table")==NULL &&
1395 strstr(tmp->arch->name,"chair")==NULL)
1396 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1397 }
1398 }
1399
1400 /* misc stuff that's useful */
1401 if(op->contr->mode & PU_KEY)
1402 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1403 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1404
1405 /* any of the last 4 bits set means we use the ratio for value
1406 * pickups */
1407 if(op->contr->mode & PU_RATIO)
1408 {
1409 /* use value density to decide what else to grab */
1410 /* >=7 was >= op->contr->mode */
1411 /* >=7 is the old standard setting. Now we take the last 4 bits
1412 * and multiply them by 5, giving 0..15*5== 5..75 */
1413 wvratio = (op->contr->mode & PU_RATIO) * 5;
1414 if ((query_cost(tmp, op, F_TRUE) * 100 / (tmp->weight * MAX(tmp->nrof, 1))) >= (unsigned int) wvratio)
1415 {
1416 pick_up(op, tmp);
1417#if 0
1418 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1419 if(tmp->name!=NULL) {
1420 fprintf(stderr,"%s", tmp->name);
1421 } 1358 }
1422 else fprintf(stderr,"%s",tmp->arch->name); 1359 } /* the new pickup model */
1423 fprintf(stderr,",%d] = ", tmp->type);
1424 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1425#endif
1426 continue;
1427 }
1428 } 1360 }
1429 } /* the new pickup model */ 1361
1430 }
1431 return ! stop; 1362 return !stop;
1432} 1363}
1433 1364
1434/* 1365/*
1435 * Find an arrow in the inventory and after that 1366 * Find an arrow in the inventory and after that
1436 * in the right type container (quiver). Pointer to the 1367 * in the right type container (quiver). Pointer to the
1437 * found object is returned. 1368 * found object is returned.
1438 */ 1369 */
1370object *
1439object *find_arrow(object *op, const char *type) 1371find_arrow (object *op, const char *type)
1440{ 1372{
1441 object *tmp = NULL; 1373 object *tmp = 0;
1442 1374
1443 for(op=op->inv; op; op=op->below) 1375 for (op = op->inv; op; op = op->below)
1444 if(!tmp && op->type==CONTAINER && op->race==type && 1376 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1445 QUERY_FLAG(op,FLAG_APPLIED))
1446 tmp = find_arrow (op, type); 1377 tmp = find_arrow (op, type);
1447 else if (op->type==ARROW && op->race==type) 1378 else if (op->type == ARROW && op->race == type)
1448 return op; 1379 return op;
1380
1449 return tmp; 1381 return tmp;
1450} 1382}
1451 1383
1452/* 1384/*
1453 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1385 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1454 * against the target. A full test is not performed, simply a basic test 1386 * against the target. A full test is not performed, simply a basic test
1455 * of resistances. The archer is making a quick guess at what he sees down 1387 * of resistances. The archer is making a quick guess at what he sees down
1456 * the hall. Failing that it does it's best to pick the highest plus arrow. 1388 * the hall. Failing that it does it's best to pick the highest plus arrow.
1457 */ 1389 */
1458 1390object *
1459object *find_better_arrow(object *op, object *target, const char *type, int *better) 1391find_better_arrow (object *op, object *target, const char *type, int *better)
1460{ 1392{
1461 object *tmp = NULL, *arrow, *ntmp; 1393 object *tmp = NULL, *arrow, *ntmp;
1462 int attacknum, attacktype, betterby=0, i; 1394 int attacknum, attacktype, betterby = 0, i;
1463 1395
1464 if (!type) 1396 if (!type)
1465 return NULL; 1397 return NULL;
1466 1398
1467 for (arrow=op->inv; arrow; arrow=arrow->below) { 1399 for (arrow = op->inv; arrow; arrow = arrow->below)
1468 if (arrow->type==CONTAINER && arrow->race==type && 1400 {
1469 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1401 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1402 {
1470 i = 0; 1403 i = 0;
1471 ntmp = find_better_arrow(arrow, target, type, &i); 1404 ntmp = find_better_arrow (arrow, target, type, &i);
1472 if (i > betterby) { 1405 if (i > betterby)
1406 {
1473 tmp = ntmp; 1407 tmp = ntmp;
1474 betterby = i; 1408 betterby = i;
1475 } 1409 }
1410 }
1476 } else if (arrow->type==ARROW && arrow->race==type) { 1411 else if (arrow->type == ARROW && arrow->race == type)
1412 {
1477 /* allways prefer assasination/slaying */ 1413 /* allways prefer assasination/slaying */
1478 if (target->race != NULL && arrow->slaying != NULL && 1414 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1479 strstr(arrow->slaying, target->race)) { 1415 {
1480 if (arrow->attacktype & AT_DEATH) { 1416 if (arrow->attacktype & AT_DEATH)
1417 {
1481 *better = 100; 1418 *better = 100;
1482 return arrow; 1419 return arrow;
1483 } else {
1484 tmp = arrow;
1485 betterby = (arrow->magic + arrow->stats.dam) * 2;
1486 } 1420 }
1487 } else { 1421 else
1488 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1489 attacktype = 1<<attacknum;
1490 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1491 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1492 tmp = arrow;
1493 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1494 }
1495 } 1422 {
1496 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1497 tmp = arrow; 1423 tmp = arrow;
1498 betterby = 2 + arrow->magic + arrow->stats.dam; 1424 betterby = (arrow->magic + arrow->stats.dam) * 2;
1499 }
1500 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1501 tmp = arrow;
1502 betterby = 1 + arrow->magic + arrow->stats.dam;
1503 } 1425 }
1504 } 1426 }
1427 else
1428 {
1429 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1430 {
1431 attacktype = 1 << attacknum;
1432 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1433 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1434 {
1435 tmp = arrow;
1436 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1437 }
1438 }
1439 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1440 {
1441 tmp = arrow;
1442 betterby = 2 + arrow->magic + arrow->stats.dam;
1443 }
1444 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1445 {
1446 tmp = arrow;
1447 betterby = 1 + arrow->magic + arrow->stats.dam;
1448 }
1505 } 1449 }
1450 }
1506 } 1451 }
1507 if (tmp == NULL && arrow == NULL) 1452 if (tmp == NULL && arrow == NULL)
1508 return find_arrow(op, type); 1453 return find_arrow (op, type);
1509 1454
1510 *better = betterby; 1455 *better = betterby;
1511 return tmp; 1456 return tmp;
1512} 1457}
1513 1458
1514/* looks in a given direction, finds the first valid target, and calls 1459/* looks in a given direction, finds the first valid target, and calls
1515 * find_better_arrow to find a decent arrow to use. 1460 * find_better_arrow to find a decent arrow to use.
1516 * op = the shooter 1461 * op = the shooter
1517 * type = bow->race 1462 * type = bow->race
1518 * dir = fire direction 1463 * dir = fire direction
1519 */ 1464 */
1520 1465object *
1521object *pick_arrow_target(object *op, const char *type, int dir) 1466pick_arrow_target (object *op, const char *type, int dir)
1522{ 1467{
1523 object *tmp = NULL; 1468 object *tmp = NULL;
1524 mapstruct *m; 1469 maptile *m;
1525 int i, mflags, found, number; 1470 int i, mflags, found, number;
1526 sint16 x, y; 1471 sint16 x, y;
1527 1472
1528 if (op->map == NULL) 1473 if (op->map == NULL)
1529 return find_arrow(op, type); 1474 return find_arrow (op, type);
1530 1475
1531 /* do a dex check */ 1476 /* do a dex check */
1532 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1477 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1533 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1478 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1534 return find_arrow(op, type); 1479 return find_arrow (op, type);
1535 1480
1536 m = op->map; 1481 m = op->map;
1537 x = op->x; 1482 x = op->x;
1538 y = op->y; 1483 y = op->y;
1539 1484
1540 /* find the first target */ 1485 /* find the first target */
1541 for (i=0, found=0; i<20; i++) { 1486 for (i = 0, found = 0; i < 20; i++)
1487 {
1542 x += freearr_x[dir]; 1488 x += freearr_x[dir];
1543 y += freearr_y[dir]; 1489 y += freearr_y[dir];
1544 mflags = get_map_flags(m, &m, x, y, &x, &y); 1490 mflags = get_map_flags (m, &m, x, y, &x, &y);
1545 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1491 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1492 {
1546 tmp = NULL; 1493 tmp = NULL;
1494 break;
1495 }
1496 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1497 {
1498 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1499 * perhaps a bad assumption.
1500 */
1501 tmp = NULL;
1502 break;
1503 }
1504 if (mflags & P_IS_ALIVE)
1505 {
1506 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1507 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1508 {
1509 found++;
1510 break;
1511 }
1512 if (found)
1547 break; 1513 break;
1548 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1549 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1550 * perhaps a bad assumption.
1551 */
1552 tmp = NULL;
1553 break;
1554 } 1514 }
1555 if (mflags & P_IS_ALIVE) {
1556 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1557 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1558 found++;
1559 break;
1560 }
1561 if (found)
1562 break;
1563 }
1564 } 1515 }
1565 if (tmp == NULL) 1516 if (tmp == NULL)
1566 return find_arrow(op, type); 1517 return find_arrow (op, type);
1567 1518
1568 if (tmp->head) 1519 if (tmp->head)
1569 tmp = tmp->head; 1520 tmp = tmp->head;
1570 1521
1571 return find_better_arrow(op, tmp, type, &i); 1522 return find_better_arrow (op, tmp, type, &i);
1572} 1523}
1573 1524
1574/* 1525/*
1575 * Creature fires a bow - op can be monster or player. Returns 1526 * Creature fires a bow - op can be monster or player. Returns
1576 * 1 if bow was actually fired, 0 otherwise. 1527 * 1 if bow was actually fired, 0 otherwise.
1579 * dir is the direction of fire. 1530 * dir is the direction of fire.
1580 * wc_mod is any special modifier to give (used in special player fire modes) 1531 * wc_mod is any special modifier to give (used in special player fire modes)
1581 * sx, sy are coordinates to fire arrow from - also used in some of the special 1532 * sx, sy are coordinates to fire arrow from - also used in some of the special
1582 * player fire modes. 1533 * player fire modes.
1583 */ 1534 */
1535int
1584int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1536fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1585 sint16 sx, sint16 sy)
1586{ 1537{
1587 object *left, *bow; 1538 object *left, *bow;
1588 tag_t left_tag, tag; 1539 int mflags;
1589 int bowspeed, mflags; 1540 maptile *m;
1590 mapstruct *m;
1591 1541
1592 if (!dir) { 1542 if (!dir)
1543 {
1593 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1544 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1594 return 0; 1545 return 0;
1546 }
1547
1548 if (op->contr)
1549 bow = op->current_weapon;
1550 else
1595 } 1551 {
1596 if (op->type == PLAYER)
1597 bow=op->contr->ranges[range_bow];
1598 else {
1599 for(bow=op->inv; bow; bow=bow->below) 1552 for (bow = op->inv; bow; bow = bow->below)
1600 /* Don't check for applied - monsters don't apply bows - in that way, they 1553 /* Don't check for applied - monsters don't apply bows - in that way, they
1601 * don't need to switch back and forth between bows and weapons. 1554 * don't need to switch back and forth between bows and weapons.
1602 */ 1555 */
1603 if(bow->type==BOW) 1556 if (bow->type == BOW)
1604 break; 1557 break;
1605 1558
1606 if (!bow) { 1559 if (!bow)
1560 {
1607 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1561 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1608 return 0; 1562 return 0;
1563 }
1564
1565 // optimisation: move object to top so we will find it quickly again
1566 if (bow->below)
1609 } 1567 {
1568 bow->remove ();
1569 op->insert (bow);
1570 }
1571
1610 } 1572 }
1573
1611 if( !bow->race || !bow->skill) { 1574 if (!bow->race || !bow->skill)
1575 {
1612 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1576 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1613 return 0; 1577 return 0;
1614 } 1578 }
1615 1579
1616 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1617
1618 /* penalize ROF for bestarrow */
1619 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1620 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1621 if (bowspeed < 1)
1622 bowspeed = 1;
1623
1624 if (arrow == NULL) { 1580 if (arrow == NULL)
1581 {
1625 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1582 if ((arrow = find_arrow (op, bow->race)) == NULL)
1583 {
1626 if (op->type == PLAYER) 1584 if (op->type == PLAYER)
1627 new_draw_info_format(NDI_UNIQUE, 0, op, 1585 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1628 "You have no %s left.", &bow->race);
1629 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1586 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1630 else 1587 else
1631 CLEAR_FLAG(op, FLAG_READY_BOW); 1588 CLEAR_FLAG (op, FLAG_READY_BOW);
1589
1632 return 0; 1590 return 0;
1633 } 1591 }
1634 } 1592 }
1593
1635 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1594 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1636 if (mflags & P_OUT_OF_MAP) { 1595 if (mflags & P_OUT_OF_MAP)
1637 return 0; 1596 return 0;
1638 } 1597
1639 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1598 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1599 {
1640 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1600 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1641 return 0; 1601 return 0;
1642 } 1602 }
1643 1603
1644 /* this should not happen, but sometimes does */ 1604 /* this should not happen, but sometimes does */
1645 if (arrow->nrof==0) { 1605 if (arrow->nrof == 0)
1646 remove_ob(arrow); 1606 {
1647 free_object(arrow); 1607 arrow->destroy ();
1648 return 0; 1608 return 0;
1649 } 1609 }
1650 1610
1651 left = arrow; /* these are arrows left to the player */ 1611 left = arrow; /* these are arrows left to the player */
1652 left_tag = left->count;
1653 arrow = get_split_ob(arrow, 1); 1612 arrow = get_split_ob (arrow, 1);
1654 if (arrow == NULL) { 1613 if (!arrow)
1614 {
1655 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1615 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1656 return 0; 1616 return 0;
1657 } 1617 }
1658 set_owner(arrow, op); 1618
1619 arrow->set_owner (op);
1659 arrow->skill = bow->skill; 1620 arrow->skill = bow->skill;
1660
1661 arrow->direction=dir; 1621 arrow->direction = dir;
1662 arrow->x = sx;
1663 arrow->y = sy;
1664 1622
1665 if (op->type == PLAYER) {
1666 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1667 fix_player(op);
1668 }
1669
1670 SET_ANIMATION(arrow, arrow->direction);
1671 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1623 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1672 arrow->stats.hp = arrow->stats.dam; 1624 arrow->stats.hp = arrow->stats.dam;
1673 arrow->stats.grace = arrow->attacktype; 1625 arrow->stats.grace = arrow->attacktype;
1626
1674 if (arrow->slaying != NULL) 1627 if (arrow->slaying)
1675 arrow->spellarg = strdup_local(arrow->slaying); 1628 arrow->spellarg = strdup (arrow->slaying);
1676 1629
1677 /* Note that this was different for monsters - they got their level 1630#if 0
1678 * added to the damage. I think the strength bonus is more proper. 1631 if (player *pl = op->contr)
1679 */
1680 1632 {
1681 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1633 float speed = pl->weapon_sp;
1682 0 : dam_bonus[op->stats.Str]) +
1683 bow->stats.dam + bow->magic + arrow->magic;
1684 1634
1635 /* penalize ROF for bestarrow */
1636 if (pl->bowtype == bow_bestarrow)
1637 speed *= .9f;
1638 else
1639 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1640
1641 op->speed_left += speed - op->speed;
1642 }
1643#endif
1644
1645 SET_ANIMATION (arrow, arrow->direction);
1646
1685 /* update the speed */ 1647 /* update the speed */
1686 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1648 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1687 0 : dam_bonus[op->stats.Str]) +
1688 bow->magic + arrow->magic) / 5.0 +
1689 (float)bow->stats.dam / 7.0; 1649 + bow->stats.dam / 7.f;
1690 1650
1691 if (arrow->speed < 1.0) 1651 arrow->set_speed (max (arrow->speed, 2.f));
1692 arrow->speed = 1.0;
1693 update_ob_speed(arrow);
1694 arrow->speed_left = 0; 1652 arrow->speed_left = 0;
1695 1653
1654 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1655
1696 if (op->type == PLAYER) { 1656 if (op->type == PLAYER)
1697 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1657 {
1698 (op->chosen_skill?op->chosen_skill->level:op->level) -
1699 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1700 arrow->stats.wc - bow->stats.wc + wc_mod;
1701
1702 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1658 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1703 } else { 1659 wc -= dex_bonus[op->stats.Dex];
1704 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1705 arrow->stats.wc + wc_mod;
1706 1660
1661 if (!arrow->slaying)
1662 arrow->slaying = op->slaying;
1663
1664 arrow->attacktype |= op->attacktype;
1665 }
1666 else
1667 {
1707 arrow->level = op->level; 1668 arrow->level = op->level;
1708 } 1669 arrow->stats.wc -= bow->magic;
1709 if (arrow->attacktype == AT_PHYSICAL) 1670
1710 arrow->attacktype |= bow->attacktype; 1671 if (!arrow->slaying)
1711 if (bow->slaying != NULL)
1712 arrow->slaying = bow->slaying; 1672 arrow->slaying = bow->slaying;
1713 1673
1714 arrow->map = m; 1674 arrow->attacktype |= bow->attacktype;
1675 }
1676
1677 wc -= arrow->level;
1678 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1679
1680 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1715 arrow->move_type = MOVE_FLY_LOW; 1681 arrow->move_type = MOVE_FLY_LOW;
1716 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1717 1683
1718 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1719 tag = arrow->count; 1685 m->insert (arrow, sx, sy, op);
1720 insert_ob_in_map(arrow, m, op, 0);
1721 1686
1722 if (!was_destroyed(arrow, tag)) 1687 if (!arrow->destroyed ())
1723 move_arrow(arrow); 1688 move_arrow (arrow);
1724 1689
1725 if (op->type == PLAYER) { 1690 if (op->type == PLAYER)
1726 if (was_destroyed (left, left_tag)) 1691 {
1692 if (left->destroyed ())
1727 esrv_del_item(op->contr, left_tag); 1693 esrv_del_item (op->contr, left->count);
1728 else 1694 else
1729 esrv_send_item(op, left); 1695 esrv_send_item (op, left);
1730 } 1696 }
1697
1731 return 1; 1698 return 1;
1732} 1699}
1733 1700
1734/* Special fire code for players - this takes into 1701/* Special fire code for players - this takes into
1735 * account the special fire modes players can have 1702 * account the special fire modes players can have
1736 * but monsters can't. Putting that code here 1703 * but monsters can't. Putting that code here
1737 * makes the fire_bow code much cleaner. 1704 * makes the fire_bow code much cleaner.
1738 * this function should only be called if 'op' is a player, 1705 * this function should only be called if 'op' is a player,
1739 * hence the function name. 1706 * hence the function name.
1740 */ 1707 */
1708int
1741int player_fire_bow(object *op, int dir) 1709player_fire_bow (object *op, int dir)
1742{ 1710{
1743 int ret=0, wcmod=0; 1711 int ret = 0, wcmod = 0;
1744 1712
1745 if (op->contr->bowtype == bow_bestarrow) { 1713 if (op->contr->bowtype == bow_bestarrow)
1746 ret = fire_bow(op, op, 1714 {
1747 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1715 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1748 dir, 0, op->x, op->y); 1716 }
1749 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1717 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1718 {
1750 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1751 wcmod =-1; 1720 wcmod = -1;
1721
1752 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1722 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1753 op->x, op->y); 1723 }
1754 } else if (op->contr->bowtype == bow_threewide) { 1724 else if (op->contr->bowtype == bow_threewide)
1725 {
1755 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1726 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1756 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1727 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1757 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1728 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1729 }
1758 } else if (op->contr->bowtype == bow_spreadshot) { 1730 else if (op->contr->bowtype == bow_spreadshot)
1731 {
1759 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1732 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1760 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1733 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1761 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1734 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1762 1735 }
1763 } else { 1736 else
1737 {
1764 /* Simple case */ 1738 /* Simple case */
1765 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1766 } 1740 }
1741
1767 return ret; 1742 return ret;
1768} 1743}
1769
1770 1744
1771/* Fires a misc (wand/rod/horn) object in 'dir'. 1745/* Fires a misc (wand/rod/horn) object in 'dir'.
1772 * Broken apart from 'fire' to keep it more readable. 1746 * Broken apart from 'fire' to keep it more readable.
1773 */ 1747 */
1748void
1774void fire_misc_object(object *op, int dir) 1749fire_misc_object (object *op, int dir)
1775{ 1750{
1776 object *item; 1751 object *item = op->contr->ranged_ob;
1777 1752
1778 if (!op->contr->ranges[range_misc]) { 1753 if (!item)
1754 {
1779 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1780 return; 1756 return;
1781 } 1757 }
1782 1758
1783 item = op->contr->ranges[range_misc];
1784 if (!item->inv) { 1759 if (!item->inv)
1760 {
1785 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1761 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1786 return; 1762 return;
1787 } 1763 }
1764
1765 if (!op->change_weapon (item))
1766 return;
1767
1788 if (item->type == WAND) { 1768 if (item->type == WAND)
1769 {
1789 if(item->stats.food<=0) { 1770 if (item->stats.food <= 0)
1771 {
1790 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1791 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1774
1792 return; 1775 return;
1793 } 1776 }
1777 }
1794 } else if (item->type == ROD || item->type==HORN) { 1778 else if (item->type == ROD || item->type == HORN)
1779 {
1795 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1780 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1781 {
1796 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1782 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1783
1797 if (item->type== ROD) 1784 if (item->type == ROD)
1798 new_draw_info_format(NDI_UNIQUE, 0,op,
1799 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1800 else 1786 else
1801 new_draw_info_format(NDI_UNIQUE, 0,op, 1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1802 "The %s needs more time to charge.", query_base_name(item,0)); 1788
1803 return; 1789 return;
1804 } 1790 }
1805 } 1791 }
1806 1792
1807 if(cast_spell(op,item,dir,item->inv,NULL)) { 1793 if (cast_spell (op, item, dir, item->inv, NULL))
1794 {
1808 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1795 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1809 if (item->type == WAND) { 1796 if (item->type == WAND)
1797 {
1810 if (!(--item->stats.food)) { 1798 if (!(--item->stats.food))
1799 {
1811 object *tmp; 1800 object *tmp;
1801
1812 if (item->arch) { 1802 if (item->arch)
1803 {
1813 CLEAR_FLAG(item, FLAG_ANIMATE); 1804 CLEAR_FLAG (item, FLAG_ANIMATE);
1814 item->face = item->arch->clone.face; 1805 item->face = item->arch->clone.face;
1815 item->speed = 0; 1806 item->set_speed (0);
1816 update_ob_speed(item);
1817 } 1807 }
1808
1818 if ((tmp=is_player_inv(item))) 1809 if ((tmp = item->in_player ()))
1819 esrv_update_item(UPD_ANIM, tmp, item); 1810 esrv_update_item (UPD_ANIM, tmp, item);
1820 } 1811 }
1821 } 1812 }
1822 else if (item->type == ROD || item->type==HORN) { 1813 else if (item->type == ROD || item->type == HORN)
1823 drain_rod_charge(item); 1814 drain_rod_charge (item);
1824 }
1825 } 1815 }
1826} 1816}
1827 1817
1828/* Received a fire command for the player - go and do it. 1818/* Received a fire command for the player - go and do it.
1829 */ 1819 */
1820bool
1830void fire(object *op,int dir) { 1821fire (object *op, int dir)
1822{
1831 int spellcost=0; 1823 int spellcost = 0;
1832 1824
1833 /* check for loss of invisiblity/hide */ 1825 /* check for loss of invisiblity/hide */
1834 if (action_makes_visible(op)) make_visible(op); 1826 if (action_makes_visible (op))
1827 make_visible (op);
1835 1828
1836 switch(op->contr->shoottype) { 1829 player *pl = op->contr;
1837 case range_none:
1838 return;
1839 1830
1840 case range_bow: 1831 if (pl->golem)
1832 {
1833 control_golem (op->contr->golem, dir);
1834 return false;
1835 }
1836
1837 object *ob = pl->ranged_ob;
1838
1839 if (!ob)
1840 return false;
1841
1842 if (!op->change_weapon (ob))
1843 return false;
1844
1845 if (op->speed_left > 0.f)
1846 --op->speed_left;
1847 else
1848 return false;
1849
1850 switch (ob->type)
1851 {
1852 case BOW:
1841 player_fire_bow(op, dir); 1853 player_fire_bow (op, dir);
1842 return; 1854 break;
1843 1855
1844 case range_magic: /* Casting spells */ 1856 case SPELL:
1845 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1857 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1846 return; 1858 break;
1847 1859
1848 case range_misc: 1860 case BUILDER:
1849 fire_misc_object(op, dir);
1850 return;
1851
1852 case range_golem: /* Control summoned monsters from scrolls */
1853 if(op->contr->ranges[range_golem]==NULL ||
1854 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1855 op->contr->ranges[range_golem] = NULL;
1856 op->contr->shoottype=range_none;
1857 op->contr->golem_count = 0;
1858 }
1859 else
1860 control_golem(op->contr->ranges[range_golem], dir);
1861 return;
1862
1863 case range_skill:
1864 if(!op->chosen_skill) {
1865 if(op->type==PLAYER)
1866 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1867 return;
1868 }
1869 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1870 return;
1871 case range_builder:
1872 apply_map_builder( op, dir ); 1861 apply_map_builder (op, dir);
1873 return; 1862 break;
1863
1864 case SKILL:
1865 do_skill (op, op, ob, dir, 0);
1866 break;
1867
1874 default: 1868 default:
1875 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1869 fire_misc_object (op, dir);
1876 return; 1870 break;
1877 } 1871 }
1878}
1879 1872
1880 1873 return true;
1874}
1881 1875
1882/* find_key 1876/* find_key
1883 * We try to find a key for the door as passed. If we find a key 1877 * We try to find a key for the door as passed. If we find a key
1884 * and successfully use it, we return the key, otherwise NULL 1878 * and successfully use it, we return the key, otherwise NULL
1885 * This function merges both normal and locked door, since the logic 1879 * This function merges both normal and locked door, since the logic
1887 * pl is the player, 1881 * pl is the player,
1888 * inv is the objects inventory to searched 1882 * inv is the objects inventory to searched
1889 * door is the door we are trying to match against. 1883 * door is the door we are trying to match against.
1890 * This function can be called recursively to search containers. 1884 * This function can be called recursively to search containers.
1891 */ 1885 */
1892 1886object *
1893object * find_key(object *pl, object *container, object *door) 1887find_key (object *pl, object *container, object *door)
1894{ 1888{
1895 object *tmp,*key; 1889 object *tmp, *key;
1896 1890
1897 /* Should not happen, but sanity checking is never bad */ 1891 /* Should not happen, but sanity checking is never bad */
1898 if (container->inv == NULL) return NULL; 1892 if (!container->inv)
1893 return 0;
1899 1894
1900 /* First, lets try to find a key in the top level inventory */ 1895 /* First, lets try to find a key in the top level inventory */
1901 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1896 for (tmp = container->inv; tmp; tmp = tmp->below)
1897 {
1902 if (door->type==DOOR && tmp->type==KEY) break; 1898 if (door->type == DOOR && tmp->type == KEY)
1899 break;
1903 /* For sanity, we should really check door type, but other stuff 1900 /* For sanity, we should really check door type, but other stuff
1904 * (like containers) can be locked with special keys 1901 * (like containers) can be locked with special keys
1905 */ 1902 */
1906 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1903 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1907 tmp->slaying==door->slaying) break; 1904 break;
1908 } 1905 }
1906
1909 /* No key found - lets search inventories now */ 1907 /* No key found - lets search inventories now */
1910 /* If we find and use a key in an inventory, return at that time. 1908 /* If we find and use a key in an inventory, return at that time.
1911 * otherwise, if we search all the inventories and still don't find 1909 * otherwise, if we search all the inventories and still don't find
1912 * a key, return 1910 * a key, return
1913 */ 1911 */
1914 if (!tmp) { 1912 if (!tmp)
1913 {
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1914 for (tmp = container->inv; tmp; tmp = tmp->below)
1915 {
1916 /* No reason to search empty containers */ 1916 /* No reason to search empty containers */
1917 if (tmp->type==CONTAINER && tmp->inv) { 1917 if (tmp->type == CONTAINER && tmp->inv)
1918 {
1918 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1919 if ((key = find_key (pl, tmp, door)))
1920 return key;
1919 } 1921 }
1920 } 1922 }
1923
1924 if (!tmp)
1921 if (!tmp) return NULL; 1925 return NULL;
1922 } 1926 }
1927
1923 /* We get down here if we have found a key. Now if its in a container, 1928 /* We get down here if we have found a key. Now if its in a container,
1924 * see if we actually want to use it 1929 * see if we actually want to use it
1925 */ 1930 */
1926 if (pl!=container) { 1931 if (pl != container)
1932 {
1927 /* Only let players use keys in containers */ 1933 /* Only let players use keys in containers */
1928 if (!pl->contr) return NULL; 1934 if (!pl->contr)
1935 return NULL;
1929 /* cases where this fails: 1936 /* cases where this fails:
1930 * If we only search the player inventory, return now since we 1937 * If we only search the player inventory, return now since we
1931 * are not in the players inventory. 1938 * are not in the players inventory.
1932 * If the container is not active, return now since only active 1939 * If the container is not active, return now since only active
1933 * containers can be used. 1940 * containers can be used.
1934 * If we only search keyrings and the container does not have 1941 * If we only search keyrings and the container does not have
1935 * a race/isn't a keyring. 1942 * a race/isn't a keyring.
1936 * No checking for all containers - to fall through past here, 1943 * No checking for all containers - to fall through past here,
1937 * inv must have been an container and must have been active. 1944 * inv must have been an container and must have been active.
1938 * 1945 *
1939 * Change the color so that the message doesn't disappear with 1946 * Change the color so that the message doesn't disappear with
1940 * all the others. 1947 * all the others.
1941 */ 1948 */
1942 if (pl->contr->usekeys == key_inventory || 1949 if (pl->contr->usekeys == key_inventory ||
1943 !QUERY_FLAG(container, FLAG_APPLIED) || 1950 !QUERY_FLAG (container, FLAG_APPLIED) ||
1944 (pl->contr->usekeys == keyrings &&
1945 (!container->race || strcmp(container->race, "keys"))) 1951 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1946 ) { 1952 {
1947 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1953 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1948 "The %s in your %s vibrates as you approach the door", 1954 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1949 query_name(tmp), query_name(container));
1950 return NULL; 1955 return NULL;
1951 } 1956 }
1952 } 1957 }
1958
1953 return tmp; 1959 return tmp;
1954} 1960}
1955 1961
1956/* moved door processing out of move_player_attack. 1962/* moved door processing out of move_player_attack.
1957 * returns 1 if player has opened the door with a key 1963 * returns 1 if player has opened the door with a key
1958 * such that the caller should not do anything more, 1964 * such that the caller should not do anything more,
1959 * 0 otherwise 1965 * 0 otherwise
1960 */ 1966 */
1967static int
1961static int player_attack_door(object *op, object *door) 1968player_attack_door (object *op, object *door)
1962{ 1969{
1963
1964 /* If its a door, try to find a use a key. If we do destroy the door, 1970 /* If its a door, try to find a key. If we do destroy the door,
1965 * might as well return immediately as there is nothing more to do - 1971 * might as well return immediately as there is nothing more to do -
1966 * otherwise, we fall through to the rest of the code. 1972 * otherwise, we fall through to the rest of the code.
1967 */ 1973 */
1968 object *key=find_key(op, op, door); 1974 object *key = find_key (op, op, door);
1969 1975
1970 /* IF we found a key, do some extra work */ 1976 /* If we found a key, do some extra work */
1971 if (key) { 1977 if (key)
1978 {
1972 object *container=key->env; 1979 object *container = key->env;
1973 1980
1974 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1981 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1982
1975 if(action_makes_visible(op)) make_visible(op); 1983 if (action_makes_visible (op))
1984 make_visible (op);
1985
1976 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1986 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1987 spring_trap (door->inv, op);
1988
1977 if (door->type == DOOR) { 1989 if (door->type == DOOR)
1978 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1990 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1979 }
1980 else if(door->type==LOCKED_DOOR) { 1991 else if (door->type == LOCKED_DOOR)
1981 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1992 {
1982 "You open the door with the %s", query_short_name(key)); 1993 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1983 remove_door2(door); /* remove door without violence ;-) */ 1994 remove_door2 (door); /* remove door without violence ;-) */
1984 } 1995 }
1996
1985 /* Do this after we print the message */ 1997 /* Do this after we print the message */
1986 decrease_ob(key); /* Use up one of the keys */ 1998 decrease_ob (key); /* Use up one of the keys */
1987 /* Need to update the weight the container the key was in */ 1999 /* Need to update the weight the container the key was in */
1988 if (container != op) 2000 if (container != op)
1989 esrv_update_item(UPD_WEIGHT, op, container); 2001 esrv_update_item (UPD_WEIGHT, op, container);
2002
1990 return 1; /* Nothing more to do below */ 2003 return 1; /* Nothing more to do below */
2004 }
1991 } else if (door->type==LOCKED_DOOR) { 2005 else if (door->type == LOCKED_DOOR)
2006 {
1992 /* Might as well return now - no other way to open this */ 2007 /* Might as well return now - no other way to open this */
1993 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2008 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1994 return 1; 2009 return 1;
1995 } 2010 }
2011
1996 return 0; 2012 return 0;
1997} 2013}
1998 2014
1999/* This function is just part of a breakup from move_player. 2015/* This function is just part of a breakup from move_player.
2000 * It should keep the code cleaner. 2016 * It should keep the code cleaner.
2001 * When this is called, the players direction has been updated 2017 * When this is called, the players direction has been updated
2002 * (taking into account confusion.) The player is also actually 2018 * (taking into account confusion.) The player is also actually
2003 * going to try and move (not fire weapons). 2019 * going to try and move (not fire weapons).
2004 */ 2020 */
2005 2021bool
2006void move_player_attack(object *op, int dir) 2022move_player_attack (object *op, int dir)
2007{ 2023{
2008 object *tmp, *mon;
2009 sint16 nx, ny;
2010 int on_battleground; 2024 int on_battleground;
2011 mapstruct *m;
2012 2025
2013 nx=freearr_x[dir]+op->x; 2026 sint16 nx = freearr_x[dir] + op->x;
2014 ny=freearr_y[dir]+op->y; 2027 sint16 ny = freearr_y[dir] + op->y;
2015 2028
2016 on_battleground = op_on_battleground(op, NULL, NULL); 2029 on_battleground = op_on_battleground (op, 0, 0);
2017 2030
2031 if (out_of_map (op->map, nx, ny))
2032 return false;
2033
2034 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2035 {
2036 --op->speed_left;
2037 return true;
2038 }
2039
2018 /* If braced, or can't move to the square, and it is not out of the 2040 /* If braced, or can't move to the square, and it is not out of the
2019 * map, attack it. Note order of if statement is important - don't 2041 * map, attack it. Note order of if statement is important - don't
2020 * want to be calling move_ob if braced, because move_ob will move the 2042 * want to be calling move_ob if braced, because move_ob will move the
2021 * player. This is a pretty nasty hack, because if we could 2043 * player. This is a pretty nasty hack, because if we could
2022 * move to some space, it then means that if we are braced, we should 2044 * move to some space, it then means that if we are braced, we should
2023 * do nothing at all. As it is, if we are braced, we go through 2045 * do nothing at all. As it is, if we are braced, we go through
2024 * quite a bit of processing. However, it probably is less than what 2046 * quite a bit of processing. However, it probably is less than what
2025 * move_ob uses. 2047 * move_ob uses.
2026 */ 2048 */
2027 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2049 maptile *m = op->map->xy_find (nx, ny);
2028 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2029 m = get_map_from_coord(op->map, &nx, &ny);
2030 if (!m) return; /* Don't think this should happen */
2031 }
2032 else m =op->map;
2033
2034 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2035 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2036 return;
2037 }
2038 2050
2039 mon = NULL;
2040 /* Go through all the objects, and find ones of interest. Only stop if 2051 /* Go through all the objects, and find ones of interest. Only stop if
2041 * we find a monster - that is something we know we want to attack. 2052 * we find a monster - that is something we know we want to attack.
2042 * if its a door or barrel (can roll) see if there may be monsters 2053 * if its a door or barrel (can roll) see if there may be monsters
2043 * on the space 2054 * on the space
2055 */
2056 object *mon;
2057 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2058 {
2059 if ((mon->flag [FLAG_ALIVE]
2060 || mon->type == LOCKED_DOOR
2061 || mon->flag [FLAG_CAN_ROLL])
2062 && mon != op)
2063 break;
2064 }
2065
2066 if (!mon) /* This happens anytime the player tries to move */
2067 return false; /* into a wall */
2068
2069 mon = mon->head_ ();
2070
2071 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2072 if (op->contr->weapon_sp_left > 0.f)
2073 if (player_attack_door (op, mon))
2044 */ 2074 {
2045 while (tmp!=NULL) { 2075 --op->contr->weapon_sp_left;
2046 if (tmp == op) { 2076 return true;
2047 tmp=tmp->above; 2077 }
2048 continue; 2078
2079 /* The following deals with possibly attacking peaceful
2080 * or friendly creatures. Basically, all players are considered
2081 * unaggressive. If the moving player has peaceful set, then the
2082 * object should be pushed instead of attacked. It is assumed that
2083 * if you are braced, you will not attack friends accidently,
2084 * and thus will not push them.
2085 */
2086
2087 /* If the creature is a pet, push it even if the player is not
2088 * peaceful. Our assumption is the creature is a pet if the
2089 * player owns it and it is either friendly or unagressive.
2090 */
2091 if (op->type == PLAYER
2092 && ((mon->owner && mon->owner->contr
2093 && same_party (mon->owner->contr->party, op->contr->party))
2094 || mon->owner == op)
2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2096 {
2097 /* If we're braced, we don't want to switch places with it */
2098 if (op->contr->braced)
2099 return false;
2100
2101 if (op->speed_left > 0.f)
2102 {
2103 --op->speed_left;
2104
2105 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2106 push_ob (mon, dir, op);
2107
2108 if (op->contr->tmp_invis || op->hide)
2109 make_visible (op);
2110
2111 return true;
2112 }
2113 else
2114 return false;
2115 }
2116
2117 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't
2120 * attack them either.
2121 */
2122 if ((mon->type == PLAYER || mon->enemy != op)
2123 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2124 && ((op->contr->peaceful
2125 || (mon->type == PLAYER && mon->contr->peaceful))
2126 && !on_battleground))
2127 {
2128 if (op->speed_left > 0.f)
2129 {
2130 --op->speed_left;
2131
2132 if (!op->contr->braced)
2133 {
2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2135 push_ob (mon, dir, op);
2049 } 2136 }
2050 if (QUERY_FLAG(tmp,FLAG_ALIVE)) {
2051 mon = tmp;
2052 break;
2053 }
2054 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2055 mon = tmp;
2056 tmp=tmp->above;
2057 }
2058
2059 if (mon==NULL) /* This happens anytime the player tries to move */
2060 return; /* into a wall */
2061
2062 if(mon->head != NULL)
2063 mon = mon->head;
2064
2065 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR))
2066 if (player_attack_door(op, mon)) return;
2067
2068 /* The following deals with possibly attacking peaceful
2069 * or frienddly creatures. Basically, all players are considered
2070 * unaggressive. If the moving player has peaceful set, then the
2071 * object should be pushed instead of attacked. It is assumed that
2072 * if you are braced, you will not attack friends accidently,
2073 * and thus will not push them.
2074 */
2075
2076 /* If the creature is a pet, push it even if the player is not
2077 * peaceful. Our assumption is the creature is a pet if the
2078 * player owns it and it is either friendly or unagressive.
2079 */
2080 if ((op->type==PLAYER)
2081#if COZY_SERVER
2082 &&
2083 (
2084 (get_owner(mon) && get_owner(mon)->contr
2085 && same_party (get_owner(mon)->contr->party, op->contr->party))
2086 || get_owner(mon) == op
2087 )
2088#else
2089 && get_owner(mon)==op
2090#endif
2091 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2092 {
2093 /* If we're braced, we don't want to switch places with it */
2094 if (op->contr->braced) return;
2095 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2096 (void) push_ob(mon,dir,op);
2097 if(op->contr->tmp_invis||op->hide) make_visible(op);
2098 return;
2099 }
2100
2101 /* in certain circumstances, you shouldn't attack friendly
2102 * creatures. Note that if you are braced, you can't push
2103 * someone, but put it inside this loop so that you won't
2104 * attack them either.
2105 */
2106 if ((mon->type==PLAYER || mon->enemy != op) &&
2107 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2108 (
2109#ifdef PROHIBIT_PLAYERKILL
2110 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2111#else
2112 op->contr->peaceful &&
2113#endif
2114 !on_battleground
2115 )) {
2116 if (!op->contr->braced) {
2117 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2118 (void) push_ob(mon,dir,op);
2119 } else { 2137 else
2120 new_draw_info(0, 0,op,"You withhold your attack"); 2138 new_draw_info (0, 0, op, "You withhold your attack");
2139
2140 if (op->contr->tmp_invis || op->hide)
2141 make_visible (op);
2142
2143 return true;
2121 } 2144 }
2122 if(op->contr->tmp_invis||op->hide) make_visible(op); 2145 }
2123 }
2124
2125 /* If the object is a boulder or other rollable object, then 2146 /* If the object is a boulder or other rollable object, then
2126 * roll it if not braced. You can't roll it if you are braced. 2147 * roll it if not braced. You can't roll it if you are braced.
2127 */ 2148 */
2128 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2149 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2150 {
2151 if (op->speed_left > 0.f)
2152 {
2153 --op->speed_left;
2154
2129 recursive_roll(mon,dir,op); 2155 recursive_roll (mon, dir, op);
2130 if(action_makes_visible(op)) make_visible(op); 2156 if (action_makes_visible (op))
2131 } 2157 make_visible (op);
2132 2158
2159 return true;
2160 }
2161 }
2133 /* Any generic living creature. Including things like doors. 2162 /* Any generic living creature. Including things like doors.
2134 * Way it works is like this: First, it must have some hit points 2163 * Way it works is like this: First, it must have some hit points
2135 * and be living. Then, it must be one of the following: 2164 * and be living. Then, it must be one of the following:
2136 * 1) Not a player, 2) A player, but of a different party. Note 2165 * 1) Not a player, 2) A player, but of a different party. Note
2137 * that party_number -1 is no party, so attacks can still happen. 2166 * that party_number -1 is no party, so attacks can still happen.
2138 */ 2167 */
2139
2140 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2141 ((mon->type!=PLAYER || op->contr->party==NULL || 2169 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2142 op->contr->party!=mon->contr->party))) { 2170 {
2143 2171 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2144 /* If the player hasn't hit something this tick, and does
2145 * so, give them speed boost based on weapon speed. Doing
2146 * it here is better than process_players2, which basically
2147 * incurred a 1 tick offset.
2148 */
2149 if (!op->contr->has_hit) {
2150 op->speed_left += op->speed / op->contr->weapon_sp;
2151
2152 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2153 }
2154
2155 skill_attack(mon, op, 0, NULL, NULL);
2156
2157 /* If attacking another player, that player gets automatic
2158 * hitback, and doesn't loose luck either.
2159 * Disable hitback on the battleground or if the target is
2160 * the wiz.
2161 */
2162 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2163 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2164 short luck = mon->stats.luck;
2165 mon->contr->has_hit = 1;
2166 skill_attack(op, mon, 0, NULL, NULL);
2167 mon->stats.luck = luck;
2168 }
2169 if(action_makes_visible(op)) make_visible(op);
2170 } 2172 {
2171 } /* if player should attack something */ 2173 --op->contr->weapon_sp_left;
2172}
2173 2174
2175 skill_attack (mon, op, 0, 0, 0);
2176
2177 if (action_makes_visible (op))
2178 make_visible (op);
2179
2180 return true;
2181 }
2182 }
2183
2184 return false;
2185}
2186
2187bool
2174int move_player(object *op,int dir) { 2188move_player (object *op, int dir)
2189{
2175 int pick; 2190 int pick;
2176 2191
2177 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2192 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2178 return 0;
2179
2180 /* Sanity check: make sure dir is valid */
2181 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2182 LOG( llevError, "move_player: invalid direction %d\n", dir);
2183 return 0;
2184 }
2185
2186 /* peterm: added following line */
2187 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2188 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2189
2190 op->facing = dir;
2191
2192 if(op->hide) do_hidden_move(op);
2193
2194 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2195 /*nop*/;
2196 else if (op->contr->fire_on)
2197 fire (op, dir);
2198 else
2199 {
2200 move_player_attack (op, dir);
2201 pick = check_pick(op);
2202 }
2203
2204 /* Add special check for newcs players and fire on - this way, the
2205 * server can handle repeat firing.
2206 */
2207 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2208 op->direction = dir;
2209 } else {
2210 op->direction=0;
2211 }
2212 /* Update how the player looks. Use the facing, so direction may
2213 * get reset to zero. This allows for full animation capabilities
2214 * for players.
2215 */
2216 animate_object(op, op->facing);
2217 return 0; 2193 return 0;
2194
2195 /* Sanity check: make sure dir is valid */
2196 if ((dir < 0) || (dir >= 9))
2197 {
2198 LOG (llevError, "move_player: invalid direction %d\n", dir);
2199 return 0;
2200 }
2201
2202 /* peterm: added following line */
2203 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2204 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2205
2206 op->facing = dir;
2207
2208 if (op->hide)
2209 do_hidden_move (op);
2210
2211 bool retval;
2212
2213 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2214 retval = RESULT_INT (0);
2215 else if (op->contr->fire_on)
2216 retval = fire (op, dir);
2217 else
2218 {
2219 retval = move_player_attack (op, dir);
2220 pick = check_pick (op);
2221 }
2222
2223 /* Add special check for newcs players and fire on - this way, the
2224 * server can handle repeat firing.
2225 */
2226 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2227 op->direction = dir;
2228 else
2229 op->direction = 0;
2230
2231 /* Update how the player looks. Use the facing, so direction may
2232 * get reset to zero. This allows for full animation capabilities
2233 * for players.
2234 */
2235 animate_object (op, op->facing);
2236
2237 return retval;
2218} 2238}
2219 2239
2220/* This is similar to handle_player, below, but is only used by the 2240/* This is similar to handle_player, below, but is only used by the
2221 * new client/server stuff. 2241 * new client/server stuff.
2222 * This is sort of special, in that the new client/server actually uses 2242 * This is sort of special, in that the new client/server actually uses
2223 * the new speed values for commands. 2243 * the new speed values for commands.
2224 * 2244 *
2225 * Returns true if there are more actions we can do. 2245 * Returns true if there are more actions we can do. Should not do
2246 * many actions in a row, as that would be too unfair to other
2247 * players.
2226 */ 2248 */
2249bool
2227int handle_newcs_player(object *op) 2250handle_newcs_player (object *op)
2228{ 2251{
2229 if (op->contr->hidden) {
2230 op->invisible = 1000;
2231 /* the socket code flashes the player visible/invisible
2232 * depending on the value of invisible, so we need to
2233 * alternate it here for it to work correctly.
2234 */
2235 if (pticks & 2) op->invisible--;
2236 }
2237 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2238 op->invisible--;
2239 if(!op->invisible) {
2240 make_visible(op);
2241 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2242 }
2243 }
2244
2245 if (QUERY_FLAG(op, FLAG_SCARED)) { 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2253 {
2254 if (op->speed_left > 0.f)
2255 {
2256 --op->speed_left;
2246 flee_player(op); 2257 flee_player (op);
2247 /* If player is still scared, that is his action for this tick */ 2258
2248 if (QUERY_FLAG(op, FLAG_SCARED)) {
2249 op->speed_left--;
2250 return 0; 2259 return true;
2251 } 2260 }
2261 else
2262 return false;
2252 } 2263 }
2253 2264
2254 /* I've been seeing crashes where the golem has been destroyed, but
2255 * the player object still points to the defunct golem. The code that
2256 * destroys the golem looks correct, and it doesn't always happen, so
2257 * put this in a a workaround to clean up the golem pointer.
2258 */
2259 if (op->contr->ranges[range_golem] &&
2260 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2261 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2262 op->contr->ranges[range_golem] = NULL;
2263 op->contr->golem_count = 0;
2264 }
2265
2266 /* call this here - we also will call this in do_ericserver, but 2265 /* call this here - we also will call this in do_ericserver, but
2267 * the players time has been increased when doericserver has been 2266 * the players time has been increased when doericserver has been
2268 * called, so we recheck it here. 2267 * called, so we recheck it here.
2269 */ 2268 */
2270 HandleClient(&op->contr->socket, op->contr); 2269 if (op->contr->ns->handle_command ())
2271 if (op->speed_left<0) return 0; 2270 return true;
2272 2271
2273 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2274 /* All move commands take 1 tick, at least for now */
2275 op->speed_left--;
2276
2277 /* Instead of all the stuff below, let move_player take care
2278 * of it. Also, some of the skill stuff is only put in
2279 * there, as well as the confusion stuff.
2280 */
2281 move_player(op, op->direction); 2273 return move_player (op, op->direction);
2282 if (op->speed_left>0) return 1; 2274
2283 else return 0; 2275 return false;
2284 } 2276}
2277
2278int
2279save_life (object *op)
2280{
2281 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2285 return 0; 2282 return 0;
2286}
2287 2283
2288int save_life(object *op) {
2289 object *tmp;
2290
2291 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2292 return 0;
2293
2294 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2284 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2295 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2285 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2286 {
2296 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2287 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2297 new_draw_info_format(NDI_UNIQUE, 0,op, 2288 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2298 "Your %s vibrates violently, then evaporates.", 2289
2299 query_name(tmp));
2300 if (op->contr) 2290 if (op->contr)
2301 esrv_del_item(op->contr, tmp->count); 2291 esrv_del_item (op->contr, tmp->count);
2302 remove_ob(tmp); 2292
2303 free_object(tmp); 2293 tmp->destroy ();
2304 CLEAR_FLAG(op, FLAG_LIFESAVE); 2294 CLEAR_FLAG (op, FLAG_LIFESAVE);
2295
2305 if(op->stats.hp<0) 2296 if (op->stats.hp < 0)
2306 op->stats.hp = op->stats.maxhp; 2297 op->stats.hp = op->stats.maxhp;
2298
2307 if(op->stats.food<0) 2299 if (op->stats.food < 0)
2308 op->stats.food = 999; 2300 op->stats.food = 999;
2309 fix_player(op); 2301
2302 op->update_stats ();
2310 return 1; 2303 return 1;
2311 } 2304 }
2305
2312 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2306 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2313 CLEAR_FLAG(op, FLAG_LIFESAVE); 2307 CLEAR_FLAG (op, FLAG_LIFESAVE);
2314 enter_player_savebed(op); /* bring him home. */ 2308 enter_player_savebed (op); /* bring him home. */
2315 return 0; 2309 return 0;
2316} 2310}
2317 2311
2318/* This goes throws the inventory and removes unpaid objects, and puts them 2312/* This goes throws the inventory and removes unpaid objects, and puts them
2319 * back in the map (location and map determined by values of env). This 2313 * back in the map (location and map determined by values of env). This
2320 * function will descend into containers. op is the object to start the search 2314 * function will descend into containers. op is the object to start the search
2321 * from. 2315 * from.
2322 */ 2316 */
2317void
2323void remove_unpaid_objects(object *op, object *env) 2318remove_unpaid_objects (object *op, object *env)
2324{ 2319{
2325 object *next;
2326
2327 while (op) { 2320 while (op)
2321 {
2328 next=op->below; /* Make sure we have a good value, in case 2322 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2329 * we remove object 'op' 2323
2330 */
2331 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2324 if (QUERY_FLAG (op, FLAG_UNPAID))
2332 remove_ob(op); 2325 {
2333 op->x = env->x;
2334 op->y = env->y;
2335 if (env->type == PLAYER) 2326 if (env->type == PLAYER)
2336 esrv_del_item(env->contr, op->count); 2327 esrv_del_item (env->contr, op->count);
2337 insert_ob_in_map(op, env->map, NULL,0); 2328
2329 op->insert_at (env);
2338 } 2330 }
2331 else if (op->inv)
2339 else if (op->inv) remove_unpaid_objects(op->inv, env); 2332 remove_unpaid_objects (op->inv, env);
2333
2340 op=next; 2334 op = next;
2341 } 2335 }
2342} 2336}
2343
2344 2337
2345/* 2338/*
2346 * Returns pointer a static string containing gravestone text 2339 * Returns pointer a static string containing gravestone text
2347 * Moved from apply.c to player.c - player.c is what 2340 * Moved from apply.c to player.c - player.c is what
2348 * actually uses this function. player.c may not be quite the 2341 * actually uses this function. player.c may not be quite the
2349 * best, a misc file for object actions is probably better, 2342 * best, a misc file for object actions is probably better,
2350 * but there isn't one in the server directory. 2343 * but there isn't one in the server directory.
2351 */ 2344 */
2345char *
2352char *gravestone_text (object *op) 2346gravestone_text (object *op)
2353{ 2347{
2354 static char buf2[MAX_BUF]; 2348 static char buf2[MAX_BUF];
2355 char buf[MAX_BUF]; 2349 char buf[MAX_BUF];
2356 time_t now = time (NULL); 2350 time_t now = time (NULL);
2357 2351
2358 strcpy (buf2, " R.I.P.\n\n"); 2352 strcpy (buf2, " R.I.P.\n\n");
2359 if (op->type == PLAYER) 2353 if (op->type == PLAYER)
2360 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2354 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2361 else 2355 else
2362 sprintf (buf, "%s\n", &op->name); 2356 sprintf (buf, "%s\n", &op->name);
2357
2363 strncat (buf2, " ", 20 - strlen (buf) / 2); 2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2364 strcat (buf2, buf); 2359 strcat (buf2, buf);
2365 if (op->type == PLAYER) 2360 if (op->type == PLAYER)
2366 sprintf (buf, "who was in level %d when killed\n", op->level); 2361 sprintf (buf, "who was in level %d when killed\n", op->level);
2367 else 2362 else
2368 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2363 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2364
2369 strncat (buf2, " ", 20 - strlen (buf) / 2); 2365 strncat (buf2, " ", 20 - strlen (buf) / 2);
2370 strcat (buf2, buf); 2366 strcat (buf2, buf);
2371 if (op->type == PLAYER) { 2367 if (op->type == PLAYER)
2368 {
2372 sprintf (buf, "by %s.\n\n", op->contr->killer); 2369 sprintf (buf, "by %s.\n\n", op->contr->killer);
2373 strncat (buf2, " ", 21 - strlen (buf) / 2); 2370 strncat (buf2, " ", 21 - strlen (buf) / 2);
2374 strcat (buf2, buf); 2371 strcat (buf2, buf);
2375 } 2372 }
2373
2376 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2374 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2377 strncat (buf2, " ", 20 - strlen (buf) / 2); 2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2378 strcat (buf2, buf); 2376 strcat (buf2, buf);
2377
2379 return buf2; 2378 return buf2;
2380} 2379}
2381 2380
2382 2381void
2383
2384void do_some_living(object *op) { 2382do_some_living (object *op)
2383{
2385 int last_food=op->stats.food; 2384 int last_food = op->stats.food;
2386 int gen_hp, gen_sp, gen_grace; 2385 int gen_hp, gen_sp, gen_grace;
2387 int over_hp, over_sp, over_grace; 2386 int over_hp, over_sp, over_grace;
2388 int i; 2387 int i;
2389 int rate_hp = 1200; 2388 int rate_hp = 1200;
2390 int rate_sp = 2500; 2389 int rate_sp = 2500;
2391 int rate_grace = 2000; 2390 int rate_grace = 2000;
2392 const int max_hp = 1; 2391 const int max_hp = 1;
2393 const int max_sp = 1; 2392 const int max_sp = 1;
2394 const int max_grace = 1; 2393 const int max_grace = 1;
2395 2394
2396 if (op->contr->outputs_sync) 2395 if (op->contr->hidden)
2397 { 2396 {
2398 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2397 op->invisible = 1000;
2399 if (op->contr->outputs[i].buf!=NULL && 2398 /* the socket code flashes the player visible/invisible
2400 (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2399 * depending on the value of invisible, so we need to
2401 flush_output_element(op, &op->contr->outputs[i]); 2400 * alternate it here for it to work correctly.
2401 */
2402 if (pticks & 2)
2403 op->invisible--;
2402 } 2404 }
2405 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2406 {
2407 if (!op->invisible--)
2408 {
2409 make_visible (op);
2410 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2411 }
2412 }
2403 2413
2404 if(op->contr->state==ST_PLAYING) { 2414 if (op->contr->ns->state == ST_PLAYING)
2405 2415 {
2406 /* these next three if clauses make it possible to SLOW DOWN 2416 /* these next three if clauses make it possible to SLOW DOWN
2407 hp/grace/spellpoint regeneration. */ 2417 hp/grace/spellpoint regeneration. */
2408 if(op->contr->gen_hp >= 0 ) 2418 if (op->contr->gen_hp >= 0)
2409 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2419 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2410 else { 2420 else
2421 {
2411 gen_hp = op->stats.maxhp; 2422 gen_hp = op->stats.maxhp;
2412 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2423 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2413 } 2424 }
2425
2414 if(op->contr->gen_sp >= 0 ) 2426 if (op->contr->gen_sp >= 0)
2415 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2427 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2416 else { 2428 else
2429 {
2417 gen_sp = op->stats.maxsp; 2430 gen_sp = op->stats.maxsp;
2418 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2431 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2419 } 2432 }
2433
2420 if(op->contr->gen_grace >= 0) 2434 if (op->contr->gen_grace >= 0)
2421 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2435 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2422 else { 2436 else
2437 {
2423 gen_grace = op->stats.maxgrace; 2438 gen_grace = op->stats.maxgrace;
2424 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2439 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2425 } 2440 }
2426 2441
2427 /* Regenerate Spell Points */ 2442 /* Regenerate Spell Points */
2428 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2443 if (!op->contr->golem && --op->last_sp < 0)
2444 {
2429 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2445 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2430 if(op->stats.sp<op->stats.maxsp) {
2431 op->stats.sp++;
2432 /* dms do not consume food */
2433 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2434 op->stats.food--;
2435 if(op->contr->digestion<0)
2436 op->stats.food+=op->contr->digestion;
2437 else if(op->contr->digestion>0 &&
2438 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2439 op->stats.food=last_food;
2440 }
2441 }
2442 if (max_sp>1) {
2443 over_sp = (gen_sp+10)/rate_sp;
2444 if (over_sp > 0) {
2445 if(op->stats.sp<op->stats.maxsp) { 2446 if (op->stats.sp < op->stats.maxsp)
2446 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2447 {
2447 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2448 op->stats.sp--; 2448 op->stats.sp++;
2449 if(op->stats.sp>op->stats.maxsp) 2449 /* dms do not consume food */
2450 op->stats.sp=op->stats.maxsp; 2450 if (!QUERY_FLAG (op, FLAG_WIZ))
2451 {
2452 op->stats.food--;
2453 if (op->contr->digestion < 0)
2454 op->stats.food += op->contr->digestion;
2455 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2456 op->stats.food = last_food;
2451 } 2457 }
2452 op->last_sp=0;
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 } else {
2457 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2458 }
2459 }
2460
2461 /* Regenerate Grace */
2462 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2463 if(--op->last_grace<0) {
2464 if(op->stats.grace<op->stats.maxgrace/2)
2465 op->stats.grace++; /* no penalty in food for regaining grace */
2466 if(max_grace>1) {
2467 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2468 if (over_grace > 0) {
2469 op->stats.sp += over_grace
2470 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2471 op->last_grace=0;
2472 } else {
2473 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2474 } 2458 }
2459
2460 if (max_sp > 1)
2461 {
2462 over_sp = (gen_sp + 10) / rate_sp;
2463 if (over_sp > 0)
2464 {
2465 if (op->stats.sp < op->stats.maxsp)
2466 {
2467 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2468
2469 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2470 op->stats.sp--;
2471
2472 if (op->stats.sp > op->stats.maxsp)
2473 op->stats.sp = op->stats.maxsp;
2474 }
2475 op->last_sp = 0;
2476 }
2477 else
2478 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2479 }
2475 } else { 2480 else
2481 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2482 }
2483
2484 /* Regenerate Grace */
2485 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2486 if (--op->last_grace < 0)
2487 {
2488 if (op->stats.grace < op->stats.maxgrace / 2)
2489 op->stats.grace++; /* no penalty in food for regaining grace */
2490
2491 if (max_grace > 1)
2492 {
2493 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2494 if (over_grace > 0)
2495 {
2496 op->stats.sp += over_grace
2497 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2498 op->last_grace = 0;
2499 }
2500 else
2501 {
2502 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2503 }
2504 }
2505 else
2506 {
2476 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2507 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2477 } 2508 }
2478 /* wearing stuff doesn't detract from grace generation. */ 2509 /* wearing stuff doesn't detract from grace generation. */
2479 } 2510 }
2480 2511
2481 /* Regenerate Hit Points */ 2512 /* Regenerate Hit Points */
2482 if(--op->last_heal<0) { 2513 if (--op->last_heal < 0)
2514 {
2483 if(op->stats.hp<op->stats.maxhp) { 2515 if (op->stats.hp < op->stats.maxhp)
2516 {
2484 op->stats.hp++; 2517 op->stats.hp++;
2485 /* dms do not consume food */ 2518 /* dms do not consume food */
2486 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2519 if (!QUERY_FLAG (op, FLAG_WIZ))
2487 op->stats.food--; 2520 {
2521 op->stats.food--;
2488 if(op->contr->digestion<0) 2522 if (op->contr->digestion < 0)
2489 op->stats.food+=op->contr->digestion; 2523 op->stats.food += op->contr->digestion;
2490 else if(op->contr->digestion>0 && 2524 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2491 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2492 op->stats.food=last_food; 2525 op->stats.food = last_food;
2526 }
2527 }
2528
2529 if (max_hp > 1)
2530 {
2531 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2532 if (over_hp > 0)
2533 {
2534 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2535 op->last_heal = 0;
2536 }
2537 else
2538 {
2539 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2540 }
2541 }
2542 else
2543 {
2544 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2545 }
2493 } 2546 }
2494 }
2495 if(max_hp>1) {
2496 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2497 if (over_hp > 0) {
2498 op->stats.sp += over_hp
2499 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2500 op->last_heal=0;
2501 } else {
2502 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2503 }
2504 } else {
2505 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2506 }
2507 }
2508 2547
2509 /* Digestion */ 2548 /* Digestion */
2510 if(--op->last_eat<0) { 2549 if (--op->last_eat < 0)
2511#ifdef COZY_SERVER 2550 {
2512 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2551 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2513 int bonus=dg>0?dg:0,
2514 penalty=dg<0?-dg:0;
2515#else
2516 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2517 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2518#endif
2519 2552
2520 if(op->contr->gen_hp > 0) 2553 if (op->contr->gen_hp > 0)
2521 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2554 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2522 else 2555 else
2523 op->last_eat=25*(1+bonus)/(penalty +1); 2556 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2557
2524 /* dms do not consume food */ 2558 /* dms do not consume food */
2525 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2559 if (!QUERY_FLAG (op, FLAG_WIZ))
2526 } 2560 op->stats.food--;
2527 } 2561 }
2528 2562
2529 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2563 if (op->stats.food < 0 && op->stats.hp >= 0)
2564 {
2530 object *tmp, *flesh=NULL; 2565 object *tmp, *flesh = 0;
2531 2566
2532 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2567 for (tmp = op->inv; tmp; tmp = tmp->below)
2568 {
2533 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2569 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2570 {
2534 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2571 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2572 {
2535 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2573 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2536 manual_apply(op,tmp,0); 2574 manual_apply (op, tmp, 0);
2537 if(op->stats.food>=0||op->stats.hp<0) 2575 if (op->stats.food >= 0 || op->stats.hp < 0)
2538 break; 2576 break;
2539 } 2577 }
2540 else if (tmp->type==FLESH) flesh=tmp; 2578 else if (tmp->type == FLESH)
2579 flesh = tmp;
2541 } /* End if paid for object */ 2580 } /* End if paid for object */
2542 } /* end of for loop */ 2581 } /* end of for loop */
2582
2543 /* If player is still starving, it means they don't have any food, so 2583 /* If player is still starving, it means they don't have any food, so
2544 * eat flesh instead. 2584 * eat flesh instead.
2545 */ 2585 */
2546 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2586 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2587 {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2588 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2548 manual_apply(op,flesh,0); 2589 manual_apply (op, flesh, 0);
2549 } 2590 }
2550 } /* end if player is starving */ 2591 }
2551 2592
2552 while(op->stats.food<0&&op->stats.hp>0) 2593 while (op->stats.food < 0 && op->stats.hp >= 0)
2553 op->stats.food++,op->stats.hp--; 2594 op->stats.food++, op->stats.hp--;
2554 2595
2555 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2596 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2556 kill_player(op); 2597 kill_player (op);
2598 }
2557} 2599}
2558
2559
2560 2600
2561/* If the player should die (lack of hp, food, etc), we call this. 2601/* If the player should die (lack of hp, food, etc), we call this.
2562 * op is the player in jeopardy. If the player can not be saved (not 2602 * op is the player in jeopardy. If the player can not be saved (not
2563 * permadeath, no lifesave), this will take care of removing the player 2603 * permadeath, no lifesave), this will take care of removing the player
2564 * file. 2604 * file.
2565 */ 2605 */
2606void
2566void kill_player(object *op) 2607kill_player (object *op)
2567{ 2608{
2568 char buf[MAX_BUF]; 2609 char buf[MAX_BUF];
2569 int x, y; 2610 int x, y;
2611
2570 //int i; 2612 //int i;
2571 mapstruct *map; /* this is for resurrection */ 2613 maptile *map; /* this is for resurrection */
2614
2572 /* int z; 2615 /* int z;
2573 int num_stats_lose; 2616 int num_stats_lose;
2574 int lost_a_stat; 2617 int lost_a_stat;
2575 int lose_this_stat; 2618 int lose_this_stat;
2576 int this_stat; */ 2619 int this_stat; */
2577 int will_kill_again; 2620 int will_kill_again;
2578 archetype *at; 2621 archetype *at;
2579 object *tmp; 2622 object *tmp;
2580 2623
2581 if(save_life(op)) 2624 if (save_life (op))
2582 return; 2625 return;
2583 2626
2584 2627
2585 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2628 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2586 * in cities ONLY!!! It is very important that this doesn't get abused. 2629 * in cities ONLY!!! It is very important that this doesn't get abused.
2587 * Look at op_on_battleground() for more info --AndreasV 2630 * Look at op_on_battleground() for more info --AndreasV
2588 */ 2631 */
2589 if (op_on_battleground(op, &x, &y)) { 2632 if (op_on_battleground (op, &x, &y))
2590 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2633 {
2591 "You have been defeated in combat!"); 2634 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2592 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2635 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2593 "Local medics have saved your life..."); 2636
2594
2595 /* restore player */ 2637 /* restore player */
2596 at = find_archetype("poisoning"); 2638 at = archetype::find ("poisoning");
2597 tmp=present_arch_in_ob(at,op); 2639 if (object *tmp = present_arch_in_ob (at, op))
2598 if (tmp) { 2640 {
2599 remove_ob(tmp); 2641 tmp->destroy ();
2600 free_object(tmp);
2601 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2642 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2643 }
2644
2645 at = archetype::find ("confusion");
2646 if (object *tmp = present_arch_in_ob (at, op))
2602 } 2647 {
2603 2648 tmp->destroy ();
2604 at = find_archetype("confusion");
2605 tmp=present_arch_in_ob(at,op);
2606 if (tmp) {
2607 remove_ob(tmp);
2608 free_object(tmp);
2609 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2649 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2610 } 2650 }
2611 2651
2612 cure_disease(op,0); /* remove any disease */ 2652 cure_disease (op, 0); /* remove any disease */
2613 op->stats.hp=op->stats.maxhp; 2653 op->stats.hp = op->stats.maxhp;
2614 if (op->stats.food<=0) op->stats.food=999; 2654 if (op->stats.food <= 0)
2615 2655 op->stats.food = 999;
2656
2616 /* create a bodypart-trophy to make the winner happy */ 2657 /* create a bodypart-trophy to make the winner happy */
2617 tmp=arch_to_object(find_archetype("finger")); 2658 if (object *tmp = arch_to_object (archetype::find ("finger")))
2618 if (tmp != NULL)
2619 { 2659 {
2620 sprintf(buf,"%s's finger", &op->name); 2660 sprintf (buf, "%s's finger", &op->name);
2621 tmp->name = buf; 2661 tmp->name = buf;
2622 sprintf(buf," This finger has been cut off %s\n" 2662 sprintf (buf, " This finger has been cut off %s\n"
2623 " the %s, when he was defeated at\n level %d by %s.\n", 2663 " the %s, when he was defeated at\n level %d by %s.\n",
2624 &op->name, op->contr->title, (int)(op->level), 2664 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2625 op->contr->killer);
2626 tmp->msg=buf; 2665 tmp->msg = buf;
2627 tmp->value=0, tmp->material=0, tmp->type=0; 2666 tmp->value = 0, tmp->type = 0;
2628 tmp->materialname = NULL; 2667 tmp->materialname = "organics";
2629 tmp->x = op->x, tmp->y = op->y; 2668 tmp->insert_at (op, tmp);
2630 insert_ob_in_map(tmp,op->map,op,0);
2631 }
2632 2669 }
2670
2633 /* teleport defeated player to new destination*/ 2671 /* teleport defeated player to new destination */
2634 transfer_ob(op, x, y, 0, NULL); 2672 transfer_ob (op, x, y, 0, NULL);
2635 op->contr->braced=0; 2673 op->contr->braced = 0;
2636 return; 2674 return;
2637 } 2675 }
2638 2676
2639 INVOKE_PLAYER (DEATH, op->contr); 2677 INVOKE_PLAYER (DEATH, op->contr);
2640 2678
2641 command_kill_pets (op, 0); 2679 command_kill_pets (op, 0);
2642 2680
2643 if(op->stats.food<0) { 2681 if (op->stats.food < 0)
2644 if (op->contr->explore) { 2682 {
2645 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2646 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2647 op->stats.food=999;
2648 return;
2649 }
2650 sprintf(buf,"%s starved to death.",&op->name); 2683 sprintf (buf, "%s starved to death.", &op->name);
2651 strcpy(op->contr->killer,"starvation"); 2684 strcpy (op->contr->killer, "starvation");
2652 } 2685 }
2653 else { 2686 else
2654 if (op->contr->explore) {
2655 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2656 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2657 op->stats.hp=op->stats.maxhp;
2658 return;
2659 }
2660 sprintf(buf,"%s died.", &op->name); 2687 sprintf (buf, "%s died.", &op->name);
2661 } 2688
2662 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2689 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2663 2690
2664 /* save the map location for corpse, gravestone*/ 2691 /* save the map location for corpse, gravestone */
2665 x=op->x;y=op->y;map=op->map; 2692 x = op->x;
2693 y = op->y;
2694 map = op->map;
2666 2695
2667
2668 if (settings.not_permadeth == TRUE) {
2669 /* NOT_PERMADEATH code. This basically brings the character back to 2696 /* NOT_PERMADEATH code. This basically brings the character back to
2670 * life if they are dead - it takes some exp and a random stat. 2697 * life if they are dead - it takes some exp and a random stat.
2671 * See the config.h file for a little more in depth detail about this. 2698 * See the config.h file for a little more in depth detail about this.
2672 */ 2699 */
2673 2700
2674 /* Basically two ways to go - remove a stat permanently, or just 2701 /* Basically two ways to go - remove a stat permanently, or just
2675 * make it depletion. This bunch of code deals with that aspect 2702 * make it depletion. This bunch of code deals with that aspect
2676 * of death. 2703 * of death.
2677 */ 2704 */
2678#ifndef COZY_SERVER 2705#ifndef COZY_SERVER
2679 if (settings.balanced_stat_loss) { 2706 if (settings.balanced_stat_loss)
2707 {
2680 /* If stat loss is permanent, lose one stat only. */ 2708 /* If stat loss is permanent, lose one stat only. */
2681 /* Lower level chars don't lose as many stats because they suffer 2709 /* Lower level chars don't lose as many stats because they suffer
2682 more if they do. */ 2710 more if they do. */
2683 /* Higher level characters can afford things such as potions of 2711 /* Higher level characters can afford things such as potions of
2684 restoration, or better, stat potions. So we slug them that 2712 restoration, or better, stat potions. So we slug them that
2685 little bit harder. */ 2713 little bit harder. */
2686 /* GD */ 2714 /* GD */
2687 if (settings.stat_loss_on_death) 2715 if (settings.stat_loss_on_death)
2688 num_stats_lose = 1;
2689 else
2690 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2691 } else {
2692 num_stats_lose = 1; 2716 num_stats_lose = 1;
2693 } 2717 else
2718 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2719 }
2720 else
2721 num_stats_lose = 1;
2722
2694 lost_a_stat = 0; 2723 lost_a_stat = 0;
2695 2724
2696 for (z=0; z<num_stats_lose; z++) { 2725 for (z = 0; z < num_stats_lose; z++)
2726 {
2697 i = RANDOM() % NUM_STATS; 2727 i = RANDOM () % NUM_STATS;
2698 2728
2699 if (settings.stat_loss_on_death) { 2729 if (settings.stat_loss_on_death)
2730 {
2700 /* Pick a random stat and take a point off it. Tell the player 2731 /* Pick a random stat and take a point off it. Tell the player
2701 * what he lost. 2732 * what he lost.
2702 */ 2733 */
2703 change_attr_value(&(op->stats), i,-1); 2734 change_attr_value (&(op->stats), i, -1);
2704 check_stat_bounds(&(op->stats)); 2735 check_stat_bounds (&(op->stats));
2705 change_attr_value(&(op->contr->orig_stats), i,-1); 2736 change_attr_value (&(op->contr->orig_stats), i, -1);
2706 check_stat_bounds(&(op->contr->orig_stats)); 2737 check_stat_bounds (&(op->contr->orig_stats));
2707 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2738 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2708 lost_a_stat = 1; 2739 lost_a_stat = 1;
2709 } else { 2740 }
2741 else
2742 {
2710 /* deplete a stat */ 2743 /* deplete a stat */
2711 archetype *deparch=find_archetype("depletion"); 2744 archetype *deparch = archetype::find ("depletion");
2712 object *dep; 2745 object *dep;
2746
2747 dep = present_arch_in_ob (deparch, op);
2748 if (!dep)
2713 2749 {
2714 dep = present_arch_in_ob(deparch,op);
2715 if(!dep) {
2716 dep = arch_to_object(deparch); 2750 dep = arch_to_object (deparch);
2717 insert_ob_in_ob(dep, op); 2751 insert_ob_in_ob (dep, op);
2718 } 2752 }
2719 lose_this_stat = 1; 2753 lose_this_stat = 1;
2720 if (settings.balanced_stat_loss) { 2754 if (settings.balanced_stat_loss)
2755 {
2721 /* GD */ 2756 /* GD */
2722 /* Get the stat that we're about to deplete. */ 2757 /* Get the stat that we're about to deplete. */
2723 this_stat = get_attr_value(&(dep->stats), i); 2758 this_stat = get_attr_value (&(dep->stats), i);
2724 if (this_stat < 0) { 2759 if (this_stat < 0)
2760 {
2725 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2761 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2726 int keep_chance = this_stat * this_stat; 2762 int keep_chance = this_stat * this_stat;
2763
2727 /* Yes, I am paranoid. Sue me. */ 2764 /* Yes, I am paranoid. Sue me. */
2728 if (keep_chance < 1) 2765 if (keep_chance < 1)
2729 keep_chance = 1; 2766 keep_chance = 1;
2730 2767
2731 /* There is a maximum depletion total per level. */ 2768 /* There is a maximum depletion total per level. */
2732 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2769 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2770 {
2733 lose_this_stat = 0; 2771 lose_this_stat = 0;
2734 /* Take loss chance vs keep chance to see if we 2772 /* Take loss chance vs keep chance to see if we
2735 retain the stat. */ 2773 retain the stat. */
2736 } else {
2737 if (random_roll(0, loss_chance + keep_chance-1,
2738 op, PREFER_LOW) < keep_chance)
2739 lose_this_stat = 0;
2740 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2741 this_stat, keep_chance, loss_chance,
2742 lose_this_stat?"LOSE":"KEEP"); */
2743 }
2744 } 2774 }
2745 } 2775 else
2746
2747 if (lose_this_stat) {
2748 this_stat = get_attr_value(&(dep->stats), i);
2749 /* We could try to do something clever like find another
2750 * stat to reduce if this fails. But chances are, if
2751 * stats have been depleted to -50, all are pretty low
2752 * and should be roughly the same, so it shouldn't make a
2753 * difference.
2754 */ 2776 {
2755 if (this_stat>=-50) { 2777 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2756 change_attr_value(&(dep->stats), i, -1);
2757 SET_FLAG(dep, FLAG_APPLIED);
2758 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2759 fix_player(op);
2760 lost_a_stat = 1; 2778 lose_this_stat = 0;
2779 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2780 this_stat, keep_chance, loss_chance,
2781 lose_this_stat?"LOSE":"KEEP"); */
2761 } 2782 }
2762 } 2783 }
2763 } 2784 }
2764 } 2785
2765 /* If no stat lost, tell the player. */
2766 if (!lost_a_stat) 2786 if (lose_this_stat)
2767 { 2787 {
2768 /* determine_god() seems to not work sometimes... why is this? 2788 this_stat = get_attr_value (&(dep->stats), i);
2769 Should I be using something else? GD */ 2789 /* We could try to do something clever like find another
2770 const char *god = determine_god(op); 2790 * stat to reduce if this fails. But chances are, if
2771 if (god && (strcmp(god, "none"))) 2791 * stats have been depleted to -50, all are pretty low
2772 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2792 * and should be roughly the same, so it shouldn't make a
2773 "moment you feel the holy presence of %s protecting" 2793 * difference.
2774 " you.", god); 2794 */
2795 if (this_stat >= -50)
2775 else 2796 {
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2797 change_attr_value (&(dep->stats), i, -1);
2777 " feel a holy presence protecting you."); 2798 SET_FLAG (dep, FLAG_APPLIED);
2799 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2800 op->update_stats ();
2801 lost_a_stat = 1;
2802 }
2778 } 2803 }
2804 }
2805 }
2806 /* If no stat lost, tell the player. */
2807 if (!lost_a_stat)
2808 {
2809 /* determine_god() seems to not work sometimes... why is this?
2810 Should I be using something else? GD */
2811 const char *god = determine_god (op);
2812
2813 if (god && (strcmp (god, "none")))
2814 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2815 else
2816 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2817 }
2818#else
2819 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2779#endif 2820#endif
2780 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2781 " feel a holy presence protecting you from losing yourself completely.");
2782 2821
2783 /* Put a gravestone up where the character 'almost' died. List the 2822 /* Put a gravestone up where the character 'almost' died. List the
2784 * exp loss on the stone. 2823 * exp loss on the stone.
2785 */ 2824 */
2786 tmp=arch_to_object(find_archetype("gravestone")); 2825 tmp = arch_to_object (archetype::find ("gravestone"));
2787 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2826 sprintf (buf, "%s's gravestone", &op->name);
2827 tmp->name = buf;
2788 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2828 sprintf (buf, "%s's gravestones", &op->name);
2789 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2829 tmp->name_pl = buf;
2790 "who was killed\n" 2830 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);
2791 "by %s.\n",
2792 &op->name, op->contr->title,
2793 op->contr->killer);
2794 tmp->msg = buf; 2831 tmp->msg = buf;
2795 tmp->x=op->x,tmp->y=op->y; 2832 tmp->x = op->x, tmp->y = op->y;
2796 insert_ob_in_map (tmp, op->map, NULL,0); 2833 insert_ob_in_map (tmp, op->map, NULL, 0);
2797 2834
2798 /**************************************/ 2835 /**************************************/
2799 /* */ 2836 /* */
2800 /* Subtract the experience points, */ 2837 /* Subtract the experience points, */
2801 /* if we died cause of food, give us */ 2838 /* if we died cause of food, give us */
2802 /* food, and reset HP's... */ 2839 /* food, and reset HP's... */
2803 /* */ 2840 /* */
2804 /**************************************/ 2841 /**************************************/
2805 2842
2806 /* remove any poisoning and confusion the character may be suffering.*/ 2843 /* remove any poisoning and confusion the character may be suffering. */
2807 /* restore player */ 2844 /* restore player */
2808 at = find_archetype("poisoning"); 2845 at = archetype::find ("poisoning");
2809 tmp=present_arch_in_ob(at,op); 2846 tmp = present_arch_in_ob (at, op);
2810 if (tmp) { 2847
2811 remove_ob(tmp); 2848 if (tmp)
2812 free_object(tmp); 2849 {
2850 tmp->destroy ();
2813 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2851 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2814 } 2852 }
2815 2853
2816 at = find_archetype("confusion"); 2854 at = archetype::find ("confusion");
2817 tmp=present_arch_in_ob(at,op); 2855 tmp = present_arch_in_ob (at, op);
2818 if (tmp) { 2856 if (tmp)
2819 remove_ob(tmp); 2857 {
2820 free_object(tmp); 2858 tmp->destroy ();
2821 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2859 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2822 } 2860 }
2861
2823 cure_disease(op,0); /* remove any disease */ 2862 cure_disease (op, 0); /* remove any disease */
2824 2863
2825 /*add_exp(op, (op->stats.exp * -0.20)); */ 2864 /*add_exp(op, (op->stats.exp * -0.20)); */
2826 apply_death_exp_penalty(op); 2865 apply_death_exp_penalty (op);
2827 if(op->stats.food < 100) op->stats.food = 900; 2866 if (op->stats.food < 100)
2867 op->stats.food = 900;
2828 op->stats.hp = op->stats.maxhp; 2868 op->stats.hp = op->stats.maxhp;
2829 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2869 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2830 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2870 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2831 2871
2832 /* 2872 /*
2833 * Check to see if the player is in a shop. IF so, then check to see if 2873 * Check to see if the player has any unpaid items. If so, remove them
2834 * the player has any unpaid items. If so, remove them and put them back 2874 * and put them back in the map.
2835 * in the map. 2875 */
2836 */
2837
2838 if (is_in_shop (op))
2839 remove_unpaid_objects(op->inv, op); 2876 remove_unpaid_objects (op->inv, op);
2840 2877
2841 /****************************************/ 2878 /****************************************/
2842 /* */ 2879 /* */
2843 /* Move player to his current respawn- */ 2880 /* Move player to his current respawn- */
2844 /* position (usually last savebed) */ 2881 /* position (usually last savebed) */
2845 /* */ 2882 /* */
2846 /****************************************/ 2883 /****************************************/
2847 2884
2848 enter_player_savebed(op); 2885 enter_player_savebed (op);
2849 2886
2850 /* Save the player before inserting the force to reduce
2851 * chance of abuse.
2852 */
2853 op->contr->braced=0; 2887 op->contr->braced = 0;
2854 save_player(op,1);
2855 2888
2856 /* it is possible that the player has blown something up 2889 /* it is possible that the player has blown something up
2857 * at his savebed location, and that can have long lasting 2890 * at his savebed location, and that can have long lasting
2858 * spell effects. So first see if there is a spell effect 2891 * spell effects. So first see if there is a spell effect
2859 * on the space that might harm the player. 2892 * on the space that might harm the player.
2860 */ 2893 */
2861 will_kill_again=0; 2894 will_kill_again = 0;
2862 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2895 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2863 if (tmp->type ==SPELL_EFFECT) 2896 if (tmp->type == SPELL_EFFECT)
2864 will_kill_again|=tmp->attacktype; 2897 will_kill_again |= tmp->attacktype;
2865 } 2898
2866 if (will_kill_again) { 2899 if (will_kill_again)
2900 {
2867 object *force; 2901 object *force;
2868 int at; 2902 int at;
2869 2903
2870 force=get_archetype(FORCE_NAME); 2904 force = get_archetype (FORCE_NAME);
2871 /* 50 ticks should be enough time for the spell to abate */ 2905 /* 50 ticks should be enough time for the spell to abate */
2872 force->speed=0.1; 2906 force->speed = 0.1f;
2873 force->speed_left=-5.0; 2907 force->speed_left = -5.f;
2874 SET_FLAG(force, FLAG_APPLIED); 2908 SET_FLAG (force, FLAG_APPLIED);
2875 for (at=0; at<NROFATTACKS; at++) { 2909 for (at = 0; at < NROFATTACKS; at++)
2876 if (will_kill_again & (1 << at)) 2910 if (will_kill_again & (1 << at))
2877 force->resist[at] = 100; 2911 force->resist[at] = 100;
2912
2913 insert_ob_in_ob (force, op);
2914 op->update_stats ();
2915
2916 }
2917
2918 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2919}
2920
2921void
2922loot_object (object *op)
2923{ /* Grab and destroy some treasure */
2924 object *tmp, *tmp2, *next;
2925
2926 op->close_container (); /* close open sack first */
2927
2928 for (tmp = op->inv; tmp; tmp = next)
2929 {
2930 next = tmp->below;
2931
2932 if (tmp->invisible)
2933 continue;
2934
2935 tmp->remove ();
2936 tmp->x = op->x, tmp->y = op->y;
2937
2938 if (tmp->type == CONTAINER)
2939 loot_object (tmp); /* empty container to ground */
2940
2941 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2942 {
2943 if (tmp->nrof > 1)
2944 {
2945 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2946 tmp2->destroy ();
2947 insert_ob_in_map (tmp, op->map, NULL, 0);
2878 } 2948 }
2879 insert_ob_in_ob(force, op);
2880 fix_player(op);
2881
2882 }
2883 /**************************************/
2884 /* */
2885 /* Repaint the characters inv, and */
2886 /* stats, and show a nasty message ;) */
2887 /* */
2888 /**************************************/
2889
2890 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2891 return;
2892 } /* NOT_PERMADETH */
2893 else {
2894 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2895 * should probably be embedded in an else statement.
2896 */
2897
2898 op->contr->party=NULL;
2899 if (settings.set_title == TRUE)
2900 op->contr->own_title[0]='\0';
2901 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2902 check_score(op);
2903 if(op->contr->ranges[range_golem]!=NULL) {
2904 remove_friendly_object(op->contr->ranges[range_golem]);
2905 remove_ob(op->contr->ranges[range_golem]);
2906 free_object(op->contr->ranges[range_golem]);
2907 op->contr->ranges[range_golem]=NULL;
2908 op->contr->golem_count=0;
2909 }
2910 loot_object(op); /* Remove some of the items for good */
2911 remove_ob(op);
2912 op->direction=0;
2913
2914 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2915 delete_character(op->name,0);
2916 if (settings.resurrection == TRUE) {
2917 /* save playerfile sans equipment when player dies
2918 ** then save it as player.pl.dead so that future resurrection
2919 ** type spells will work on them nicely
2920 */
2921 delete_character(op->name,0);
2922 op->stats.hp = op->stats.maxhp;
2923 op->stats.food = 999;
2924
2925 /* set the location of where the person will reappear when */
2926 /* maybe resurrection code should fix map also */
2927 strcpy(op->contr->maplevel, settings.emergency_mapname);
2928 if(op->map!=NULL)
2929 op->map = NULL;
2930 op->x = settings.emergency_x;
2931 op->y = settings.emergency_y;
2932 save_player(op,0);
2933 op->map = map;
2934 /* please see resurrection.c: peterm */
2935 dead_player(op);
2936 } else { 2949 else
2937 delete_character(op->name,1); 2950 tmp->destroy ();
2938 } 2951 }
2939 } 2952 else
2940 play_again(op);
2941
2942 /* peterm: added to create a corpse at deathsite. */
2943 tmp=arch_to_object(find_archetype("corpse_pl"));
2944 sprintf(buf,"%s", &op->name);
2945 tmp->name = tmp->name_pl = buf;
2946 tmp->level=op->level;
2947 tmp->x=x;tmp->y=y;
2948 tmp->msg = gravestone_text(op);
2949 SET_FLAG (tmp, FLAG_UNIQUE);
2950 insert_ob_in_map (tmp, map, NULL,0);
2951 }
2952}
2953
2954
2955void loot_object(object *op) { /* Grab and destroy some treasure */
2956 object *tmp,*tmp2,*next;
2957
2958 if (op->container) { /* close open sack first */
2959 esrv_apply_container (op, op->container);
2960 }
2961
2962 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2963 next=tmp->below;
2964 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2965 remove_ob(tmp);
2966 tmp->x=op->x,tmp->y=op->y;
2967 if (tmp->type == CONTAINER) { /* empty container to ground */
2968 loot_object(tmp);
2969 }
2970 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2971 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2972 if(tmp->nrof>1) {
2973 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2974 free_object(tmp2);
2975 insert_ob_in_map(tmp,op->map,NULL,0); 2953 insert_ob_in_map (tmp, op->map, NULL, 0);
2976 } else
2977 free_object(tmp);
2978 } else
2979 insert_ob_in_map(tmp,op->map,NULL,0);
2980 } 2954 }
2981} 2955}
2982 2956
2983/* 2957/*
2984 * fix_weight(): Check recursively the weight of all players, and fix 2958 * fix_weight(): Check recursively the weight of all players, and fix
2985 * what needs to be fixed. Refresh windows and fix speed if anything 2959 * what needs to be fixed. Refresh windows and fix speed if anything
2986 * was changed. 2960 * was changed.
2987 */ 2961 */
2988 2962void
2989void fix_weight(void) { 2963fix_weight (void)
2990 player *pl; 2964{
2991 for (pl = first_player; pl != NULL; pl = pl->next) { 2965 for_all_players (pl)
2966 {
2992 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2967 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2968
2993 if(old == sum) 2969 if (old == sum)
2994 continue; 2970 continue;
2995 fix_player(pl->ob); 2971 pl->ob->update_stats ();
2996 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2972 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2997 &pl->ob->name, old, sum);
2998 } 2973 }
2999} 2974}
3000 2975
2976void
3001void fix_luck(void) { 2977fix_luck (void)
3002 player *pl; 2978{
3003 for (pl = first_player; pl != NULL; pl = pl->next) 2979 for_all_players (pl)
3004 if (!pl->ob->contr->state) 2980 if (!pl->ob->contr->ns->state)
3005 change_luck(pl->ob, 0); 2981 pl->ob->change_luck (0);
3006} 2982}
3007
3008 2983
3009/* cast_dust() - handles op throwing objects of type 'DUST'. 2984/* cast_dust() - handles op throwing objects of type 'DUST'.
3010 * This is much simpler in the new spell code - we basically 2985 * This is much simpler in the new spell code - we basically
3011 * just treat this as any other spell casting object. 2986 * just treat this as any other spell casting object.
3012 */ 2987 */
3013
3014void 2988void
3015cast_dust (object * op, object * throw_ob, int dir) 2989cast_dust (object *op, object *throw_ob, int dir)
3016{ 2990{
3017 object *skop, *spob; 2991 object *skop, *spob;
3018 2992
3019 skop = find_skill_by_name (op, throw_ob->skill); 2993 skop = find_skill_by_name (op, throw_ob->skill);
3020 2994
3021 /* casting POTION 'dusts' is really a use_magic_item skill */ 2995 /* casting POTION 'dusts' is really a use_magic_item skill */
3022 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2996 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3023 { 2997 {
3024 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2998 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3025 &op->name);
3026 return; 2999 return;
3027 } 3000 }
3028 3001
3029 spob = throw_ob->inv; 3002 spob = throw_ob->inv;
3030 3003
3031 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3004 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3032 // not pass NULL to cast_spell (which did indeed check itself, but 3005 // not pass NULL to cast_spell (which did indeed check itself, but
3033 // errors should be reported as early as possible IMHO) 3006 // errors should be reported as early as possible IMHO)
3034 if (!spob) 3007 if (!spob)
3035 { 3008 {
3036 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3009 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3037 &throw_ob->name, &op->name);
3038 return; 3010 return;
3039 } 3011 }
3040 3012
3041 if (op->type == PLAYER) 3013 if (op->type == PLAYER)
3042 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3014 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3043 3015
3044 cast_spell (op, throw_ob, dir, spob, NULL); 3016 cast_spell (op, throw_ob, dir, spob, NULL);
3045 3017
3046 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3018 throw_ob->destroy ();
3047 remove_ob (throw_ob);
3048 free_object (throw_ob);
3049} 3019}
3050 3020
3021void
3051void make_visible (object *op) { 3022make_visible (object *op)
3023{
3052 op->hide = 0; 3024 op->hide = 0;
3053 op->invisible = 0; 3025 op->invisible = 0;
3054 if(op->type==PLAYER) { 3026 if (op->type == PLAYER)
3027 {
3055 op->contr->tmp_invis = 0; 3028 op->contr->tmp_invis = 0;
3056 op->contr->invis_race = 0; 3029 op->contr->invis_race = 0;
3057 } 3030 }
3031
3058 update_object(op,UP_OBJ_FACE); 3032 update_object (op, UP_OBJ_CHANGE);
3059} 3033}
3060 3034
3035int
3061int is_true_undead(object *op) { 3036is_true_undead (object *op)
3062 object *tmp=NULL; 3037{
3063
3064 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3038 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3039 return 1;
3065 3040
3066 if(op->type==PLAYER)
3067 for(tmp=op->inv;tmp;tmp=tmp->below)
3068 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3069 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3070 return 0; 3041 return 0;
3071} 3042}
3072 3043
3073/* look at the surrounding terrain to determine 3044/* look at the surrounding terrain to determine
3074 * the hideability of this object. Positive levels 3045 * the hideability of this object. Positive levels
3075 * indicate greater hideability. 3046 * indicate greater hideability.
3076 */ 3047 */
3077 3048
3049int
3078int hideability(object *ob) { 3050hideability (object *ob)
3051{
3079 int i,level=0, mflag; 3052 int i, level = 0, mflag;
3080 sint16 x,y; 3053 sint16 x, y;
3081 3054
3082 if(!ob||!ob->map) return 0; 3055 if (!ob || !ob->map)
3056 return 0;
3083 3057
3084 /* so, on normal lighted maps, its hard to hide */ 3058 /* so, on normal lighted maps, its hard to hide */
3085 level=ob->map->darkness - 2; 3059 level = ob->map->darkness - 2;
3086 3060
3087 /* this also picks up whether the object is glowing. 3061 /* this also picks up whether the object is glowing.
3088 * If you carry a light on a non-dark map, its not 3062 * If you carry a light on a non-dark map, its not
3089 * as bad as carrying a light on a pitch dark map */ 3063 * as bad as carrying a light on a pitch dark map */
3090 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3064 if (has_carried_lights (ob))
3065 level = -(10 + (2 * ob->map->darkness));
3091 3066
3092 /* scan through all nearby squares for terrain to hide in */ 3067 /* scan through all nearby squares for terrain to hide in */
3093 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3068 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3069 {
3094 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3070 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3095 if (mflag & P_OUT_OF_MAP) { continue; } 3071 if (mflag & P_OUT_OF_MAP)
3072 {
3073 continue;
3074 }
3096 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3075 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3097 level += 2; 3076 level += 2;
3098 else /* open terrain! */ 3077 else /* open terrain! */
3099 level -= 1; 3078 level -= 1;
3100 } 3079 }
3101 3080
3102#if 0 3081#if 0
3103 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3082 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3104#endif 3083#endif
3105 return level; 3084 return level;
3106} 3085}
3107 3086
3108/* For Hidden creatures - a chance of becoming 'unhidden' 3087/* For Hidden creatures - a chance of becoming 'unhidden'
3109 * every time they move - as we subtract off 'invisibility' 3088 * every time they move - as we subtract off 'invisibility'
3110 * AND, for players, if they move into a ridiculously unhideable 3089 * AND, for players, if they move into a ridiculously unhideable
3111 * spot (surrounded by clear terrain in broad daylight). -b.t. 3090 * spot (surrounded by clear terrain in broad daylight). -b.t.
3112 */ 3091 */
3113 3092void
3114void do_hidden_move (object *op) { 3093do_hidden_move (object *op)
3094{
3115 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3095 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3116 object *skop; 3096 object *skop;
3117 3097
3118 if(!op || !op->map) return; 3098 if (!op || !op->map)
3099 return;
3119 3100
3120 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3101 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3121 3102
3122 /* its *extremely* hard to run and sneak/hide at the same time! */ 3103 /* its *extremely* hard to run and sneak/hide at the same time! */
3123 if(op->type==PLAYER && op->contr->run_on) { 3104 if (op->type == PLAYER && op->contr->run_on)
3124 if(!skop || num >= skop->level) { 3105 if (!skop || num >= skop->level)
3106 {
3125 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3107 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3126 make_visible(op);
3127 return;
3128 } else num += 20;
3129 }
3130 num += op->map->difficulty;
3131 hide = hideability(op); /* modify by terrain hidden level */
3132 num -= hide;
3133 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3134 make_visible(op); 3108 make_visible (op);
3135 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3109 return;
3136 "You moved out of hiding! You are visible!");
3137 } 3110 }
3111 else
3112 num += 20;
3113
3114 num += op->map->difficulty;
3115 hide = hideability (op); /* modify by terrain hidden level */
3116 num -= hide;
3117
3118 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3119 {
3120 make_visible (op);
3121 if (op->type == PLAYER)
3122 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3123 }
3138 else if (op->type == PLAYER && skop) { 3124 else if (op->type == PLAYER && skop)
3139 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3125 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3140 }
3141} 3126}
3142 3127
3143/* determine if who is standing near a hostile creature. */ 3128/* determine if who is standing near a hostile creature. */
3144 3129
3130int
3145int stand_near_hostile( object *who ) { 3131stand_near_hostile (object *who)
3132{
3146 object *tmp=NULL; 3133 object *tmp = NULL;
3147 int i,friendly=0,player=0, mflags; 3134 int i, friendly = 0, player = 0, mflags;
3148 mapstruct *m; 3135 maptile *m;
3149 sint16 x,y; 3136 sint16 x, y;
3150 3137
3151 if(!who) return 0; 3138 if (!who)
3139 return 0;
3152 3140
3153 if(who->type==PLAYER) player=1; 3141 if (who->type == PLAYER)
3142 player = 1;
3143
3144 else
3154 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3145 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3155 3146
3156 /* search adjacent squares */ 3147 /* search adjacent squares */
3157 for(i=1;i<9;i++) { 3148 for (i = 1; i < 9; i++)
3149 {
3158 x = who->x+freearr_x[i]; 3150 x = who->x + freearr_x[i];
3159 y = who->y+freearr_y[i]; 3151 y = who->y + freearr_y[i];
3160 m = who->map; 3152 m = who->map;
3161 mflags = get_map_flags(m, &m, x, y, &x, &y); 3153 mflags = get_map_flags (m, &m, x, y, &x, &y);
3162 /* space must be blocked if there is a monster. If not 3154 /* space must be blocked if there is a monster. If not
3163 * blocked, don't need to check this space. 3155 * blocked, don't need to check this space.
3164 */ 3156 */
3165 if (mflags & P_OUT_OF_MAP) continue; 3157 if (mflags & P_OUT_OF_MAP)
3158 continue;
3166 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3159 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3167 3160 continue;
3168 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3161
3169 if((player||friendly) 3162 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3163 {
3170 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3164 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3165 return 1;
3166 else if (tmp->type == PLAYER)
3167 {
3168 /*don't let a hidden DM prevent you from hiding */
3169 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3171 return 1; 3170 return 1;
3172 else if(tmp->type==PLAYER)
3173 {
3174 /*don't let a hidden DM prevent you from hiding*/
3175 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3176 return 1;
3177 } 3171 }
3178 } 3172 }
3179 } 3173 }
3180 return 0; 3174 return 0;
3181} 3175}
3182 3176
3183/* check the player los field for viewability of the 3177/* check the player los field for viewability of the
3184 * object op. This function works fine for monsters, 3178 * object op. This function works fine for monsters,
3185 * but we dont worry if the object isnt the top one in 3179 * but we dont worry if the object isnt the top one in
3192 * for them to differ. Sigh, this fctn could get a bit more complex. 3186 * for them to differ. Sigh, this fctn could get a bit more complex.
3193 * -b.t. 3187 * -b.t.
3194 * This function is now map tiling safe. 3188 * This function is now map tiling safe.
3195 */ 3189 */
3196 3190
3191int
3197int player_can_view (object *pl,object *op) { 3192player_can_view (object *pl, object *op)
3193{
3198 rv_vector rv; 3194 rv_vector rv;
3199 int dx,dy; 3195 int dx, dy;
3200 3196
3201 if(pl->type!=PLAYER) { 3197 if (pl->type != PLAYER)
3198 {
3202 LOG(llevError,"player_can_view() called for non-player object\n"); 3199 LOG (llevError, "player_can_view() called for non-player object\n");
3203 return -1; 3200 return -1;
3204 } 3201 }
3205 if (!pl || !op) return 0;
3206 3202
3207 if(op->head) { op = op->head; } 3203 if (!pl || !op)
3208 get_rangevector(pl, op, &rv, 0x1);
3209
3210 /* starting with the 'head' part, lets loop
3211 * through the object and find if it has any
3212 * part that is in the los array but isnt on
3213 * a blocked los square.
3214 * we use the archetype to figure out offsets.
3215 */
3216 while(op) {
3217 dx = rv.distance_x + op->arch->clone.x;
3218 dy = rv.distance_y + op->arch->clone.y;
3219
3220 /* only the viewable area the player sees is updated by LOS
3221 * code, so we need to restrict ourselves to that range of values
3222 * for any meaningful values.
3223 */
3224 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3225 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3226 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3227 return 1;
3228 op = op->more;
3229 }
3230 return 0; 3204 return 0;
3205
3206 op = op->head_ ();
3207
3208 get_rangevector (pl, op, &rv, 0x1);
3209
3210 /* starting with the 'head' part, lets loop
3211 * through the object and find if it has any
3212 * part that is in the los array but isnt on
3213 * a blocked los square.
3214 * we use the archetype to figure out offsets.
3215 */
3216 while (op)
3217 {
3218 dx = rv.distance_x + op->arch->clone.x;
3219 dy = rv.distance_y + op->arch->clone.y;
3220
3221 /* only the viewable area the player sees is updated by LOS
3222 * code, so we need to restrict ourselves to that range of values
3223 * for any meaningful values.
3224 */
3225 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3226 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3227 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3228 return 1;
3229 op = op->more;
3230 }
3231 return 0;
3231} 3232}
3232 3233
3233/* routine for both players and monsters. We call this when 3234/* routine for both players and monsters. We call this when
3234 * there is a possibility for our action distrubing our hiding 3235 * there is a possibility for our action distrubing our hiding
3235 * place or invisiblity spell. Artefact invisiblity is not 3236 * place or invisiblity spell. Artefact invisiblity is not
3236 * effected by this. If we arent invisible to begin with, we 3237 * effected by this. If we arent invisible to begin with, we
3237 * return 0. 3238 * return 0.
3238 */ 3239 */
3240int
3239int action_makes_visible (object *op) { 3241action_makes_visible (object *op)
3242{
3240 3243
3241 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3244 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3245 {
3242 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3246 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3243 return 0; 3247 return 0;
3244 3248
3245 if (op->contr && op->contr->tmp_invis == 0) return 0; 3249 if (op->contr && op->contr->tmp_invis == 0)
3250 return 0;
3246 3251
3247 /* If monsters, they should become visible */ 3252 /* If monsters, they should become visible */
3248 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3253 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3254 {
3249 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3255 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3250 return 1; 3256 return 1;
3251 } 3257 }
3252 } 3258 }
3253 return 0; 3259 return 0;
3254} 3260}
3255 3261
3256/* op_on_battleground - checks if the given object op (usually 3262/* op_on_battleground - checks if the given object op (usually
3257 * a player) is standing on a valid battleground-tile, 3263 * a player) is standing on a valid battleground-tile,
3258 * function returns TRUE/FALSE. If true x, y returns the battleground 3264 * function returns TRUE/FALSE. If true x, y returns the battleground
3259 * -exit-coord. (and if x, y not NULL) 3265 * -exit-coord. (and if x, y not NULL)
3260 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3266 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3261 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3267 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3262 * Default is to do the same as before, so only people wanting to have different points need worry about this 3268 * Default is to do the same as before, so only people wanting to have different points need worry about this
3263 */ 3269 */
3270int
3264int op_on_battleground (object *op, int *x, int *y) { 3271op_on_battleground (object *op, int *x, int *y)
3272{
3265 object *tmp; 3273 object *tmp;
3266 3274
3267 /* A battleground-tile needs the following attributes to be valid: 3275 /* A battleground-tile needs the following attributes to be valid:
3268 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3276 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3269 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3277 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3270 * and the exit-coordinates sp/hp must both be > 0. 3278 * and the exit-coordinates sp/hp must both be > 0.
3271 * => The intention here is to prevent abuse of the battleground- 3279 * => The intention here is to prevent abuse of the battleground-
3272 * feature (like pickable or hidden battleground tiles). */ 3280 * feature (like pickable or hidden battleground tiles). */
3273 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3281 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3282 {
3274 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3283 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3284 {
3275 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3285 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3276 strcmp(tmp->name, "battleground")==0 && 3286 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3277 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3287 {
3278 /*before we assign the exit, check if this is a teambattle*/ 3288 /*before we assign the exit, check if this is a teambattle */
3279 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3289 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3290 {
3280 object *invtmp; 3291 object *invtmp;
3292
3281 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3293 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3282 if(invtmp->type==FORCE && invtmp->slaying && 3294 {
3283 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3295 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3296 {
3284 if (x != NULL && y != NULL) 3297 if (x != NULL && y != NULL)
3285 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3298 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3286 return 1; 3299 return 1;
3300 }
3287 } 3301 }
3288 } 3302 }
3289 }
3290 if (x != NULL && y != NULL) 3303 if (x != NULL && y != NULL)
3291 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3304 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3292 return 1; 3305 return 1;
3306 }
3293 } 3307 }
3294 }
3295 } 3308 }
3296 /* If we got here, did not find a battleground */ 3309 /* If we got here, did not find a battleground */
3297 return 0; 3310 return 0;
3298} 3311}
3299 3312
3300/* 3313/*
3304 * attributes: 3317 * attributes:
3305 * object *who the dragon player 3318 * object *who the dragon player
3306 * int atnr the attack-number of the ability focus 3319 * int atnr the attack-number of the ability focus
3307 * int level ability level 3320 * int level ability level
3308 */ 3321 */
3322void
3309void dragon_ability_gain(object *who, int atnr, int level) { 3323dragon_ability_gain (object *who, int atnr, int level)
3324{
3310 treasurelist *trlist = NULL; /* treasurelist */ 3325 treasurelist *trlist = NULL; /* treasurelist */
3311 treasure *tr; /* treasure */ 3326 treasure *tr; /* treasure */
3312 object *tmp,*skop; /* tmp. object */ 3327 object *tmp, *skop; /* tmp. object */
3313 object *item; /* treasure object */ 3328 object *item; /* treasure object */
3314 char buf[MAX_BUF]; /* tmp. string buffer */ 3329 char buf[MAX_BUF]; /* tmp. string buffer */
3315 int i=0, j=0; 3330 int i = 0, j = 0;
3316 3331
3317 /* get the appropriate treasurelist */ 3332 /* get the appropriate treasurelist */
3318 if (atnr == ATNR_FIRE) 3333 if (atnr == ATNR_FIRE)
3319 trlist = find_treasurelist("dragon_ability_fire"); 3334 trlist = treasurelist::find ("dragon_ability_fire");
3320 else if (atnr == ATNR_COLD) 3335 else if (atnr == ATNR_COLD)
3321 trlist = find_treasurelist("dragon_ability_cold"); 3336 trlist = treasurelist::find ("dragon_ability_cold");
3322 else if (atnr == ATNR_ELECTRICITY) 3337 else if (atnr == ATNR_ELECTRICITY)
3323 trlist = find_treasurelist("dragon_ability_elec"); 3338 trlist = treasurelist::find ("dragon_ability_elec");
3324 else if (atnr == ATNR_POISON) 3339 else if (atnr == ATNR_POISON)
3325 trlist = find_treasurelist("dragon_ability_poison"); 3340 trlist = treasurelist::find ("dragon_ability_poison");
3326 3341
3327 if (trlist == NULL || who->type != PLAYER) 3342 if (trlist == NULL || who->type != PLAYER)
3343 return;
3344
3345 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3346
3347 if (!tr || !tr->item)
3348 {
3349 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3350 return;
3351 }
3352
3353 /* everything seems okay - now bring on the gift: */
3354 item = &(tr->item->clone);
3355
3356 if (item->type == SPELL)
3357 {
3358 if (check_spell_known (who, item->name))
3328 return; 3359 return;
3329 3360
3330 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3361 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3331 tr = tr->next, i++); 3362 do_learn_spell (who, item, 0);
3332 3363 return;
3333 if (tr == NULL || tr->item == NULL) { 3364 }
3334 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3365
3366 /* grant direct spell */
3367 if (item->type == SPELLBOOK)
3368 {
3369 if (!item->inv)
3370 {
3371 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3372 return;
3373 }
3374 if (check_spell_known (who, item->inv->name))
3335 return; 3375 return;
3336 }
3337
3338 /* everything seems okay - now bring on the gift: */
3339 item = &(tr->item->clone);
3340
3341 if (item->type == SPELL) {
3342 if (check_spell_known (who, item->name))
3343 return;
3344
3345 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3346 do_learn_spell (who, item, 0);
3347 return;
3348 }
3349
3350 /* grant direct spell */
3351 if (item->type == SPELLBOOK) {
3352 if (!item->inv) {
3353 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3354 return;
3355 }
3356 if (check_spell_known (who, item->inv->name))
3357 return;
3358 if (item->invisible) { 3376 if (item->invisible)
3377 {
3359 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); 3378 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3360 do_learn_spell (who, item->inv, 0); 3379 do_learn_spell (who, item->inv, 0);
3361 return; 3380 return;
3362 } 3381 }
3363 } 3382 }
3364 else if (item->type == SKILL_TOOL && item->invisible) { 3383 else if (item->type == SKILL_TOOL && item->invisible)
3384 {
3365 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3385 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3386 {
3366 3387
3367 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3388 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3368 * in this way, if the player is missing any of the attacktypes, he gets 3389 * in this way, if the player is missing any of the attacktypes, he gets
3369 * them. As it is now, if the player has any that match the granted skill, 3390 * them. As it is now, if the player has any that match the granted skill,
3370 * but not all of them, he gets nothing. 3391 * but not all of them, he gets nothing.
3371 */ 3392 */
3372 if (!(skop->attacktype & item->attacktype)) { 3393 if (!(skop->attacktype & item->attacktype))
3394 {
3373 /* Give new attacktype */ 3395 /* Give new attacktype */
3374 skop->attacktype |= item->attacktype; 3396 skop->attacktype |= item->attacktype;
3375 3397
3376 /* always add physical if there's none */ 3398 /* always add physical if there's none */
3377 skop->attacktype |= AT_PHYSICAL; 3399 skop->attacktype |= AT_PHYSICAL;
3378 3400
3379 if (item->msg != NULL) 3401 if (item->msg != NULL)
3380 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3402 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3381 3403
3382 /* Give player new face */ 3404 /* Give player new face */
3383 if (item->animation_id) { 3405 if (item->animation_id)
3406 {
3384 who->face = skop->face; 3407 who->face = skop->face;
3385 who->animation_id = item->animation_id; 3408 who->animation_id = item->animation_id;
3386 who->anim_speed = item->anim_speed; 3409 who->anim_speed = item->anim_speed;
3387 who->last_anim = 0; 3410 who->last_anim = 0;
3388 who->state = 0; 3411 who->state = 0;
3389 animate_object(who, who->direction); 3412 animate_object (who, who->direction);
3390 } 3413 }
3391 } 3414 }
3392 } 3415 }
3393 } 3416 }
3394 else if (item->type == FORCE) { 3417 else if (item->type == FORCE)
3418 {
3395 /* forces in the treasurelist can alter the player's stats */ 3419 /* forces in the treasurelist can alter the player's stats */
3396 object *skin; 3420 object *skin;
3421
3397 /* first get the dragon skin force */ 3422 /* first get the dragon skin force */
3398 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3423 shstr_cmp dragon_skin_force ("dragon_skin_force");
3399 skin=skin->below); 3424 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3400 if (skin == NULL) return; 3425 ;
3401 3426
3427 if (!skin)
3428 return;
3429
3402 /* adding new spellpath attunements */ 3430 /* adding new spellpath attunements */
3403 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3431 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3432 {
3404 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3433 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3405 3434
3406 /* print message */ 3435 /* print message */
3407 sprintf(buf, "You feel attuned to "); 3436 sprintf (buf, "You feel attuned to ");
3408 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3437 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3438 {
3409 if(item->path_attuned & (1<<i)) { 3439 if (item->path_attuned & (1 << i))
3440 {
3410 if (j) 3441 if (j)
3411 strcat(buf," and "); 3442 strcat (buf, " and ");
3412 else 3443 else
3413 j = 1; 3444 j = 1;
3414 strcat(buf, spellpathnames[i]); 3445 strcat (buf, spellpathnames[i]);
3415 } 3446 }
3416 } 3447 }
3417 strcat(buf,"."); 3448 strcat (buf, ".");
3418 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3449 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3419 } 3450 }
3420 3451
3421 /* evtl. adding flags: */ 3452 /* evtl. adding flags: */
3422 if(QUERY_FLAG(item, FLAG_XRAYS)) 3453 if (QUERY_FLAG (item, FLAG_XRAYS))
3423 SET_FLAG(skin, FLAG_XRAYS); 3454 SET_FLAG (skin, FLAG_XRAYS);
3424 if(QUERY_FLAG(item, FLAG_STEALTH)) 3455 if (QUERY_FLAG (item, FLAG_STEALTH))
3425 SET_FLAG(skin, FLAG_STEALTH); 3456 SET_FLAG (skin, FLAG_STEALTH);
3426 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3457 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3427 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3458 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3428 3459
3429 /* print message if there is one */ 3460 /* print message if there is one */
3430 if (item->msg != NULL) 3461 if (item->msg != NULL)
3431 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3462 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3463 }
3464 else
3432 } 3465 {
3433 else {
3434 /* generate misc. treasure */ 3466 /* generate misc. treasure */
3435 tmp = arch_to_object (tr->item); 3467 tmp = arch_to_object (tr->item);
3436 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3468 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3437 tmp = insert_ob_in_ob (tmp, who); 3469 tmp = insert_ob_in_ob (tmp, who);
3438 if (who->type == PLAYER) 3470 if (who->type == PLAYER)
3439 esrv_send_item(who, tmp); 3471 esrv_send_item (who, tmp);
3440 } 3472 }
3441} 3473}
3442 3474
3443/** 3475/**
3444 * Unready an object for a player. This function does nothing if the object was 3476 * Unready an object for a player. This function does nothing if the object was
3445 * not readied. 3477 * not readied.
3446 */ 3478 */
3479void
3447void player_unready_range_ob(player *pl, object *ob) { 3480player_unready_range_ob (player *pl, object *ob)
3448 rangetype i; 3481{
3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3449 3484
3450 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3485 if (pl->combat_ob == ob)
3451 if (pl->ranges[i] == ob) { 3486 pl->combat_ob = 0;
3452 pl->ranges[i] = NULL; 3487
3453 if (pl->shoottype == i) { 3488 if (pl->ranged_ob == ob)
3454 pl->shoottype = range_none; 3489 pl->ranged_ob = 0;
3455 }
3456 }
3457 }
3458} 3490}
3491
3492sint8
3493player::visibility_at (maptile *map, int x, int y) const
3494{
3495 if (!ns)
3496 return 0;
3497
3498 int dx, dy;
3499 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3500 return 0;
3501
3502 x += dx - ns->current_x + ns->mapx / 2;
3503 y += dy - ns->current_y + ns->mapy / 2;
3504
3505 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3506 return 0;
3507
3508 return 100 - blocked_los [x][y];
3509}

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