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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 1.158 by root, Mon Aug 13 15:46:45 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: player.C,v 1.17 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
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
4 */ 22 */
5 23
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 25#include <sproto.h>
35#endif
36#include <sounds.h> 26#include <sounds.h>
37#include <living.h> 27#include <living.h>
38#include <object.h> 28#include <object.h>
39#include <spells.h> 29#include <spells.h>
40#include <skills.h> 30#include <skills.h>
41#include <newclient.h>
42 31
43#ifdef COZY_SERVER 32#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 33#include <functional>
45#endif
46 34
47player *find_player(const char *plname) 35playervec players;
36
37void
38display_motd (const object *op)
48{ 39{
49 player *pl; 40 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 41 char motd[HUGE_BUF];
51 { 42 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 48 return;
54 };
55 return NULL;
56}
57 49
58player* find_player_partial_name( const char* plname ) 50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
59 { 54 {
60 player* pl; 55 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( (size_t) strlen( pl->ob->name ) < namelen )
66 continue; 56 continue;
67 57
68 if ( !strcmp( pl->ob->name, plname) ) 58 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 59 size += strlen (buf);
60 }
70 61
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
72 { 137 {
73 if ( found ) 138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
74 return NULL; 139 break;
75
76 found = pl;
77 } 140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
78 } 143 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88 144 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 145
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 148 close_and_delete (fp, comp);
103} 149}
104 150
105void send_rules(const object *op) { 151/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 152static void
107 char rules[HUGE_BUF]; 153set_first_map (object *op)
108 FILE *fp; 154{
109 int comp; 155 op->contr->maplevel = first_map_path;
110 int size; 156 op->x = -1;
111 157 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 158}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 159
160void
161player::activate ()
162{
163 if (active)
114 return; 164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->map = 0;
189 party = 0;
190
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192
193 players.erase (this);
194}
195
196// connect the player with a specific client
197// also changes, rationalises, and fixes some incorrect settings
198void
199player::connect (client *ns)
200{
201 this->ns = ns;
202 ns->pl = this;
203
204 run_on = 0;
205 fire_on = 0;
206 ob->close_container (); //TODO: client-specific
207
208 ns->update_look = 0;
209 ns->look_position = 0;
210
211 clear_los (this);
212
213 ns->reset_stats ();
214
215 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race;
218
219 ob->carrying = sum_weight (ob);
220 link_player_skills (ob);
221
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223
224 assign (title, ob->arch->object::name);
225
226 /* if it's a dragon player, set the correct title here */
227 if (is_dragon_pl (ob))
115 } 228 {
116 rules[0]='\0'; 229 object *tmp, *abil = 0, *skin = 0;
117 size=0; 230
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 231 for (tmp = ob->inv; tmp; tmp = tmp->below)
119 if( *buf == '#') 232 if (tmp->type == FORCE)
120 continue; 233 if (tmp->arch->archname == shstr_dragon_ability_force)
121 if (size + strlen(buf)>=HUGE_BUF) 234 abil = tmp;
235 else if (tmp->arch->archname == shstr_dragon_skin_force)
236 skin = tmp;
237
238 set_dragon_name (ob, abil, skin);
239 }
240
241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
242
243 esrv_new_player (this, ob->weight + ob->carrying);
244
245 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false;
248
249 for (object *op = ob->inv; op; op = op->below)
250 if (op->flag [FLAG_APPLIED])
251 switch (op->type)
122 { 252 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 253 case SKILL:
124 break; 254 ob->flag [FLAG_APPLIED] = false;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break; 255 break;
167 } 256
168 strncat(news+size,buf,HUGE_BUF-size); 257 case WAND:
169 size+=strlen(buf); 258 case ROD:
259 case HORN:
260 case BOW:
261 ranged_ob = op;
262 break;
263
264 case WEAPON:
265 combat_ob = op;
266 break;
170 } 267 }
171 } 268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
270 ob->update_stats ();
271
272 ns->floorbox_update ();
273 esrv_send_inventory (ob, ob);
274 esrv_add_spells (this, 0);
275
276 activate ();
277
278 send_rules (ob);
279 send_news (ob);
280 display_motd (ob);
281
282 INVOKE_PLAYER (CONNECT, this);
283 INVOKE_PLAYER (LOGIN, this);
284}
285
286void
287player::disconnect ()
288{
289 if (ns)
172 290 {
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 291 if (active)
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 292 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179}
180 293
181int playername_ok(const char *cp) { 294 INVOKE_PLAYER (DISCONNECT, this);
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184 295
185 for(;*cp!='\0';cp++) 296 ns->reset_stats ();
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_') 297 ns->pl = 0;
187 return 0; 298 ns = 0;
188 return 1;
189}
190
191/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map.
194 */
195
196/* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player *
203get_player (player * p)
204{
205 object *op = arch_to_object (get_player_archetype (NULL));
206 int i;
207
208 if (!p)
209 { 299 }
210 p = new player;
211 300
212 /* This adds the player in the linked list. There is extra 301 if (ob)
213 * complexity here because we want to add the new player at the
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
226 p->next = NULL;
227 } 302 {
303 ob->close_container (); //TODO: client-specific
304 ob->drop_unpaid_items ();
305 }
228 306
229 /* Clears basically the entire player structure except 307 observe = ob;
230 * for next and socket.
231 */
232 p->clear ();
233 308
309 deactivate ();
310}
311
312// the need for this function can be explained
313// by load_object not returning the object
314void
315player::set_object (object *op)
316{
317 ob = observe = op;
318 ob->contr = this; /* this aren't yet in archetype */
319
320 ob->speed = 1.0f;
321 ob->speed_left = 0.5f;
322
323 ob->direction = 5; /* So player faces south */
324}
325
326void
327player::set_observe (object *op)
328{
329 observe = op ? op : ob;
330 do_los = 1;
331}
332
333player::player ()
334{
234 /* There are some elements we want initialized to non zero value - 335 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 336 * we deal with that below this point.
236 */ 337 */
237 p->party = NULL; 338 outputs_sync = 4;
238 p->outputs_sync = 16; /* Every 2 seconds */ 339 outputs_count = 4;
239 p->outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 340 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 341
243#ifdef AUTOSAVE
244 p->last_save_tick = 9999999;
245#endif
246
247 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 342 savebed_map = first_map_path; /* Init. respawn position */
248 343
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; 344 gen_sp_armour = 10;
263 p->last_speed = -1;
264 p->shoottype = range_none;
265 p->bowtype = bow_normal; 345 bowtype = bow_normal;
266 p->petmode = pet_normal; 346 petmode = pet_normal;
267 p->listening = 10; 347 listening = 10;
268 p->usekeys = containers; 348 usekeys = containers;
269 p->last_weapon_sp = -1;
270 p->peaceful = 1; /* default peaceful */ 349 peaceful = 1; /* default peaceful */
271 p->do_los = 1; 350 do_los = 1;
272 p->explore = 0;
273 p->no_shout = 0; /* default can shout */
274 351
275 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 352 weapon_sp = 1.0f;
276 p->title[sizeof (p->title) - 1] = '\0'; 353 weapon_sp_left = 0.5f;
277 op->race = op->arch->clone.race; 354}
278 355
279 CLEAR_FLAG (op, FLAG_READY_SKILL); 356void
357player::do_destroy ()
358{
359 disconnect ();
280 360
281 /* we need to clear these to -1 and not zero - otherwise, 361 attachable::do_destroy ();
282 * if a player quits and starts a new character, we wont 362
283 * send new values to the client, as things like exp start 363 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 } 364 {
291 for (i = 0; i < NROFATTACKS; i++) 365 ob->destroy_inv (false);
366 ob->destroy ();
292 { 367 }
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32) - 1;
297 368
298 p->socket.update_look = 0; 369 ob = observe = 0;
299 p->socket.look_position = 0;
300 return p;
301} 370}
302 371
303/* This loads the first map an puts the player on it. */ 372player::~player ()
304static void set_first_map(object *op)
305{ 373{
306 strcpy(op->contr->maplevel, first_map_path); 374 /* Clear item stack */
307 op->x = -1; 375 free (stack_items);
308 op->y = -1;
309 enter_exit(op, NULL);
310} 376}
311 377
312/* Tries to add player on the connection passwd in ns. 378/* Tries to add player on the connection passed in ns.
313 * All we can really get in this is some settings like host and display 379 * All we can really get in this is some settings like host and display
314 * mode. 380 * mode.
315 */ 381 */
382player *
383player::create ()
384{
385 player *pl = new player;
316 386
317int add_player(NewSocket *ns) { 387 pl->set_object (arch_to_object (get_player_archetype (0)));
318 player *p;
319 388
320 p=get_player(NULL); 389 pl->ob->roll_stats ();
321 p->socket = *ns; 390 pl->ob->stats.wc = 2;
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 391 pl->ob->run_away = 25; /* Then we panick... */
323 if(p->socket.faces_sent == NULL) 392
324 fatal(OUT_OF_MEMORY);
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
326 /* Needed because the socket we just copied over needs to be cleared.
327 * Note that this can result in a client reset if there is partial data
328 * on the uncoming socket.
329 */
330 p->socket.inbuf.len = 0;
331 set_first_map(p->ob); 393 set_first_map (pl->ob);
332 394
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
334 add_friendly_object(p->ob);
335 send_rules(p->ob);
336 send_news(p->ob);
337 display_motd(p->ob);
338 get_name(p->ob);
339 return 0; 395 return pl;
340} 396}
341 397
342/* 398/*
343 * get_player_archetype() return next player archetype from archetype 399 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 400 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
346 */ 402 */
403archetype *
347archetype *get_player_archetype(archetype* at) 404get_player_archetype (archetype *at)
348{ 405{
349 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
407
350 for (;;) { 408 for (;;)
351 if (at==NULL || at->next==NULL)
352 at=first_archetype;
353 else
354 at=at->next;
355 if(at->clone.type==PLAYER)
356 return at;
357 if (at == start) {
358 LOG (llevError, "No Player archetypes\n");
359 exit (-1);
360 }
361 } 409 {
362} 410 if (++i == archetypes.end ())
411 i = archetypes.begin ();
412 else if (*i == at)
413 cleanup ("not a single player archetype found");
363 414
415 if ((*i)->type == PLAYER)
416 return *i;
417 }
418}
364 419
420object *
365object *get_nearest_player(object *mon) { 421get_nearest_player (object *mon)
422{
366 object *op = NULL; 423 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 424 objectlink *ol;
369 unsigned lastdist; 425 unsigned lastdist;
370 rv_vector rv; 426 rv_vector rv;
371 427
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
429 {
373 /* We should not find free objects on this friendly list, but it 430 /* We should not find free objects on this friendly list, but it
374 * does periodically happen. Given that, lets deal with it. 431 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 432 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 433 * list is also free, so encapsulate this in a while loop.
377 */ 434 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 435 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
436 {
379 object *tmp=ol->ob; 437 object *tmp = ol->ob;
380 438
381 /* Can't do much more other than log the fact, because the object 439 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared. 440 * itself will have been cleared.
383 */ 441 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 442 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
443 tmp->debug_desc ());
385 ol = ol->next; 444 ol = ol->next;
386 remove_friendly_object(tmp); 445 remove_friendly_object (tmp);
446 if (!ol)
387 if (!ol) return op; 447 return op;
388 } 448 }
389 449
390 /* Remove special check for player from this. First, it looks to cause 450 /* Remove special check for player from this. First, it looks to cause
391 * some crashes (ol->ob->contr not set properly?), but secondly, a more 451 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case - 452 * 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 453 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove 454 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 455 * on_same_map check, as can_detect_enemy also does this
396 */ 456 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 457 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 458 continue;
399 459
400 if(lastdist>rv.distance) { 460 if (lastdist > rv.distance)
461 {
401 op=ol->ob; 462 op = ol->ob;
402 lastdist=rv.distance; 463 lastdist = rv.distance;
403 } 464 }
404 } 465 }
405 for (pl=first_player; pl != NULL; pl=pl->next) { 466
467 for_all_players (pl)
406 if (can_detect_enemy(mon, pl->ob,&rv)) { 468 if (can_detect_enemy (mon, pl->ob, &rv))
407
408 if(lastdist>rv.distance) { 469 if (lastdist > rv.distance)
409 op=pl->ob;
410 lastdist=rv.distance;
411 }
412 } 470 {
413 } 471 op = pl->ob;
472 lastdist = rv.distance;
473 }
474
414#if 0 475#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)"); 476 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 477#endif
417 return op; 478 return op;
418} 479}
419 480
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 481/* I believe this can safely go to 2, 3 is questionable, 4 will likely
421 * result in a monster paths backtracking. It basically determines how large a 482 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 483 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 497 * 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 498 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 499 * is probably not a good thing.
439 */ 500 */
440#define MAX_SPACES 50 501#define MAX_SPACES 50
441
442 502
443/* 503/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 504 * 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 505 * 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 506 * 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. 519 * 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, 520 * 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 521 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 522 * is blocking itself.
463 */ 523 */
524int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 525path_to_player (object *mon, object *pl, unsigned mindiff)
526{
465 rv_vector rv; 527 rv_vector rv;
466 sint16 x,y; 528 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 529 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 530 maptile *m, *lastmap;
469 531
470 get_rangevector(mon, pl, &rv, 0); 532 get_rangevector (mon, pl, &rv, 0);
471 533
472 if (rv.distance<mindiff) return 0; 534 if (rv.distance < mindiff)
535 return 0;
473 536
474 x=mon->x; 537 x = mon->x;
475 y=mon->y; 538 y = mon->y;
476 m=mon->map; 539 m = mon->map;
477 dir = rv.direction; 540 dir = rv.direction;
478 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 541 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
479 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 542 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
543
480 /* If we can't solve it within the search distance, return now. */ 544 /* If we can't solve it within the search distance, return now. */
481 if (diff>max) return 0; 545 if (diff > max)
546 return 0;
547
482 while (diff >1 && max>0) { 548 while (diff > 1 && max > 0)
549 {
483 lastx = x; 550 lastx = x;
484 lasty = y; 551 lasty = y;
485 lastmap = m; 552 lastmap = m;
486 x = lastx + freearr_x[dir]; 553 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir]; 554 y = lasty + freearr_y[dir];
488 555
489 mflags = get_map_flags(m, &m, x, y, &x, &y); 556 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); 557 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
491 558
492 /* Space is blocked - try changing direction a little */ 559 /* Space is blocked - try changing direction a little */
493 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 560 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
494 && (m == mon->map && blocked_link(mon, m, x, y)))) { 561 && (m == mon->map && blocked_link (mon, m, x, y))))
562 {
495 /* recalculate direction from last good location. Possible 563 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before. 564 * we were not traversing ideal location before.
497 */ 565 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 566 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) { 567 if (rv.direction != dir)
568 {
500 /* OK - says direction should be different - lets reset the 569 /* OK - says direction should be different - lets reset the
501 * the values so it will try again. 570 * the values so it will try again.
502 */ 571 */
503 x = lastx; 572 x = lastx;
504 y = lasty; 573 y = lasty;
505 m = lastmap; 574 m = lastmap;
506 dir = firstdir = rv.direction; 575 dir = firstdir = rv.direction;
576 }
507 } else { 577 else
578 {
508 /* direct path is blocked - try taking a side step to 579 /* direct path is blocked - try taking a side step to
509 * either the left or right. 580 * either the left or right.
510 * Note increase the values in the loop below to be 581 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes 582 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting 583 * 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 584 * too big (3 or maybe 4 or higher) as the monster may just try
514 * stepping back and forth 585 * stepping back and forth
515 */ 586 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 587 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
588 {
589 if (i == 0)
517 if (i==0) continue; /* already did this, so skip it */ 590 continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise, 591 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in 592 * since the direction that the creature should move in
520 * may change, you could get infinite loops. 593 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only 594 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance, 595 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north, 596 * gets blocked, finds that it should move north,
524 * can't do that, but now finds it can move east, and 597 * can't do that, but now finds it can move east, and
525 * gets back to its original point. lastdir contains 598 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully 599 * the last direction the creature has successfully
527 * moved. 600 * moved.
528 */ 601 */
529 602
530 x = lastx + freearr_x[absdir(lastdir+i)]; 603 x = lastx + freearr_x[absdir (lastdir + i)];
531 y = lasty + freearr_y[absdir(lastdir+i)]; 604 y = lasty + freearr_y[absdir (lastdir + i)];
532 m = lastmap; 605 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y); 606 mflags = get_map_flags (m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue; 607 if (mflags & P_OUT_OF_MAP)
608 continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 609 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 610 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
611 continue;
537 if (mflags & P_BLOCKSVIEW) continue; 612 if (mflags & P_BLOCKSVIEW)
613 continue;
538 614
539 if (m == mon->map && blocked_link(mon, m, x, y)) break; 615 if (m == mon->map && blocked_link (mon, m, x, y))
616 break;
540 } 617 }
541 /* go through entire loop without finding a valid 618 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path. 619 * sidestep to take - thus, no valid path.
543 */ 620 */
544 if (i==(DETOUR_AMOUNT+1)) 621 if (i == (DETOUR_AMOUNT + 1))
545 return 0; 622 return 0;
546 diff--; 623 diff--;
547 lastdir=dir; 624 lastdir = dir;
548 max--; 625 max--;
549 if (!firstdir) firstdir = dir+i; 626 if (!firstdir)
627 firstdir = dir + i;
550 } /* else check alternate directions */ 628 } /* else check alternate directions */
551 } /* if blocked */ 629 } /* if blocked */
552 else { 630 else
631 {
553 /* we moved towards creature, so diff is less */ 632 /* we moved towards creature, so diff is less */
554 diff--; 633 diff--;
555 max--; 634 max--;
556 lastdir=dir; 635 lastdir = dir;
636 if (!firstdir)
557 if (!firstdir) firstdir = dir; 637 firstdir = dir;
638 }
639
640 if (diff <= 1)
558 } 641 {
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually 642 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance. 643 * headed toward player for entire distance.
562 */ 644 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 645 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); 646 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
565 } 647 }
566 if (diff>max) return 0; 648
649 if (diff > max)
650 return 0;
567 } 651 }
652
568 /* If we reached the max, didn't find a direction in time */ 653 /* If we reached the max, didn't find a direction in time */
569 if (!max) return 0; 654 if (!max)
655 return 0;
570 656
571 return firstdir; 657 return firstdir;
572} 658}
573 659
660void
574void give_initial_items(object *pl,treasurelist *items) { 661give_initial_items (object *pl, treasurelist * items)
662{
575 object *op,*next=NULL; 663 object *op, *next = NULL;
576 664
577 if(pl->randomitems!=NULL) 665 if (pl->randomitems != NULL)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 666 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
579 667
580 for (op=pl->inv; op; op=next) { 668 for (op = pl->inv; op; op = next)
669 {
581 next = op->below; 670 next = op->below;
582 671
583 /* Forces get applied per default, unless they have the 672 /* Forces get applied per default, unless they have the
584 * flag "neutral" set. Sorry but I can't think of a better way 673 * flag "neutral" set. Sorry but I can't think of a better way
585 */ 674 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 675 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED); 676 SET_FLAG (op, FLAG_APPLIED);
588 677
589 /* we never give weapons/armour if these cannot be used 678 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions 679 * by this player due to race restrictions
591 */ 680 */
592 if (pl->type == PLAYER) { 681 if (pl->type == PLAYER)
682 {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 683 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
594 (op->type == ARMOUR || op->type == BOOTS || 684 (op->type == ARMOUR || op->type == BOOTS ||
595 op->type == CLOAK || op->type == HELMET || 685 op->type == CLOAK || op->type == HELMET ||
596 op->type == SHIELD || op->type == GLOVES || 686 op->type == SHIELD || op->type == GLOVES ||
597 op->type == BRACERS || op->type == GIRDLE)) || 687 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 } 688 {
603 } 689 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; 690 continue;
623 } 691 }
624 if (op->nrof > 1) op->nrof = 1; 692 }
693
694 /* This really needs to be better - we should really give
695 * a substitute spellbook. The problem is that we don't really
696 * have a good idea what to replace it with (need something like
697 * a first level treasurelist for each skill.)
698 * remove duplicate skills also
699 */
700 if (op->type == SPELLBOOK || op->type == SKILL)
625 } 701 {
702 object *tmp;
626 703
704 for (tmp = op->below; tmp; tmp = tmp->below)
705 if (tmp->type == op->type && tmp->name == op->name)
706 break;
707
708 if (tmp)
709 {
710 op->destroy ();
711 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
712 continue;
713 }
714
715 if (op->nrof > 1)
716 op->nrof = 1;
717 }
718
627 if (op->type == SPELLBOOK && op->inv) { 719 if (op->type == SPELLBOOK && op->inv)
720 {
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 721 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
629 } 722 }
630 723
631 /* Give starting characters identified, uncursed, and undamned 724 /* Give starting characters identified, uncursed, and undamned
632 * items. Just don't identify gold or silver, or it won't be 725 * items. Just don't identify gold or silver, or it won't be
633 * merged properly. 726 * merged properly.
634 */ 727 */
635 if (need_identify(op)) { 728 if (need_identify (op))
729 {
636 SET_FLAG(op, FLAG_IDENTIFIED); 730 SET_FLAG (op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED); 731 CLEAR_FLAG (op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED); 732 CLEAR_FLAG (op, FLAG_DAMNED);
733 }
734 if (op->type == SPELL)
639 } 735 {
640 if(op->type==SPELL) { 736 op->destroy ();
641 remove_ob(op);
642 free_object(op);
643 continue; 737 continue;
738 }
739 else if (op->type == SKILL)
644 } 740 {
645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL); 741 SET_FLAG (op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0; 742 op->stats.exp = 0;
648 op->level = 1; 743 op->level = 1;
649 } 744 }
650 /* lock all 'normal items by default */ 745 /* lock all 'normal items by default */
746 else
651 else SET_FLAG(op, FLAG_INV_LOCKED); 747 SET_FLAG (op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */ 748 } /* for loop of objects in player inv */
653 749
654 /* Need to set up the skill pointers */ 750 /* Need to set up the skill pointers */
655 link_player_skills(pl); 751 link_player_skills (pl);
656} 752}
657 753
658void get_name(object *op) { 754void
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) { 755get_party_password (object *op, partylist *party)
756{
731 if (party == NULL) { 757 if (party == NULL)
758 {
732 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 759 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
733 return; 760 return;
734 } 761 }
762
735 op->contr->write_buf[0]='\0'; 763 op->contr->write_buf[0] = '\0';
736 op->contr->state=ST_GET_PARTY_PASSWORD; 764 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
737 op->contr->party_to_join = party; 765 op->contr->party_to_join = party;
738 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 766 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
739} 767}
740
741 768
742/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 769/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
770static int
743int roll_stat(void) { 771roll_stat (void)
772{
744 int a[4],i,j,k; 773 int a[4], i, j, k;
745 774
746 for(i=0;i<4;i++) 775 for (i = 0; i < 4; i++)
747 a[i]=(int)RANDOM()%6+1; 776 a[i] = (int) rndm (6) + 1;
748 777
749 for(i=0,j=0,k=7;i<4;i++) 778 for (i = 0, j = 0, k = 7; i < 4; i++)
750 if(a[i]<k) 779 if (a[i] < k)
751 k=a[i],j=i; 780 k = a[i], j = i;
752 781
753 for(i=0,k=0;i<4;i++) { 782 for (i = 0, k = 0; i < 4; i++)
754 if(i!=j) 783 if (i != j)
755 k+=a[i]; 784 k += a[i];
756 } 785
757 return k; 786 return k;
758} 787}
759 788
760void roll_stats(object *op) { 789void
790object::roll_stats ()
791{
792 int statsort [NUM_STATS];
793
794 for (;;)
795 {
761 int sum=0; 796 int sum = 0;
762 int i = 0, j = 0; 797 for (int i = NUM_STATS; i--; )
763 int statsort[7]; 798 sum += statsort [i] = roll_stat ();
764 799
765 do { 800 if (sum >= 82 && sum <= 116)
766 op->stats.Str=roll_stat(); 801 break;
767 op->stats.Dex=roll_stat(); 802 }
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);
777 803
778 /* Sort the stats so that rerolling is easier... */ 804 // Sort the stats so that rerolling is easier...
779 statsort[0] = op->stats.Str; 805 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;
786 806
787 /* a quick and dirty bubblesort? */ 807 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]; 808 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];
806 809
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; 810 stats.exp = 0;
818 op->stats.ac=0; 811 stats.ac = 0;
819 812
813 stats.hp = stats.maxhp;
814 stats.sp = stats.maxsp;
815 stats.grace = stats.maxgrace;
816
817 if (contr)
818 {
820 op->contr->levhp[1] = 9; 819 contr->levhp[1] = 9;
821 op->contr->levsp[1] = 6; 820 contr->levsp[1] = 6;
822 op->contr->levgrace[1] = 3; 821 contr->levgrace[1] = 3;
823 822
824 fix_player(op); 823 contr->orig_stats = stats;
824 }
825}
826
827void
828object::swap_stats (int a, int b)
829{
830 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
831
832 for (int i = 0; i < NUM_STATS; ++i)
833 stats.stat (i) = contr->orig_stats.stat (i);
834
835 //TODO: the following code looks so borked and should, at the very least,
836 // be merged with the similar code in roll_stats
837 stats.ac = 0;
838
839 level = 1;
840 stats.exp = 0;
841 stats.ac = 0;
842
825 op->stats.hp = op->stats.maxhp; 843 stats.hp = stats.maxhp;
826 op->stats.sp = op->stats.maxsp; 844 stats.sp = stats.maxsp;
827 op->stats.grace = op->stats.maxgrace; 845 stats.grace = stats.maxgrace;
846
847 if (contr)
848 {
849 contr->levhp[1] = 9;
850 contr->levsp[1] = 6;
851 contr->levgrace[1] = 3;
852
828 op->contr->orig_stats=op->stats; 853 contr->orig_stats = stats;
854 }
829} 855}
830 856
831void Roll_Again(object *op) 857static void
858start_info (object *op)
832{ 859{
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]; 860 char buf[MAX_BUF];
841 861
842 if ( op->contr->Swap_First == -1 ) { 862 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); 863 new_draw_info (NDI_UNIQUE, 0, op, buf);
858 op->stats.Str = op->contr->orig_stats.Str; 864 //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); 865 //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} 866}
950 867
951/* This function takes the key that is passed, and does the 868/* This function takes the key that is passed, and does the
952 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
953 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
954 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
955 * not the class. 872 * not the class.
956 */ 873 */
957 874void
958int key_change_class(object *op, char key) 875player::chargen_race_done ()
959{ 876{
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 */ 877 /* this must before then initial items are given */
971 esrv_new_player(op->contr, op->weight+op->carrying); 878 esrv_new_player (ob->contr, ob->weight + ob->carrying);
972 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
973 879
880 treasurelist *tl = treasurelist::find ("starting_wealth");
881 if (tl)
882 create_treasure (tl, ob, 0, 0, 0);
883
974 INVOKE_PLAYER (BIRTH, op->contr); 884 INVOKE_PLAYER (BIRTH, ob->contr);
975 INVOKE_PLAYER (LOGIN, op->contr); 885 INVOKE_PLAYER (LOGIN, ob->contr);
976 886
977 op->contr->state=ST_PLAYING; 887 ob->contr->ns->state = ST_PLAYING;
978 888
979 if (op->msg) 889 if (ob->msg)
980 op->msg=NULL; 890 ob->msg = 0;
981 891
982 /* We create this now because some of the unique maps will need it 892 /* We create this now because some of the unique maps will need it
983 * to save here. 893 * 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 */ 894 */
1023 895 {
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]; 896 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); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1089 for (mp=first_map; mp!=NULL; mp=next) { 898 make_path_to_file (buf);
1090 next = mp->next; 899 }
1091 if (!strncmp(mp->path, buf, strlen(buf))) 900
1092 delete_map(mp); 901 start_info (ob);
1093 } 902 CLEAR_FLAG (ob, FLAG_WIZ);
1094 903 give_initial_items (ob, ob->randomitems);
1095 delete_character(op->name, 1); 904 link_player_skills (ob);
905 esrv_send_inventory (ob, ob);
906 ob->update_stats ();
907
908 /* This moves the player to a different start map, if there
909 * is one for this race
910 */
911 if (*first_map_ext_path)
1096 } 912 {
1097 play_again(op); 913 object *tmp;
1098 return 1; 914 char mapname[MAX_BUF];
1099}
1100 915
916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
917 tmp = object::create ();
918 EXIT_PATH (tmp) = mapname;
919 EXIT_X (tmp) = ob->x;
920 EXIT_Y (tmp) = ob->y;
921 ob->enter_exit (tmp); /* we don't really care if it succeeded;
922 * if the map isn't there, then stay on the
923 * default initial map */
924 tmp->destroy ();
925 }
926 else
927 LOG (llevDebug, "first_map_ext_path not set\n");
928}
929
930void
931player::chargen_race_next ()
932{
933 /* Following actually changes the race - this is the default command
934 * if we don't match with one of the options above.
935 */
936
937 do
938 {
939 shstr name = ob->name;
940 int x = ob->x, y = ob->y;
941
942 ob->remove_statbonus ();
943 ob->remove ();
944 ob->arch = get_player_archetype (ob->arch);
945 ob->arch->copy_to (ob);
946 ob->instantiate ();
947 ob->stats = ob->contr->orig_stats;
948 ob->name = ob->name_pl = name;
949 ob->x = x;
950 ob->y = y;
951 SET_ANIMATION (ob, 2); /* So player faces south */
952 insert_ob_in_map (ob, ob->map, ob, 0);
953 assign (ob->contr->title, ob->arch->object::name);
954 ob->add_statbonus ();
955 }
956 while (!allowed_class (ob));
957
958 update_object (ob, UP_OBJ_FACE);
959 esrv_update_item (UPD_FACE, ob, ob);
960 ob->update_stats ();
961 ob->stats.hp = ob->stats.maxhp;
962 ob->stats.sp = ob->stats.maxsp;
963 ob->stats.grace = 0;
964}
965
966void
1101void flee_player(object *op) { 967flee_player (object *op)
968{
1102 int dir,diff; 969 int dir, diff;
1103 rv_vector rv; 970 rv_vector rv;
1104 971
1105 if(op->stats.hp < 0) { 972 if (op->stats.hp < 0)
973 {
1106 LOG(llevDebug, "Fleeing player is dead.\n"); 974 LOG (llevDebug, "Fleeing player is dead.\n");
1107 CLEAR_FLAG(op, FLAG_SCARED); 975 CLEAR_FLAG (op, FLAG_SCARED);
976 return;
977 }
978
979 if (op->enemy == NULL)
980 {
981 LOG (llevDebug, "Fleeing player had no enemy.\n");
982 CLEAR_FLAG (op, FLAG_SCARED);
983 return;
984 }
985
986 /* Seen some crashes here. Since we don't store an
987 * op->enemy_count, it is possible that something destroys the
988 * actual enemy, and the object is recycled.
989 */
990 if (op->enemy->map == NULL)
991 {
992 CLEAR_FLAG (op, FLAG_SCARED);
993 op->enemy = NULL;
994 return;
995 }
996
997 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
998 {
999 op->enemy = NULL;
1000 CLEAR_FLAG (op, FLAG_SCARED);
1001 return;
1002 }
1003
1004 get_rangevector (op, op->enemy, &rv, 0);
1005
1006 dir = absdir (4 + rv.direction);
1007 for (diff = 0; diff < 3; diff++)
1008 {
1009 int m = 1 - (RANDOM () & 2);
1010
1011 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1108 return; 1012 return;
1109 } 1013 }
1110 1014
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 */ 1015 /* Cornered, get rid of scared */
1143 CLEAR_FLAG(op, FLAG_SCARED); 1016 CLEAR_FLAG (op, FLAG_SCARED);
1144 op->enemy=NULL; 1017 op->enemy = NULL;
1145} 1018}
1146
1147 1019
1148/* check_pick sees if there is stuff to be picked up/picks up stuff. 1020/* check_pick sees if there is stuff to be picked up/picks up stuff.
1149 * IT returns 1 if the player should keep on moving, 0 if he should 1021 * It returns 1 if the player should keep on moving, 0 if he should
1150 * stop. 1022 * stop.
1151 */ 1023 */
1024int
1152int check_pick(object *op) { 1025check_pick (object *op)
1026{
1153 object *tmp, *next; 1027 object *tmp, *next;
1154 tag_t next_tag=0, op_tag;
1155 int stop = 0; 1028 int stop = 0;
1156 int j, k, wvratio; 1029 int wvratio;
1157 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1158
1159 1031
1160 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1161 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1162 return 1; 1034 return 1;
1163 1035
1164 op_tag = op->count;
1165
1166 next = op->below; 1036 next = op->below;
1167 if (next)
1168 next_tag = next->count;
1169 1037
1170 /* loop while there are items on the floor that are not marked as 1038 /* loop while there are items on the floor that are not marked as
1171 * destroyed */ 1039 * destroyed */
1172 while (next && ! was_destroyed (next, next_tag)) 1040 while (next && !next->destroyed ())
1173 { 1041 {
1174 tmp = next; 1042 tmp = next;
1175 next = tmp->below; 1043 next = tmp->below;
1176 if (next)
1177 next_tag = next->count;
1178 1044
1179 if (was_destroyed (op, op_tag)) 1045 if (op->destroyed ())
1180 return 0; 1046 return 0;
1181 1047
1182 if ( ! can_pick (op, tmp)) 1048 if (!can_pick (op, tmp))
1183 continue; 1049 continue;
1184 1050
1185 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1186 { 1052 {
1187 if (item_matched_string (op, tmp, op->contr->search_str)) 1053 if (item_matched_string (op, tmp, op->contr->search_str))
1188 pick_up (op, tmp); 1054 pick_up (op, tmp);
1189 continue; 1055 continue;
1190 } 1056 }
1191 1057
1192 /* high not bit set? We're using the old autopickup model */ 1058 /* high not bit set? We're using the old autopickup model */
1193 if(!(op->contr->mode & PU_NEWMODE)) { 1059 if (!(op->contr->mode & PU_NEWMODE))
1060 {
1194 switch (op->contr->mode) { 1061 switch (op->contr->mode)
1062 {
1063 case 0:
1195 case 0: return 1; /* don't pick up */ 1064 return 1; /* don't pick up */
1065 case 1:
1196 case 1: pick_up (op, tmp); 1066 pick_up (op, tmp);
1197 return 1; 1067 return 1;
1068 case 2:
1198 case 2: pick_up (op, tmp); 1069 pick_up (op, tmp);
1199 return 0; 1070 return 0;
1071 case 3:
1200 case 3: return 0; /* stop before pickup */ 1072 return 0; /* stop before pickup */
1073 case 4:
1201 case 4: pick_up (op, tmp); 1074 pick_up (op, tmp);
1202 break; 1075 break;
1076 case 5:
1203 case 5: pick_up (op, tmp); 1077 pick_up (op, tmp);
1204 stop = 1; 1078 stop = 1;
1205 break; 1079 break;
1206 case 6: 1080 case 6:
1207 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1081 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); 1082 pick_up (op, tmp);
1210 break; 1083 break;
1211 1084
1212 case 7: 1085 case 7:
1213 if (tmp->type == MONEY || tmp->type == GEM) 1086 if (tmp->type == MONEY || tmp->type == GEM)
1214 pick_up(op, tmp); 1087 pick_up (op, tmp);
1215 break; 1088 break;
1216 1089
1217 default: 1090 default:
1218 /* use value density */ 1091 /* use value density */
1219 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1092 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1220 && (query_cost (tmp, op, F_TRUE) * 100 1093 && (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); 1094 pick_up (op, tmp);
1224 } 1095 }
1225 } 1096 }
1226 else { /* old model */ 1097 else
1098 { /* old model */
1227 /* NEW pickup handling */ 1099 /* NEW pickup handling */
1228 if(op->contr->mode & PU_DEBUG) 1100 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 { 1101 {
1248 sprintf(tmpstr,"%d ",k*32+j); 1102 /* some debugging code to figure out item information */
1249 strcat(putstring, tmpstr); 1103 if (tmp->name != NULL)
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106 else
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109
1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1250 } 1111 }
1112
1113 /* philosophy:
1114 * It's easy to grab an item type from a pile, as long as it's
1115 * generic. This takes no game-time. For more detailed pickups
1116 * and selections, select-items should be used. This is a
1117 * grab-as-you-run type mode that's really useful for arrows for
1118 * example.
1119 * The drawback: right now it has no frontend, so you need to
1120 * stick the bits you want into a calculator in hex mode and then
1121 * convert to decimal and then 'pickup <#>
1122 */
1123
1124 /* the first two modes are exclusive: if NOTHING we return, if
1125 * STOP then we stop. All the rest are applied sequentially,
1126 * meaning if any test passes, the item gets picked up. */
1127
1128 /* if mode is set to pick nothing up, return */
1129
1130 if (op->contr->mode & PU_NOTHING)
1131 return 1;
1132
1133 /* if mode is set to stop when encountering objects, return */
1134 /* take STOP before INHIBIT since it doesn't actually pick
1135 * anything up */
1136
1137 if (op->contr->mode & PU_STOP)
1138 return 0;
1139
1140 /* useful for going into stores and not losing your settings... */
1141 /* and for battles wher you don't want to get loaded down while
1142 * fighting */
1143 if (op->contr->mode & PU_INHIBIT)
1144 return 1;
1145
1146 /* prevent us from turning into auto-thieves :) */
1147 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1148 continue;
1149
1150 /* ignore known cursed objects */
1151 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1152 continue;
1153
1154 /* all food and drink if desired */
1155 /* question: don't pick up known-poisonous stuff? */
1156 if (op->contr->mode & PU_FOOD)
1157 if (tmp->type == FOOD)
1158 {
1159 pick_up (op, tmp);
1160 continue;
1161 }
1162
1163 if (op->contr->mode & PU_DRINK)
1164 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1165 {
1166 pick_up (op, tmp);
1167 continue;
1168 }
1169
1170 if (op->contr->mode & PU_POTION)
1171 if (tmp->type == POTION)
1172 {
1173 pick_up (op, tmp);
1174 continue;
1175 }
1176
1177 /* spellbooks, skillscrolls and normal books/scrolls */
1178 if (op->contr->mode & PU_SPELLBOOK)
1179 if (tmp->type == SPELLBOOK)
1180 {
1181 pick_up (op, tmp);
1182 continue;
1183 }
1184
1185 if (op->contr->mode & PU_SKILLSCROLL)
1186 if (tmp->type == SKILLSCROLL)
1187 {
1188 pick_up (op, tmp);
1189 continue;
1190 }
1191
1192 if (op->contr->mode & PU_READABLES)
1193 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1194 {
1195 pick_up (op, tmp);
1196 continue;
1197 }
1198
1199 /* wands/staves/rods/horns */
1200 if (op->contr->mode & PU_MAGIC_DEVICE)
1201 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1202 {
1203 pick_up (op, tmp);
1204 continue;
1205 }
1206
1207 /* pick up all magical items */
1208 if (op->contr->mode & PU_MAGICAL)
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1210 {
1211 pick_up (op, tmp);
1212 continue;
1213 }
1214
1215 if (op->contr->mode & PU_VALUABLES)
1216 {
1217 if (tmp->type == MONEY || tmp->type == GEM)
1218 {
1219 pick_up (op, tmp);
1220 continue;
1221 }
1251 } 1222 }
1223
1224 /* rings & amulets - talismans seems to be typed AMULET */
1225 if (op->contr->mode & PU_JEWELS)
1226 if (tmp->type == RING || tmp->type == AMULET)
1227 {
1228 pick_up (op, tmp);
1229 continue;
1230 }
1231
1232 /* we don't forget dragon food */
1233 if (op->contr->mode & PU_FLESH)
1234 if (tmp->type == FLESH)
1235 {
1236 pick_up (op, tmp);
1237 continue;
1238 }
1239
1240 /* bows and arrows. Bows are good for selling! */
1241 if (op->contr->mode & PU_BOW)
1242 if (tmp->type == BOW)
1243 {
1244 pick_up (op, tmp);
1245 continue;
1246 }
1247
1248 if (op->contr->mode & PU_ARROW)
1249 if (tmp->type == ARROW)
1250 {
1251 pick_up (op, tmp);
1252 continue;
1253 }
1254
1255 /* all kinds of armor etc. */
1256 if (op->contr->mode & PU_ARMOUR)
1257 if (tmp->type == ARMOUR)
1258 {
1259 pick_up (op, tmp);
1260 continue;
1261 }
1262
1263 if (op->contr->mode & PU_HELMET)
1264 if (tmp->type == HELMET)
1265 {
1266 pick_up (op, tmp);
1267 continue;
1268 }
1269
1270 if (op->contr->mode & PU_SHIELD)
1271 if (tmp->type == SHIELD)
1272 {
1273 pick_up (op, tmp);
1274 continue;
1275 }
1276
1277 if (op->contr->mode & PU_BOOTS)
1278 if (tmp->type == BOOTS)
1279 {
1280 pick_up (op, tmp);
1281 continue;
1282 }
1283
1284 if (op->contr->mode & PU_GLOVES)
1285 if (tmp->type == GLOVES)
1286 {
1287 pick_up (op, tmp);
1288 continue;
1289 }
1290
1291 if (op->contr->mode & PU_CLOAK)
1292 if (tmp->type == CLOAK)
1293 {
1294 pick_up (op, tmp);
1295 continue;
1296 }
1297
1298 /* hoping to catch throwing daggers here */
1299 if (op->contr->mode & PU_MISSILEWEAPON)
1300 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1301 {
1302 pick_up (op, tmp);
1303 continue;
1304 }
1305
1306 /* careful: chairs and tables are weapons! */
1307 if (op->contr->mode & PU_ALLWEAPON)
1308 {
1309 if (tmp->type == WEAPON && tmp->name != NULL)
1310 {
1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1313 {
1314 pick_up (op, tmp);
1315 continue;
1316 }
1317 }
1318
1319 if (tmp->type == WEAPON && tmp->name == NULL)
1320 {
1321 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1322 {
1323 pick_up (op, tmp);
1324 continue;
1325 }
1326 }
1252 } 1327 }
1253 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1254 1328
1329 /* misc stuff that's useful */
1330 if (op->contr->mode & PU_KEY)
1331 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1332 {
1333 pick_up (op, tmp);
1334 continue;
1335 }
1336
1337 /* any of the last 4 bits set means we use the ratio for value
1338 * pickups */
1339 if (op->contr->mode & PU_RATIO)
1340 {
1341 /* use value density to decide what else to grab */
1342 /* >=7 was >= op->contr->mode */
1343 /* >=7 is the old standard setting. Now we take the last 4 bits
1344 * and multiply them by 5, giving 0..15*5== 5..75 */
1345 wvratio = (op->contr->mode & PU_RATIO) * 5;
1346 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1347 {
1348 pick_up (op, tmp);
1255#if 0 1349#if 0
1256 /* print the flags too */ 1350 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1257 for(k=0;k<4;k++) 1351 if (tmp->name != NULL)
1258 { 1352 {
1259 fprintf(stderr,"%d [%d] ", k, k*32+31); 1353 fprintf (stderr, "%s", tmp->name);
1260 for(j=0;j<32;j++) 1354 }
1261 { 1355 else
1262 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1356 fprintf (stderr, "%s", tmp->arch->archname);
1263 if(!((j+1)%4))fprintf(stderr," "); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1264 } 1358 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 1359#endif
1268 } 1360 continue;
1269 /* philosophy: 1361 }
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 } 1362 }
1422 else fprintf(stderr,"%s",tmp->arch->name); 1363 } /* 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 } 1364 }
1429 } /* the new pickup model */ 1365
1430 }
1431 return ! stop; 1366 return !stop;
1432} 1367}
1433 1368
1434/* 1369/*
1435 * Find an arrow in the inventory and after that 1370 * Find an arrow in the inventory and after that
1436 * in the right type container (quiver). Pointer to the 1371 * in the right type container (quiver). Pointer to the
1437 * found object is returned. 1372 * found object is returned.
1438 */ 1373 */
1374object *
1439object *find_arrow(object *op, const char *type) 1375find_arrow (object *op, const char *type)
1440{ 1376{
1441 object *tmp = NULL; 1377 object *tmp = 0;
1442 1378
1443 for(op=op->inv; op; op=op->below) 1379 for (op = op->inv; op; op = op->below)
1444 if(!tmp && op->type==CONTAINER && op->race==type && 1380 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); 1381 tmp = find_arrow (op, type);
1447 else if (op->type==ARROW && op->race==type) 1382 else if (op->type == ARROW && op->race == type)
1448 return op; 1383 return op;
1384
1449 return tmp; 1385 return tmp;
1450} 1386}
1451 1387
1452/* 1388/*
1453 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1454 * against the target. A full test is not performed, simply a basic test 1390 * against the target. A full test is not performed, simply a basic test
1455 * of resistances. The archer is making a quick guess at what he sees down 1391 * of resistances. The archer is making a quick guess at what he sees down
1456 * the hall. Failing that it does it's best to pick the highest plus arrow. 1392 * the hall. Failing that it does it's best to pick the highest plus arrow.
1457 */ 1393 */
1458 1394object *
1459object *find_better_arrow(object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1460{ 1396{
1461 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1462 int attacknum, attacktype, betterby=0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1463 1399
1464 if (!type) 1400 if (!type)
1465 return NULL; 1401 return NULL;
1466 1402
1467 for (arrow=op->inv; arrow; arrow=arrow->below) { 1403 for (arrow = op->inv; arrow; arrow = arrow->below)
1468 if (arrow->type==CONTAINER && arrow->race==type && 1404 {
1469 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1405 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1406 {
1470 i = 0; 1407 i = 0;
1471 ntmp = find_better_arrow(arrow, target, type, &i); 1408 ntmp = find_better_arrow (arrow, target, type, &i);
1472 if (i > betterby) { 1409 if (i > betterby)
1410 {
1473 tmp = ntmp; 1411 tmp = ntmp;
1474 betterby = i; 1412 betterby = i;
1475 } 1413 }
1414 }
1476 } else if (arrow->type==ARROW && arrow->race==type) { 1415 else if (arrow->type == ARROW && arrow->race == type)
1416 {
1477 /* allways prefer assasination/slaying */ 1417 /* allways prefer assasination/slaying */
1478 if (target->race != NULL && arrow->slaying != NULL && 1418 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1479 strstr(arrow->slaying, target->race)) { 1419 {
1480 if (arrow->attacktype & AT_DEATH) { 1420 if (arrow->attacktype & AT_DEATH)
1421 {
1481 *better = 100; 1422 *better = 100;
1482 return arrow; 1423 return arrow;
1483 } else {
1484 tmp = arrow;
1485 betterby = (arrow->magic + arrow->stats.dam) * 2;
1486 } 1424 }
1487 } else { 1425 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 } 1426 {
1496 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1497 tmp = arrow; 1427 tmp = arrow;
1498 betterby = 2 + arrow->magic + arrow->stats.dam; 1428 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 } 1429 }
1504 } 1430 }
1431 else
1432 {
1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1434 {
1435 attacktype = 1 << attacknum;
1436 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1438 {
1439 tmp = arrow;
1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1441 }
1442 }
1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1444 {
1445 tmp = arrow;
1446 betterby = 2 + arrow->magic + arrow->stats.dam;
1447 }
1448 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1449 {
1450 tmp = arrow;
1451 betterby = 1 + arrow->magic + arrow->stats.dam;
1452 }
1505 } 1453 }
1454 }
1506 } 1455 }
1507 if (tmp == NULL && arrow == NULL) 1456 if (tmp == NULL && arrow == NULL)
1508 return find_arrow(op, type); 1457 return find_arrow (op, type);
1509 1458
1510 *better = betterby; 1459 *better = betterby;
1511 return tmp; 1460 return tmp;
1512} 1461}
1513 1462
1514/* looks in a given direction, finds the first valid target, and calls 1463/* looks in a given direction, finds the first valid target, and calls
1515 * find_better_arrow to find a decent arrow to use. 1464 * find_better_arrow to find a decent arrow to use.
1516 * op = the shooter 1465 * op = the shooter
1517 * type = bow->race 1466 * type = bow->race
1518 * dir = fire direction 1467 * dir = fire direction
1519 */ 1468 */
1520 1469object *
1521object *pick_arrow_target(object *op, const char *type, int dir) 1470pick_arrow_target (object *op, const char *type, int dir)
1522{ 1471{
1523 object *tmp = NULL; 1472 object *tmp = NULL;
1524 mapstruct *m; 1473 maptile *m;
1525 int i, mflags, found, number; 1474 int i, mflags, found, number;
1526 sint16 x, y; 1475 sint16 x, y;
1527 1476
1528 if (op->map == NULL) 1477 if (op->map == NULL)
1529 return find_arrow(op, type); 1478 return find_arrow (op, type);
1530 1479
1531 /* do a dex check */ 1480 /* do a dex check */
1532 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1481 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))) 1482 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1534 return find_arrow(op, type); 1483 return find_arrow (op, type);
1535 1484
1536 m = op->map; 1485 m = op->map;
1537 x = op->x; 1486 x = op->x;
1538 y = op->y; 1487 y = op->y;
1539 1488
1540 /* find the first target */ 1489 /* find the first target */
1541 for (i=0, found=0; i<20; i++) { 1490 for (i = 0, found = 0; i < 20; i++)
1491 {
1542 x += freearr_x[dir]; 1492 x += freearr_x[dir];
1543 y += freearr_y[dir]; 1493 y += freearr_y[dir];
1544 mflags = get_map_flags(m, &m, x, y, &x, &y); 1494 mflags = get_map_flags (m, &m, x, y, &x, &y);
1545 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1495 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1496 {
1546 tmp = NULL; 1497 tmp = NULL;
1498 break;
1499 }
1500 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1501 {
1502 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1503 * perhaps a bad assumption.
1504 */
1505 tmp = NULL;
1506 break;
1507 }
1508 if (mflags & P_IS_ALIVE)
1509 {
1510 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1511 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1512 {
1513 found++;
1514 break;
1515 }
1516 if (found)
1547 break; 1517 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 } 1518 }
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 } 1519 }
1565 if (tmp == NULL) 1520 if (tmp == NULL)
1566 return find_arrow(op, type); 1521 return find_arrow (op, type);
1567 1522
1568 if (tmp->head) 1523 if (tmp->head)
1569 tmp = tmp->head; 1524 tmp = tmp->head;
1570 1525
1571 return find_better_arrow(op, tmp, type, &i); 1526 return find_better_arrow (op, tmp, type, &i);
1572} 1527}
1573 1528
1574/* 1529/*
1575 * Creature fires a bow - op can be monster or player. Returns 1530 * Creature fires a bow - op can be monster or player. Returns
1576 * 1 if bow was actually fired, 0 otherwise. 1531 * 1 if bow was actually fired, 0 otherwise.
1579 * dir is the direction of fire. 1534 * dir is the direction of fire.
1580 * wc_mod is any special modifier to give (used in special player fire modes) 1535 * wc_mod is any special modifier to give (used in special player fire modes)
1581 * sx, sy are coordinates to fire arrow from - also used in some of the special 1536 * sx, sy are coordinates to fire arrow from - also used in some of the special
1582 * player fire modes. 1537 * player fire modes.
1583 */ 1538 */
1539int
1584int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1540fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1585 sint16 sx, sint16 sy)
1586{ 1541{
1587 object *left, *bow; 1542 object *left, *bow;
1588 tag_t left_tag, tag; 1543 int mflags;
1589 int bowspeed, mflags; 1544 maptile *m;
1590 mapstruct *m;
1591 1545
1592 if (!dir) { 1546 if (!dir)
1547 {
1593 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1548 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1594 return 0; 1549 return 0;
1550 }
1551
1552 if (op->contr)
1553 bow = op->current_weapon;
1554 else
1595 } 1555 {
1596 if (op->type == PLAYER)
1597 bow=op->contr->ranges[range_bow];
1598 else {
1599 for(bow=op->inv; bow; bow=bow->below) 1556 for (bow = op->inv; bow; bow = bow->below)
1600 /* Don't check for applied - monsters don't apply bows - in that way, they 1557 /* Don't check for applied - monsters don't apply bows - in that way, they
1601 * don't need to switch back and forth between bows and weapons. 1558 * don't need to switch back and forth between bows and weapons.
1602 */ 1559 */
1603 if(bow->type==BOW) 1560 if (bow->type == BOW)
1604 break; 1561 break;
1605 1562
1606 if (!bow) { 1563 if (!bow)
1564 {
1607 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1608 return 0; 1566 return 0;
1567 }
1568
1569 // optimisation: move object to top so we will find it quickly again
1570 if (bow->below)
1609 } 1571 {
1572 bow->remove ();
1573 op->insert (bow);
1574 }
1575
1610 } 1576 }
1577
1611 if( !bow->race || !bow->skill) { 1578 if (!bow->race || !bow->skill)
1579 {
1612 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1613 return 0; 1581 return 0;
1614 } 1582 }
1615 1583
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) { 1584 if (arrow == NULL)
1585 {
1625 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1586 if ((arrow = find_arrow (op, bow->race)) == NULL)
1587 {
1626 if (op->type == PLAYER) 1588 if (op->type == PLAYER)
1627 new_draw_info_format(NDI_UNIQUE, 0, op, 1589 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 */ 1590 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1630 else 1591 else
1631 CLEAR_FLAG(op, FLAG_READY_BOW); 1592 CLEAR_FLAG (op, FLAG_READY_BOW);
1593
1632 return 0; 1594 return 0;
1633 } 1595 }
1634 } 1596 }
1597
1635 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1598 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1636 if (mflags & P_OUT_OF_MAP) { 1599 if (mflags & P_OUT_OF_MAP)
1637 return 0; 1600 return 0;
1638 } 1601
1639 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1602 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1603 {
1640 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1604 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1641 return 0; 1605 return 0;
1642 } 1606 }
1643 1607
1644 /* this should not happen, but sometimes does */ 1608 /* this should not happen, but sometimes does */
1645 if (arrow->nrof==0) { 1609 if (arrow->nrof == 0)
1646 remove_ob(arrow); 1610 {
1647 free_object(arrow); 1611 arrow->destroy ();
1648 return 0; 1612 return 0;
1649 } 1613 }
1650 1614
1651 left = arrow; /* these are arrows left to the player */ 1615 left = arrow; /* these are arrows left to the player */
1652 left_tag = left->count;
1653 arrow = get_split_ob(arrow, 1); 1616 arrow = get_split_ob (arrow, 1);
1654 if (arrow == NULL) { 1617 if (!arrow)
1618 {
1655 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1656 return 0; 1620 return 0;
1657 } 1621 }
1658 set_owner(arrow, op); 1622
1623 arrow->set_owner (op);
1659 arrow->skill = bow->skill; 1624 arrow->skill = bow->skill;
1660
1661 arrow->direction=dir; 1625 arrow->direction = dir;
1662 arrow->x = sx;
1663 arrow->y = sy;
1664 1626
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 */ 1627 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1672 arrow->stats.hp = arrow->stats.dam; 1628 arrow->stats.hp = arrow->stats.dam;
1673 arrow->stats.grace = arrow->attacktype; 1629 arrow->stats.grace = arrow->attacktype;
1630
1674 if (arrow->slaying != NULL) 1631 if (arrow->slaying)
1675 arrow->spellarg = strdup_local(arrow->slaying); 1632 arrow->spellarg = strdup (arrow->slaying);
1676 1633
1677 /* Note that this was different for monsters - they got their level 1634#if 0
1678 * added to the damage. I think the strength bonus is more proper. 1635 if (player *pl = op->contr)
1679 */
1680 1636 {
1681 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1637 float speed = pl->weapon_sp;
1682 0 : dam_bonus[op->stats.Str]) +
1683 bow->stats.dam + bow->magic + arrow->magic;
1684 1638
1639 /* penalize ROF for bestarrow */
1640 if (pl->bowtype == bow_bestarrow)
1641 speed *= .9f;
1642 else
1643 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1644
1645 op->speed_left += speed - op->speed;
1646 }
1647#endif
1648
1649 SET_ANIMATION (arrow, arrow->direction);
1650
1685 /* update the speed */ 1651 /* update the speed */
1686 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1652 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1687 0 : dam_bonus[op->stats.Str]) +
1688 bow->magic + arrow->magic) / 5.0 +
1689 (float)bow->stats.dam / 7.0; 1653 + bow->stats.dam / 7.f;
1690 1654
1691 if (arrow->speed < 1.0) 1655 arrow->set_speed (max (arrow->speed, 2.f));
1692 arrow->speed = 1.0;
1693 update_ob_speed(arrow);
1694 arrow->speed_left = 0; 1656 arrow->speed_left = 0;
1695 1657
1658 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1659
1696 if (op->type == PLAYER) { 1660 if (op->type == PLAYER)
1697 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1661 {
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; 1662 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1703 } else { 1663 wc -= dex_bonus[op->stats.Dex];
1704 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1705 arrow->stats.wc + wc_mod;
1706 1664
1665 if (!arrow->slaying)
1666 arrow->slaying = op->slaying;
1667
1668 arrow->attacktype |= op->attacktype;
1669 }
1670 else
1671 {
1707 arrow->level = op->level; 1672 arrow->level = op->level;
1708 } 1673 arrow->stats.wc -= bow->magic;
1709 if (arrow->attacktype == AT_PHYSICAL) 1674
1710 arrow->attacktype |= bow->attacktype; 1675 if (!arrow->slaying)
1711 if (bow->slaying != NULL)
1712 arrow->slaying = bow->slaying; 1676 arrow->slaying = bow->slaying;
1713 1677
1714 arrow->map = m; 1678 arrow->attacktype |= bow->attacktype;
1679 }
1680
1681 wc -= arrow->level;
1682 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1683
1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1715 arrow->move_type = MOVE_FLY_LOW; 1685 arrow->move_type = MOVE_FLY_LOW;
1716 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1717 1687
1718 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1688 op->play_sound (sound_find ("fire_arrow"));
1719 tag = arrow->count; 1689 m->insert (arrow, sx, sy, op);
1720 insert_ob_in_map(arrow, m, op, 0);
1721 1690
1722 if (!was_destroyed(arrow, tag)) 1691 if (!arrow->destroyed ())
1723 move_arrow(arrow); 1692 move_arrow (arrow);
1724 1693
1725 if (op->type == PLAYER) { 1694 if (op->type == PLAYER)
1726 if (was_destroyed (left, left_tag)) 1695 {
1696 if (left->destroyed ())
1727 esrv_del_item(op->contr, left_tag); 1697 esrv_del_item (op->contr, left->count);
1728 else 1698 else
1729 esrv_send_item(op, left); 1699 esrv_send_item (op, left);
1730 } 1700 }
1701
1731 return 1; 1702 return 1;
1732} 1703}
1733 1704
1734/* Special fire code for players - this takes into 1705/* Special fire code for players - this takes into
1735 * account the special fire modes players can have 1706 * account the special fire modes players can have
1736 * but monsters can't. Putting that code here 1707 * but monsters can't. Putting that code here
1737 * makes the fire_bow code much cleaner. 1708 * makes the fire_bow code much cleaner.
1738 * this function should only be called if 'op' is a player, 1709 * this function should only be called if 'op' is a player,
1739 * hence the function name. 1710 * hence the function name.
1740 */ 1711 */
1712int
1741int player_fire_bow(object *op, int dir) 1713player_fire_bow (object *op, int dir)
1742{ 1714{
1743 int ret=0, wcmod=0; 1715 int ret = 0, wcmod = 0;
1744 1716
1745 if (op->contr->bowtype == bow_bestarrow) { 1717 if (op->contr->bowtype == bow_bestarrow)
1746 ret = fire_bow(op, op, 1718 {
1747 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1719 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1748 dir, 0, op->x, op->y); 1720 }
1749 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1721 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1722 {
1750 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1751 wcmod =-1; 1724 wcmod = -1;
1725
1752 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1726 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1753 op->x, op->y); 1727 }
1754 } else if (op->contr->bowtype == bow_threewide) { 1728 else if (op->contr->bowtype == bow_threewide)
1729 {
1755 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1730 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1756 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1731 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1757 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1732 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1733 }
1758 } else if (op->contr->bowtype == bow_spreadshot) { 1734 else if (op->contr->bowtype == bow_spreadshot)
1735 {
1759 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1736 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1760 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1737 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1761 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1738 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1762 1739 }
1763 } else { 1740 else
1741 {
1764 /* Simple case */ 1742 /* Simple case */
1765 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1743 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1766 } 1744 }
1745
1767 return ret; 1746 return ret;
1768} 1747}
1769
1770 1748
1771/* Fires a misc (wand/rod/horn) object in 'dir'. 1749/* Fires a misc (wand/rod/horn) object in 'dir'.
1772 * Broken apart from 'fire' to keep it more readable. 1750 * Broken apart from 'fire' to keep it more readable.
1773 */ 1751 */
1752void
1774void fire_misc_object(object *op, int dir) 1753fire_misc_object (object *op, int dir)
1775{ 1754{
1776 object *item; 1755 object *item = op->contr->ranged_ob;
1777 1756
1778 if (!op->contr->ranges[range_misc]) { 1757 if (!item)
1758 {
1779 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1759 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1780 return; 1760 return;
1781 } 1761 }
1782 1762
1783 item = op->contr->ranges[range_misc];
1784 if (!item->inv) { 1763 if (!item->inv)
1764 {
1785 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1765 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1786 return; 1766 return;
1787 } 1767 }
1768
1769 if (!op->change_weapon (item))
1770 return;
1771
1788 if (item->type == WAND) { 1772 if (item->type == WAND)
1773 {
1789 if(item->stats.food<=0) { 1774 if (item->stats.food <= 0)
1790 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1775 {
1776 op->contr->play_sound (sound_find ("wand_poof"));
1791 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1778
1792 return; 1779 return;
1793 } 1780 }
1781 }
1794 } else if (item->type == ROD || item->type==HORN) { 1782 else if (item->type == ROD || item->type == HORN)
1783 {
1795 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1784 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1796 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1785 {
1786 op->contr->play_sound (sound_find ("wand_poof"));
1787
1797 if (item->type== ROD) 1788 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)); 1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1800 else 1790 else
1801 new_draw_info_format(NDI_UNIQUE, 0,op, 1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1802 "The %s needs more time to charge.", query_base_name(item,0)); 1792
1803 return; 1793 return;
1804 } 1794 }
1805 } 1795 }
1806 1796
1807 if(cast_spell(op,item,dir,item->inv,NULL)) { 1797 if (cast_spell (op, item, dir, item->inv, NULL))
1798 {
1808 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1799 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1809 if (item->type == WAND) { 1800 if (item->type == WAND)
1801 {
1810 if (!(--item->stats.food)) { 1802 if (!(--item->stats.food))
1803 {
1811 object *tmp; 1804 object *tmp;
1805
1812 if (item->arch) { 1806 if (item->arch)
1807 {
1813 CLEAR_FLAG(item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
1814 item->face = item->arch->clone.face; 1809 item->face = item->arch->face;
1815 item->speed = 0; 1810 item->set_speed (0);
1816 update_ob_speed(item);
1817 } 1811 }
1812
1818 if ((tmp=is_player_inv(item))) 1813 if ((tmp = item->in_player ()))
1819 esrv_update_item(UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
1820 } 1815 }
1821 } 1816 }
1822 else if (item->type == ROD || item->type==HORN) { 1817 else if (item->type == ROD || item->type == HORN)
1823 drain_rod_charge(item); 1818 drain_rod_charge (item);
1824 }
1825 } 1819 }
1826} 1820}
1827 1821
1828/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
1829 */ 1823 */
1824bool
1830void fire(object *op,int dir) { 1825fire (object *op, int dir)
1826{
1831 int spellcost=0; 1827 int spellcost = 0;
1832 1828
1833 /* check for loss of invisiblity/hide */ 1829 /* check for loss of invisiblity/hide */
1834 if (action_makes_visible(op)) make_visible(op); 1830 if (action_makes_visible (op))
1831 make_visible (op);
1835 1832
1836 switch(op->contr->shoottype) { 1833 player *pl = op->contr;
1837 case range_none:
1838 return;
1839 1834
1840 case range_bow: 1835 if (pl->golem)
1836 {
1837 control_golem (op->contr->golem, dir);
1838 return false;
1839 }
1840
1841 object *ob = pl->ranged_ob;
1842
1843 if (!ob)
1844 return false;
1845
1846 if (!op->change_weapon (ob))
1847 return false;
1848
1849 if (op->speed_left > 0.f)
1850 --op->speed_left;
1851 else
1852 return false;
1853
1854 switch (ob->type)
1855 {
1856 case BOW:
1841 player_fire_bow(op, dir); 1857 player_fire_bow (op, dir);
1842 return; 1858 break;
1843 1859
1844 case range_magic: /* Casting spells */ 1860 case SPELL:
1845 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1861 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1846 return; 1862 break;
1847 1863
1848 case range_misc: 1864 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 ); 1865 apply_map_builder (op, dir);
1873 return; 1866 break;
1867
1868 case SKILL:
1869 do_skill (op, op, ob, dir, 0);
1870 break;
1871
1874 default: 1872 default:
1875 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1873 fire_misc_object (op, dir);
1876 return; 1874 break;
1877 } 1875 }
1878}
1879 1876
1880 1877 return true;
1878}
1881 1879
1882/* find_key 1880/* find_key
1883 * We try to find a key for the door as passed. If we find a key 1881 * We try to find a key for the door as passed. If we find a key
1884 * and successfully use it, we return the key, otherwise NULL 1882 * and successfully use it, we return the key, otherwise NULL
1885 * This function merges both normal and locked door, since the logic 1883 * This function merges both normal and locked door, since the logic
1887 * pl is the player, 1885 * pl is the player,
1888 * inv is the objects inventory to searched 1886 * inv is the objects inventory to searched
1889 * door is the door we are trying to match against. 1887 * door is the door we are trying to match against.
1890 * This function can be called recursively to search containers. 1888 * This function can be called recursively to search containers.
1891 */ 1889 */
1892 1890object *
1893object * find_key(object *pl, object *container, object *door) 1891find_key (object *pl, object *container, object *door)
1894{ 1892{
1895 object *tmp,*key; 1893 object *tmp, *key;
1896 1894
1897 /* Should not happen, but sanity checking is never bad */ 1895 /* Should not happen, but sanity checking is never bad */
1898 if (container->inv == NULL) return NULL; 1896 if (!container->inv)
1897 return 0;
1899 1898
1900 /* First, lets try to find a key in the top level inventory */ 1899 /* First, lets try to find a key in the top level inventory */
1901 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1900 for (tmp = container->inv; tmp; tmp = tmp->below)
1901 {
1902 if (door->type==DOOR && tmp->type==KEY) break; 1902 if (door->type == DOOR && tmp->type == KEY)
1903 break;
1903 /* For sanity, we should really check door type, but other stuff 1904 /* For sanity, we should really check door type, but other stuff
1904 * (like containers) can be locked with special keys 1905 * (like containers) can be locked with special keys
1905 */ 1906 */
1906 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1907 tmp->slaying==door->slaying) break; 1908 break;
1908 } 1909 }
1910
1909 /* No key found - lets search inventories now */ 1911 /* No key found - lets search inventories now */
1910 /* If we find and use a key in an inventory, return at that time. 1912 /* If we find and use a key in an inventory, return at that time.
1911 * otherwise, if we search all the inventories and still don't find 1913 * otherwise, if we search all the inventories and still don't find
1912 * a key, return 1914 * a key, return
1913 */ 1915 */
1914 if (!tmp) { 1916 if (!tmp)
1917 {
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1918 for (tmp = container->inv; tmp; tmp = tmp->below)
1919 {
1916 /* No reason to search empty containers */ 1920 /* No reason to search empty containers */
1917 if (tmp->type==CONTAINER && tmp->inv) { 1921 if (tmp->type == CONTAINER && tmp->inv)
1922 {
1918 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1923 if ((key = find_key (pl, tmp, door)))
1924 return key;
1919 } 1925 }
1920 } 1926 }
1927
1928 if (!tmp)
1921 if (!tmp) return NULL; 1929 return NULL;
1922 } 1930 }
1931
1923 /* We get down here if we have found a key. Now if its in a container, 1932 /* We get down here if we have found a key. Now if its in a container,
1924 * see if we actually want to use it 1933 * see if we actually want to use it
1925 */ 1934 */
1926 if (pl!=container) { 1935 if (pl != container)
1936 {
1927 /* Only let players use keys in containers */ 1937 /* Only let players use keys in containers */
1928 if (!pl->contr) return NULL; 1938 if (!pl->contr)
1939 return NULL;
1929 /* cases where this fails: 1940 /* cases where this fails:
1930 * If we only search the player inventory, return now since we 1941 * If we only search the player inventory, return now since we
1931 * are not in the players inventory. 1942 * are not in the players inventory.
1932 * If the container is not active, return now since only active 1943 * If the container is not active, return now since only active
1933 * containers can be used. 1944 * containers can be used.
1934 * If we only search keyrings and the container does not have 1945 * If we only search keyrings and the container does not have
1935 * a race/isn't a keyring. 1946 * a race/isn't a keyring.
1936 * No checking for all containers - to fall through past here, 1947 * No checking for all containers - to fall through past here,
1937 * inv must have been an container and must have been active. 1948 * inv must have been an container and must have been active.
1938 * 1949 *
1939 * Change the color so that the message doesn't disappear with 1950 * Change the color so that the message doesn't disappear with
1940 * all the others. 1951 * all the others.
1941 */ 1952 */
1942 if (pl->contr->usekeys == key_inventory || 1953 if (pl->contr->usekeys == key_inventory ||
1943 !QUERY_FLAG(container, FLAG_APPLIED) || 1954 !QUERY_FLAG (container, FLAG_APPLIED) ||
1944 (pl->contr->usekeys == keyrings &&
1945 (!container->race || strcmp(container->race, "keys"))) 1955 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1946 ) { 1956 {
1947 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1948 "The %s in your %s vibrates as you approach the door", 1958 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1949 query_name(tmp), query_name(container));
1950 return NULL; 1959 return NULL;
1951 } 1960 }
1952 } 1961 }
1962
1953 return tmp; 1963 return tmp;
1954} 1964}
1955 1965
1956/* moved door processing out of move_player_attack. 1966/* moved door processing out of move_player_attack.
1957 * returns 1 if player has opened the door with a key 1967 * returns 1 if player has opened the door with a key
1958 * such that the caller should not do anything more, 1968 * such that the caller should not do anything more,
1959 * 0 otherwise 1969 * 0 otherwise
1960 */ 1970 */
1971static int
1961static int player_attack_door(object *op, object *door) 1972player_attack_door (object *op, object *door)
1962{ 1973{
1963
1964 /* If its a door, try to find a use a key. If we do destroy the door, 1974 /* If its a door, try to find a key. If we do destroy the door,
1965 * might as well return immediately as there is nothing more to do - 1975 * might as well return immediately as there is nothing more to do -
1966 * otherwise, we fall through to the rest of the code. 1976 * otherwise, we fall through to the rest of the code.
1967 */ 1977 */
1968 object *key=find_key(op, op, door); 1978 object *key = find_key (op, op, door);
1969 1979
1970 /* IF we found a key, do some extra work */ 1980 /* If we found a key, do some extra work */
1971 if (key) { 1981 if (key)
1982 {
1972 object *container=key->env; 1983 object *container = key->env;
1973 1984
1974 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1975 if(action_makes_visible(op)) make_visible(op); 1985 if (action_makes_visible (op))
1986 make_visible (op);
1987
1976 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1988 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1989 spring_trap (door->inv, op);
1990
1977 if (door->type == DOOR) { 1991 if (door->type == DOOR)
1978 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1992 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1979 }
1980 else if(door->type==LOCKED_DOOR) { 1993 else if (door->type == LOCKED_DOOR)
1981 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1994 {
1982 "You open the door with the %s", query_short_name(key)); 1995 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1983 remove_door2(door); /* remove door without violence ;-) */ 1996 remove_door2 (door); /* remove door without violence ;-) */
1984 } 1997 }
1998
1985 /* Do this after we print the message */ 1999 /* Do this after we print the message */
1986 decrease_ob(key); /* Use up one of the keys */ 2000 decrease_ob (key); /* Use up one of the keys */
1987 /* Need to update the weight the container the key was in */ 2001 /* Need to update the weight the container the key was in */
1988 if (container != op) 2002 if (container != op)
1989 esrv_update_item(UPD_WEIGHT, op, container); 2003 esrv_update_item (UPD_WEIGHT, op, container);
2004
1990 return 1; /* Nothing more to do below */ 2005 return 1; /* Nothing more to do below */
2006 }
1991 } else if (door->type==LOCKED_DOOR) { 2007 else if (door->type == LOCKED_DOOR)
2008 {
1992 /* Might as well return now - no other way to open this */ 2009 /* Might as well return now - no other way to open this */
1993 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2010 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1994 return 1; 2011 return 1;
1995 } 2012 }
2013
1996 return 0; 2014 return 0;
1997} 2015}
1998 2016
1999/* This function is just part of a breakup from move_player. 2017/* This function is just part of a breakup from move_player.
2000 * It should keep the code cleaner. 2018 * It should keep the code cleaner.
2001 * When this is called, the players direction has been updated 2019 * When this is called, the players direction has been updated
2002 * (taking into account confusion.) The player is also actually 2020 * (taking into account confusion.) The player is also actually
2003 * going to try and move (not fire weapons). 2021 * going to try and move (not fire weapons).
2004 */ 2022 */
2005 2023bool
2006void move_player_attack(object *op, int dir) 2024move_player_attack (object *op, int dir)
2007{ 2025{
2008 object *tmp, *mon;
2009 sint16 nx, ny;
2010 int on_battleground; 2026 int on_battleground;
2011 mapstruct *m;
2012 2027
2013 nx=freearr_x[dir]+op->x; 2028 sint16 nx = freearr_x[dir] + op->x;
2014 ny=freearr_y[dir]+op->y; 2029 sint16 ny = freearr_y[dir] + op->y;
2015 2030
2016 on_battleground = op_on_battleground(op, NULL, NULL); 2031 on_battleground = op_on_battleground (op, 0, 0);
2017 2032
2033 if (out_of_map (op->map, nx, ny))
2034 return false;
2035
2036 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2037 {
2038 --op->speed_left;
2039 return true;
2040 }
2041
2018 /* If braced, or can't move to the square, and it is not out of the 2042 /* If braced, or can't move to the square, and it is not out of the
2019 * map, attack it. Note order of if statement is important - don't 2043 * map, attack it. Note order of if statement is important - don't
2020 * want to be calling move_ob if braced, because move_ob will move the 2044 * want to be calling move_ob if braced, because move_ob will move the
2021 * player. This is a pretty nasty hack, because if we could 2045 * 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 2046 * 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 2047 * 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 2048 * quite a bit of processing. However, it probably is less than what
2025 * move_ob uses. 2049 * move_ob uses.
2026 */ 2050 */
2027 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2051 maptile *m = op->map->xy_find (nx, ny);
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 2052
2039 mon = NULL;
2040 /* Go through all the objects, and find ones of interest. Only stop if 2053 /* Go through all the objects, and find ones of interest. Only stop if
2041 * we find a monster - that is something we know we want to attack. 2054 * we find a monster - that is something we know we want to attack.
2042 * if its a door or barrel (can roll) see if there may be monsters 2055 * if its a door or barrel (can roll) see if there may be monsters
2043 * on the space 2056 * on the space
2057 */
2058 object *mon;
2059 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2060 {
2061 if ((mon->flag [FLAG_ALIVE]
2062 || mon->type == LOCKED_DOOR
2063 || mon->flag [FLAG_CAN_ROLL])
2064 && mon != op)
2065 break;
2066 }
2067
2068 if (!mon) /* This happens anytime the player tries to move */
2069 return false; /* into a wall */
2070
2071 mon = mon->head_ ();
2072
2073 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2074 if (op->contr->weapon_sp_left > 0.f)
2075 if (player_attack_door (op, mon))
2044 */ 2076 {
2045 while (tmp!=NULL) { 2077 --op->contr->weapon_sp_left;
2046 if (tmp == op) { 2078 return true;
2047 tmp=tmp->above; 2079 }
2048 continue; 2080
2081 /* The following deals with possibly attacking peaceful
2082 * or friendly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them.
2087 */
2088
2089 /* If the creature is a pet, push it even if the player is not
2090 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive.
2092 */
2093 if (op->type == PLAYER
2094 && ((mon->owner && mon->owner->contr
2095 && same_party (mon->owner->contr->party, op->contr->party))
2096 || mon->owner == op)
2097 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2098 {
2099 /* If we're braced, we don't want to switch places with it */
2100 if (op->contr->braced)
2101 return false;
2102
2103 if (op->speed_left > 0.f)
2104 {
2105 --op->speed_left;
2106
2107 op->play_sound (sound_find ("push_player"));
2108 push_ob (mon, dir, op);
2109
2110 if (op->contr->tmp_invis || op->hide)
2111 make_visible (op);
2112
2113 return true;
2114 }
2115 else
2116 return false;
2117 }
2118
2119 /* in certain circumstances, you shouldn't attack friendly
2120 * creatures. Note that if you are braced, you can't push
2121 * someone, but put it inside this loop so that you won't
2122 * attack them either.
2123 */
2124 if ((mon->type == PLAYER || mon->enemy != op)
2125 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2126 && ((op->contr->peaceful
2127 || (mon->type == PLAYER && mon->contr->peaceful))
2128 && !on_battleground))
2129 {
2130 if (op->speed_left > 0.f)
2131 {
2132 --op->speed_left;
2133
2134 if (!op->contr->braced)
2135 {
2136 op->play_sound (sound_find ("push_player"));
2137 push_ob (mon, dir, op);
2049 } 2138 }
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 { 2139 else
2120 new_draw_info(0, 0,op,"You withhold your attack"); 2140 new_draw_info (0, 0, op, "You withhold your attack");
2141
2142 if (op->contr->tmp_invis || op->hide)
2143 make_visible (op);
2144
2145 return true;
2121 } 2146 }
2122 if(op->contr->tmp_invis||op->hide) make_visible(op); 2147 }
2123 }
2124
2125 /* If the object is a boulder or other rollable object, then 2148 /* 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. 2149 * roll it if not braced. You can't roll it if you are braced.
2127 */ 2150 */
2128 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2151 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2152 {
2153 if (op->speed_left > 0.f)
2154 {
2155 --op->speed_left;
2156
2129 recursive_roll(mon,dir,op); 2157 recursive_roll (mon, dir, op);
2130 if(action_makes_visible(op)) make_visible(op); 2158 if (action_makes_visible (op))
2131 } 2159 make_visible (op);
2132 2160
2161 return true;
2162 }
2163 }
2133 /* Any generic living creature. Including things like doors. 2164 /* Any generic living creature. Including things like doors.
2134 * Way it works is like this: First, it must have some hit points 2165 * Way it works is like this: First, it must have some hit points
2135 * and be living. Then, it must be one of the following: 2166 * 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 2167 * 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. 2168 * that party_number -1 is no party, so attacks can still happen.
2138 */ 2169 */
2139
2140 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2170 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2141 ((mon->type!=PLAYER || op->contr->party==NULL || 2171 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2142 op->contr->party!=mon->contr->party))) { 2172 {
2143 2173 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 } 2174 {
2171 } /* if player should attack something */ 2175 --op->contr->weapon_sp_left;
2172}
2173 2176
2177 skill_attack (mon, op, 0, 0, 0);
2178
2179 if (action_makes_visible (op))
2180 make_visible (op);
2181
2182 return true;
2183 }
2184 }
2185
2186 return false;
2187}
2188
2189bool
2174int move_player(object *op,int dir) { 2190move_player (object *op, int dir)
2191{
2175 int pick; 2192 int pick;
2176 2193
2177 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2194 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; 2195 return 0;
2196
2197 /* Sanity check: make sure dir is valid */
2198 if ((dir < 0) || (dir >= 9))
2199 {
2200 LOG (llevError, "move_player: invalid direction %d\n", dir);
2201 return 0;
2202 }
2203
2204 /* peterm: added following line */
2205 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2206 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2207
2208 op->facing = dir;
2209
2210 if (op->hide)
2211 do_hidden_move (op);
2212
2213 bool retval;
2214
2215 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2216 retval = RESULT_INT (0);
2217 else if (op->contr->fire_on)
2218 retval = fire (op, dir);
2219 else
2220 {
2221 retval = move_player_attack (op, dir);
2222 pick = check_pick (op);
2223 }
2224
2225 /* Add special check for newcs players and fire on - this way, the
2226 * server can handle repeat firing.
2227 */
2228 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2229 op->direction = dir;
2230 else
2231 op->direction = 0;
2232
2233 /* Update how the player looks. Use the facing, so direction may
2234 * get reset to zero. This allows for full animation capabilities
2235 * for players.
2236 */
2237 animate_object (op, op->facing);
2238
2239 return retval;
2218} 2240}
2219 2241
2220/* This is similar to handle_player, below, but is only used by the 2242/* This is similar to handle_player, below, but is only used by the
2221 * new client/server stuff. 2243 * new client/server stuff.
2222 * This is sort of special, in that the new client/server actually uses 2244 * This is sort of special, in that the new client/server actually uses
2223 * the new speed values for commands. 2245 * the new speed values for commands.
2224 * 2246 *
2225 * Returns true if there are more actions we can do. 2247 * Returns true if there are more actions we can do. Should not do
2248 * many actions in a row, as that would be too unfair to other
2249 * players.
2226 */ 2250 */
2251bool
2227int handle_newcs_player(object *op) 2252handle_newcs_player (object *op)
2228{ 2253{
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)) { 2254 if (QUERY_FLAG (op, FLAG_SCARED))
2255 {
2256 if (op->speed_left > 0.f)
2257 {
2258 --op->speed_left;
2246 flee_player(op); 2259 flee_player (op);
2247 /* If player is still scared, that is his action for this tick */ 2260
2248 if (QUERY_FLAG(op, FLAG_SCARED)) {
2249 op->speed_left--;
2250 return 0; 2261 return true;
2251 } 2262 }
2263 else
2264 return false;
2252 } 2265 }
2253 2266
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 2267 /* call this here - we also will call this in do_ericserver, but
2267 * the players time has been increased when doericserver has been 2268 * the players time has been increased when doericserver has been
2268 * called, so we recheck it here. 2269 * called, so we recheck it here.
2269 */ 2270 */
2270 HandleClient(&op->contr->socket, op->contr); 2271 if (op->contr->ns->handle_command ())
2271 if (op->speed_left<0) return 0; 2272 return true;
2272 2273
2273 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2274 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); 2275 return move_player (op, op->direction);
2282 if (op->speed_left>0) return 1; 2276
2283 else return 0; 2277 return false;
2284 } 2278}
2279
2280int
2281save_life (object *op)
2282{
2283 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2285 return 0; 2284 return 0;
2286}
2287 2285
2288int save_life(object *op) { 2286 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2289 object *tmp; 2287 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2288 {
2289 op->play_sound (sound_find ("ob_evaporate"));
2290 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2290 2291
2292 if (op->contr)
2293 esrv_del_item (op->contr, tmp->count);
2294
2295 tmp->destroy ();
2291 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2296 CLEAR_FLAG (op, FLAG_LIFESAVE);
2297
2298 if (op->stats.hp < 0)
2299 op->stats.hp = op->stats.maxhp;
2300
2301 if (op->stats.food < 0)
2302 op->stats.food = 999;
2303
2304 op->update_stats ();
2292 return 0; 2305 return 1;
2293
2294 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2295 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2296 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2297 new_draw_info_format(NDI_UNIQUE, 0,op,
2298 "Your %s vibrates violently, then evaporates.",
2299 query_name(tmp));
2300 if (op->contr)
2301 esrv_del_item(op->contr, tmp->count);
2302 remove_ob(tmp);
2303 free_object(tmp);
2304 CLEAR_FLAG(op, FLAG_LIFESAVE);
2305 if(op->stats.hp<0)
2306 op->stats.hp = op->stats.maxhp;
2307 if(op->stats.food<0)
2308 op->stats.food = 999;
2309 fix_player(op);
2310 return 1;
2311 } 2306 }
2307
2312 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2308 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2313 CLEAR_FLAG(op, FLAG_LIFESAVE); 2309 CLEAR_FLAG (op, FLAG_LIFESAVE);
2314 enter_player_savebed(op); /* bring him home. */ 2310 enter_player_savebed (op); /* bring him home. */
2315 return 0; 2311 return 0;
2316} 2312}
2317 2313
2318/* This goes throws the inventory and removes unpaid objects, and puts them 2314/* This goes throws the inventory and removes unpaid objects, and puts them
2319 * back in the map (location and map determined by values of env). This 2315 * back in the map (location and map determined by values of env). This
2320 * function will descend into containers. op is the object to start the search 2316 * function will descend into containers. op is the object to start the search
2321 * from. 2317 * from.
2322 */ 2318 */
2319static void
2323void remove_unpaid_objects(object *op, object *env) 2320drop_unpaid_items (object *op, object *env)
2324{ 2321{
2325 object *next;
2326
2327 while (op) { 2322 while (op)
2323 {
2328 next=op->below; /* Make sure we have a good value, in case 2324 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2329 * we remove object 'op' 2325
2330 */
2331 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2326 if (QUERY_FLAG (op, FLAG_UNPAID))
2332 remove_ob(op); 2327 {
2333 op->x = env->x;
2334 op->y = env->y;
2335 if (env->type == PLAYER) 2328 if (env->type == PLAYER)
2336 esrv_del_item(env->contr, op->count); 2329 esrv_del_item (env->contr, op->count);
2337 insert_ob_in_map(op, env->map, NULL,0); 2330
2331 op->insert_at (env);
2338 } 2332 }
2339 else if (op->inv) remove_unpaid_objects(op->inv, env); 2333 else if (op->inv)
2334 drop_unpaid_items (op->inv, env);
2335
2340 op=next; 2336 op = next;
2341 } 2337 }
2342} 2338}
2343 2339
2340void
2341object::drop_unpaid_items ()
2342{
2343 if (!flag [FLAG_REMOVED])
2344 ::drop_unpaid_items (inv, this);
2345}
2344 2346
2345/* 2347/*
2346 * Returns pointer a static string containing gravestone text 2348 * Returns pointer a static string containing gravestone text
2347 * Moved from apply.c to player.c - player.c is what 2349 * Moved from apply.c to player.c - player.c is what
2348 * actually uses this function. player.c may not be quite the 2350 * actually uses this function. player.c may not be quite the
2349 * best, a misc file for object actions is probably better, 2351 * best, a misc file for object actions is probably better,
2350 * but there isn't one in the server directory. 2352 * but there isn't one in the server directory.
2351 */ 2353 */
2354char *
2352char *gravestone_text (object *op) 2355gravestone_text (object *op)
2353{ 2356{
2354 static char buf2[MAX_BUF]; 2357 static char buf2[MAX_BUF];
2355 char buf[MAX_BUF]; 2358 char buf[MAX_BUF];
2356 time_t now = time (NULL); 2359 time_t now = time (NULL);
2357 2360
2358 strcpy (buf2, " R.I.P.\n\n"); 2361 strcpy (buf2, " R.I.P.\n\n");
2359 if (op->type == PLAYER) 2362 if (op->type == PLAYER)
2360 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2363 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2361 else 2364 else
2362 sprintf (buf, "%s\n", &op->name); 2365 sprintf (buf, "%s\n", &op->name);
2366
2363 strncat (buf2, " ", 20 - strlen (buf) / 2); 2367 strncat (buf2, " ", 20 - strlen (buf) / 2);
2364 strcat (buf2, buf); 2368 strcat (buf2, buf);
2365 if (op->type == PLAYER) 2369 if (op->type == PLAYER)
2366 sprintf (buf, "who was in level %d when killed\n", op->level); 2370 sprintf (buf, "who was in level %d when killed\n", op->level);
2367 else 2371 else
2368 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2372 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2373
2369 strncat (buf2, " ", 20 - strlen (buf) / 2); 2374 strncat (buf2, " ", 20 - strlen (buf) / 2);
2370 strcat (buf2, buf); 2375 strcat (buf2, buf);
2371 if (op->type == PLAYER) { 2376 if (op->type == PLAYER)
2377 {
2372 sprintf (buf, "by %s.\n\n", op->contr->killer); 2378 sprintf (buf, "by %s.\n\n", op->contr->killer);
2373 strncat (buf2, " ", 21 - strlen (buf) / 2); 2379 strncat (buf2, " ", 21 - strlen (buf) / 2);
2374 strcat (buf2, buf); 2380 strcat (buf2, buf);
2375 } 2381 }
2382
2376 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2383 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2377 strncat (buf2, " ", 20 - strlen (buf) / 2); 2384 strncat (buf2, " ", 20 - strlen (buf) / 2);
2378 strcat (buf2, buf); 2385 strcat (buf2, buf);
2386
2379 return buf2; 2387 return buf2;
2380} 2388}
2381 2389
2382 2390void
2383
2384void do_some_living(object *op) { 2391do_some_living (object *op)
2392{
2385 int last_food=op->stats.food; 2393 int last_food = op->stats.food;
2386 int gen_hp, gen_sp, gen_grace; 2394 int gen_hp, gen_sp, gen_grace;
2387 int over_hp, over_sp, over_grace; 2395 int over_hp, over_sp, over_grace;
2388 int i; 2396 int i;
2389 int rate_hp = 1200; 2397 int rate_hp = 1200;
2390 int rate_sp = 2500; 2398 int rate_sp = 2500;
2391 int rate_grace = 2000; 2399 int rate_grace = 2000;
2392 const int max_hp = 1; 2400 const int max_hp = 1;
2393 const int max_sp = 1; 2401 const int max_sp = 1;
2394 const int max_grace = 1; 2402 const int max_grace = 1;
2395 2403
2396 if (op->contr->outputs_sync) 2404 if (op->contr->hidden)
2397 { 2405 {
2398 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2406 op->invisible = 1000;
2399 if (op->contr->outputs[i].buf!=NULL && 2407 /* the socket code flashes the player visible/invisible
2400 (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2408 * depending on the value of invisible, so we need to
2401 flush_output_element(op, &op->contr->outputs[i]); 2409 * alternate it here for it to work correctly.
2410 */
2411 if (pticks & 2)
2412 op->invisible--;
2402 } 2413 }
2414 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2415 {
2416 if (!op->invisible--)
2417 {
2418 make_visible (op);
2419 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2420 }
2421 }
2403 2422
2404 if(op->contr->state==ST_PLAYING) { 2423 if (op->contr->ns->state == ST_PLAYING)
2405 2424 {
2406 /* these next three if clauses make it possible to SLOW DOWN 2425 /* these next three if clauses make it possible to SLOW DOWN
2407 hp/grace/spellpoint regeneration. */ 2426 hp/grace/spellpoint regeneration. */
2408 if(op->contr->gen_hp >= 0 ) 2427 if (op->contr->gen_hp >= 0)
2409 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2428 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2410 else { 2429 else
2430 {
2411 gen_hp = op->stats.maxhp; 2431 gen_hp = op->stats.maxhp;
2412 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2432 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2413 } 2433 }
2434
2414 if(op->contr->gen_sp >= 0 ) 2435 if (op->contr->gen_sp >= 0)
2415 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2436 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2416 else { 2437 else
2438 {
2417 gen_sp = op->stats.maxsp; 2439 gen_sp = op->stats.maxsp;
2418 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2440 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2419 } 2441 }
2442
2420 if(op->contr->gen_grace >= 0) 2443 if (op->contr->gen_grace >= 0)
2421 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2444 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2422 else { 2445 else
2446 {
2423 gen_grace = op->stats.maxgrace; 2447 gen_grace = op->stats.maxgrace;
2424 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2448 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2425 } 2449 }
2426 2450
2427 /* Regenerate Spell Points */ 2451 /* Regenerate Spell Points */
2428 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2452 if (!op->contr->golem && --op->last_sp < 0)
2453 {
2429 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2454 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
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) { 2455 if (op->stats.sp < op->stats.maxsp)
2446 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2456 {
2447 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2448 op->stats.sp--; 2457 op->stats.sp++;
2449 if(op->stats.sp>op->stats.maxsp) 2458 /* dms do not consume food */
2450 op->stats.sp=op->stats.maxsp; 2459 if (!QUERY_FLAG (op, FLAG_WIZ))
2460 {
2461 op->stats.food--;
2462 if (op->contr->digestion < 0)
2463 op->stats.food += op->contr->digestion;
2464 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2465 op->stats.food = last_food;
2451 } 2466 }
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 } 2467 }
2468
2469 if (max_sp > 1)
2470 {
2471 over_sp = (gen_sp + 10) / rate_sp;
2472 if (over_sp > 0)
2473 {
2474 if (op->stats.sp < op->stats.maxsp)
2475 {
2476 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2477
2478 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2479 op->stats.sp--;
2480
2481 if (op->stats.sp > op->stats.maxsp)
2482 op->stats.sp = op->stats.maxsp;
2483 }
2484 op->last_sp = 0;
2485 }
2486 else
2487 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2488 }
2475 } else { 2489 else
2490 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2491 }
2492
2493 /* Regenerate Grace */
2494 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2495 if (--op->last_grace < 0)
2496 {
2497 if (op->stats.grace < op->stats.maxgrace / 2)
2498 op->stats.grace++; /* no penalty in food for regaining grace */
2499
2500 if (max_grace > 1)
2501 {
2502 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2503 if (over_grace > 0)
2504 {
2505 op->stats.sp += over_grace
2506 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2507 op->last_grace = 0;
2508 }
2509 else
2510 {
2511 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2512 }
2513 }
2514 else
2515 {
2476 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2516 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2477 } 2517 }
2478 /* wearing stuff doesn't detract from grace generation. */ 2518 /* wearing stuff doesn't detract from grace generation. */
2479 } 2519 }
2480 2520
2481 /* Regenerate Hit Points */ 2521 /* Regenerate Hit Points */
2482 if(--op->last_heal<0) { 2522 if (--op->last_heal < 0)
2523 {
2483 if(op->stats.hp<op->stats.maxhp) { 2524 if (op->stats.hp < op->stats.maxhp)
2525 {
2484 op->stats.hp++; 2526 op->stats.hp++;
2485 /* dms do not consume food */ 2527 /* dms do not consume food */
2486 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2528 if (!QUERY_FLAG (op, FLAG_WIZ))
2487 op->stats.food--; 2529 {
2530 op->stats.food--;
2488 if(op->contr->digestion<0) 2531 if (op->contr->digestion < 0)
2489 op->stats.food+=op->contr->digestion; 2532 op->stats.food += op->contr->digestion;
2490 else if(op->contr->digestion>0 && 2533 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; 2534 op->stats.food = last_food;
2535 }
2536 }
2537
2538 if (max_hp > 1)
2539 {
2540 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2541 if (over_hp > 0)
2542 {
2543 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2544 op->last_heal = 0;
2545 }
2546 else
2547 {
2548 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2549 }
2550 }
2551 else
2552 {
2553 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2554 }
2493 } 2555 }
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 2556
2509 /* Digestion */ 2557 /* Digestion */
2510 if(--op->last_eat<0) { 2558 if (--op->last_eat < 0)
2511#ifdef COZY_SERVER 2559 {
2512 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2560 int bonus = max (0, op->contr->digestion),
2513 int bonus=dg>0?dg:0, 2561 penalty = max (0, -op->contr->digestion);
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 2562
2520 if(op->contr->gen_hp > 0)
2521 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2563 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2522 else 2564
2523 op->last_eat=25*(1+bonus)/(penalty +1);
2524 /* dms do not consume food */ 2565 /* dms do not consume food */
2525 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2566 if (!QUERY_FLAG (op, FLAG_WIZ))
2526 } 2567 op->stats.food--;
2527 } 2568 }
2528 2569
2529 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2570 if (op->stats.food < 0 && op->stats.hp >= 0)
2571 {
2530 object *tmp, *flesh=NULL; 2572 object *tmp, *flesh = 0;
2531 2573
2532 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2574 for (tmp = op->inv; tmp; tmp = tmp->below)
2575 {
2533 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2576 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2577 {
2534 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2578 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2579 {
2535 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2580 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2536 manual_apply(op,tmp,0); 2581 manual_apply (op, tmp, 0);
2537 if(op->stats.food>=0||op->stats.hp<0) 2582 if (op->stats.food >= 0 || op->stats.hp < 0)
2538 break; 2583 break;
2539 } 2584 }
2540 else if (tmp->type==FLESH) flesh=tmp; 2585 else if (tmp->type == FLESH)
2586 flesh = tmp;
2541 } /* End if paid for object */ 2587 } /* End if paid for object */
2542 } /* end of for loop */ 2588 } /* end of for loop */
2589
2543 /* If player is still starving, it means they don't have any food, so 2590 /* If player is still starving, it means they don't have any food, so
2544 * eat flesh instead. 2591 * eat flesh instead.
2545 */ 2592 */
2546 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2593 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2594 {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2595 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2548 manual_apply(op,flesh,0); 2596 manual_apply (op, flesh, 0);
2549 } 2597 }
2550 } /* end if player is starving */ 2598 }
2551 2599
2552 while(op->stats.food<0&&op->stats.hp>0) 2600 while (op->stats.food < 0 && op->stats.hp >= 0)
2553 op->stats.food++,op->stats.hp--; 2601 op->stats.food++, op->stats.hp--;
2554 2602
2555 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2603 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2556 kill_player(op); 2604 kill_player (op);
2605 }
2557} 2606}
2558
2559
2560 2607
2561/* If the player should die (lack of hp, food, etc), we call this. 2608/* If the player should die (lack of hp, food, etc), we call this.
2562 * op is the player in jeopardy. If the player can not be saved (not 2609 * op is the player in jeopardy. If the player can not be saved (not
2563 * permadeath, no lifesave), this will take care of removing the player 2610 * permadeath, no lifesave), this will take care of removing the player
2564 * file. 2611 * file.
2565 */ 2612 */
2613void
2566void kill_player(object *op) 2614kill_player (object *op)
2567{ 2615{
2568 char buf[MAX_BUF]; 2616 char buf[MAX_BUF];
2569 int x, y; 2617 int x, y;
2618
2570 //int i; 2619 //int i;
2571 mapstruct *map; /* this is for resurrection */ 2620 maptile *map; /* this is for resurrection */
2621
2572 /* int z; 2622 /* int z;
2573 int num_stats_lose; 2623 int num_stats_lose;
2574 int lost_a_stat; 2624 int lost_a_stat;
2575 int lose_this_stat; 2625 int lose_this_stat;
2576 int this_stat; */ 2626 int this_stat; */
2577 int will_kill_again; 2627 int will_kill_again;
2578 archetype *at; 2628 archetype *at;
2579 object *tmp; 2629 object *tmp;
2580 2630
2581 if(save_life(op)) 2631 if (save_life (op))
2582 return; 2632 return;
2583 2633
2584
2585 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2634 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2586 * in cities ONLY!!! It is very important that this doesn't get abused. 2635 * in cities ONLY!!! It is very important that this doesn't get abused.
2587 * Look at op_on_battleground() for more info --AndreasV 2636 * Look at op_on_battleground() for more info --AndreasV
2588 */ 2637 */
2589 if (op_on_battleground(op, &x, &y)) { 2638 if (op_on_battleground (op, &x, &y))
2590 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2639 {
2591 "You have been defeated in combat!"); 2640 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, 2641 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2593 "Local medics have saved your life..."); 2642
2594
2595 /* restore player */ 2643 /* restore player */
2596 at = find_archetype("poisoning"); 2644 at = archetype::find ("poisoning");
2597 tmp=present_arch_in_ob(at,op); 2645 if (object *tmp = present_arch_in_ob (at, op))
2598 if (tmp) { 2646 {
2599 remove_ob(tmp); 2647 tmp->destroy ();
2600 free_object(tmp);
2601 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2648 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2649 }
2650
2651 at = archetype::find ("confusion");
2652 if (object *tmp = present_arch_in_ob (at, op))
2602 } 2653 {
2603 2654 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"); 2655 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2610 } 2656 }
2611 2657
2612 cure_disease(op,0); /* remove any disease */ 2658 cure_disease (op, 0); /* remove any disease */
2613 op->stats.hp=op->stats.maxhp; 2659 op->stats.hp = op->stats.maxhp;
2614 if (op->stats.food<=0) op->stats.food=999; 2660 if (op->stats.food <= 0)
2615 2661 op->stats.food = 999;
2662
2616 /* create a bodypart-trophy to make the winner happy */ 2663 /* create a bodypart-trophy to make the winner happy */
2617 tmp=arch_to_object(find_archetype("finger")); 2664 if (object *tmp = arch_to_object (archetype::find ("finger")))
2618 if (tmp != NULL)
2619 { 2665 {
2620 sprintf(buf,"%s's finger", &op->name); 2666 sprintf (buf, "%s's finger", &op->name);
2621 tmp->name = buf; 2667 tmp->name = buf;
2622 sprintf(buf," This finger has been cut off %s\n" 2668 sprintf (buf, " This finger has been cut off %s\n"
2623 " the %s, when he was defeated at\n level %d by %s.\n", 2669 " the %s, when he was defeated at\n level %d by %s.\n",
2624 &op->name, op->contr->title, (int)(op->level), 2670 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2625 op->contr->killer);
2626 tmp->msg=buf; 2671 tmp->msg = buf;
2627 tmp->value=0, tmp->material=0, tmp->type=0; 2672 tmp->value = 0, tmp->type = 0;
2628 tmp->materialname = NULL; 2673 tmp->materialname = "organics";
2629 tmp->x = op->x, tmp->y = op->y; 2674 tmp->insert_at (op, tmp);
2630 insert_ob_in_map(tmp,op->map,op,0);
2631 }
2632 2675 }
2676
2633 /* teleport defeated player to new destination*/ 2677 /* teleport defeated player to new destination */
2634 transfer_ob(op, x, y, 0, NULL); 2678 transfer_ob (op, x, y, 0, NULL);
2635 op->contr->braced=0; 2679 op->contr->braced = 0;
2636 return; 2680 return;
2637 } 2681 }
2638 2682
2639 INVOKE_PLAYER (DEATH, op->contr); 2683 INVOKE_PLAYER (DEATH, op->contr);
2640 2684
2641 command_kill_pets (op, 0); 2685 command_kill_pets (op, 0);
2642 2686
2643 if(op->stats.food<0) { 2687 if (op->stats.food < 0)
2644 if (op->contr->explore) { 2688 {
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); 2689 sprintf (buf, "%s starved to death.", &op->name);
2651 strcpy(op->contr->killer,"starvation"); 2690 strcpy (op->contr->killer, "starvation");
2652 } 2691 }
2653 else { 2692 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); 2693 sprintf (buf, "%s died.", &op->name);
2661 }
2662 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2663 2694
2695 op->contr->play_sound (sound_find ("player_dies"));
2696
2664 /* save the map location for corpse, gravestone*/ 2697 /* save the map location for corpse, gravestone */
2665 x=op->x;y=op->y;map=op->map; 2698 x = op->x;
2699 y = op->y;
2700 map = op->map;
2666 2701
2667
2668 if (settings.not_permadeth == TRUE) {
2669 /* NOT_PERMADEATH code. This basically brings the character back to 2702 /* NOT_PERMADEATH code. This basically brings the character back to
2670 * life if they are dead - it takes some exp and a random stat. 2703 * life if they are dead - it takes some exp and a random stat.
2671 * See the config.h file for a little more in depth detail about this. 2704 * See the config.h file for a little more in depth detail about this.
2672 */ 2705 */
2673 2706
2674 /* Basically two ways to go - remove a stat permanently, or just 2707 /* Basically two ways to go - remove a stat permanently, or just
2675 * make it depletion. This bunch of code deals with that aspect 2708 * make it depletion. This bunch of code deals with that aspect
2676 * of death. 2709 * of death.
2677 */ 2710 */
2678#ifndef COZY_SERVER 2711#ifndef COZY_SERVER
2679 if (settings.balanced_stat_loss) { 2712 if (settings.balanced_stat_loss)
2713 {
2680 /* If stat loss is permanent, lose one stat only. */ 2714 /* If stat loss is permanent, lose one stat only. */
2681 /* Lower level chars don't lose as many stats because they suffer 2715 /* Lower level chars don't lose as many stats because they suffer
2682 more if they do. */ 2716 more if they do. */
2683 /* Higher level characters can afford things such as potions of 2717 /* Higher level characters can afford things such as potions of
2684 restoration, or better, stat potions. So we slug them that 2718 restoration, or better, stat potions. So we slug them that
2685 little bit harder. */ 2719 little bit harder. */
2686 /* GD */ 2720 /* GD */
2687 if (settings.stat_loss_on_death) 2721 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; 2722 num_stats_lose = 1;
2693 } 2723 else
2724 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2725 }
2726 else
2727 num_stats_lose = 1;
2728
2694 lost_a_stat = 0; 2729 lost_a_stat = 0;
2695 2730
2696 for (z=0; z<num_stats_lose; z++) { 2731 for (z = 0; z < num_stats_lose; z++)
2732 {
2697 i = RANDOM() % NUM_STATS; 2733 i = RANDOM () % NUM_STATS;
2698 2734
2699 if (settings.stat_loss_on_death) { 2735 if (settings.stat_loss_on_death)
2736 {
2700 /* Pick a random stat and take a point off it. Tell the player 2737 /* Pick a random stat and take a point off it. Tell the player
2701 * what he lost. 2738 * what he lost.
2702 */ 2739 */
2703 change_attr_value(&(op->stats), i,-1); 2740 change_attr_value (&(op->stats), i, -1);
2704 check_stat_bounds(&(op->stats)); 2741 check_stat_bounds (&(op->stats));
2705 change_attr_value(&(op->contr->orig_stats), i,-1); 2742 change_attr_value (&(op->contr->orig_stats), i, -1);
2706 check_stat_bounds(&(op->contr->orig_stats)); 2743 check_stat_bounds (&(op->contr->orig_stats));
2707 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2744 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2708 lost_a_stat = 1; 2745 lost_a_stat = 1;
2709 } else { 2746 }
2747 else
2748 {
2710 /* deplete a stat */ 2749 /* deplete a stat */
2711 archetype *deparch=find_archetype("depletion"); 2750 archetype *deparch = archetype::find ("depletion");
2712 object *dep; 2751 object *dep;
2752
2753 dep = present_arch_in_ob (deparch, op);
2754 if (!dep)
2713 2755 {
2714 dep = present_arch_in_ob(deparch,op);
2715 if(!dep) {
2716 dep = arch_to_object(deparch); 2756 dep = arch_to_object (deparch);
2717 insert_ob_in_ob(dep, op); 2757 insert_ob_in_ob (dep, op);
2718 } 2758 }
2719 lose_this_stat = 1; 2759 lose_this_stat = 1;
2720 if (settings.balanced_stat_loss) { 2760 if (settings.balanced_stat_loss)
2761 {
2721 /* GD */ 2762 /* GD */
2722 /* Get the stat that we're about to deplete. */ 2763 /* Get the stat that we're about to deplete. */
2723 this_stat = get_attr_value(&(dep->stats), i); 2764 this_stat = get_attr_value (&(dep->stats), i);
2724 if (this_stat < 0) { 2765 if (this_stat < 0)
2766 {
2725 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2767 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2726 int keep_chance = this_stat * this_stat; 2768 int keep_chance = this_stat * this_stat;
2769
2727 /* Yes, I am paranoid. Sue me. */ 2770 /* Yes, I am paranoid. Sue me. */
2728 if (keep_chance < 1) 2771 if (keep_chance < 1)
2729 keep_chance = 1; 2772 keep_chance = 1;
2730 2773
2731 /* There is a maximum depletion total per level. */ 2774 /* There is a maximum depletion total per level. */
2732 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2775 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2776 {
2733 lose_this_stat = 0; 2777 lose_this_stat = 0;
2734 /* Take loss chance vs keep chance to see if we 2778 /* Take loss chance vs keep chance to see if we
2735 retain the stat. */ 2779 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 } 2780 }
2745 } 2781 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 */ 2782 {
2755 if (this_stat>=-50) { 2783 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; 2784 lose_this_stat = 0;
2785 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2786 this_stat, keep_chance, loss_chance,
2787 lose_this_stat?"LOSE":"KEEP"); */
2761 } 2788 }
2762 } 2789 }
2763 } 2790 }
2764 } 2791
2765 /* If no stat lost, tell the player. */
2766 if (!lost_a_stat) 2792 if (lose_this_stat)
2767 { 2793 {
2768 /* determine_god() seems to not work sometimes... why is this? 2794 this_stat = get_attr_value (&(dep->stats), i);
2769 Should I be using something else? GD */ 2795 /* We could try to do something clever like find another
2770 const char *god = determine_god(op); 2796 * stat to reduce if this fails. But chances are, if
2771 if (god && (strcmp(god, "none"))) 2797 * stats have been depleted to -50, all are pretty low
2772 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2798 * and should be roughly the same, so it shouldn't make a
2773 "moment you feel the holy presence of %s protecting" 2799 * difference.
2774 " you.", god); 2800 */
2801 if (this_stat >= -50)
2775 else 2802 {
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2803 change_attr_value (&(dep->stats), i, -1);
2777 " feel a holy presence protecting you."); 2804 SET_FLAG (dep, FLAG_APPLIED);
2805 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2806 op->update_stats ();
2807 lost_a_stat = 1;
2808 }
2778 } 2809 }
2810 }
2811 }
2812 /* If no stat lost, tell the player. */
2813 if (!lost_a_stat)
2814 {
2815 /* determine_god() seems to not work sometimes... why is this?
2816 Should I be using something else? GD */
2817 const char *god = determine_god (op);
2818
2819 if (god && (strcmp (god, "none")))
2820 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2821 else
2822 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2823 }
2824#else
2825 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2779#endif 2826#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 2827
2783 /* Put a gravestone up where the character 'almost' died. List the 2828 /* Put a gravestone up where the character 'almost' died. List the
2784 * exp loss on the stone. 2829 * exp loss on the stone.
2785 */ 2830 */
2786 tmp=arch_to_object(find_archetype("gravestone")); 2831 tmp = arch_to_object (archetype::find ("gravestone"));
2787 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2832 sprintf (buf, "%s's gravestone", &op->name);
2833 tmp->name = buf;
2788 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2834 sprintf (buf, "%s's gravestones", &op->name);
2789 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2835 tmp->name_pl = buf;
2790 "who was killed\n" 2836 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2791 "by %s.\n",
2792 &op->name, op->contr->title,
2793 op->contr->killer);
2794 tmp->msg = buf; 2837 tmp->msg = buf;
2795 tmp->x=op->x,tmp->y=op->y; 2838 tmp->x = op->x, tmp->y = op->y;
2796 insert_ob_in_map (tmp, op->map, NULL,0); 2839 insert_ob_in_map (tmp, op->map, NULL, 0);
2797 2840
2798 /**************************************/ 2841 /**************************************/
2799 /* */ 2842 /* */
2800 /* Subtract the experience points, */ 2843 /* Subtract the experience points, */
2801 /* if we died cause of food, give us */ 2844 /* if we died cause of food, give us */
2802 /* food, and reset HP's... */ 2845 /* food, and reset HP's... */
2803 /* */ 2846 /* */
2804 /**************************************/ 2847 /**************************************/
2805 2848
2806 /* remove any poisoning and confusion the character may be suffering.*/ 2849 /* remove any poisoning and confusion the character may be suffering. */
2807 /* restore player */ 2850 /* restore player */
2808 at = find_archetype("poisoning"); 2851 at = archetype::find ("poisoning");
2809 tmp=present_arch_in_ob(at,op); 2852 tmp = present_arch_in_ob (at, op);
2810 if (tmp) { 2853
2811 remove_ob(tmp); 2854 if (tmp)
2812 free_object(tmp); 2855 {
2856 tmp->destroy ();
2813 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2857 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2814 } 2858 }
2815 2859
2816 at = find_archetype("confusion"); 2860 at = archetype::find ("confusion");
2817 tmp=present_arch_in_ob(at,op); 2861 tmp = present_arch_in_ob (at, op);
2818 if (tmp) { 2862 if (tmp)
2819 remove_ob(tmp); 2863 {
2820 free_object(tmp); 2864 tmp->destroy ();
2821 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2865 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2822 } 2866 }
2867
2823 cure_disease(op,0); /* remove any disease */ 2868 cure_disease (op, 0); /* remove any disease */
2824 2869
2825 /*add_exp(op, (op->stats.exp * -0.20)); */ 2870 /*add_exp(op, (op->stats.exp * -0.20)); */
2826 apply_death_exp_penalty(op); 2871 apply_death_exp_penalty (op);
2827 if(op->stats.food < 100) op->stats.food = 900; 2872 if (op->stats.food < 100)
2873 op->stats.food = 900;
2828 op->stats.hp = op->stats.maxhp; 2874 op->stats.hp = op->stats.maxhp;
2829 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2875 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2830 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2876 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2831 2877
2832 /* 2878 /*
2833 * Check to see if the player is in a shop. IF so, then check to see if 2879 * Check to see if the player has any unpaid items. If so, remove them
2834 * the player has any unpaid items. If so, remove them and put them back 2880 * and put them back in the map.
2835 * in the map. 2881 */
2836 */ 2882 op->drop_unpaid_items ();
2837 2883
2838 if (is_in_shop (op))
2839 remove_unpaid_objects(op->inv, op);
2840
2841 /****************************************/ 2884 /****************************************/
2842 /* */ 2885 /* */
2843 /* Move player to his current respawn- */ 2886 /* Move player to his current respawn- */
2844 /* position (usually last savebed) */ 2887 /* position (usually last savebed) */
2845 /* */ 2888 /* */
2846 /****************************************/ 2889 /****************************************/
2847 2890
2848 enter_player_savebed(op); 2891 enter_player_savebed (op);
2849 2892
2850 /* Save the player before inserting the force to reduce
2851 * chance of abuse.
2852 */
2853 op->contr->braced=0; 2893 op->contr->braced = 0;
2854 save_player(op,1);
2855 2894
2856 /* it is possible that the player has blown something up 2895 /* it is possible that the player has blown something up
2857 * at his savebed location, and that can have long lasting 2896 * at his savebed location, and that can have long lasting
2858 * spell effects. So first see if there is a spell effect 2897 * spell effects. So first see if there is a spell effect
2859 * on the space that might harm the player. 2898 * on the space that might harm the player.
2860 */ 2899 */
2861 will_kill_again=0; 2900 will_kill_again = 0;
2862 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2901 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2863 if (tmp->type ==SPELL_EFFECT) 2902 if (tmp->type == SPELL_EFFECT)
2864 will_kill_again|=tmp->attacktype; 2903 will_kill_again |= tmp->attacktype;
2865 } 2904
2866 if (will_kill_again) { 2905 if (will_kill_again)
2906 {
2867 object *force; 2907 object *force;
2868 int at; 2908 int at;
2869 2909
2870 force=get_archetype(FORCE_NAME); 2910 force = get_archetype (FORCE_NAME);
2871 /* 50 ticks should be enough time for the spell to abate */ 2911 /* 50 ticks should be enough time for the spell to abate */
2872 force->speed=0.1; 2912 force->speed = 0.1f;
2873 force->speed_left=-5.0; 2913 force->speed_left = -5.f;
2874 SET_FLAG(force, FLAG_APPLIED); 2914 SET_FLAG (force, FLAG_APPLIED);
2875 for (at=0; at<NROFATTACKS; at++) { 2915 for (at = 0; at < NROFATTACKS; at++)
2876 if (will_kill_again & (1 << at)) 2916 if (will_kill_again & (1 << at))
2877 force->resist[at] = 100; 2917 force->resist[at] = 100;
2918
2919 insert_ob_in_ob (force, op);
2920 op->update_stats ();
2921
2922 }
2923
2924 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2925}
2926
2927void
2928loot_object (object *op)
2929{ /* Grab and destroy some treasure */
2930 object *tmp, *tmp2, *next;
2931
2932 op->close_container (); /* close open sack first */
2933
2934 for (tmp = op->inv; tmp; tmp = next)
2935 {
2936 next = tmp->below;
2937
2938 if (tmp->invisible)
2939 continue;
2940
2941 tmp->remove ();
2942 tmp->x = op->x, tmp->y = op->y;
2943
2944 if (tmp->type == CONTAINER)
2945 loot_object (tmp); /* empty container to ground */
2946
2947 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2948 {
2949 if (tmp->nrof > 1)
2950 {
2951 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2952 tmp2->destroy ();
2953 insert_ob_in_map (tmp, op->map, NULL, 0);
2878 } 2954 }
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 { 2955 else
2937 delete_character(op->name,1); 2956 tmp->destroy ();
2938 } 2957 }
2939 } 2958 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); 2959 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 } 2960 }
2981} 2961}
2982 2962
2983/* 2963/*
2984 * fix_weight(): Check recursively the weight of all players, and fix 2964 * fix_weight(): Check recursively the weight of all players, and fix
2985 * what needs to be fixed. Refresh windows and fix speed if anything 2965 * what needs to be fixed. Refresh windows and fix speed if anything
2986 * was changed. 2966 * was changed.
2987 */ 2967 */
2988 2968void
2989void fix_weight(void) { 2969fix_weight (void)
2990 player *pl; 2970{
2991 for (pl = first_player; pl != NULL; pl = pl->next) { 2971 for_all_players (pl)
2972 {
2992 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2973 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2974
2993 if(old == sum) 2975 if (old == sum)
2994 continue; 2976 continue;
2995 fix_player(pl->ob); 2977 pl->ob->update_stats ();
2996 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2978 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2997 &pl->ob->name, old, sum);
2998 } 2979 }
2999} 2980}
3000 2981
2982void
3001void fix_luck(void) { 2983fix_luck (void)
3002 player *pl; 2984{
3003 for (pl = first_player; pl != NULL; pl = pl->next) 2985 for_all_players (pl)
3004 if (!pl->ob->contr->state) 2986 if (!pl->ob->contr->ns->state)
3005 change_luck(pl->ob, 0); 2987 pl->ob->change_luck (0);
3006} 2988}
3007
3008 2989
3009/* cast_dust() - handles op throwing objects of type 'DUST'. 2990/* cast_dust() - handles op throwing objects of type 'DUST'.
3010 * This is much simpler in the new spell code - we basically 2991 * This is much simpler in the new spell code - we basically
3011 * just treat this as any other spell casting object. 2992 * just treat this as any other spell casting object.
3012 */ 2993 */
3013
3014void 2994void
3015cast_dust (object * op, object * throw_ob, int dir) 2995cast_dust (object *op, object *throw_ob, int dir)
3016{ 2996{
3017 object *skop, *spob; 2997 object *skop, *spob;
3018 2998
3019 skop = find_skill_by_name (op, throw_ob->skill); 2999 skop = find_skill_by_name (op, throw_ob->skill);
3020 3000
3021 /* casting POTION 'dusts' is really a use_magic_item skill */ 3001 /* casting POTION 'dusts' is really a use_magic_item skill */
3022 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3002 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3023 { 3003 {
3024 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3004 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3025 &op->name);
3026 return; 3005 return;
3027 } 3006 }
3028 3007
3029 spob = throw_ob->inv; 3008 spob = throw_ob->inv;
3030 3009
3031 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3010 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3032 // not pass NULL to cast_spell (which did indeed check itself, but 3011 // not pass NULL to cast_spell (which did indeed check itself, but
3033 // errors should be reported as early as possible IMHO) 3012 // errors should be reported as early as possible IMHO)
3034 if (!spob) 3013 if (!spob)
3035 { 3014 {
3036 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3015 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3037 &throw_ob->name, &op->name);
3038 return; 3016 return;
3039 } 3017 }
3040 3018
3041 if (op->type == PLAYER) 3019 if (op->type == PLAYER)
3042 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3020 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3043 3021
3044 cast_spell (op, throw_ob, dir, spob, NULL); 3022 cast_spell (op, throw_ob, dir, spob, NULL);
3045 3023
3046 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3024 throw_ob->destroy ();
3047 remove_ob (throw_ob);
3048 free_object (throw_ob);
3049} 3025}
3050 3026
3027void
3051void make_visible (object *op) { 3028make_visible (object *op)
3029{
3052 op->hide = 0; 3030 op->hide = 0;
3053 op->invisible = 0; 3031 op->invisible = 0;
3054 if(op->type==PLAYER) { 3032 if (op->type == PLAYER)
3033 {
3055 op->contr->tmp_invis = 0; 3034 op->contr->tmp_invis = 0;
3056 op->contr->invis_race = 0; 3035 op->contr->invis_race = 0;
3057 } 3036 }
3037
3058 update_object(op,UP_OBJ_FACE); 3038 update_object (op, UP_OBJ_CHANGE);
3059} 3039}
3060 3040
3041int
3061int is_true_undead(object *op) { 3042is_true_undead (object *op)
3062 object *tmp=NULL; 3043{
3063
3064 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3044 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3045 return 1;
3065 3046
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; 3047 return 0;
3071} 3048}
3072 3049
3073/* look at the surrounding terrain to determine 3050/* look at the surrounding terrain to determine
3074 * the hideability of this object. Positive levels 3051 * the hideability of this object. Positive levels
3075 * indicate greater hideability. 3052 * indicate greater hideability.
3076 */ 3053 */
3077 3054
3055int
3078int hideability(object *ob) { 3056hideability (object *ob)
3057{
3079 int i,level=0, mflag; 3058 int i, level = 0, mflag;
3080 sint16 x,y; 3059 sint16 x, y;
3081 3060
3082 if(!ob||!ob->map) return 0; 3061 if (!ob || !ob->map)
3062 return 0;
3083 3063
3084 /* so, on normal lighted maps, its hard to hide */ 3064 /* so, on normal lighted maps, its hard to hide */
3085 level=ob->map->darkness - 2; 3065 level = ob->map->darkness - 2;
3086 3066
3087 /* this also picks up whether the object is glowing. 3067 /* this also picks up whether the object is glowing.
3088 * If you carry a light on a non-dark map, its not 3068 * If you carry a light on a non-dark map, its not
3089 * as bad as carrying a light on a pitch dark map */ 3069 * as bad as carrying a light on a pitch dark map */
3090 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3070 if (has_carried_lights (ob))
3071 level = -(10 + (2 * ob->map->darkness));
3091 3072
3092 /* scan through all nearby squares for terrain to hide in */ 3073 /* 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]) { 3074 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3075 {
3094 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3076 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3095 if (mflag & P_OUT_OF_MAP) { continue; } 3077 if (mflag & P_OUT_OF_MAP)
3078 {
3079 continue;
3080 }
3096 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3081 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3097 level += 2; 3082 level += 2;
3098 else /* open terrain! */ 3083 else /* open terrain! */
3099 level -= 1; 3084 level -= 1;
3100 } 3085 }
3101 3086
3102#if 0 3087#if 0
3103 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3088 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3104#endif 3089#endif
3105 return level; 3090 return level;
3106} 3091}
3107 3092
3108/* For Hidden creatures - a chance of becoming 'unhidden' 3093/* For Hidden creatures - a chance of becoming 'unhidden'
3109 * every time they move - as we subtract off 'invisibility' 3094 * every time they move - as we subtract off 'invisibility'
3110 * AND, for players, if they move into a ridiculously unhideable 3095 * AND, for players, if they move into a ridiculously unhideable
3111 * spot (surrounded by clear terrain in broad daylight). -b.t. 3096 * spot (surrounded by clear terrain in broad daylight). -b.t.
3112 */ 3097 */
3113 3098void
3114void do_hidden_move (object *op) { 3099do_hidden_move (object *op)
3100{
3115 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3101 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3116 object *skop; 3102 object *skop;
3117 3103
3118 if(!op || !op->map) return; 3104 if (!op || !op->map)
3105 return;
3119 3106
3120 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3107 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3121 3108
3122 /* its *extremely* hard to run and sneak/hide at the same time! */ 3109 /* its *extremely* hard to run and sneak/hide at the same time! */
3123 if(op->type==PLAYER && op->contr->run_on) { 3110 if (op->type == PLAYER && op->contr->run_on)
3124 if(!skop || num >= skop->level) { 3111 if (!skop || num >= skop->level)
3112 {
3125 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3113 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
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); 3114 make_visible (op);
3135 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3115 return;
3136 "You moved out of hiding! You are visible!");
3137 } 3116 }
3117 else
3118 num += 20;
3119
3120 num += op->map->difficulty;
3121 hide = hideability (op); /* modify by terrain hidden level */
3122 num -= hide;
3123
3124 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3125 {
3126 make_visible (op);
3127 if (op->type == PLAYER)
3128 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3129 }
3138 else if (op->type == PLAYER && skop) { 3130 else if (op->type == PLAYER && skop)
3139 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3131 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3140 }
3141} 3132}
3142 3133
3143/* determine if who is standing near a hostile creature. */ 3134/* determine if who is standing near a hostile creature. */
3144 3135
3136int
3145int stand_near_hostile( object *who ) { 3137stand_near_hostile (object *who)
3138{
3146 object *tmp=NULL; 3139 object *tmp = NULL;
3147 int i,friendly=0,player=0, mflags; 3140 int i, friendly = 0, player = 0, mflags;
3148 mapstruct *m; 3141 maptile *m;
3149 sint16 x,y; 3142 sint16 x, y;
3150 3143
3151 if(!who) return 0; 3144 if (!who)
3145 return 0;
3152 3146
3153 if(who->type==PLAYER) player=1; 3147 if (who->type == PLAYER)
3148 player = 1;
3149
3150 else
3154 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3151 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3155 3152
3156 /* search adjacent squares */ 3153 /* search adjacent squares */
3157 for(i=1;i<9;i++) { 3154 for (i = 1; i < 9; i++)
3155 {
3158 x = who->x+freearr_x[i]; 3156 x = who->x + freearr_x[i];
3159 y = who->y+freearr_y[i]; 3157 y = who->y + freearr_y[i];
3160 m = who->map; 3158 m = who->map;
3161 mflags = get_map_flags(m, &m, x, y, &x, &y); 3159 mflags = get_map_flags (m, &m, x, y, &x, &y);
3162 /* space must be blocked if there is a monster. If not 3160 /* space must be blocked if there is a monster. If not
3163 * blocked, don't need to check this space. 3161 * blocked, don't need to check this space.
3164 */ 3162 */
3165 if (mflags & P_OUT_OF_MAP) continue; 3163 if (mflags & P_OUT_OF_MAP)
3164 continue;
3166 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3165 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3167 3166 continue;
3168 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3167
3169 if((player||friendly) 3168 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3169 {
3170 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3170 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3171 return 1;
3172 else if (tmp->type == PLAYER)
3173 {
3174 /*don't let a hidden DM prevent you from hiding */
3175 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3171 return 1; 3176 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 } 3177 }
3178 } 3178 }
3179 } 3179 }
3180 return 0; 3180 return 0;
3181} 3181}
3182 3182
3183/* check the player los field for viewability of the 3183/* check the player los field for viewability of the
3184 * object op. This function works fine for monsters, 3184 * object op. This function works fine for monsters,
3185 * but we dont worry if the object isnt the top one in 3185 * but we dont worry if the object isnt the top one in
3192 * for them to differ. Sigh, this fctn could get a bit more complex. 3192 * for them to differ. Sigh, this fctn could get a bit more complex.
3193 * -b.t. 3193 * -b.t.
3194 * This function is now map tiling safe. 3194 * This function is now map tiling safe.
3195 */ 3195 */
3196 3196
3197int
3197int player_can_view (object *pl,object *op) { 3198player_can_view (object *pl, object *op)
3199{
3198 rv_vector rv; 3200 rv_vector rv;
3199 int dx,dy; 3201 int dx, dy;
3200 3202
3201 if(pl->type!=PLAYER) { 3203 if (pl->type != PLAYER)
3204 {
3202 LOG(llevError,"player_can_view() called for non-player object\n"); 3205 LOG (llevError, "player_can_view() called for non-player object\n");
3203 return -1; 3206 return -1;
3204 } 3207 }
3205 if (!pl || !op) return 0;
3206 3208
3207 if(op->head) { op = op->head; } 3209 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; 3210 return 0;
3211
3212 op = op->head_ ();
3213
3214 get_rangevector (pl, op, &rv, 0x1);
3215
3216 /* starting with the 'head' part, lets loop
3217 * through the object and find if it has any
3218 * part that is in the los array but isnt on
3219 * a blocked los square.
3220 * we use the archetype to figure out offsets.
3221 */
3222 while (op)
3223 {
3224 dx = rv.distance_x + op->arch->x;
3225 dy = rv.distance_y + op->arch->y;
3226
3227 /* only the viewable area the player sees is updated by LOS
3228 * code, so we need to restrict ourselves to that range of values
3229 * for any meaningful values.
3230 */
3231 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3232 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3233 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3234 return 1;
3235 op = op->more;
3236 }
3237 return 0;
3231} 3238}
3232 3239
3233/* routine for both players and monsters. We call this when 3240/* routine for both players and monsters. We call this when
3234 * there is a possibility for our action distrubing our hiding 3241 * there is a possibility for our action distrubing our hiding
3235 * place or invisiblity spell. Artefact invisiblity is not 3242 * place or invisiblity spell. Artefact invisiblity is not
3236 * effected by this. If we arent invisible to begin with, we 3243 * effected by this. If we arent invisible to begin with, we
3237 * return 0. 3244 * return 0.
3238 */ 3245 */
3246int
3239int action_makes_visible (object *op) { 3247action_makes_visible (object *op)
3248{
3240 3249
3241 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3250 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3251 {
3242 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3252 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3243 return 0; 3253 return 0;
3244 3254
3245 if (op->contr && op->contr->tmp_invis == 0) return 0; 3255 if (op->contr && op->contr->tmp_invis == 0)
3256 return 0;
3246 3257
3247 /* If monsters, they should become visible */ 3258 /* If monsters, they should become visible */
3248 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3259 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3260 {
3249 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3261 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3250 return 1; 3262 return 1;
3251 } 3263 }
3252 } 3264 }
3253 return 0; 3265 return 0;
3254} 3266}
3255 3267
3256/* op_on_battleground - checks if the given object op (usually 3268/* op_on_battleground - checks if the given object op (usually
3257 * a player) is standing on a valid battleground-tile, 3269 * a player) is standing on a valid battleground-tile,
3258 * function returns TRUE/FALSE. If true x, y returns the battleground 3270 * function returns TRUE/FALSE. If true x, y returns the battleground
3259 * -exit-coord. (and if x, y not NULL) 3271 * -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 3272 * 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 3273 * 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 3274 * Default is to do the same as before, so only people wanting to have different points need worry about this
3263 */ 3275 */
3276int
3264int op_on_battleground (object *op, int *x, int *y) { 3277op_on_battleground (object *op, int *x, int *y)
3278{
3265 object *tmp; 3279 object *tmp;
3266 3280
3267 /* A battleground-tile needs the following attributes to be valid: 3281 /* 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), 3282 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3269 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3283 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3270 * and the exit-coordinates sp/hp must both be > 0. 3284 * and the exit-coordinates sp/hp must both be > 0.
3271 * => The intention here is to prevent abuse of the battleground- 3285 * => The intention here is to prevent abuse of the battleground-
3272 * feature (like pickable or hidden battleground tiles). */ 3286 * feature (like pickable or hidden battleground tiles). */
3273 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3287 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3288 {
3274 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3289 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3290 {
3275 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3276 strcmp(tmp->name, "battleground")==0 && 3292 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3277 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3293 {
3278 /*before we assign the exit, check if this is a teambattle*/ 3294 /*before we assign the exit, check if this is a teambattle */
3279 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3295 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3296 {
3280 object *invtmp; 3297 object *invtmp;
3298
3281 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3299 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3282 if(invtmp->type==FORCE && invtmp->slaying && 3300 {
3283 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3301 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3302 {
3284 if (x != NULL && y != NULL) 3303 if (x != NULL && y != NULL)
3285 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3304 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3286 return 1; 3305 return 1;
3306 }
3287 } 3307 }
3288 } 3308 }
3289 }
3290 if (x != NULL && y != NULL) 3309 if (x != NULL && y != NULL)
3291 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3310 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3292 return 1; 3311 return 1;
3312 }
3293 } 3313 }
3294 }
3295 } 3314 }
3296 /* If we got here, did not find a battleground */ 3315 /* If we got here, did not find a battleground */
3297 return 0; 3316 return 0;
3298} 3317}
3299 3318
3300/* 3319/*
3304 * attributes: 3323 * attributes:
3305 * object *who the dragon player 3324 * object *who the dragon player
3306 * int atnr the attack-number of the ability focus 3325 * int atnr the attack-number of the ability focus
3307 * int level ability level 3326 * int level ability level
3308 */ 3327 */
3328void
3309void dragon_ability_gain(object *who, int atnr, int level) { 3329dragon_ability_gain (object *who, int atnr, int level)
3330{
3310 treasurelist *trlist = NULL; /* treasurelist */ 3331 treasurelist *trlist = NULL; /* treasurelist */
3311 treasure *tr; /* treasure */ 3332 treasure *tr; /* treasure */
3312 object *tmp,*skop; /* tmp. object */ 3333 object *tmp, *skop; /* tmp. object */
3313 object *item; /* treasure object */ 3334 object *item; /* treasure object */
3314 char buf[MAX_BUF]; /* tmp. string buffer */ 3335 char buf[MAX_BUF]; /* tmp. string buffer */
3315 int i=0, j=0; 3336 int i = 0, j = 0;
3316 3337
3317 /* get the appropriate treasurelist */ 3338 /* get the appropriate treasurelist */
3318 if (atnr == ATNR_FIRE) 3339 if (atnr == ATNR_FIRE)
3319 trlist = find_treasurelist("dragon_ability_fire"); 3340 trlist = treasurelist::find ("dragon_ability_fire");
3320 else if (atnr == ATNR_COLD) 3341 else if (atnr == ATNR_COLD)
3321 trlist = find_treasurelist("dragon_ability_cold"); 3342 trlist = treasurelist::find ("dragon_ability_cold");
3322 else if (atnr == ATNR_ELECTRICITY) 3343 else if (atnr == ATNR_ELECTRICITY)
3323 trlist = find_treasurelist("dragon_ability_elec"); 3344 trlist = treasurelist::find ("dragon_ability_elec");
3324 else if (atnr == ATNR_POISON) 3345 else if (atnr == ATNR_POISON)
3325 trlist = find_treasurelist("dragon_ability_poison"); 3346 trlist = treasurelist::find ("dragon_ability_poison");
3326 3347
3327 if (trlist == NULL || who->type != PLAYER) 3348 if (trlist == NULL || who->type != PLAYER)
3349 return;
3350
3351 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3352
3353 if (!tr || !tr->item)
3354 {
3355 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3356 return;
3357 }
3358
3359 /* everything seems okay - now bring on the gift: */
3360 item = tr->item;
3361
3362 if (item->type == SPELL)
3363 {
3364 if (check_spell_known (who, item->name))
3328 return; 3365 return;
3329 3366
3330 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3367 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3331 tr = tr->next, i++); 3368 do_learn_spell (who, item, 0);
3332 3369 return;
3333 if (tr == NULL || tr->item == NULL) { 3370 }
3334 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3371
3372 /* grant direct spell */
3373 if (item->type == SPELLBOOK)
3374 {
3375 if (!item->inv)
3376 {
3377 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3378 return;
3379 }
3380 if (check_spell_known (who, item->inv->name))
3335 return; 3381 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) { 3382 if (item->invisible)
3383 {
3359 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); 3384 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3360 do_learn_spell (who, item->inv, 0); 3385 do_learn_spell (who, item->inv, 0);
3361 return; 3386 return;
3362 } 3387 }
3363 } 3388 }
3364 else if (item->type == SKILL_TOOL && item->invisible) { 3389 else if (item->type == SKILL_TOOL && item->invisible)
3390 {
3365 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3391 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3392 {
3366 3393
3367 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3394 /* 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 3395 * 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, 3396 * them. As it is now, if the player has any that match the granted skill,
3370 * but not all of them, he gets nothing. 3397 * but not all of them, he gets nothing.
3371 */ 3398 */
3372 if (!(skop->attacktype & item->attacktype)) { 3399 if (!(skop->attacktype & item->attacktype))
3400 {
3373 /* Give new attacktype */ 3401 /* Give new attacktype */
3374 skop->attacktype |= item->attacktype; 3402 skop->attacktype |= item->attacktype;
3375 3403
3376 /* always add physical if there's none */ 3404 /* always add physical if there's none */
3377 skop->attacktype |= AT_PHYSICAL; 3405 skop->attacktype |= AT_PHYSICAL;
3378 3406
3379 if (item->msg != NULL) 3407 if (item->msg != NULL)
3380 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3408 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3381 3409
3382 /* Give player new face */ 3410 /* Give player new face */
3383 if (item->animation_id) { 3411 if (item->animation_id)
3412 {
3384 who->face = skop->face; 3413 who->face = skop->face;
3385 who->animation_id = item->animation_id; 3414 who->animation_id = item->animation_id;
3386 who->anim_speed = item->anim_speed; 3415 who->anim_speed = item->anim_speed;
3387 who->last_anim = 0; 3416 who->last_anim = 0;
3388 who->state = 0; 3417 who->state = 0;
3389 animate_object(who, who->direction); 3418 animate_object (who, who->direction);
3390 } 3419 }
3391 } 3420 }
3392 } 3421 }
3393 } 3422 }
3394 else if (item->type == FORCE) { 3423 else if (item->type == FORCE)
3424 {
3395 /* forces in the treasurelist can alter the player's stats */ 3425 /* forces in the treasurelist can alter the player's stats */
3396 object *skin; 3426 object *skin;
3427
3397 /* first get the dragon skin force */ 3428 /* first get the dragon skin force */
3398 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3429 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3399 skin=skin->below); 3430 ;
3400 if (skin == NULL) return; 3431
3401 3432 if (!skin)
3433 return;
3434
3402 /* adding new spellpath attunements */ 3435 /* adding new spellpath attunements */
3403 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3436 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3437 {
3404 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3438 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3405 3439
3406 /* print message */ 3440 /* print message */
3407 sprintf(buf, "You feel attuned to "); 3441 sprintf (buf, "You feel attuned to ");
3408 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3442 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3443 {
3409 if(item->path_attuned & (1<<i)) { 3444 if (item->path_attuned & (1 << i))
3445 {
3410 if (j) 3446 if (j)
3411 strcat(buf," and "); 3447 strcat (buf, " and ");
3412 else 3448 else
3413 j = 1; 3449 j = 1;
3414 strcat(buf, spellpathnames[i]); 3450 strcat (buf, spellpathnames[i]);
3415 } 3451 }
3416 } 3452 }
3417 strcat(buf,"."); 3453 strcat (buf, ".");
3418 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3454 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3419 } 3455 }
3420 3456
3421 /* evtl. adding flags: */ 3457 /* evtl. adding flags: */
3422 if(QUERY_FLAG(item, FLAG_XRAYS)) 3458 if (QUERY_FLAG (item, FLAG_XRAYS))
3423 SET_FLAG(skin, FLAG_XRAYS); 3459 SET_FLAG (skin, FLAG_XRAYS);
3424 if(QUERY_FLAG(item, FLAG_STEALTH)) 3460 if (QUERY_FLAG (item, FLAG_STEALTH))
3425 SET_FLAG(skin, FLAG_STEALTH); 3461 SET_FLAG (skin, FLAG_STEALTH);
3426 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3462 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3427 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3463 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3428 3464
3429 /* print message if there is one */ 3465 /* print message if there is one */
3430 if (item->msg != NULL) 3466 if (item->msg != NULL)
3431 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3467 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3468 }
3469 else
3432 } 3470 {
3433 else {
3434 /* generate misc. treasure */ 3471 /* generate misc. treasure */
3435 tmp = arch_to_object (tr->item); 3472 tmp = arch_to_object (tr->item);
3436 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3473 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3437 tmp = insert_ob_in_ob (tmp, who); 3474 tmp = insert_ob_in_ob (tmp, who);
3438 if (who->type == PLAYER) 3475 if (who->type == PLAYER)
3439 esrv_send_item(who, tmp); 3476 esrv_send_item (who, tmp);
3440 } 3477 }
3441} 3478}
3442 3479
3443/** 3480/**
3444 * Unready an object for a player. This function does nothing if the object was 3481 * Unready an object for a player. This function does nothing if the object was
3445 * not readied. 3482 * not readied.
3446 */ 3483 */
3484void
3447void player_unready_range_ob(player *pl, object *ob) { 3485player_unready_range_ob (player *pl, object *ob)
3448 rangetype i; 3486{
3487 if (pl->ob->current_weapon == ob)
3488 pl->ob->current_weapon = 0;
3449 3489
3450 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3490 if (pl->combat_ob == ob)
3451 if (pl->ranges[i] == ob) { 3491 pl->combat_ob = 0;
3452 pl->ranges[i] = NULL; 3492
3453 if (pl->shoottype == i) { 3493 if (pl->ranged_ob == ob)
3454 pl->shoottype = range_none; 3494 pl->ranged_ob = 0;
3455 }
3456 }
3457 }
3458} 3495}
3496
3497sint8
3498player::visibility_at (maptile *map, int x, int y) const
3499{
3500 if (!ns)
3501 return 0;
3502
3503 int dx, dy;
3504 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3505 return 0;
3506
3507 x += dx - ns->current_x + ns->mapx / 2;
3508 y += dy - ns->current_y + ns->mapy / 2;
3509
3510 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3511 return 0;
3512
3513 return 100 - blocked_los [x][y];
3514}

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