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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 1.162 by root, Thu Aug 23 17:13:04 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 (ob)
172 290 {
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 291 ob->close_container (); //TODO: client-specific
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 292 ob->drop_unpaid_items ();
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179}
180
181int playername_ok(const char *cp) {
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1;
189}
190
191/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map.
194 */
195
196/* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player *
203get_player (player * p)
204{
205 object *op = arch_to_object (get_player_archetype (NULL));
206 int i;
207
208 if (!p)
209 { 293 }
210 p = new player;
211 294
212 /* This adds the player in the linked list. There is extra 295 if (ns)
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 } 296 {
297 if (active)
298 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
228 299
229 /* Clears basically the entire player structure except 300 INVOKE_PLAYER (DISCONNECT, this);
230 * for next and socket.
231 */
232 p->clear ();
233 301
302 ns->reset_stats ();
303 ns->pl = 0;
304 ns = 0;
305 }
306
307 observe = ob;
308
309 deactivate ();
310}
311
312// the need for this function can be explained
313// by load_object not returning the object
314void
315player::set_object (object *op)
316{
317 ob = observe = op;
318 ob->contr = this; /* this aren't yet in archetype */
319
320 ob->speed = 1.0f;
321 ob->speed_left = 0.5f;
322
323 ob->direction = 5; /* So player faces south */
324}
325
326void
327player::set_observe (object *op)
328{
329 observe = op ? op : ob;
330 do_los = 1;
331}
332
333player::player ()
334{
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)
373 /* We should not find free objects on this friendly list, but it 429 {
374 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop.
377 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
379 object *tmp=ol->ob;
380
381 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared.
383 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
385 ol = ol->next;
386 remove_friendly_object(tmp);
387 if (!ol) return op;
388 }
389
390 /* Remove special check for player from this. First, it looks to cause
391 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case -
393 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this
396 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 430 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 431 continue;
399 432
400 if(lastdist>rv.distance) { 433 if (lastdist > rv.distance)
434 {
401 op=ol->ob; 435 op = ol->ob;
402 lastdist=rv.distance; 436 lastdist = rv.distance;
403 } 437 }
404 } 438 }
405 for (pl=first_player; pl != NULL; pl=pl->next) { 439
440 for_all_players (pl)
406 if (can_detect_enemy(mon, pl->ob,&rv)) { 441 if (can_detect_enemy (mon, pl->ob, &rv))
407
408 if(lastdist>rv.distance) { 442 if (lastdist > rv.distance)
409 op=pl->ob;
410 lastdist=rv.distance;
411 }
412 } 443 {
413 } 444 op = pl->ob;
445 lastdist = rv.distance;
446 }
447
414#if 0 448#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)"); 449 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 450#endif
417 return op; 451 return op;
418} 452}
419 453
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 454/* I believe this can safely go to 2, 3 is questionable, 4 will likely
421 * result in a monster paths backtracking. It basically determines how large a 455 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 456 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 470 * circling behaviour. Unfortunately, this function is also used to determined
437 * if the creature should cast a spell, so returning a direction in that case 471 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 472 * is probably not a good thing.
439 */ 473 */
440#define MAX_SPACES 50 474#define MAX_SPACES 50
441
442 475
443/* 476/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 477 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * modified to verify there is a path to the player. Does this by stepping towards 478 * modified to verify there is a path to the player. Does this by stepping towards
446 * player and if path is blocked then see if blockage is close enough to player that 479 * player and if path is blocked then see if blockage is close enough to player that
459 * monster can in fact move one space in that direction. 492 * monster can in fact move one space in that direction.
460 * 3) I'm not sure how good this code will be for moving multipart monsters, 493 * 3) I'm not sure how good this code will be for moving multipart monsters,
461 * since only simple checks to blocked are being called, which could mean the monster 494 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 495 * is blocking itself.
463 */ 496 */
497int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 498path_to_player (object *mon, object *pl, unsigned mindiff)
499{
465 rv_vector rv; 500 rv_vector rv;
466 sint16 x,y; 501 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 502 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 503 maptile *m, *lastmap;
469 504
470 get_rangevector(mon, pl, &rv, 0); 505 get_rangevector (mon, pl, &rv, 0);
471 506
472 if (rv.distance<mindiff) return 0; 507 if (rv.distance < mindiff)
508 return 0;
473 509
474 x=mon->x; 510 x = mon->x;
475 y=mon->y; 511 y = mon->y;
476 m=mon->map; 512 m = mon->map;
477 dir = rv.direction; 513 dir = rv.direction;
478 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 514 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); 515 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
516
480 /* If we can't solve it within the search distance, return now. */ 517 /* If we can't solve it within the search distance, return now. */
481 if (diff>max) return 0; 518 if (diff > max)
519 return 0;
520
482 while (diff >1 && max>0) { 521 while (diff > 1 && max > 0)
522 {
483 lastx = x; 523 lastx = x;
484 lasty = y; 524 lasty = y;
485 lastmap = m; 525 lastmap = m;
486 x = lastx + freearr_x[dir]; 526 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir]; 527 y = lasty + freearr_y[dir];
488 528
489 mflags = get_map_flags(m, &m, x, y, &x, &y); 529 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); 530 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
491 531
492 /* Space is blocked - try changing direction a little */ 532 /* Space is blocked - try changing direction a little */
493 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 533 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)))) { 534 && (m == mon->map && blocked_link (mon, m, x, y))))
535 {
495 /* recalculate direction from last good location. Possible 536 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before. 537 * we were not traversing ideal location before.
497 */ 538 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 539 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) { 540 if (rv.direction != dir)
541 {
500 /* OK - says direction should be different - lets reset the 542 /* OK - says direction should be different - lets reset the
501 * the values so it will try again. 543 * the values so it will try again.
502 */ 544 */
503 x = lastx; 545 x = lastx;
504 y = lasty; 546 y = lasty;
505 m = lastmap; 547 m = lastmap;
506 dir = firstdir = rv.direction; 548 dir = firstdir = rv.direction;
549 }
507 } else { 550 else
551 {
508 /* direct path is blocked - try taking a side step to 552 /* direct path is blocked - try taking a side step to
509 * either the left or right. 553 * either the left or right.
510 * Note increase the values in the loop below to be 554 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes 555 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting 556 * 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 557 * too big (3 or maybe 4 or higher) as the monster may just try
514 * stepping back and forth 558 * stepping back and forth
515 */ 559 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 560 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
561 {
562 if (i == 0)
517 if (i==0) continue; /* already did this, so skip it */ 563 continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise, 564 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in 565 * since the direction that the creature should move in
520 * may change, you could get infinite loops. 566 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only 567 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance, 568 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north, 569 * gets blocked, finds that it should move north,
524 * can't do that, but now finds it can move east, and 570 * can't do that, but now finds it can move east, and
525 * gets back to its original point. lastdir contains 571 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully 572 * the last direction the creature has successfully
527 * moved. 573 * moved.
528 */ 574 */
529 575
530 x = lastx + freearr_x[absdir(lastdir+i)]; 576 x = lastx + freearr_x[absdir (lastdir + i)];
531 y = lasty + freearr_y[absdir(lastdir+i)]; 577 y = lasty + freearr_y[absdir (lastdir + i)];
532 m = lastmap; 578 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y); 579 mflags = get_map_flags (m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue; 580 if (mflags & P_OUT_OF_MAP)
581 continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 582 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 583 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
584 continue;
537 if (mflags & P_BLOCKSVIEW) continue; 585 if (mflags & P_BLOCKSVIEW)
586 continue;
538 587
539 if (m == mon->map && blocked_link(mon, m, x, y)) break; 588 if (m == mon->map && blocked_link (mon, m, x, y))
589 break;
540 } 590 }
541 /* go through entire loop without finding a valid 591 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path. 592 * sidestep to take - thus, no valid path.
543 */ 593 */
544 if (i==(DETOUR_AMOUNT+1)) 594 if (i == (DETOUR_AMOUNT + 1))
545 return 0; 595 return 0;
546 diff--; 596 diff--;
547 lastdir=dir; 597 lastdir = dir;
548 max--; 598 max--;
549 if (!firstdir) firstdir = dir+i; 599 if (!firstdir)
600 firstdir = dir + i;
550 } /* else check alternate directions */ 601 } /* else check alternate directions */
551 } /* if blocked */ 602 } /* if blocked */
552 else { 603 else
604 {
553 /* we moved towards creature, so diff is less */ 605 /* we moved towards creature, so diff is less */
554 diff--; 606 diff--;
555 max--; 607 max--;
556 lastdir=dir; 608 lastdir = dir;
609 if (!firstdir)
557 if (!firstdir) firstdir = dir; 610 firstdir = dir;
611 }
612
613 if (diff <= 1)
558 } 614 {
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually 615 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance. 616 * headed toward player for entire distance.
562 */ 617 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 618 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); 619 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
565 } 620 }
566 if (diff>max) return 0; 621
622 if (diff > max)
623 return 0;
567 } 624 }
625
568 /* If we reached the max, didn't find a direction in time */ 626 /* If we reached the max, didn't find a direction in time */
569 if (!max) return 0; 627 if (!max)
628 return 0;
570 629
571 return firstdir; 630 return firstdir;
572} 631}
573 632
633void
574void give_initial_items(object *pl,treasurelist *items) { 634give_initial_items (object *pl, treasurelist * items)
635{
575 object *op,*next=NULL; 636 object *op, *next = NULL;
576 637
577 if(pl->randomitems!=NULL) 638 if (pl->randomitems != NULL)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 639 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
579 640
580 for (op=pl->inv; op; op=next) { 641 for (op = pl->inv; op; op = next)
642 {
581 next = op->below; 643 next = op->below;
582 644
583 /* Forces get applied per default, unless they have the 645 /* Forces get applied per default, unless they have the
584 * flag "neutral" set. Sorry but I can't think of a better way 646 * flag "neutral" set. Sorry but I can't think of a better way
585 */ 647 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 648 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED); 649 SET_FLAG (op, FLAG_APPLIED);
588 650
589 /* we never give weapons/armour if these cannot be used 651 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions 652 * by this player due to race restrictions
591 */ 653 */
592 if (pl->type == PLAYER) { 654 if (pl->type == PLAYER)
655 {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 656 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
594 (op->type == ARMOUR || op->type == BOOTS || 657 (op->type == ARMOUR || op->type == BOOTS ||
595 op->type == CLOAK || op->type == HELMET || 658 op->type == CLOAK || op->type == HELMET ||
596 op->type == SHIELD || op->type == GLOVES || 659 op->type == SHIELD || op->type == GLOVES ||
597 op->type == BRACERS || op->type == GIRDLE)) || 660 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 } 661 {
603 } 662 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; 663 continue;
623 } 664 }
624 if (op->nrof > 1) op->nrof = 1; 665 }
666
667 /* This really needs to be better - we should really give
668 * a substitute spellbook. The problem is that we don't really
669 * have a good idea what to replace it with (need something like
670 * a first level treasurelist for each skill.)
671 * remove duplicate skills also
672 */
673 if (op->type == SPELLBOOK || op->type == SKILL)
625 } 674 {
675 object *tmp;
626 676
677 for (tmp = op->below; tmp; tmp = tmp->below)
678 if (tmp->type == op->type && tmp->name == op->name)
679 break;
680
681 if (tmp)
682 {
683 op->destroy ();
684 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
685 continue;
686 }
687
688 if (op->nrof > 1)
689 op->nrof = 1;
690 }
691
627 if (op->type == SPELLBOOK && op->inv) { 692 if (op->type == SPELLBOOK && op->inv)
693 {
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 694 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
629 } 695 }
630 696
631 /* Give starting characters identified, uncursed, and undamned 697 /* Give starting characters identified, uncursed, and undamned
632 * items. Just don't identify gold or silver, or it won't be 698 * items. Just don't identify gold or silver, or it won't be
633 * merged properly. 699 * merged properly.
634 */ 700 */
635 if (need_identify(op)) { 701 if (need_identify (op))
702 {
636 SET_FLAG(op, FLAG_IDENTIFIED); 703 SET_FLAG (op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED); 704 CLEAR_FLAG (op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED); 705 CLEAR_FLAG (op, FLAG_DAMNED);
706 }
707 if (op->type == SPELL)
639 } 708 {
640 if(op->type==SPELL) { 709 op->destroy ();
641 remove_ob(op);
642 free_object(op);
643 continue; 710 continue;
711 }
712 else if (op->type == SKILL)
644 } 713 {
645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL); 714 SET_FLAG (op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0; 715 op->stats.exp = 0;
648 op->level = 1; 716 op->level = 1;
649 } 717 }
650 /* lock all 'normal items by default */ 718 /* lock all 'normal items by default */
719 else
651 else SET_FLAG(op, FLAG_INV_LOCKED); 720 SET_FLAG (op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */ 721 } /* for loop of objects in player inv */
653 722
654 /* Need to set up the skill pointers */ 723 /* Need to set up the skill pointers */
655 link_player_skills(pl); 724 link_player_skills (pl);
656} 725}
657 726
658void get_name(object *op) { 727void
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) { 728get_party_password (object *op, partylist *party)
729{
731 if (party == NULL) { 730 if (party == NULL)
731 {
732 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 732 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
733 return; 733 return;
734 } 734 }
735
735 op->contr->write_buf[0]='\0'; 736 op->contr->write_buf[0] = '\0';
736 op->contr->state=ST_GET_PARTY_PASSWORD; 737 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
737 op->contr->party_to_join = party; 738 op->contr->party_to_join = party;
738 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 739 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
739} 740}
740
741 741
742/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 742/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
743static int
743int roll_stat(void) { 744roll_stat (void)
745{
744 int a[4],i,j,k; 746 int a[4], i, j, k;
745 747
746 for(i=0;i<4;i++) 748 for (i = 0; i < 4; i++)
747 a[i]=(int)RANDOM()%6+1; 749 a[i] = (int) rndm (6) + 1;
748 750
749 for(i=0,j=0,k=7;i<4;i++) 751 for (i = 0, j = 0, k = 7; i < 4; i++)
750 if(a[i]<k) 752 if (a[i] < k)
751 k=a[i],j=i; 753 k = a[i], j = i;
752 754
753 for(i=0,k=0;i<4;i++) { 755 for (i = 0, k = 0; i < 4; i++)
754 if(i!=j) 756 if (i != j)
755 k+=a[i]; 757 k += a[i];
756 } 758
757 return k; 759 return k;
758} 760}
759 761
760void roll_stats(object *op) { 762void
763object::roll_stats ()
764{
765 int statsort [NUM_STATS];
766
767 for (;;)
768 {
761 int sum=0; 769 int sum = 0;
762 int i = 0, j = 0; 770 for (int i = NUM_STATS; i--; )
763 int statsort[7]; 771 sum += statsort [i] = roll_stat ();
764 772
765 do { 773 if (sum >= 82 && sum <= 116)
766 op->stats.Str=roll_stat(); 774 break;
767 op->stats.Dex=roll_stat(); 775 }
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);
777 776
778 /* Sort the stats so that rerolling is easier... */ 777 // Sort the stats so that rerolling is easier...
779 statsort[0] = op->stats.Str; 778 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;
786 779
787 /* a quick and dirty bubblesort? */ 780 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]; 781 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];
806 782
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; 783 stats.exp = 0;
818 op->stats.ac=0; 784 stats.ac = 0;
819 785
786 stats.hp = stats.maxhp;
787 stats.sp = stats.maxsp;
788 stats.grace = stats.maxgrace;
789
790 if (contr)
791 {
820 op->contr->levhp[1] = 9; 792 contr->levhp[1] = 9;
821 op->contr->levsp[1] = 6; 793 contr->levsp[1] = 6;
822 op->contr->levgrace[1] = 3; 794 contr->levgrace[1] = 3;
823 795
824 fix_player(op); 796 contr->orig_stats = stats;
797 }
798}
799
800void
801object::swap_stats (int a, int b)
802{
803 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
804
805 for (int i = 0; i < NUM_STATS; ++i)
806 stats.stat (i) = contr->orig_stats.stat (i);
807
808 //TODO: the following code looks so borked and should, at the very least,
809 // be merged with the similar code in roll_stats
810 stats.ac = 0;
811
812 level = 1;
813 stats.exp = 0;
814 stats.ac = 0;
815
825 op->stats.hp = op->stats.maxhp; 816 stats.hp = stats.maxhp;
826 op->stats.sp = op->stats.maxsp; 817 stats.sp = stats.maxsp;
827 op->stats.grace = op->stats.maxgrace; 818 stats.grace = stats.maxgrace;
819
820 if (contr)
821 {
822 contr->levhp[1] = 9;
823 contr->levsp[1] = 6;
824 contr->levgrace[1] = 3;
825
828 op->contr->orig_stats=op->stats; 826 contr->orig_stats = stats;
827 }
829} 828}
830 829
831void Roll_Again(object *op) 830static void
831start_info (object *op)
832{ 832{
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]; 833 char buf[MAX_BUF];
841 834
842 if ( op->contr->Swap_First == -1 ) { 835 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); 836 new_draw_info (NDI_UNIQUE, 0, op, buf);
858 op->stats.Str = op->contr->orig_stats.Str; 837 //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); 838 //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} 839}
950 840
951/* This function takes the key that is passed, and does the 841/* This function takes the key that is passed, and does the
952 * appropriate action with it (change race, or other things). 842 * appropriate action with it (change race, or other things).
953 * The function name is for historical reasons - now we have 843 * The function name is for historical reasons - now we have
954 * separate race and class; this actually changes the RACE, 844 * separate race and class; this actually changes the RACE,
955 * not the class. 845 * not the class.
956 */ 846 */
957 847void
958int key_change_class(object *op, char key) 848player::chargen_race_done ()
959{ 849{
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 */ 850 /* this must before then initial items are given */
971 esrv_new_player(op->contr, op->weight+op->carrying); 851 esrv_new_player (ob->contr, ob->weight + ob->carrying);
972 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
973 852
853 treasurelist *tl = treasurelist::find ("starting_wealth");
854 if (tl)
855 create_treasure (tl, ob, 0, 0, 0);
856
974 INVOKE_PLAYER (BIRTH, op->contr); 857 INVOKE_PLAYER (BIRTH, ob->contr);
975 INVOKE_PLAYER (LOGIN, op->contr); 858 INVOKE_PLAYER (LOGIN, ob->contr);
976 859
977 op->contr->state=ST_PLAYING; 860 ob->contr->ns->state = ST_PLAYING;
978 861
979 if (op->msg) 862 if (ob->msg)
980 op->msg=NULL; 863 ob->msg = 0;
981 864
982 /* We create this now because some of the unique maps will need it 865 /* We create this now because some of the unique maps will need it
983 * to save here. 866 * 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 */ 867 */
1023 868 {
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]; 869 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); 870 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1089 for (mp=first_map; mp!=NULL; mp=next) { 871 make_path_to_file (buf);
1090 next = mp->next; 872 }
1091 if (!strncmp(mp->path, buf, strlen(buf))) 873
1092 delete_map(mp); 874 start_info (ob);
1093 } 875 CLEAR_FLAG (ob, FLAG_WIZ);
1094 876 give_initial_items (ob, ob->randomitems);
1095 delete_character(op->name, 1); 877 link_player_skills (ob);
878 esrv_send_inventory (ob, ob);
879 ob->update_stats ();
880
881 /* This moves the player to a different start map, if there
882 * is one for this race
883 */
884 if (*first_map_ext_path)
1096 } 885 {
1097 play_again(op); 886 object *tmp;
1098 return 1; 887 char mapname[MAX_BUF];
1099}
1100 888
889 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
890 tmp = object::create ();
891 EXIT_PATH (tmp) = mapname;
892 EXIT_X (tmp) = ob->x;
893 EXIT_Y (tmp) = ob->y;
894 ob->enter_exit (tmp); /* we don't really care if it succeeded;
895 * if the map isn't there, then stay on the
896 * default initial map */
897 tmp->destroy ();
898 }
899 else
900 LOG (llevDebug, "first_map_ext_path not set\n");
901}
902
903void
904player::chargen_race_next ()
905{
906 /* Following actually changes the race - this is the default command
907 * if we don't match with one of the options above.
908 */
909
910 do
911 {
912 shstr name = ob->name;
913 int x = ob->x, y = ob->y;
914
915 ob->remove_statbonus ();
916 ob->remove ();
917 ob->arch = get_player_archetype (ob->arch);
918 ob->arch->copy_to (ob);
919 ob->instantiate ();
920 ob->stats = ob->contr->orig_stats;
921 ob->name = ob->name_pl = name;
922 ob->x = x;
923 ob->y = y;
924 SET_ANIMATION (ob, 2); /* So player faces south */
925 insert_ob_in_map (ob, ob->map, ob, 0);
926 assign (ob->contr->title, ob->arch->object::name);
927 ob->add_statbonus ();
928 }
929 while (!allowed_class (ob));
930
931 update_object (ob, UP_OBJ_FACE);
932 esrv_update_item (UPD_FACE, ob, ob);
933 ob->update_stats ();
934 ob->stats.hp = ob->stats.maxhp;
935 ob->stats.sp = ob->stats.maxsp;
936 ob->stats.grace = 0;
937}
938
939void
1101void flee_player(object *op) { 940flee_player (object *op)
941{
1102 int dir,diff; 942 int dir, diff;
1103 rv_vector rv; 943 rv_vector rv;
1104 944
1105 if(op->stats.hp < 0) { 945 if (op->stats.hp < 0)
946 {
1106 LOG(llevDebug, "Fleeing player is dead.\n"); 947 LOG (llevDebug, "Fleeing player is dead.\n");
1107 CLEAR_FLAG(op, FLAG_SCARED); 948 CLEAR_FLAG (op, FLAG_SCARED);
949 return;
950 }
951
952 if (op->enemy == NULL)
953 {
954 LOG (llevDebug, "Fleeing player had no enemy.\n");
955 CLEAR_FLAG (op, FLAG_SCARED);
956 return;
957 }
958
959 /* Seen some crashes here. Since we don't store an
960 * op->enemy_count, it is possible that something destroys the
961 * actual enemy, and the object is recycled.
962 */
963 if (op->enemy->map == NULL)
964 {
965 CLEAR_FLAG (op, FLAG_SCARED);
966 op->enemy = NULL;
967 return;
968 }
969
970 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
971 {
972 op->enemy = NULL;
973 CLEAR_FLAG (op, FLAG_SCARED);
974 return;
975 }
976
977 get_rangevector (op, op->enemy, &rv, 0);
978
979 dir = absdir (4 + rv.direction);
980 for (diff = 0; diff < 3; diff++)
981 {
982 int m = 1 - (RANDOM () & 2);
983
984 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1108 return; 985 return;
1109 } 986 }
1110 987
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 */ 988 /* Cornered, get rid of scared */
1143 CLEAR_FLAG(op, FLAG_SCARED); 989 CLEAR_FLAG (op, FLAG_SCARED);
1144 op->enemy=NULL; 990 op->enemy = NULL;
1145} 991}
1146
1147 992
1148/* check_pick sees if there is stuff to be picked up/picks up stuff. 993/* check_pick sees if there is stuff to be picked up/picks up stuff.
1149 * IT returns 1 if the player should keep on moving, 0 if he should 994 * It returns 1 if the player should keep on moving, 0 if he should
1150 * stop. 995 * stop.
1151 */ 996 */
997int
1152int check_pick(object *op) { 998check_pick (object *op)
999{
1153 object *tmp, *next; 1000 object *tmp, *next;
1154 tag_t next_tag=0, op_tag;
1155 int stop = 0; 1001 int stop = 0;
1156 int j, k, wvratio; 1002 int wvratio;
1157 char putstring[128], tmpstr[16]; 1003 char putstring[128];
1158
1159 1004
1160 /* if you're flying, you cna't pick up anything */ 1005 /* if you're flying, you cna't pick up anything */
1161 if (op->move_type & MOVE_FLYING) 1006 if (op->move_type & MOVE_FLYING)
1162 return 1; 1007 return 1;
1163 1008
1164 op_tag = op->count;
1165
1166 next = op->below; 1009 next = op->below;
1167 if (next)
1168 next_tag = next->count;
1169 1010
1170 /* loop while there are items on the floor that are not marked as 1011 /* loop while there are items on the floor that are not marked as
1171 * destroyed */ 1012 * destroyed */
1172 while (next && ! was_destroyed (next, next_tag)) 1013 while (next && !next->destroyed ())
1173 { 1014 {
1174 tmp = next; 1015 tmp = next;
1175 next = tmp->below; 1016 next = tmp->below;
1176 if (next)
1177 next_tag = next->count;
1178 1017
1179 if (was_destroyed (op, op_tag)) 1018 if (op->destroyed ())
1180 return 0; 1019 return 0;
1181 1020
1182 if ( ! can_pick (op, tmp)) 1021 if (!can_pick (op, tmp))
1183 continue; 1022 continue;
1184 1023
1185 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1024 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1186 { 1025 {
1187 if (item_matched_string (op, tmp, op->contr->search_str)) 1026 if (item_matched_string (op, tmp, op->contr->search_str))
1188 pick_up (op, tmp); 1027 pick_up (op, tmp);
1189 continue; 1028 continue;
1190 } 1029 }
1191 1030
1192 /* high not bit set? We're using the old autopickup model */ 1031 /* high not bit set? We're using the old autopickup model */
1193 if(!(op->contr->mode & PU_NEWMODE)) { 1032 if (!(op->contr->mode & PU_NEWMODE))
1033 {
1194 switch (op->contr->mode) { 1034 switch (op->contr->mode)
1035 {
1036 case 0:
1195 case 0: return 1; /* don't pick up */ 1037 return 1; /* don't pick up */
1038 case 1:
1196 case 1: pick_up (op, tmp); 1039 pick_up (op, tmp);
1197 return 1; 1040 return 1;
1041 case 2:
1198 case 2: pick_up (op, tmp); 1042 pick_up (op, tmp);
1199 return 0; 1043 return 0;
1044 case 3:
1200 case 3: return 0; /* stop before pickup */ 1045 return 0; /* stop before pickup */
1046 case 4:
1201 case 4: pick_up (op, tmp); 1047 pick_up (op, tmp);
1202 break; 1048 break;
1049 case 5:
1203 case 5: pick_up (op, tmp); 1050 pick_up (op, tmp);
1204 stop = 1; 1051 stop = 1;
1205 break; 1052 break;
1206 case 6: 1053 case 6:
1207 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1054 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); 1055 pick_up (op, tmp);
1210 break; 1056 break;
1211 1057
1212 case 7: 1058 case 7:
1213 if (tmp->type == MONEY || tmp->type == GEM) 1059 if (tmp->type == MONEY || tmp->type == GEM)
1214 pick_up(op, tmp); 1060 pick_up (op, tmp);
1215 break; 1061 break;
1216 1062
1217 default: 1063 default:
1218 /* use value density */ 1064 /* use value density */
1219 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1065 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1220 && (query_cost (tmp, op, F_TRUE) * 100 1066 && (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); 1067 pick_up (op, tmp);
1224 } 1068 }
1225 } 1069 }
1226 else { /* old model */ 1070 else
1071 { /* old model */
1227 /* NEW pickup handling */ 1072 /* NEW pickup handling */
1228 if(op->contr->mode & PU_DEBUG) 1073 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 { 1074 {
1248 sprintf(tmpstr,"%d ",k*32+j); 1075 /* some debugging code to figure out item information */
1249 strcat(putstring, tmpstr); 1076 if (tmp->name != NULL)
1077 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1078 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1079 else
1080 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1081 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1082
1083 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1250 } 1084 }
1085
1086 /* philosophy:
1087 * It's easy to grab an item type from a pile, as long as it's
1088 * generic. This takes no game-time. For more detailed pickups
1089 * and selections, select-items should be used. This is a
1090 * grab-as-you-run type mode that's really useful for arrows for
1091 * example.
1092 * The drawback: right now it has no frontend, so you need to
1093 * stick the bits you want into a calculator in hex mode and then
1094 * convert to decimal and then 'pickup <#>
1095 */
1096
1097 /* the first two modes are exclusive: if NOTHING we return, if
1098 * STOP then we stop. All the rest are applied sequentially,
1099 * meaning if any test passes, the item gets picked up. */
1100
1101 /* if mode is set to pick nothing up, return */
1102
1103 if (op->contr->mode & PU_NOTHING)
1104 return 1;
1105
1106 /* if mode is set to stop when encountering objects, return */
1107 /* take STOP before INHIBIT since it doesn't actually pick
1108 * anything up */
1109
1110 if (op->contr->mode & PU_STOP)
1111 return 0;
1112
1113 /* useful for going into stores and not losing your settings... */
1114 /* and for battles wher you don't want to get loaded down while
1115 * fighting */
1116 if (op->contr->mode & PU_INHIBIT)
1117 return 1;
1118
1119 /* prevent us from turning into auto-thieves :) */
1120 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1121 continue;
1122
1123 /* ignore known cursed objects */
1124 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1125 continue;
1126
1127 /* all food and drink if desired */
1128 /* question: don't pick up known-poisonous stuff? */
1129 if (op->contr->mode & PU_FOOD)
1130 if (tmp->type == FOOD)
1131 {
1132 pick_up (op, tmp);
1133 continue;
1134 }
1135
1136 if (op->contr->mode & PU_DRINK)
1137 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1138 {
1139 pick_up (op, tmp);
1140 continue;
1141 }
1142
1143 if (op->contr->mode & PU_POTION)
1144 if (tmp->type == POTION)
1145 {
1146 pick_up (op, tmp);
1147 continue;
1148 }
1149
1150 /* spellbooks, skillscrolls and normal books/scrolls */
1151 if (op->contr->mode & PU_SPELLBOOK)
1152 if (tmp->type == SPELLBOOK)
1153 {
1154 pick_up (op, tmp);
1155 continue;
1156 }
1157
1158 if (op->contr->mode & PU_SKILLSCROLL)
1159 if (tmp->type == SKILLSCROLL)
1160 {
1161 pick_up (op, tmp);
1162 continue;
1163 }
1164
1165 if (op->contr->mode & PU_READABLES)
1166 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1167 {
1168 pick_up (op, tmp);
1169 continue;
1170 }
1171
1172 /* wands/staves/rods/horns */
1173 if (op->contr->mode & PU_MAGIC_DEVICE)
1174 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1175 {
1176 pick_up (op, tmp);
1177 continue;
1178 }
1179
1180 /* pick up all magical items */
1181 if (op->contr->mode & PU_MAGICAL)
1182 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1183 {
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 if (op->contr->mode & PU_VALUABLES)
1189 {
1190 if (tmp->type == MONEY || tmp->type == GEM)
1191 {
1192 pick_up (op, tmp);
1193 continue;
1194 }
1251 } 1195 }
1196
1197 /* rings & amulets - talismans seems to be typed AMULET */
1198 if (op->contr->mode & PU_JEWELS)
1199 if (tmp->type == RING || tmp->type == AMULET)
1200 {
1201 pick_up (op, tmp);
1202 continue;
1203 }
1204
1205 /* we don't forget dragon food */
1206 if (op->contr->mode & PU_FLESH)
1207 if (tmp->type == FLESH)
1208 {
1209 pick_up (op, tmp);
1210 continue;
1211 }
1212
1213 /* bows and arrows. Bows are good for selling! */
1214 if (op->contr->mode & PU_BOW)
1215 if (tmp->type == BOW)
1216 {
1217 pick_up (op, tmp);
1218 continue;
1219 }
1220
1221 if (op->contr->mode & PU_ARROW)
1222 if (tmp->type == ARROW)
1223 {
1224 pick_up (op, tmp);
1225 continue;
1226 }
1227
1228 /* all kinds of armor etc. */
1229 if (op->contr->mode & PU_ARMOUR)
1230 if (tmp->type == ARMOUR)
1231 {
1232 pick_up (op, tmp);
1233 continue;
1234 }
1235
1236 if (op->contr->mode & PU_HELMET)
1237 if (tmp->type == HELMET)
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 if (op->contr->mode & PU_SHIELD)
1244 if (tmp->type == SHIELD)
1245 {
1246 pick_up (op, tmp);
1247 continue;
1248 }
1249
1250 if (op->contr->mode & PU_BOOTS)
1251 if (tmp->type == BOOTS)
1252 {
1253 pick_up (op, tmp);
1254 continue;
1255 }
1256
1257 if (op->contr->mode & PU_GLOVES)
1258 if (tmp->type == GLOVES)
1259 {
1260 pick_up (op, tmp);
1261 continue;
1262 }
1263
1264 if (op->contr->mode & PU_CLOAK)
1265 if (tmp->type == CLOAK)
1266 {
1267 pick_up (op, tmp);
1268 continue;
1269 }
1270
1271 /* hoping to catch throwing daggers here */
1272 if (op->contr->mode & PU_MISSILEWEAPON)
1273 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278
1279 /* careful: chairs and tables are weapons! */
1280 if (op->contr->mode & PU_ALLWEAPON)
1281 {
1282 if (tmp->type == WEAPON && tmp->name != NULL)
1283 {
1284 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1285 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1286 {
1287 pick_up (op, tmp);
1288 continue;
1289 }
1290 }
1291
1292 if (tmp->type == WEAPON && tmp->name == NULL)
1293 {
1294 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1295 {
1296 pick_up (op, tmp);
1297 continue;
1298 }
1299 }
1252 } 1300 }
1253 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1254 1301
1302 /* misc stuff that's useful */
1303 if (op->contr->mode & PU_KEY)
1304 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1305 {
1306 pick_up (op, tmp);
1307 continue;
1308 }
1309
1310 /* any of the last 4 bits set means we use the ratio for value
1311 * pickups */
1312 if (op->contr->mode & PU_RATIO)
1313 {
1314 /* use value density to decide what else to grab */
1315 /* >=7 was >= op->contr->mode */
1316 /* >=7 is the old standard setting. Now we take the last 4 bits
1317 * and multiply them by 5, giving 0..15*5== 5..75 */
1318 wvratio = (op->contr->mode & PU_RATIO) * 5;
1319 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1320 {
1321 pick_up (op, tmp);
1255#if 0 1322#if 0
1256 /* print the flags too */ 1323 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1257 for(k=0;k<4;k++) 1324 if (tmp->name != NULL)
1258 { 1325 {
1259 fprintf(stderr,"%d [%d] ", k, k*32+31); 1326 fprintf (stderr, "%s", tmp->name);
1260 for(j=0;j<32;j++) 1327 }
1261 { 1328 else
1262 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1329 fprintf (stderr, "%s", tmp->arch->archname);
1263 if(!((j+1)%4))fprintf(stderr," "); 1330 fprintf (stderr, ",%d] = ", tmp->type);
1264 } 1331 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 1332#endif
1268 } 1333 continue;
1269 /* philosophy: 1334 }
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 } 1335 }
1422 else fprintf(stderr,"%s",tmp->arch->name); 1336 } /* 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 } 1337 }
1429 } /* the new pickup model */ 1338
1430 }
1431 return ! stop; 1339 return !stop;
1432} 1340}
1433 1341
1434/* 1342/*
1435 * Find an arrow in the inventory and after that 1343 * Find an arrow in the inventory and after that
1436 * in the right type container (quiver). Pointer to the 1344 * in the right type container (quiver). Pointer to the
1437 * found object is returned. 1345 * found object is returned.
1438 */ 1346 */
1347object *
1439object *find_arrow(object *op, const char *type) 1348find_arrow (object *op, const char *type)
1440{ 1349{
1441 object *tmp = NULL; 1350 object *tmp = 0;
1442 1351
1443 for(op=op->inv; op; op=op->below) 1352 for (op = op->inv; op; op = op->below)
1444 if(!tmp && op->type==CONTAINER && op->race==type && 1353 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); 1354 tmp = find_arrow (op, type);
1447 else if (op->type==ARROW && op->race==type) 1355 else if (op->type == ARROW && op->race == type)
1448 return op; 1356 return op;
1357
1449 return tmp; 1358 return tmp;
1450} 1359}
1451 1360
1452/* 1361/*
1453 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1362 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1454 * against the target. A full test is not performed, simply a basic test 1363 * against the target. A full test is not performed, simply a basic test
1455 * of resistances. The archer is making a quick guess at what he sees down 1364 * of resistances. The archer is making a quick guess at what he sees down
1456 * the hall. Failing that it does it's best to pick the highest plus arrow. 1365 * the hall. Failing that it does it's best to pick the highest plus arrow.
1457 */ 1366 */
1458 1367object *
1459object *find_better_arrow(object *op, object *target, const char *type, int *better) 1368find_better_arrow (object *op, object *target, const char *type, int *better)
1460{ 1369{
1461 object *tmp = NULL, *arrow, *ntmp; 1370 object *tmp = NULL, *arrow, *ntmp;
1462 int attacknum, attacktype, betterby=0, i; 1371 int attacknum, attacktype, betterby = 0, i;
1463 1372
1464 if (!type) 1373 if (!type)
1465 return NULL; 1374 return NULL;
1466 1375
1467 for (arrow=op->inv; arrow; arrow=arrow->below) { 1376 for (arrow = op->inv; arrow; arrow = arrow->below)
1468 if (arrow->type==CONTAINER && arrow->race==type && 1377 {
1469 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1378 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1379 {
1470 i = 0; 1380 i = 0;
1471 ntmp = find_better_arrow(arrow, target, type, &i); 1381 ntmp = find_better_arrow (arrow, target, type, &i);
1472 if (i > betterby) { 1382 if (i > betterby)
1383 {
1473 tmp = ntmp; 1384 tmp = ntmp;
1474 betterby = i; 1385 betterby = i;
1475 } 1386 }
1387 }
1476 } else if (arrow->type==ARROW && arrow->race==type) { 1388 else if (arrow->type == ARROW && arrow->race == type)
1389 {
1477 /* allways prefer assasination/slaying */ 1390 /* allways prefer assasination/slaying */
1478 if (target->race != NULL && arrow->slaying != NULL && 1391 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1479 strstr(arrow->slaying, target->race)) { 1392 {
1480 if (arrow->attacktype & AT_DEATH) { 1393 if (arrow->attacktype & AT_DEATH)
1394 {
1481 *better = 100; 1395 *better = 100;
1482 return arrow; 1396 return arrow;
1483 } else {
1484 tmp = arrow;
1485 betterby = (arrow->magic + arrow->stats.dam) * 2;
1486 } 1397 }
1487 } else { 1398 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 } 1399 {
1496 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1497 tmp = arrow; 1400 tmp = arrow;
1498 betterby = 2 + arrow->magic + arrow->stats.dam; 1401 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 } 1402 }
1504 } 1403 }
1404 else
1405 {
1406 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1407 {
1408 attacktype = 1 << attacknum;
1409 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1410 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1411 {
1412 tmp = arrow;
1413 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1414 }
1415 }
1416 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1417 {
1418 tmp = arrow;
1419 betterby = 2 + arrow->magic + arrow->stats.dam;
1420 }
1421 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1422 {
1423 tmp = arrow;
1424 betterby = 1 + arrow->magic + arrow->stats.dam;
1425 }
1505 } 1426 }
1427 }
1506 } 1428 }
1507 if (tmp == NULL && arrow == NULL) 1429 if (tmp == NULL && arrow == NULL)
1508 return find_arrow(op, type); 1430 return find_arrow (op, type);
1509 1431
1510 *better = betterby; 1432 *better = betterby;
1511 return tmp; 1433 return tmp;
1512} 1434}
1513 1435
1514/* looks in a given direction, finds the first valid target, and calls 1436/* looks in a given direction, finds the first valid target, and calls
1515 * find_better_arrow to find a decent arrow to use. 1437 * find_better_arrow to find a decent arrow to use.
1516 * op = the shooter 1438 * op = the shooter
1517 * type = bow->race 1439 * type = bow->race
1518 * dir = fire direction 1440 * dir = fire direction
1519 */ 1441 */
1520 1442object *
1521object *pick_arrow_target(object *op, const char *type, int dir) 1443pick_arrow_target (object *op, const char *type, int dir)
1522{ 1444{
1523 object *tmp = NULL; 1445 object *tmp = NULL;
1524 mapstruct *m; 1446 maptile *m;
1525 int i, mflags, found, number; 1447 int i, mflags, found, number;
1526 sint16 x, y; 1448 sint16 x, y;
1527 1449
1528 if (op->map == NULL) 1450 if (op->map == NULL)
1529 return find_arrow(op, type); 1451 return find_arrow (op, type);
1530 1452
1531 /* do a dex check */ 1453 /* do a dex check */
1532 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1454 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))) 1455 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1534 return find_arrow(op, type); 1456 return find_arrow (op, type);
1535 1457
1536 m = op->map; 1458 m = op->map;
1537 x = op->x; 1459 x = op->x;
1538 y = op->y; 1460 y = op->y;
1539 1461
1540 /* find the first target */ 1462 /* find the first target */
1541 for (i=0, found=0; i<20; i++) { 1463 for (i = 0, found = 0; i < 20; i++)
1464 {
1542 x += freearr_x[dir]; 1465 x += freearr_x[dir];
1543 y += freearr_y[dir]; 1466 y += freearr_y[dir];
1544 mflags = get_map_flags(m, &m, x, y, &x, &y); 1467 mflags = get_map_flags (m, &m, x, y, &x, &y);
1545 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1468 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1469 {
1546 tmp = NULL; 1470 tmp = NULL;
1471 break;
1472 }
1473 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1474 {
1475 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1476 * perhaps a bad assumption.
1477 */
1478 tmp = NULL;
1479 break;
1480 }
1481 if (mflags & P_IS_ALIVE)
1482 {
1483 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1484 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1485 {
1486 found++;
1487 break;
1488 }
1489 if (found)
1547 break; 1490 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 } 1491 }
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 } 1492 }
1565 if (tmp == NULL) 1493 if (tmp == NULL)
1566 return find_arrow(op, type); 1494 return find_arrow (op, type);
1567 1495
1568 if (tmp->head) 1496 if (tmp->head)
1569 tmp = tmp->head; 1497 tmp = tmp->head;
1570 1498
1571 return find_better_arrow(op, tmp, type, &i); 1499 return find_better_arrow (op, tmp, type, &i);
1572} 1500}
1573 1501
1574/* 1502/*
1575 * Creature fires a bow - op can be monster or player. Returns 1503 * Creature fires a bow - op can be monster or player. Returns
1576 * 1 if bow was actually fired, 0 otherwise. 1504 * 1 if bow was actually fired, 0 otherwise.
1579 * dir is the direction of fire. 1507 * dir is the direction of fire.
1580 * wc_mod is any special modifier to give (used in special player fire modes) 1508 * wc_mod is any special modifier to give (used in special player fire modes)
1581 * sx, sy are coordinates to fire arrow from - also used in some of the special 1509 * sx, sy are coordinates to fire arrow from - also used in some of the special
1582 * player fire modes. 1510 * player fire modes.
1583 */ 1511 */
1512int
1584int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1513fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1585 sint16 sx, sint16 sy)
1586{ 1514{
1587 object *left, *bow; 1515 object *left, *bow;
1588 tag_t left_tag, tag; 1516 int mflags;
1589 int bowspeed, mflags; 1517 maptile *m;
1590 mapstruct *m;
1591 1518
1592 if (!dir) { 1519 if (!dir)
1520 {
1593 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1521 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1594 return 0; 1522 return 0;
1523 }
1524
1525 if (op->contr)
1526 bow = op->current_weapon;
1527 else
1595 } 1528 {
1596 if (op->type == PLAYER)
1597 bow=op->contr->ranges[range_bow];
1598 else {
1599 for(bow=op->inv; bow; bow=bow->below) 1529 for (bow = op->inv; bow; bow = bow->below)
1600 /* Don't check for applied - monsters don't apply bows - in that way, they 1530 /* Don't check for applied - monsters don't apply bows - in that way, they
1601 * don't need to switch back and forth between bows and weapons. 1531 * don't need to switch back and forth between bows and weapons.
1602 */ 1532 */
1603 if(bow->type==BOW) 1533 if (bow->type == BOW)
1604 break; 1534 break;
1605 1535
1606 if (!bow) { 1536 if (!bow)
1537 {
1607 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1538 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1608 return 0; 1539 return 0;
1540 }
1541
1542 // optimisation: move object to top so we will find it quickly again
1543 if (bow->below)
1609 } 1544 {
1545 bow->remove ();
1546 op->insert (bow);
1547 }
1548
1610 } 1549 }
1550
1611 if( !bow->race || !bow->skill) { 1551 if (!bow->race || !bow->skill)
1552 {
1612 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1553 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1613 return 0; 1554 return 0;
1614 } 1555 }
1615 1556
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) { 1557 if (arrow == NULL)
1558 {
1625 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1559 if ((arrow = find_arrow (op, bow->race)) == NULL)
1560 {
1626 if (op->type == PLAYER) 1561 if (op->type == PLAYER)
1627 new_draw_info_format(NDI_UNIQUE, 0, op, 1562 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 */ 1563 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1630 else 1564 else
1631 CLEAR_FLAG(op, FLAG_READY_BOW); 1565 CLEAR_FLAG (op, FLAG_READY_BOW);
1566
1632 return 0; 1567 return 0;
1633 } 1568 }
1634 } 1569 }
1570
1635 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1571 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1636 if (mflags & P_OUT_OF_MAP) { 1572 if (mflags & P_OUT_OF_MAP)
1637 return 0; 1573 return 0;
1638 } 1574
1639 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1575 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1576 {
1640 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1577 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1641 return 0; 1578 return 0;
1642 } 1579 }
1643 1580
1644 /* this should not happen, but sometimes does */ 1581 /* this should not happen, but sometimes does */
1645 if (arrow->nrof==0) { 1582 if (arrow->nrof == 0)
1646 remove_ob(arrow); 1583 {
1647 free_object(arrow); 1584 arrow->destroy ();
1648 return 0; 1585 return 0;
1649 } 1586 }
1650 1587
1651 left = arrow; /* these are arrows left to the player */ 1588 left = arrow; /* these are arrows left to the player */
1652 left_tag = left->count;
1653 arrow = get_split_ob(arrow, 1); 1589 arrow = get_split_ob (arrow, 1);
1654 if (arrow == NULL) { 1590 if (!arrow)
1591 {
1655 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1656 return 0; 1593 return 0;
1657 } 1594 }
1658 set_owner(arrow, op); 1595
1596 arrow->set_owner (op);
1659 arrow->skill = bow->skill; 1597 arrow->skill = bow->skill;
1660
1661 arrow->direction=dir; 1598 arrow->direction = dir;
1662 arrow->x = sx;
1663 arrow->y = sy;
1664 1599
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 */ 1600 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1672 arrow->stats.hp = arrow->stats.dam; 1601 arrow->stats.hp = arrow->stats.dam;
1673 arrow->stats.grace = arrow->attacktype; 1602 arrow->stats.grace = arrow->attacktype;
1603
1674 if (arrow->slaying != NULL) 1604 if (arrow->slaying)
1675 arrow->spellarg = strdup_local(arrow->slaying); 1605 arrow->spellarg = strdup (arrow->slaying);
1676 1606
1677 /* Note that this was different for monsters - they got their level 1607#if 0
1678 * added to the damage. I think the strength bonus is more proper. 1608 if (player *pl = op->contr)
1679 */
1680 1609 {
1681 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1610 float speed = pl->weapon_sp;
1682 0 : dam_bonus[op->stats.Str]) +
1683 bow->stats.dam + bow->magic + arrow->magic;
1684 1611
1612 /* penalize ROF for bestarrow */
1613 if (pl->bowtype == bow_bestarrow)
1614 speed *= .9f;
1615 else
1616 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1617
1618 op->speed_left += speed - op->speed;
1619 }
1620#endif
1621
1622 SET_ANIMATION (arrow, arrow->direction);
1623
1685 /* update the speed */ 1624 /* update the speed */
1686 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1625 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1687 0 : dam_bonus[op->stats.Str]) +
1688 bow->magic + arrow->magic) / 5.0 +
1689 (float)bow->stats.dam / 7.0; 1626 + bow->stats.dam / 7.f;
1690 1627
1691 if (arrow->speed < 1.0) 1628 arrow->set_speed (max (arrow->speed, 2.f));
1692 arrow->speed = 1.0;
1693 update_ob_speed(arrow);
1694 arrow->speed_left = 0; 1629 arrow->speed_left = 0;
1695 1630
1631 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1632
1696 if (op->type == PLAYER) { 1633 if (op->type == PLAYER)
1697 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1634 {
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; 1635 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1703 } else { 1636 wc -= dex_bonus[op->stats.Dex];
1704 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1705 arrow->stats.wc + wc_mod;
1706 1637
1638 if (!arrow->slaying)
1639 arrow->slaying = op->slaying;
1640
1641 arrow->attacktype |= op->attacktype;
1642 }
1643 else
1644 {
1707 arrow->level = op->level; 1645 arrow->level = op->level;
1708 } 1646 arrow->stats.wc -= bow->magic;
1709 if (arrow->attacktype == AT_PHYSICAL) 1647
1710 arrow->attacktype |= bow->attacktype; 1648 if (!arrow->slaying)
1711 if (bow->slaying != NULL)
1712 arrow->slaying = bow->slaying; 1649 arrow->slaying = bow->slaying;
1713 1650
1714 arrow->map = m; 1651 arrow->attacktype |= bow->attacktype;
1652 }
1653
1654 wc -= arrow->level;
1655 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1656
1657 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1715 arrow->move_type = MOVE_FLY_LOW; 1658 arrow->move_type = MOVE_FLY_LOW;
1716 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1659 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1717 1660
1718 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1661 op->play_sound (sound_find ("fire_arrow"));
1719 tag = arrow->count; 1662 m->insert (arrow, sx, sy, op);
1720 insert_ob_in_map(arrow, m, op, 0);
1721 1663
1722 if (!was_destroyed(arrow, tag)) 1664 if (!arrow->destroyed ())
1723 move_arrow(arrow); 1665 move_arrow (arrow);
1724 1666
1725 if (op->type == PLAYER) { 1667 if (op->type == PLAYER)
1726 if (was_destroyed (left, left_tag)) 1668 {
1669 if (left->destroyed ())
1727 esrv_del_item(op->contr, left_tag); 1670 esrv_del_item (op->contr, left->count);
1728 else 1671 else
1729 esrv_send_item(op, left); 1672 esrv_send_item (op, left);
1730 } 1673 }
1674
1731 return 1; 1675 return 1;
1732} 1676}
1733 1677
1734/* Special fire code for players - this takes into 1678/* Special fire code for players - this takes into
1735 * account the special fire modes players can have 1679 * account the special fire modes players can have
1736 * but monsters can't. Putting that code here 1680 * but monsters can't. Putting that code here
1737 * makes the fire_bow code much cleaner. 1681 * makes the fire_bow code much cleaner.
1738 * this function should only be called if 'op' is a player, 1682 * this function should only be called if 'op' is a player,
1739 * hence the function name. 1683 * hence the function name.
1740 */ 1684 */
1685int
1741int player_fire_bow(object *op, int dir) 1686player_fire_bow (object *op, int dir)
1742{ 1687{
1743 int ret=0, wcmod=0; 1688 int ret = 0, wcmod = 0;
1744 1689
1745 if (op->contr->bowtype == bow_bestarrow) { 1690 if (op->contr->bowtype == bow_bestarrow)
1746 ret = fire_bow(op, op, 1691 {
1747 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1692 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1748 dir, 0, op->x, op->y); 1693 }
1749 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1694 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1695 {
1750 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1696 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1751 wcmod =-1; 1697 wcmod = -1;
1698
1752 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1699 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1753 op->x, op->y); 1700 }
1754 } else if (op->contr->bowtype == bow_threewide) { 1701 else if (op->contr->bowtype == bow_threewide)
1702 {
1755 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1703 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1756 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1704 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1757 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1705 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1706 }
1758 } else if (op->contr->bowtype == bow_spreadshot) { 1707 else if (op->contr->bowtype == bow_spreadshot)
1708 {
1759 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1709 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1760 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1710 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1761 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1711 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1762 1712 }
1763 } else { 1713 else
1714 {
1764 /* Simple case */ 1715 /* Simple case */
1765 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1716 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1766 } 1717 }
1718
1767 return ret; 1719 return ret;
1768} 1720}
1769
1770 1721
1771/* Fires a misc (wand/rod/horn) object in 'dir'. 1722/* Fires a misc (wand/rod/horn) object in 'dir'.
1772 * Broken apart from 'fire' to keep it more readable. 1723 * Broken apart from 'fire' to keep it more readable.
1773 */ 1724 */
1725void
1774void fire_misc_object(object *op, int dir) 1726fire_misc_object (object *op, int dir)
1775{ 1727{
1776 object *item; 1728 object *item = op->contr->ranged_ob;
1777 1729
1778 if (!op->contr->ranges[range_misc]) { 1730 if (!item)
1731 {
1779 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1732 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1780 return; 1733 return;
1781 } 1734 }
1782 1735
1783 item = op->contr->ranges[range_misc];
1784 if (!item->inv) { 1736 if (!item->inv)
1737 {
1785 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1738 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1786 return; 1739 return;
1787 } 1740 }
1741
1742 if (!op->change_weapon (item))
1743 return;
1744
1788 if (item->type == WAND) { 1745 if (item->type == WAND)
1746 {
1789 if(item->stats.food<=0) { 1747 if (item->stats.food <= 0)
1790 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1748 {
1749 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)); 1750 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1751
1792 return; 1752 return;
1793 } 1753 }
1754 }
1794 } else if (item->type == ROD || item->type==HORN) { 1755 else if (item->type == ROD || item->type == HORN)
1756 {
1795 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1757 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1796 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1758 {
1759 op->contr->play_sound (sound_find ("wand_poof"));
1760
1797 if (item->type== ROD) 1761 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)); 1762 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1800 else 1763 else
1801 new_draw_info_format(NDI_UNIQUE, 0,op, 1764 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)); 1765
1803 return; 1766 return;
1804 } 1767 }
1805 } 1768 }
1806 1769
1807 if(cast_spell(op,item,dir,item->inv,NULL)) { 1770 if (cast_spell (op, item, dir, item->inv, NULL))
1771 {
1808 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1772 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1809 if (item->type == WAND) { 1773 if (item->type == WAND)
1774 {
1810 if (!(--item->stats.food)) { 1775 if (!(--item->stats.food))
1776 {
1811 object *tmp; 1777 object *tmp;
1778
1812 if (item->arch) { 1779 if (item->arch)
1780 {
1813 CLEAR_FLAG(item, FLAG_ANIMATE); 1781 CLEAR_FLAG (item, FLAG_ANIMATE);
1814 item->face = item->arch->clone.face; 1782 item->face = item->arch->face;
1815 item->speed = 0; 1783 item->set_speed (0);
1816 update_ob_speed(item);
1817 } 1784 }
1785
1818 if ((tmp=is_player_inv(item))) 1786 if ((tmp = item->in_player ()))
1819 esrv_update_item(UPD_ANIM, tmp, item); 1787 esrv_update_item (UPD_ANIM, tmp, item);
1820 } 1788 }
1821 } 1789 }
1822 else if (item->type == ROD || item->type==HORN) { 1790 else if (item->type == ROD || item->type == HORN)
1823 drain_rod_charge(item); 1791 drain_rod_charge (item);
1824 }
1825 } 1792 }
1826} 1793}
1827 1794
1828/* Received a fire command for the player - go and do it. 1795/* Received a fire command for the player - go and do it.
1829 */ 1796 */
1797bool
1830void fire(object *op,int dir) { 1798fire (object *op, int dir)
1799{
1831 int spellcost=0; 1800 int spellcost = 0;
1832 1801
1833 /* check for loss of invisiblity/hide */ 1802 /* check for loss of invisiblity/hide */
1834 if (action_makes_visible(op)) make_visible(op); 1803 if (action_makes_visible (op))
1804 make_visible (op);
1835 1805
1836 switch(op->contr->shoottype) { 1806 player *pl = op->contr;
1837 case range_none:
1838 return;
1839 1807
1840 case range_bow: 1808 if (pl->golem)
1809 {
1810 control_golem (op->contr->golem, dir);
1811 return false;
1812 }
1813
1814 object *ob = pl->ranged_ob;
1815
1816 if (!ob)
1817 return false;
1818
1819 if (!op->change_weapon (ob))
1820 return false;
1821
1822 if (op->speed_left > 0.f)
1823 --op->speed_left;
1824 else
1825 return false;
1826
1827 switch (ob->type)
1828 {
1829 case BOW:
1841 player_fire_bow(op, dir); 1830 player_fire_bow (op, dir);
1842 return; 1831 break;
1843 1832
1844 case range_magic: /* Casting spells */ 1833 case SPELL:
1845 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1834 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1846 return; 1835 break;
1847 1836
1848 case range_misc: 1837 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 ); 1838 apply_map_builder (op, dir);
1873 return; 1839 break;
1840
1841 case SKILL:
1842 do_skill (op, op, ob, dir, 0);
1843 break;
1844
1874 default: 1845 default:
1875 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1846 fire_misc_object (op, dir);
1876 return; 1847 break;
1877 } 1848 }
1878}
1879 1849
1880 1850 return true;
1851}
1881 1852
1882/* find_key 1853/* find_key
1883 * We try to find a key for the door as passed. If we find a key 1854 * We try to find a key for the door as passed. If we find a key
1884 * and successfully use it, we return the key, otherwise NULL 1855 * and successfully use it, we return the key, otherwise NULL
1885 * This function merges both normal and locked door, since the logic 1856 * This function merges both normal and locked door, since the logic
1887 * pl is the player, 1858 * pl is the player,
1888 * inv is the objects inventory to searched 1859 * inv is the objects inventory to searched
1889 * door is the door we are trying to match against. 1860 * door is the door we are trying to match against.
1890 * This function can be called recursively to search containers. 1861 * This function can be called recursively to search containers.
1891 */ 1862 */
1892 1863object *
1893object * find_key(object *pl, object *container, object *door) 1864find_key (object *pl, object *container, object *door)
1894{ 1865{
1895 object *tmp,*key; 1866 object *tmp, *key;
1896 1867
1897 /* Should not happen, but sanity checking is never bad */ 1868 /* Should not happen, but sanity checking is never bad */
1898 if (container->inv == NULL) return NULL; 1869 if (!container->inv)
1870 return 0;
1899 1871
1900 /* First, lets try to find a key in the top level inventory */ 1872 /* First, lets try to find a key in the top level inventory */
1901 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1873 for (tmp = container->inv; tmp; tmp = tmp->below)
1874 {
1902 if (door->type==DOOR && tmp->type==KEY) break; 1875 if (door->type == DOOR && tmp->type == KEY)
1876 break;
1903 /* For sanity, we should really check door type, but other stuff 1877 /* For sanity, we should really check door type, but other stuff
1904 * (like containers) can be locked with special keys 1878 * (like containers) can be locked with special keys
1905 */ 1879 */
1906 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1880 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1907 tmp->slaying==door->slaying) break; 1881 break;
1908 } 1882 }
1883
1909 /* No key found - lets search inventories now */ 1884 /* No key found - lets search inventories now */
1910 /* If we find and use a key in an inventory, return at that time. 1885 /* If we find and use a key in an inventory, return at that time.
1911 * otherwise, if we search all the inventories and still don't find 1886 * otherwise, if we search all the inventories and still don't find
1912 * a key, return 1887 * a key, return
1913 */ 1888 */
1914 if (!tmp) { 1889 if (!tmp)
1890 {
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1891 for (tmp = container->inv; tmp; tmp = tmp->below)
1892 {
1916 /* No reason to search empty containers */ 1893 /* No reason to search empty containers */
1917 if (tmp->type==CONTAINER && tmp->inv) { 1894 if (tmp->type == CONTAINER && tmp->inv)
1895 {
1918 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1896 if ((key = find_key (pl, tmp, door)))
1897 return key;
1919 } 1898 }
1920 } 1899 }
1900
1901 if (!tmp)
1921 if (!tmp) return NULL; 1902 return NULL;
1922 } 1903 }
1904
1923 /* We get down here if we have found a key. Now if its in a container, 1905 /* We get down here if we have found a key. Now if its in a container,
1924 * see if we actually want to use it 1906 * see if we actually want to use it
1925 */ 1907 */
1926 if (pl!=container) { 1908 if (pl != container)
1909 {
1927 /* Only let players use keys in containers */ 1910 /* Only let players use keys in containers */
1928 if (!pl->contr) return NULL; 1911 if (!pl->contr)
1912 return NULL;
1929 /* cases where this fails: 1913 /* cases where this fails:
1930 * If we only search the player inventory, return now since we 1914 * If we only search the player inventory, return now since we
1931 * are not in the players inventory. 1915 * are not in the players inventory.
1932 * If the container is not active, return now since only active 1916 * If the container is not active, return now since only active
1933 * containers can be used. 1917 * containers can be used.
1934 * If we only search keyrings and the container does not have 1918 * If we only search keyrings and the container does not have
1935 * a race/isn't a keyring. 1919 * a race/isn't a keyring.
1936 * No checking for all containers - to fall through past here, 1920 * No checking for all containers - to fall through past here,
1937 * inv must have been an container and must have been active. 1921 * inv must have been an container and must have been active.
1938 * 1922 *
1939 * Change the color so that the message doesn't disappear with 1923 * Change the color so that the message doesn't disappear with
1940 * all the others. 1924 * all the others.
1941 */ 1925 */
1942 if (pl->contr->usekeys == key_inventory || 1926 if (pl->contr->usekeys == key_inventory ||
1943 !QUERY_FLAG(container, FLAG_APPLIED) || 1927 !QUERY_FLAG (container, FLAG_APPLIED) ||
1944 (pl->contr->usekeys == keyrings &&
1945 (!container->race || strcmp(container->race, "keys"))) 1928 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1946 ) { 1929 {
1947 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1930 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1948 "The %s in your %s vibrates as you approach the door", 1931 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1949 query_name(tmp), query_name(container));
1950 return NULL; 1932 return NULL;
1951 } 1933 }
1952 } 1934 }
1935
1953 return tmp; 1936 return tmp;
1954} 1937}
1955 1938
1956/* moved door processing out of move_player_attack. 1939/* moved door processing out of move_player_attack.
1957 * returns 1 if player has opened the door with a key 1940 * returns 1 if player has opened the door with a key
1958 * such that the caller should not do anything more, 1941 * such that the caller should not do anything more,
1959 * 0 otherwise 1942 * 0 otherwise
1960 */ 1943 */
1944static int
1961static int player_attack_door(object *op, object *door) 1945player_attack_door (object *op, object *door)
1962{ 1946{
1963
1964 /* If its a door, try to find a use a key. If we do destroy the door, 1947 /* If its a door, try to find a key. If we do destroy the door,
1965 * might as well return immediately as there is nothing more to do - 1948 * might as well return immediately as there is nothing more to do -
1966 * otherwise, we fall through to the rest of the code. 1949 * otherwise, we fall through to the rest of the code.
1967 */ 1950 */
1968 object *key=find_key(op, op, door); 1951 object *key = find_key (op, op, door);
1969 1952
1970 /* IF we found a key, do some extra work */ 1953 /* If we found a key, do some extra work */
1971 if (key) { 1954 if (key)
1955 {
1972 object *container=key->env; 1956 object *container = key->env;
1973 1957
1974 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1975 if(action_makes_visible(op)) make_visible(op); 1958 if (action_makes_visible (op))
1959 make_visible (op);
1960
1976 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1961 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1962 spring_trap (door->inv, op);
1963
1977 if (door->type == DOOR) { 1964 if (door->type == DOOR)
1978 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1965 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1979 }
1980 else if(door->type==LOCKED_DOOR) { 1966 else if (door->type == LOCKED_DOOR)
1981 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1967 {
1982 "You open the door with the %s", query_short_name(key)); 1968 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1983 remove_door2(door); /* remove door without violence ;-) */ 1969 remove_door2 (door); /* remove door without violence ;-) */
1984 } 1970 }
1971
1985 /* Do this after we print the message */ 1972 /* Do this after we print the message */
1986 decrease_ob(key); /* Use up one of the keys */ 1973 decrease_ob (key); /* Use up one of the keys */
1987 /* Need to update the weight the container the key was in */ 1974 /* Need to update the weight the container the key was in */
1988 if (container != op) 1975 if (container != op)
1989 esrv_update_item(UPD_WEIGHT, op, container); 1976 esrv_update_item (UPD_WEIGHT, op, container);
1977
1990 return 1; /* Nothing more to do below */ 1978 return 1; /* Nothing more to do below */
1979 }
1991 } else if (door->type==LOCKED_DOOR) { 1980 else if (door->type == LOCKED_DOOR)
1981 {
1992 /* Might as well return now - no other way to open this */ 1982 /* Might as well return now - no other way to open this */
1993 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1983 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1994 return 1; 1984 return 1;
1995 } 1985 }
1986
1996 return 0; 1987 return 0;
1997} 1988}
1998 1989
1999/* This function is just part of a breakup from move_player. 1990/* This function is just part of a breakup from move_player.
2000 * It should keep the code cleaner. 1991 * It should keep the code cleaner.
2001 * When this is called, the players direction has been updated 1992 * When this is called, the players direction has been updated
2002 * (taking into account confusion.) The player is also actually 1993 * (taking into account confusion.) The player is also actually
2003 * going to try and move (not fire weapons). 1994 * going to try and move (not fire weapons).
2004 */ 1995 */
2005 1996bool
2006void move_player_attack(object *op, int dir) 1997move_player_attack (object *op, int dir)
2007{ 1998{
2008 object *tmp, *mon;
2009 sint16 nx, ny;
2010 int on_battleground; 1999 int on_battleground;
2011 mapstruct *m;
2012 2000
2013 nx=freearr_x[dir]+op->x; 2001 sint16 nx = freearr_x[dir] + op->x;
2014 ny=freearr_y[dir]+op->y; 2002 sint16 ny = freearr_y[dir] + op->y;
2015 2003
2016 on_battleground = op_on_battleground(op, NULL, NULL); 2004 on_battleground = op_on_battleground (op, 0, 0);
2017 2005
2006 if (out_of_map (op->map, nx, ny))
2007 return false;
2008
2009 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2010 {
2011 --op->speed_left;
2012 return true;
2013 }
2014
2018 /* If braced, or can't move to the square, and it is not out of the 2015 /* If braced, or can't move to the square, and it is not out of the
2019 * map, attack it. Note order of if statement is important - don't 2016 * map, attack it. Note order of if statement is important - don't
2020 * want to be calling move_ob if braced, because move_ob will move the 2017 * want to be calling move_ob if braced, because move_ob will move the
2021 * player. This is a pretty nasty hack, because if we could 2018 * 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 2019 * 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 2020 * 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 2021 * quite a bit of processing. However, it probably is less than what
2025 * move_ob uses. 2022 * move_ob uses.
2026 */ 2023 */
2027 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2024 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 2025
2039 mon = NULL;
2040 /* Go through all the objects, and find ones of interest. Only stop if 2026 /* Go through all the objects, and find ones of interest. Only stop if
2041 * we find a monster - that is something we know we want to attack. 2027 * we find a monster - that is something we know we want to attack.
2042 * if its a door or barrel (can roll) see if there may be monsters 2028 * if its a door or barrel (can roll) see if there may be monsters
2043 * on the space 2029 * on the space
2030 */
2031 object *mon;
2032 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2033 {
2034 if ((mon->flag [FLAG_ALIVE]
2035 || mon->type == LOCKED_DOOR
2036 || mon->flag [FLAG_CAN_ROLL])
2037 && mon != op)
2038 break;
2039 }
2040
2041 if (!mon) /* This happens anytime the player tries to move */
2042 return false; /* into a wall */
2043
2044 mon = mon->head_ ();
2045
2046 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2047 if (op->contr->weapon_sp_left > 0.f)
2048 if (player_attack_door (op, mon))
2044 */ 2049 {
2045 while (tmp!=NULL) { 2050 --op->contr->weapon_sp_left;
2046 if (tmp == op) { 2051 return true;
2047 tmp=tmp->above; 2052 }
2048 continue; 2053
2054 /* The following deals with possibly attacking peaceful
2055 * or friendly creatures. Basically, all players are considered
2056 * unaggressive. If the moving player has peaceful set, then the
2057 * object should be pushed instead of attacked. It is assumed that
2058 * if you are braced, you will not attack friends accidently,
2059 * and thus will not push them.
2060 */
2061
2062 /* If the creature is a pet, push it even if the player is not
2063 * peaceful. Our assumption is the creature is a pet if the
2064 * player owns it and it is either friendly or unagressive.
2065 */
2066 if (op->type == PLAYER
2067 && ((mon->owner && mon->owner->contr
2068 && same_party (mon->owner->contr->party, op->contr->party))
2069 || mon->owner == op)
2070 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2071 {
2072 /* If we're braced, we don't want to switch places with it */
2073 if (op->contr->braced)
2074 return false;
2075
2076 if (op->speed_left > 0.f)
2077 {
2078 --op->speed_left;
2079
2080 op->play_sound (sound_find ("push_player"));
2081 push_ob (mon, dir, op);
2082
2083 if (op->contr->tmp_invis || op->hide)
2084 make_visible (op);
2085
2086 return true;
2087 }
2088 else
2089 return false;
2090 }
2091
2092 /* in certain circumstances, you shouldn't attack friendly
2093 * creatures. Note that if you are braced, you can't push
2094 * someone, but put it inside this loop so that you won't
2095 * attack them either.
2096 */
2097 if ((mon->type == PLAYER || mon->enemy != op)
2098 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2099 && ((op->contr->peaceful
2100 || (mon->type == PLAYER && mon->contr->peaceful))
2101 && !on_battleground))
2102 {
2103 if (op->speed_left > 0.f)
2104 {
2105 --op->speed_left;
2106
2107 if (!op->contr->braced)
2108 {
2109 op->play_sound (sound_find ("push_player"));
2110 push_ob (mon, dir, op);
2049 } 2111 }
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 { 2112 else
2120 new_draw_info(0, 0,op,"You withhold your attack"); 2113 new_draw_info (0, 0, op, "You withhold your attack");
2114
2115 if (op->contr->tmp_invis || op->hide)
2116 make_visible (op);
2117
2118 return true;
2121 } 2119 }
2122 if(op->contr->tmp_invis||op->hide) make_visible(op); 2120 }
2123 }
2124
2125 /* If the object is a boulder or other rollable object, then 2121 /* 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. 2122 * roll it if not braced. You can't roll it if you are braced.
2127 */ 2123 */
2128 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2124 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2125 {
2126 if (op->speed_left > 0.f)
2127 {
2128 --op->speed_left;
2129
2129 recursive_roll(mon,dir,op); 2130 recursive_roll (mon, dir, op);
2130 if(action_makes_visible(op)) make_visible(op); 2131 if (action_makes_visible (op))
2131 } 2132 make_visible (op);
2132 2133
2134 return true;
2135 }
2136 }
2133 /* Any generic living creature. Including things like doors. 2137 /* Any generic living creature. Including things like doors.
2134 * Way it works is like this: First, it must have some hit points 2138 * Way it works is like this: First, it must have some hit points
2135 * and be living. Then, it must be one of the following: 2139 * 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 2140 * 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. 2141 * that party_number -1 is no party, so attacks can still happen.
2138 */ 2142 */
2139
2140 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2143 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2141 ((mon->type!=PLAYER || op->contr->party==NULL || 2144 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2142 op->contr->party!=mon->contr->party))) { 2145 {
2143 2146 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 } 2147 {
2171 } /* if player should attack something */ 2148 --op->contr->weapon_sp_left;
2172}
2173 2149
2150 skill_attack (mon, op, 0, 0, 0);
2151
2152 if (action_makes_visible (op))
2153 make_visible (op);
2154
2155 return true;
2156 }
2157 }
2158
2159 return false;
2160}
2161
2162bool
2174int move_player(object *op,int dir) { 2163move_player (object *op, int dir)
2164{
2175 int pick; 2165 int pick;
2176 2166
2177 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2167 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; 2168 return 0;
2169
2170 /* Sanity check: make sure dir is valid */
2171 if ((dir < 0) || (dir >= 9))
2172 {
2173 LOG (llevError, "move_player: invalid direction %d\n", dir);
2174 return 0;
2175 }
2176
2177 /* peterm: added following line */
2178 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2179 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2180
2181 op->facing = dir;
2182
2183 if (op->hide)
2184 do_hidden_move (op);
2185
2186 bool retval;
2187
2188 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2189 retval = RESULT_INT (0);
2190 else if (op->contr->fire_on)
2191 retval = fire (op, dir);
2192 else
2193 {
2194 retval = move_player_attack (op, dir);
2195 pick = check_pick (op);
2196 }
2197
2198 /* Add special check for newcs players and fire on - this way, the
2199 * server can handle repeat firing.
2200 */
2201 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2202 op->direction = dir;
2203 else
2204 op->direction = 0;
2205
2206 /* Update how the player looks. Use the facing, so direction may
2207 * get reset to zero. This allows for full animation capabilities
2208 * for players.
2209 */
2210 animate_object (op, op->facing);
2211
2212 return retval;
2218} 2213}
2219 2214
2220/* This is similar to handle_player, below, but is only used by the 2215/* This is similar to handle_player, below, but is only used by the
2221 * new client/server stuff. 2216 * new client/server stuff.
2222 * This is sort of special, in that the new client/server actually uses 2217 * This is sort of special, in that the new client/server actually uses
2223 * the new speed values for commands. 2218 * the new speed values for commands.
2224 * 2219 *
2225 * Returns true if there are more actions we can do. 2220 * Returns true if there are more actions we can do. Should not do
2221 * many actions in a row, as that would be too unfair to other
2222 * players.
2226 */ 2223 */
2224bool
2227int handle_newcs_player(object *op) 2225handle_newcs_player (object *op)
2228{ 2226{
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)) { 2227 if (QUERY_FLAG (op, FLAG_SCARED))
2228 {
2229 if (op->speed_left > 0.f)
2230 {
2231 --op->speed_left;
2246 flee_player(op); 2232 flee_player (op);
2247 /* If player is still scared, that is his action for this tick */ 2233
2248 if (QUERY_FLAG(op, FLAG_SCARED)) {
2249 op->speed_left--;
2250 return 0; 2234 return true;
2251 } 2235 }
2236 else
2237 return false;
2252 } 2238 }
2253 2239
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 2240 /* call this here - we also will call this in do_ericserver, but
2267 * the players time has been increased when doericserver has been 2241 * the players time has been increased when doericserver has been
2268 * called, so we recheck it here. 2242 * called, so we recheck it here.
2269 */ 2243 */
2270 HandleClient(&op->contr->socket, op->contr); 2244 if (op->contr->ns->handle_command ())
2271 if (op->speed_left<0) return 0; 2245 return true;
2272 2246
2273 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2247 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); 2248 return move_player (op, op->direction);
2282 if (op->speed_left>0) return 1; 2249
2283 else return 0; 2250 return false;
2284 } 2251}
2252
2253int
2254save_life (object *op)
2255{
2256 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2285 return 0; 2257 return 0;
2286}
2287 2258
2288int save_life(object *op) { 2259 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2289 object *tmp; 2260 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2261 {
2262 op->play_sound (sound_find ("ob_evaporate"));
2263 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2290 2264
2265 if (op->contr)
2266 esrv_del_item (op->contr, tmp->count);
2267
2268 tmp->destroy ();
2291 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2269 CLEAR_FLAG (op, FLAG_LIFESAVE);
2270
2271 if (op->stats.hp < 0)
2272 op->stats.hp = op->stats.maxhp;
2273
2274 if (op->stats.food < 0)
2275 op->stats.food = 999;
2276
2277 op->update_stats ();
2292 return 0; 2278 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 } 2279 }
2280
2312 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2281 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2313 CLEAR_FLAG(op, FLAG_LIFESAVE); 2282 CLEAR_FLAG (op, FLAG_LIFESAVE);
2314 enter_player_savebed(op); /* bring him home. */ 2283 enter_player_savebed (op); /* bring him home. */
2315 return 0; 2284 return 0;
2316} 2285}
2317 2286
2318/* This goes throws the inventory and removes unpaid objects, and puts them 2287/* This goes throws the inventory and removes unpaid objects, and puts them
2319 * back in the map (location and map determined by values of env). This 2288 * back in the map (location and map determined by values of env). This
2320 * function will descend into containers. op is the object to start the search 2289 * function will descend into containers. op is the object to start the search
2321 * from. 2290 * from.
2322 */ 2291 */
2292static void
2323void remove_unpaid_objects(object *op, object *env) 2293drop_unpaid_items (object *op, object *env)
2324{ 2294{
2325 object *next;
2326
2327 while (op) { 2295 while (op)
2296 {
2328 next=op->below; /* Make sure we have a good value, in case 2297 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2329 * we remove object 'op' 2298
2330 */
2331 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2299 if (QUERY_FLAG (op, FLAG_UNPAID))
2332 remove_ob(op); 2300 {
2333 op->x = env->x;
2334 op->y = env->y;
2335 if (env->type == PLAYER) 2301 if (env->type == PLAYER)
2336 esrv_del_item(env->contr, op->count); 2302 esrv_del_item (env->contr, op->count);
2337 insert_ob_in_map(op, env->map, NULL,0); 2303
2304 op->insert_at (env);
2338 } 2305 }
2339 else if (op->inv) remove_unpaid_objects(op->inv, env); 2306 else if (op->inv)
2307 drop_unpaid_items (op->inv, env);
2308
2340 op=next; 2309 op = next;
2341 } 2310 }
2342} 2311}
2343 2312
2313void
2314object::drop_unpaid_items ()
2315{
2316 if (!flag [FLAG_REMOVED])
2317 ::drop_unpaid_items (inv, this);
2318}
2344 2319
2345/* 2320/*
2346 * Returns pointer a static string containing gravestone text 2321 * Returns pointer a static string containing gravestone text
2347 * Moved from apply.c to player.c - player.c is what 2322 * Moved from apply.c to player.c - player.c is what
2348 * actually uses this function. player.c may not be quite the 2323 * actually uses this function. player.c may not be quite the
2349 * best, a misc file for object actions is probably better, 2324 * best, a misc file for object actions is probably better,
2350 * but there isn't one in the server directory. 2325 * but there isn't one in the server directory.
2351 */ 2326 */
2327char *
2352char *gravestone_text (object *op) 2328gravestone_text (object *op)
2353{ 2329{
2354 static char buf2[MAX_BUF]; 2330 static char buf2[MAX_BUF];
2355 char buf[MAX_BUF]; 2331 char buf[MAX_BUF];
2356 time_t now = time (NULL); 2332 time_t now = time (NULL);
2357 2333
2358 strcpy (buf2, " R.I.P.\n\n"); 2334 strcpy (buf2, " R.I.P.\n\n");
2359 if (op->type == PLAYER) 2335 if (op->type == PLAYER)
2360 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2336 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2361 else 2337 else
2362 sprintf (buf, "%s\n", &op->name); 2338 sprintf (buf, "%s\n", &op->name);
2339
2363 strncat (buf2, " ", 20 - strlen (buf) / 2); 2340 strncat (buf2, " ", 20 - strlen (buf) / 2);
2364 strcat (buf2, buf); 2341 strcat (buf2, buf);
2365 if (op->type == PLAYER) 2342 if (op->type == PLAYER)
2366 sprintf (buf, "who was in level %d when killed\n", op->level); 2343 sprintf (buf, "who was in level %d when killed\n", op->level);
2367 else 2344 else
2368 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2345 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2346
2369 strncat (buf2, " ", 20 - strlen (buf) / 2); 2347 strncat (buf2, " ", 20 - strlen (buf) / 2);
2370 strcat (buf2, buf); 2348 strcat (buf2, buf);
2371 if (op->type == PLAYER) { 2349 if (op->type == PLAYER)
2350 {
2372 sprintf (buf, "by %s.\n\n", op->contr->killer); 2351 sprintf (buf, "by %s.\n\n", op->contr->killer);
2373 strncat (buf2, " ", 21 - strlen (buf) / 2); 2352 strncat (buf2, " ", 21 - strlen (buf) / 2);
2374 strcat (buf2, buf); 2353 strcat (buf2, buf);
2375 } 2354 }
2355
2376 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2356 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2377 strncat (buf2, " ", 20 - strlen (buf) / 2); 2357 strncat (buf2, " ", 20 - strlen (buf) / 2);
2378 strcat (buf2, buf); 2358 strcat (buf2, buf);
2359
2379 return buf2; 2360 return buf2;
2380} 2361}
2381 2362
2382 2363void
2383
2384void do_some_living(object *op) { 2364do_some_living (object *op)
2365{
2385 int last_food=op->stats.food; 2366 int last_food = op->stats.food;
2386 int gen_hp, gen_sp, gen_grace; 2367 int gen_hp, gen_sp, gen_grace;
2387 int over_hp, over_sp, over_grace; 2368 int over_hp, over_sp, over_grace;
2388 int i; 2369 int i;
2389 int rate_hp = 1200; 2370 int rate_hp = 1200;
2390 int rate_sp = 2500; 2371 int rate_sp = 2500;
2391 int rate_grace = 2000; 2372 int rate_grace = 2000;
2392 const int max_hp = 1; 2373 const int max_hp = 1;
2393 const int max_sp = 1; 2374 const int max_sp = 1;
2394 const int max_grace = 1; 2375 const int max_grace = 1;
2395 2376
2396 if (op->contr->outputs_sync) 2377 if (op->contr->hidden)
2397 { 2378 {
2398 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2379 op->invisible = 1000;
2399 if (op->contr->outputs[i].buf!=NULL && 2380 /* the socket code flashes the player visible/invisible
2400 (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2381 * depending on the value of invisible, so we need to
2401 flush_output_element(op, &op->contr->outputs[i]); 2382 * alternate it here for it to work correctly.
2383 */
2384 if (pticks & 2)
2385 op->invisible--;
2402 } 2386 }
2387 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2388 {
2389 if (!op->invisible--)
2390 {
2391 make_visible (op);
2392 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2393 }
2394 }
2403 2395
2404 if(op->contr->state==ST_PLAYING) { 2396 if (op->contr->ns->state == ST_PLAYING)
2405 2397 {
2406 /* these next three if clauses make it possible to SLOW DOWN 2398 /* these next three if clauses make it possible to SLOW DOWN
2407 hp/grace/spellpoint regeneration. */ 2399 hp/grace/spellpoint regeneration. */
2408 if(op->contr->gen_hp >= 0 ) 2400 if (op->contr->gen_hp >= 0)
2409 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2401 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2410 else { 2402 else
2403 {
2411 gen_hp = op->stats.maxhp; 2404 gen_hp = op->stats.maxhp;
2412 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2405 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2413 } 2406 }
2407
2414 if(op->contr->gen_sp >= 0 ) 2408 if (op->contr->gen_sp >= 0)
2415 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2409 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2416 else { 2410 else
2411 {
2417 gen_sp = op->stats.maxsp; 2412 gen_sp = op->stats.maxsp;
2418 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2413 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2419 } 2414 }
2415
2420 if(op->contr->gen_grace >= 0) 2416 if (op->contr->gen_grace >= 0)
2421 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2417 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2422 else { 2418 else
2419 {
2423 gen_grace = op->stats.maxgrace; 2420 gen_grace = op->stats.maxgrace;
2424 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2421 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2425 }
2426
2427 /* Regenerate Spell Points */
2428 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2429 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 } 2422 }
2441 }
2442 if (max_sp>1) {
2443 over_sp = (gen_sp+10)/rate_sp;
2444 if (over_sp > 0) {
2445 if(op->stats.sp<op->stats.maxsp) {
2446 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2447 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2448 op->stats.sp--;
2449 if(op->stats.sp>op->stats.maxsp)
2450 op->stats.sp=op->stats.maxsp;
2451 }
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 2423
2461 /* Regenerate Grace */ 2424 /* Regenerate Grace */
2462 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2425 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2463 if(--op->last_grace<0) { 2426 if (--op->last_grace < 0)
2427 {
2464 if(op->stats.grace<op->stats.maxgrace/2) 2428 if (op->stats.grace < op->stats.maxgrace / 2)
2465 op->stats.grace++; /* no penalty in food for regaining grace */ 2429 op->stats.grace++; /* no penalty in food for regaining grace */
2430
2466 if(max_grace>1) { 2431 if (max_grace > 1)
2432 {
2467 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2433 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2468 if (over_grace > 0) { 2434 if (over_grace > 0)
2435 {
2469 op->stats.sp += over_grace 2436 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; 2437 + (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; 2438 op->last_grace = 0;
2439 }
2472 } else { 2440 else
2441 {
2473 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2442 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2443 }
2474 } 2444 }
2475 } else { 2445 else
2446 {
2476 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2447 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2477 } 2448 }
2478 /* wearing stuff doesn't detract from grace generation. */ 2449 /* wearing stuff doesn't detract from grace generation. */
2479 }
2480
2481 /* Regenerate Hit Points */
2482 if(--op->last_heal<0) {
2483 if(op->stats.hp<op->stats.maxhp) {
2484 op->stats.hp++;
2485 /* dms do not consume food */
2486 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2487 op->stats.food--;
2488 if(op->contr->digestion<0)
2489 op->stats.food+=op->contr->digestion;
2490 else if(op->contr->digestion>0 &&
2491 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2492 op->stats.food=last_food;
2493 } 2450 }
2451
2452 if (op->stats.food > 0)
2494 } 2453 {
2495 if(max_hp>1) { 2454 /* Regenerate Spell Points */
2455 if (!op->contr->golem && --op->last_sp < 0)
2456 {
2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2458
2459 if (op->stats.sp < op->stats.maxsp)
2460 {
2461 op->stats.sp++;
2462
2463 /* dms do not consume food */
2464 if (!QUERY_FLAG (op, FLAG_WIZ))
2465 {
2466 op->stats.food--;
2467
2468 if (op->contr->digestion < 0)
2469 op->stats.food += op->contr->digestion;
2470 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2471 op->stats.food = last_food;
2472 }
2473 }
2474
2475 if (max_sp > 1)
2476 {
2477 over_sp = (gen_sp + 10) / rate_sp;
2478 if (over_sp > 0)
2479 {
2480 if (op->stats.sp < op->stats.maxsp)
2481 {
2482 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2483
2484 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2485 op->stats.sp--;
2486
2487 if (op->stats.sp > op->stats.maxsp)
2488 op->stats.sp = op->stats.maxsp;
2489 }
2490
2491 op->last_sp = 0;
2492 }
2493 else
2494 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2495 }
2496 else
2497 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2498 }
2499
2500 /* Regenerate Hit Points */
2501 if (--op->last_heal < 0)
2502 {
2503 if (op->stats.hp < op->stats.maxhp)
2504 {
2505 op->stats.hp++;
2506
2507 /* dms do not consume food */
2508 if (!QUERY_FLAG (op, FLAG_WIZ))
2509 {
2510 op->stats.food--;
2511
2512 if (op->contr->digestion < 0)
2513 op->stats.food += op->contr->digestion;
2514 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2515 op->stats.food = last_food;
2516 }
2517 }
2518
2519 if (max_hp > 1)
2520 {
2496 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp; 2521 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2522
2497 if (over_hp > 0) { 2523 if (over_hp > 0)
2498 op->stats.sp += over_hp 2524 {
2499 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0; 2525 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2500 op->last_heal=0; 2526 op->last_heal = 0;
2527 }
2528 else
2529 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2530 }
2501 } else { 2531 else
2502 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2532 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2503 } 2533 }
2504 } else {
2505 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2506 } 2534 }
2507 }
2508 2535
2509 /* Digestion */ 2536 /* Digestion */
2510 if(--op->last_eat<0) { 2537 if (--op->last_eat < 0)
2511#ifdef COZY_SERVER 2538 {
2512 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2539 int bonus = max (0, op->contr->digestion),
2513 int bonus=dg>0?dg:0, 2540 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 2541
2520 if(op->contr->gen_hp > 0)
2521 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2542 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2522 else 2543
2523 op->last_eat=25*(1+bonus)/(penalty +1);
2524 /* dms do not consume food */ 2544 /* dms do not consume food */
2525 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2545 if (!QUERY_FLAG (op, FLAG_WIZ))
2526 } 2546 op->stats.food--;
2527 } 2547 }
2528 2548
2529 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2549 if (op->stats.food < 0 && op->stats.hp >= 0)
2550 {
2530 object *tmp, *flesh=NULL; 2551 object *tmp, *flesh = 0;
2531 2552
2532 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2553 for (tmp = op->inv; tmp; tmp = tmp->below)
2554 {
2533 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2555 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2556 {
2534 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2557 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2558 {
2535 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2559 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2536 manual_apply(op,tmp,0); 2560 manual_apply (op, tmp, 0);
2537 if(op->stats.food>=0||op->stats.hp<0) 2561 if (op->stats.food >= 0 || op->stats.hp < 0)
2538 break; 2562 break;
2539 } 2563 }
2540 else if (tmp->type==FLESH) flesh=tmp; 2564 else if (tmp->type == FLESH)
2565 flesh = tmp;
2541 } /* End if paid for object */ 2566 } /* End if paid for object */
2542 } /* end of for loop */ 2567 } /* end of for loop */
2568
2543 /* If player is still starving, it means they don't have any food, so 2569 /* If player is still starving, it means they don't have any food, so
2544 * eat flesh instead. 2570 * eat flesh instead.
2545 */ 2571 */
2546 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2572 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2573 {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2574 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2548 manual_apply(op,flesh,0); 2575 manual_apply (op, flesh, 0);
2576 }
2577 }
2578
2579 if (op->stats.food < 0)
2549 } 2580 {
2550 } /* end if player is starving */ 2581 op->stats.hp += op->stats.food;
2582 op->stats.food = 0;
2583 }
2551 2584
2552 while(op->stats.food<0&&op->stats.hp>0) 2585 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2553 op->stats.food++,op->stats.hp--;
2554
2555 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0))
2556 kill_player(op); 2586 kill_player (op);
2587 }
2557} 2588}
2558
2559
2560 2589
2561/* If the player should die (lack of hp, food, etc), we call this. 2590/* If the player should die (lack of hp, food, etc), we call this.
2562 * op is the player in jeopardy. If the player can not be saved (not 2591 * op is the player in jeopardy. If the player can not be saved (not
2563 * permadeath, no lifesave), this will take care of removing the player 2592 * permadeath, no lifesave), this will take care of removing the player
2564 * file. 2593 * file.
2565 */ 2594 */
2595void
2566void kill_player(object *op) 2596kill_player (object *op)
2567{ 2597{
2568 char buf[MAX_BUF]; 2598 char buf[MAX_BUF];
2569 int x, y; 2599 int x, y;
2600
2570 //int i; 2601 //int i;
2571 mapstruct *map; /* this is for resurrection */ 2602 maptile *map; /* this is for resurrection */
2603
2572 /* int z; 2604 /* int z;
2573 int num_stats_lose; 2605 int num_stats_lose;
2574 int lost_a_stat; 2606 int lost_a_stat;
2575 int lose_this_stat; 2607 int lose_this_stat;
2576 int this_stat; */ 2608 int this_stat; */
2577 int will_kill_again; 2609 int will_kill_again;
2578 archetype *at; 2610 archetype *at;
2579 object *tmp; 2611 object *tmp;
2580 2612
2581 if(save_life(op)) 2613 if (save_life (op))
2582 return; 2614 return;
2583 2615
2584
2585 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2616 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2586 * in cities ONLY!!! It is very important that this doesn't get abused. 2617 * in cities ONLY!!! It is very important that this doesn't get abused.
2587 * Look at op_on_battleground() for more info --AndreasV 2618 * Look at op_on_battleground() for more info --AndreasV
2588 */ 2619 */
2589 if (op_on_battleground(op, &x, &y)) { 2620 if (op_on_battleground (op, &x, &y))
2590 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2621 {
2591 "You have been defeated in combat!"); 2622 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, 2623 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2593 "Local medics have saved your life..."); 2624
2594
2595 /* restore player */ 2625 /* restore player */
2596 at = find_archetype("poisoning"); 2626 at = archetype::find ("poisoning");
2597 tmp=present_arch_in_ob(at,op); 2627 if (object *tmp = present_arch_in_ob (at, op))
2598 if (tmp) { 2628 {
2599 remove_ob(tmp); 2629 tmp->destroy ();
2600 free_object(tmp);
2601 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2630 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2631 }
2632
2633 at = archetype::find ("confusion");
2634 if (object *tmp = present_arch_in_ob (at, op))
2602 } 2635 {
2603 2636 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"); 2637 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2610 } 2638 }
2611 2639
2612 cure_disease(op,0); /* remove any disease */ 2640 cure_disease (op, 0); /* remove any disease */
2613 op->stats.hp=op->stats.maxhp; 2641 op->stats.hp = op->stats.maxhp;
2614 if (op->stats.food<=0) op->stats.food=999; 2642 if (op->stats.food <= 0)
2615 2643 op->stats.food = 999;
2644
2616 /* create a bodypart-trophy to make the winner happy */ 2645 /* create a bodypart-trophy to make the winner happy */
2617 tmp=arch_to_object(find_archetype("finger")); 2646 if (object *tmp = arch_to_object (archetype::find ("finger")))
2618 if (tmp != NULL)
2619 { 2647 {
2620 sprintf(buf,"%s's finger", &op->name); 2648 sprintf (buf, "%s's finger", &op->name);
2621 tmp->name = buf; 2649 tmp->name = buf;
2622 sprintf(buf," This finger has been cut off %s\n" 2650 sprintf (buf, " This finger has been cut off %s\n"
2623 " the %s, when he was defeated at\n level %d by %s.\n", 2651 " the %s, when he was defeated at\n level %d by %s.\n",
2624 &op->name, op->contr->title, (int)(op->level), 2652 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2625 op->contr->killer);
2626 tmp->msg=buf; 2653 tmp->msg = buf;
2627 tmp->value=0, tmp->material=0, tmp->type=0; 2654 tmp->value = 0, tmp->type = 0;
2628 tmp->materialname = NULL; 2655 tmp->materialname = "organics";
2629 tmp->x = op->x, tmp->y = op->y; 2656 tmp->insert_at (op, tmp);
2630 insert_ob_in_map(tmp,op->map,op,0);
2631 }
2632 2657 }
2658
2633 /* teleport defeated player to new destination*/ 2659 /* teleport defeated player to new destination */
2634 transfer_ob(op, x, y, 0, NULL); 2660 transfer_ob (op, x, y, 0, NULL);
2635 op->contr->braced=0; 2661 op->contr->braced = 0;
2636 return; 2662 return;
2637 } 2663 }
2638 2664
2639 INVOKE_PLAYER (DEATH, op->contr); 2665 INVOKE_PLAYER (DEATH, op->contr);
2640 2666
2641 command_kill_pets (op, 0); 2667 command_kill_pets (op, 0);
2642 2668
2643 if(op->stats.food<0) { 2669 if (op->stats.food < 0)
2644 if (op->contr->explore) { 2670 {
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); 2671 sprintf (buf, "%s starved to death.", &op->name);
2651 strcpy(op->contr->killer,"starvation"); 2672 strcpy (op->contr->killer, "starvation");
2652 } 2673 }
2653 else { 2674 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); 2675 sprintf (buf, "%s died.", &op->name);
2661 }
2662 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2663 2676
2677 op->contr->play_sound (sound_find ("player_dies"));
2678
2664 /* save the map location for corpse, gravestone*/ 2679 /* save the map location for corpse, gravestone */
2665 x=op->x;y=op->y;map=op->map; 2680 x = op->x;
2681 y = op->y;
2682 map = op->map;
2666 2683
2667
2668 if (settings.not_permadeth == TRUE) {
2669 /* NOT_PERMADEATH code. This basically brings the character back to 2684 /* NOT_PERMADEATH code. This basically brings the character back to
2670 * life if they are dead - it takes some exp and a random stat. 2685 * life if they are dead - it takes some exp and a random stat.
2671 * See the config.h file for a little more in depth detail about this. 2686 * See the config.h file for a little more in depth detail about this.
2672 */ 2687 */
2673 2688
2674 /* Basically two ways to go - remove a stat permanently, or just 2689 /* Basically two ways to go - remove a stat permanently, or just
2675 * make it depletion. This bunch of code deals with that aspect 2690 * make it depletion. This bunch of code deals with that aspect
2676 * of death. 2691 * of death.
2677 */ 2692 */
2678#ifndef COZY_SERVER 2693#ifndef COZY_SERVER
2679 if (settings.balanced_stat_loss) { 2694 if (settings.balanced_stat_loss)
2695 {
2680 /* If stat loss is permanent, lose one stat only. */ 2696 /* If stat loss is permanent, lose one stat only. */
2681 /* Lower level chars don't lose as many stats because they suffer 2697 /* Lower level chars don't lose as many stats because they suffer
2682 more if they do. */ 2698 more if they do. */
2683 /* Higher level characters can afford things such as potions of 2699 /* Higher level characters can afford things such as potions of
2684 restoration, or better, stat potions. So we slug them that 2700 restoration, or better, stat potions. So we slug them that
2685 little bit harder. */ 2701 little bit harder. */
2686 /* GD */ 2702 /* GD */
2687 if (settings.stat_loss_on_death) 2703 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; 2704 num_stats_lose = 1;
2693 } 2705 else
2706 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2707 }
2708 else
2709 num_stats_lose = 1;
2710
2694 lost_a_stat = 0; 2711 lost_a_stat = 0;
2695 2712
2696 for (z=0; z<num_stats_lose; z++) { 2713 for (z = 0; z < num_stats_lose; z++)
2714 {
2697 i = RANDOM() % NUM_STATS; 2715 i = RANDOM () % NUM_STATS;
2698 2716
2699 if (settings.stat_loss_on_death) { 2717 if (settings.stat_loss_on_death)
2718 {
2700 /* Pick a random stat and take a point off it. Tell the player 2719 /* Pick a random stat and take a point off it. Tell the player
2701 * what he lost. 2720 * what he lost.
2702 */ 2721 */
2703 change_attr_value(&(op->stats), i,-1); 2722 change_attr_value (&(op->stats), i, -1);
2704 check_stat_bounds(&(op->stats)); 2723 check_stat_bounds (&(op->stats));
2705 change_attr_value(&(op->contr->orig_stats), i,-1); 2724 change_attr_value (&(op->contr->orig_stats), i, -1);
2706 check_stat_bounds(&(op->contr->orig_stats)); 2725 check_stat_bounds (&(op->contr->orig_stats));
2707 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2726 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2708 lost_a_stat = 1; 2727 lost_a_stat = 1;
2709 } else { 2728 }
2729 else
2730 {
2710 /* deplete a stat */ 2731 /* deplete a stat */
2711 archetype *deparch=find_archetype("depletion"); 2732 archetype *deparch = archetype::find ("depletion");
2712 object *dep; 2733 object *dep;
2734
2735 dep = present_arch_in_ob (deparch, op);
2736 if (!dep)
2713 2737 {
2714 dep = present_arch_in_ob(deparch,op);
2715 if(!dep) {
2716 dep = arch_to_object(deparch); 2738 dep = arch_to_object (deparch);
2717 insert_ob_in_ob(dep, op); 2739 insert_ob_in_ob (dep, op);
2718 } 2740 }
2719 lose_this_stat = 1; 2741 lose_this_stat = 1;
2720 if (settings.balanced_stat_loss) { 2742 if (settings.balanced_stat_loss)
2743 {
2721 /* GD */ 2744 /* GD */
2722 /* Get the stat that we're about to deplete. */ 2745 /* Get the stat that we're about to deplete. */
2723 this_stat = get_attr_value(&(dep->stats), i); 2746 this_stat = get_attr_value (&(dep->stats), i);
2724 if (this_stat < 0) { 2747 if (this_stat < 0)
2748 {
2725 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2749 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2726 int keep_chance = this_stat * this_stat; 2750 int keep_chance = this_stat * this_stat;
2751
2727 /* Yes, I am paranoid. Sue me. */ 2752 /* Yes, I am paranoid. Sue me. */
2728 if (keep_chance < 1) 2753 if (keep_chance < 1)
2729 keep_chance = 1; 2754 keep_chance = 1;
2730 2755
2731 /* There is a maximum depletion total per level. */ 2756 /* There is a maximum depletion total per level. */
2732 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2757 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2758 {
2733 lose_this_stat = 0; 2759 lose_this_stat = 0;
2734 /* Take loss chance vs keep chance to see if we 2760 /* Take loss chance vs keep chance to see if we
2735 retain the stat. */ 2761 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 } 2762 }
2745 } 2763 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 */ 2764 {
2755 if (this_stat>=-50) { 2765 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; 2766 lose_this_stat = 0;
2767 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2768 this_stat, keep_chance, loss_chance,
2769 lose_this_stat?"LOSE":"KEEP"); */
2761 } 2770 }
2762 } 2771 }
2763 } 2772 }
2764 } 2773
2765 /* If no stat lost, tell the player. */
2766 if (!lost_a_stat) 2774 if (lose_this_stat)
2767 { 2775 {
2768 /* determine_god() seems to not work sometimes... why is this? 2776 this_stat = get_attr_value (&(dep->stats), i);
2769 Should I be using something else? GD */ 2777 /* We could try to do something clever like find another
2770 const char *god = determine_god(op); 2778 * stat to reduce if this fails. But chances are, if
2771 if (god && (strcmp(god, "none"))) 2779 * stats have been depleted to -50, all are pretty low
2772 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2780 * and should be roughly the same, so it shouldn't make a
2773 "moment you feel the holy presence of %s protecting" 2781 * difference.
2774 " you.", god); 2782 */
2783 if (this_stat >= -50)
2775 else 2784 {
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2785 change_attr_value (&(dep->stats), i, -1);
2777 " feel a holy presence protecting you."); 2786 SET_FLAG (dep, FLAG_APPLIED);
2787 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2788 op->update_stats ();
2789 lost_a_stat = 1;
2790 }
2778 } 2791 }
2792 }
2793 }
2794 /* If no stat lost, tell the player. */
2795 if (!lost_a_stat)
2796 {
2797 /* determine_god() seems to not work sometimes... why is this?
2798 Should I be using something else? GD */
2799 const char *god = determine_god (op);
2800
2801 if (god && (strcmp (god, "none")))
2802 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2803 else
2804 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2805 }
2806#else
2807 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2779#endif 2808#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 2809
2783 /* Put a gravestone up where the character 'almost' died. List the 2810 /* Put a gravestone up where the character 'almost' died. List the
2784 * exp loss on the stone. 2811 * exp loss on the stone.
2785 */ 2812 */
2786 tmp=arch_to_object(find_archetype("gravestone")); 2813 tmp = arch_to_object (archetype::find ("gravestone"));
2787 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2814 sprintf (buf, "%s's gravestone", &op->name);
2815 tmp->name = buf;
2788 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2816 sprintf (buf, "%s's gravestones", &op->name);
2789 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2817 tmp->name_pl = buf;
2790 "who was killed\n" 2818 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2791 "by %s.\n",
2792 &op->name, op->contr->title,
2793 op->contr->killer);
2794 tmp->msg = buf; 2819 tmp->msg = buf;
2795 tmp->x=op->x,tmp->y=op->y; 2820 tmp->x = op->x, tmp->y = op->y;
2796 insert_ob_in_map (tmp, op->map, NULL,0); 2821 insert_ob_in_map (tmp, op->map, NULL, 0);
2797 2822
2798 /**************************************/ 2823 /**************************************/
2799 /* */ 2824 /* */
2800 /* Subtract the experience points, */ 2825 /* Subtract the experience points, */
2801 /* if we died cause of food, give us */ 2826 /* if we died cause of food, give us */
2802 /* food, and reset HP's... */ 2827 /* food, and reset HP's... */
2803 /* */ 2828 /* */
2804 /**************************************/ 2829 /**************************************/
2805 2830
2806 /* remove any poisoning and confusion the character may be suffering.*/ 2831 /* remove any poisoning and confusion the character may be suffering. */
2807 /* restore player */ 2832 /* restore player */
2808 at = find_archetype("poisoning"); 2833 at = archetype::find ("poisoning");
2809 tmp=present_arch_in_ob(at,op); 2834 tmp = present_arch_in_ob (at, op);
2810 if (tmp) { 2835
2811 remove_ob(tmp); 2836 if (tmp)
2812 free_object(tmp); 2837 {
2838 tmp->destroy ();
2813 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2839 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2814 } 2840 }
2815 2841
2816 at = find_archetype("confusion"); 2842 at = archetype::find ("confusion");
2817 tmp=present_arch_in_ob(at,op); 2843 tmp = present_arch_in_ob (at, op);
2818 if (tmp) { 2844 if (tmp)
2819 remove_ob(tmp); 2845 {
2820 free_object(tmp); 2846 tmp->destroy ();
2821 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2847 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2822 } 2848 }
2849
2823 cure_disease(op,0); /* remove any disease */ 2850 cure_disease (op, 0); /* remove any disease */
2824 2851
2825 /*add_exp(op, (op->stats.exp * -0.20)); */ 2852 /*add_exp(op, (op->stats.exp * -0.20)); */
2826 apply_death_exp_penalty(op); 2853 apply_death_exp_penalty (op);
2827 if(op->stats.food < 100) op->stats.food = 900; 2854 if (op->stats.food < 100)
2855 op->stats.food = 900;
2828 op->stats.hp = op->stats.maxhp; 2856 op->stats.hp = op->stats.maxhp;
2829 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2857 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2830 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2858 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2831 2859
2832 /* 2860 /*
2833 * Check to see if the player is in a shop. IF so, then check to see if 2861 * Check to see if the player has any unpaid items. If so, remove them
2834 * the player has any unpaid items. If so, remove them and put them back 2862 * and put them back in the map.
2835 * in the map. 2863 */
2836 */ 2864 op->drop_unpaid_items ();
2837 2865
2838 if (is_in_shop (op))
2839 remove_unpaid_objects(op->inv, op);
2840
2841 /****************************************/ 2866 /****************************************/
2842 /* */ 2867 /* */
2843 /* Move player to his current respawn- */ 2868 /* Move player to his current respawn- */
2844 /* position (usually last savebed) */ 2869 /* position (usually last savebed) */
2845 /* */ 2870 /* */
2846 /****************************************/ 2871 /****************************************/
2847 2872
2848 enter_player_savebed(op); 2873 enter_player_savebed (op);
2849 2874
2850 /* Save the player before inserting the force to reduce
2851 * chance of abuse.
2852 */
2853 op->contr->braced=0; 2875 op->contr->braced = 0;
2854 save_player(op,1);
2855 2876
2856 /* it is possible that the player has blown something up 2877 /* it is possible that the player has blown something up
2857 * at his savebed location, and that can have long lasting 2878 * at his savebed location, and that can have long lasting
2858 * spell effects. So first see if there is a spell effect 2879 * spell effects. So first see if there is a spell effect
2859 * on the space that might harm the player. 2880 * on the space that might harm the player.
2860 */ 2881 */
2861 will_kill_again=0; 2882 will_kill_again = 0;
2862 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2883 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2863 if (tmp->type ==SPELL_EFFECT) 2884 if (tmp->type == SPELL_EFFECT)
2864 will_kill_again|=tmp->attacktype; 2885 will_kill_again |= tmp->attacktype;
2865 } 2886
2866 if (will_kill_again) { 2887 if (will_kill_again)
2888 {
2867 object *force; 2889 object *force;
2868 int at; 2890 int at;
2869 2891
2870 force=get_archetype(FORCE_NAME); 2892 force = get_archetype (FORCE_NAME);
2871 /* 50 ticks should be enough time for the spell to abate */ 2893 /* 50 ticks should be enough time for the spell to abate */
2872 force->speed=0.1; 2894 force->speed = 0.1f;
2873 force->speed_left=-5.0; 2895 force->speed_left = -5.f;
2874 SET_FLAG(force, FLAG_APPLIED); 2896 SET_FLAG (force, FLAG_APPLIED);
2875 for (at=0; at<NROFATTACKS; at++) { 2897 for (at = 0; at < NROFATTACKS; at++)
2876 if (will_kill_again & (1 << at)) 2898 if (will_kill_again & (1 << at))
2877 force->resist[at] = 100; 2899 force->resist[at] = 100;
2900
2901 insert_ob_in_ob (force, op);
2902 op->update_stats ();
2903
2904 }
2905
2906 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2907}
2908
2909void
2910loot_object (object *op)
2911{ /* Grab and destroy some treasure */
2912 object *tmp, *tmp2, *next;
2913
2914 op->close_container (); /* close open sack first */
2915
2916 for (tmp = op->inv; tmp; tmp = next)
2917 {
2918 next = tmp->below;
2919
2920 if (tmp->invisible)
2921 continue;
2922
2923 tmp->remove ();
2924 tmp->x = op->x, tmp->y = op->y;
2925
2926 if (tmp->type == CONTAINER)
2927 loot_object (tmp); /* empty container to ground */
2928
2929 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2930 {
2931 if (tmp->nrof > 1)
2932 {
2933 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2934 tmp2->destroy ();
2935 insert_ob_in_map (tmp, op->map, NULL, 0);
2878 } 2936 }
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 { 2937 else
2937 delete_character(op->name,1); 2938 tmp->destroy ();
2938 } 2939 }
2939 } 2940 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); 2941 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 } 2942 }
2981} 2943}
2982 2944
2983/* 2945/*
2984 * fix_weight(): Check recursively the weight of all players, and fix 2946 * fix_weight(): Check recursively the weight of all players, and fix
2985 * what needs to be fixed. Refresh windows and fix speed if anything 2947 * what needs to be fixed. Refresh windows and fix speed if anything
2986 * was changed. 2948 * was changed.
2987 */ 2949 */
2988 2950void
2989void fix_weight(void) { 2951fix_weight (void)
2990 player *pl; 2952{
2991 for (pl = first_player; pl != NULL; pl = pl->next) { 2953 for_all_players (pl)
2954 {
2992 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2955 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2956
2993 if(old == sum) 2957 if (old == sum)
2994 continue; 2958 continue;
2995 fix_player(pl->ob); 2959 pl->ob->update_stats ();
2996 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2960 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2997 &pl->ob->name, old, sum);
2998 } 2961 }
2999} 2962}
3000 2963
2964void
3001void fix_luck(void) { 2965fix_luck (void)
3002 player *pl; 2966{
3003 for (pl = first_player; pl != NULL; pl = pl->next) 2967 for_all_players (pl)
3004 if (!pl->ob->contr->state) 2968 if (!pl->ob->contr->ns->state)
3005 change_luck(pl->ob, 0); 2969 pl->ob->change_luck (0);
3006} 2970}
3007
3008 2971
3009/* cast_dust() - handles op throwing objects of type 'DUST'. 2972/* cast_dust() - handles op throwing objects of type 'DUST'.
3010 * This is much simpler in the new spell code - we basically 2973 * This is much simpler in the new spell code - we basically
3011 * just treat this as any other spell casting object. 2974 * just treat this as any other spell casting object.
3012 */ 2975 */
3013
3014void 2976void
3015cast_dust (object * op, object * throw_ob, int dir) 2977cast_dust (object *op, object *throw_ob, int dir)
3016{ 2978{
3017 object *skop, *spob; 2979 object *skop, *spob;
3018 2980
3019 skop = find_skill_by_name (op, throw_ob->skill); 2981 skop = find_skill_by_name (op, throw_ob->skill);
3020 2982
3021 /* casting POTION 'dusts' is really a use_magic_item skill */ 2983 /* casting POTION 'dusts' is really a use_magic_item skill */
3022 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2984 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3023 { 2985 {
3024 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2986 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3025 &op->name);
3026 return; 2987 return;
3027 } 2988 }
3028 2989
3029 spob = throw_ob->inv; 2990 spob = throw_ob->inv;
3030 2991
3031 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2992 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3032 // not pass NULL to cast_spell (which did indeed check itself, but 2993 // not pass NULL to cast_spell (which did indeed check itself, but
3033 // errors should be reported as early as possible IMHO) 2994 // errors should be reported as early as possible IMHO)
3034 if (!spob) 2995 if (!spob)
3035 { 2996 {
3036 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2997 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3037 &throw_ob->name, &op->name);
3038 return; 2998 return;
3039 } 2999 }
3040 3000
3041 if (op->type == PLAYER) 3001 if (op->type == PLAYER)
3042 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3002 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3043 3003
3044 cast_spell (op, throw_ob, dir, spob, NULL); 3004 cast_spell (op, throw_ob, dir, spob, NULL);
3045 3005
3046 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3006 throw_ob->destroy ();
3047 remove_ob (throw_ob);
3048 free_object (throw_ob);
3049} 3007}
3050 3008
3009void
3051void make_visible (object *op) { 3010make_visible (object *op)
3011{
3052 op->hide = 0; 3012 op->hide = 0;
3053 op->invisible = 0; 3013 op->invisible = 0;
3054 if(op->type==PLAYER) { 3014 if (op->type == PLAYER)
3015 {
3055 op->contr->tmp_invis = 0; 3016 op->contr->tmp_invis = 0;
3056 op->contr->invis_race = 0; 3017 op->contr->invis_race = 0;
3057 } 3018 }
3019
3058 update_object(op,UP_OBJ_FACE); 3020 update_object (op, UP_OBJ_CHANGE);
3059} 3021}
3060 3022
3023int
3061int is_true_undead(object *op) { 3024is_true_undead (object *op)
3062 object *tmp=NULL; 3025{
3063
3064 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3026 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3027 return 1;
3065 3028
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; 3029 return 0;
3071} 3030}
3072 3031
3073/* look at the surrounding terrain to determine 3032/* look at the surrounding terrain to determine
3074 * the hideability of this object. Positive levels 3033 * the hideability of this object. Positive levels
3075 * indicate greater hideability. 3034 * indicate greater hideability.
3076 */ 3035 */
3077 3036
3037int
3078int hideability(object *ob) { 3038hideability (object *ob)
3039{
3079 int i,level=0, mflag; 3040 int i, level = 0, mflag;
3080 sint16 x,y; 3041 sint16 x, y;
3081 3042
3082 if(!ob||!ob->map) return 0; 3043 if (!ob || !ob->map)
3044 return 0;
3083 3045
3084 /* so, on normal lighted maps, its hard to hide */ 3046 /* so, on normal lighted maps, its hard to hide */
3085 level=ob->map->darkness - 2; 3047 level = ob->map->darkness - 2;
3086 3048
3087 /* this also picks up whether the object is glowing. 3049 /* this also picks up whether the object is glowing.
3088 * If you carry a light on a non-dark map, its not 3050 * If you carry a light on a non-dark map, its not
3089 * as bad as carrying a light on a pitch dark map */ 3051 * as bad as carrying a light on a pitch dark map */
3090 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3052 if (has_carried_lights (ob))
3053 level = -(10 + (2 * ob->map->darkness));
3091 3054
3092 /* scan through all nearby squares for terrain to hide in */ 3055 /* 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]) { 3056 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3057 {
3094 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3058 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3095 if (mflag & P_OUT_OF_MAP) { continue; } 3059 if (mflag & P_OUT_OF_MAP)
3060 {
3061 continue;
3062 }
3096 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3063 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3097 level += 2; 3064 level += 2;
3098 else /* open terrain! */ 3065 else /* open terrain! */
3099 level -= 1; 3066 level -= 1;
3100 } 3067 }
3101 3068
3102#if 0 3069#if 0
3103 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3070 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3104#endif 3071#endif
3105 return level; 3072 return level;
3106} 3073}
3107 3074
3108/* For Hidden creatures - a chance of becoming 'unhidden' 3075/* For Hidden creatures - a chance of becoming 'unhidden'
3109 * every time they move - as we subtract off 'invisibility' 3076 * every time they move - as we subtract off 'invisibility'
3110 * AND, for players, if they move into a ridiculously unhideable 3077 * AND, for players, if they move into a ridiculously unhideable
3111 * spot (surrounded by clear terrain in broad daylight). -b.t. 3078 * spot (surrounded by clear terrain in broad daylight). -b.t.
3112 */ 3079 */
3113 3080void
3114void do_hidden_move (object *op) { 3081do_hidden_move (object *op)
3082{
3115 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3083 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3116 object *skop; 3084 object *skop;
3117 3085
3118 if(!op || !op->map) return; 3086 if (!op || !op->map)
3087 return;
3119 3088
3120 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3089 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3121 3090
3122 /* its *extremely* hard to run and sneak/hide at the same time! */ 3091 /* its *extremely* hard to run and sneak/hide at the same time! */
3123 if(op->type==PLAYER && op->contr->run_on) { 3092 if (op->type == PLAYER && op->contr->run_on)
3124 if(!skop || num >= skop->level) { 3093 if (!skop || num >= skop->level)
3094 {
3125 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3095 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
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); 3096 make_visible (op);
3135 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3097 return;
3136 "You moved out of hiding! You are visible!");
3137 } 3098 }
3099 else
3100 num += 20;
3101
3102 num += op->map->difficulty;
3103 hide = hideability (op); /* modify by terrain hidden level */
3104 num -= hide;
3105
3106 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3107 {
3108 make_visible (op);
3109 if (op->type == PLAYER)
3110 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3111 }
3138 else if (op->type == PLAYER && skop) { 3112 else if (op->type == PLAYER && skop)
3139 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3113 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3140 }
3141} 3114}
3142 3115
3143/* determine if who is standing near a hostile creature. */ 3116/* determine if who is standing near a hostile creature. */
3144 3117
3118int
3145int stand_near_hostile( object *who ) { 3119stand_near_hostile (object *who)
3120{
3146 object *tmp=NULL; 3121 object *tmp = NULL;
3147 int i,friendly=0,player=0, mflags; 3122 int i, friendly = 0, player = 0, mflags;
3148 mapstruct *m; 3123 maptile *m;
3149 sint16 x,y; 3124 sint16 x, y;
3150 3125
3151 if(!who) return 0; 3126 if (!who)
3127 return 0;
3152 3128
3153 if(who->type==PLAYER) player=1; 3129 if (who->type == PLAYER)
3130 player = 1;
3131
3132 else
3154 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3133 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3155 3134
3156 /* search adjacent squares */ 3135 /* search adjacent squares */
3157 for(i=1;i<9;i++) { 3136 for (i = 1; i < 9; i++)
3137 {
3158 x = who->x+freearr_x[i]; 3138 x = who->x + freearr_x[i];
3159 y = who->y+freearr_y[i]; 3139 y = who->y + freearr_y[i];
3160 m = who->map; 3140 m = who->map;
3161 mflags = get_map_flags(m, &m, x, y, &x, &y); 3141 mflags = get_map_flags (m, &m, x, y, &x, &y);
3162 /* space must be blocked if there is a monster. If not 3142 /* space must be blocked if there is a monster. If not
3163 * blocked, don't need to check this space. 3143 * blocked, don't need to check this space.
3164 */ 3144 */
3165 if (mflags & P_OUT_OF_MAP) continue; 3145 if (mflags & P_OUT_OF_MAP)
3146 continue;
3166 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3147 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3167 3148 continue;
3168 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3149
3169 if((player||friendly) 3150 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3151 {
3170 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3152 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3153 return 1;
3154 else if (tmp->type == PLAYER)
3155 {
3156 /*don't let a hidden DM prevent you from hiding */
3157 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3171 return 1; 3158 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 } 3159 }
3178 } 3160 }
3179 } 3161 }
3180 return 0; 3162 return 0;
3181} 3163}
3182 3164
3183/* check the player los field for viewability of the 3165/* check the player los field for viewability of the
3184 * object op. This function works fine for monsters, 3166 * object op. This function works fine for monsters,
3185 * but we dont worry if the object isnt the top one in 3167 * but we dont worry if the object isnt the top one in
3186 * a pile (say a coin under a table would return "viewable" 3168 * a pile (say a coin under a table would return "viewable"
3187 * by this routine). Another question, should we be 3169 * by this routine). Another question, should we be
3188 * concerned with the direction the player is looking 3170 * concerned with the direction the player is looking
3189 * in? Realistically, most of use cant see stuff behind 3171 * in? Realistically, most of us can't see stuff behind
3190 * our backs...on the other hand, does the "facing" direction 3172 * our backs...on the other hand, does the "facing" direction
3191 * imply the way your head, or body is facing? Its possible 3173 * imply the way your head, or body is facing? It's possible
3192 * for them to differ. Sigh, this fctn could get a bit more complex. 3174 * for them to differ. Sigh, this fctn could get a bit more complex.
3193 * -b.t. 3175 * -b.t.
3194 * This function is now map tiling safe. 3176 * This function is now map tiling safe.
3195 */ 3177 */
3196 3178int
3197int player_can_view (object *pl,object *op) { 3179player_can_view (object *pl, object *op)
3180{
3198 rv_vector rv; 3181 rv_vector rv;
3199 int dx,dy; 3182 int dx, dy;
3200 3183
3201 if(pl->type!=PLAYER) { 3184 if (pl->type != PLAYER)
3185 {
3202 LOG(llevError,"player_can_view() called for non-player object\n"); 3186 LOG (llevError, "player_can_view() called for non-player object\n");
3203 return -1; 3187 return -1;
3204 } 3188 }
3205 if (!pl || !op) return 0;
3206 3189
3207 if(op->head) { op = op->head; } 3190 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; 3191 return 0;
3192
3193 op = op->head_ ();
3194
3195 get_rangevector (pl, op, &rv, 0x1);
3196
3197 /* starting with the 'head' part, lets loop
3198 * through the object and find if it has any
3199 * part that is in the los array but isn't on
3200 * a blocked los square.
3201 * we use the archetype to figure out offsets.
3202 */
3203 while (op)
3204 {
3205 dx = rv.distance_x + op->arch->x;
3206 dy = rv.distance_y + op->arch->y;
3207
3208 /* only the viewable area the player sees is updated by LOS
3209 * code, so we need to restrict ourselves to that range of values
3210 * for any meaningful values.
3211 */
3212 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3213 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3214 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3215 return 1;
3216
3217 op = op->more;
3218 }
3219
3220 return 0;
3231} 3221}
3232 3222
3233/* routine for both players and monsters. We call this when 3223/* routine for both players and monsters. We call this when
3234 * there is a possibility for our action distrubing our hiding 3224 * there is a possibility for our action distrubing our hiding
3235 * place or invisiblity spell. Artefact invisiblity is not 3225 * place or invisiblity spell. Artefact invisiblity is not
3236 * effected by this. If we arent invisible to begin with, we 3226 * effected by this. If we arent invisible to begin with, we
3237 * return 0. 3227 * return 0.
3238 */ 3228 */
3229int
3239int action_makes_visible (object *op) { 3230action_makes_visible (object *op)
3240 3231{
3241 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3232 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3233 {
3242 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3234 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3243 return 0; 3235 return 0;
3244 3236
3245 if (op->contr && op->contr->tmp_invis == 0) return 0; 3237 if (op->contr && op->contr->tmp_invis == 0)
3238 return 0;
3246 3239
3247 /* If monsters, they should become visible */ 3240 /* If monsters, they should become visible */
3248 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3241 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3242 {
3249 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3243 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3250 return 1; 3244 return 1;
3251 } 3245 }
3252 } 3246 }
3247
3253 return 0; 3248 return 0;
3254} 3249}
3255 3250
3256/* op_on_battleground - checks if the given object op (usually 3251/* op_on_battleground - checks if the given object op (usually
3257 * a player) is standing on a valid battleground-tile, 3252 * a player) is standing on a valid battleground-tile,
3258 * function returns TRUE/FALSE. If true x, y returns the battleground 3253 * function returns TRUE/FALSE. If true x, y returns the battleground
3259 * -exit-coord. (and if x, y not NULL) 3254 * -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 3255 * 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 3256 * 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 3257 * Default is to do the same as before, so only people wanting to have different points need worry about this
3263 */ 3258 */
3259int
3264int op_on_battleground (object *op, int *x, int *y) { 3260op_on_battleground (object *op, int *x, int *y)
3265 object *tmp; 3261{
3266
3267 /* A battleground-tile needs the following attributes to be valid: 3262 /* 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), 3263 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3269 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3264 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3270 * and the exit-coordinates sp/hp must both be > 0. 3265 * and the exit-coordinates sp/hp must both be > 0.
3271 * => The intention here is to prevent abuse of the battleground- 3266 * => The intention here is to prevent abuse of the battleground-
3272 * feature (like pickable or hidden battleground tiles). */ 3267 * feature (like pickable or hidden battleground tiles). */
3273 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3268 for (object *tmp = op->below; tmp; tmp = tmp->below)
3269 {
3274 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3270 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3271 {
3275 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3272 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3276 strcmp(tmp->name, "battleground")==0 && 3273 && tmp->type == BATTLEGROUND
3277 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3274 && tmp->name == shstr_battleground
3275 && EXIT_X (tmp) && EXIT_Y (tmp))
3276 {
3278 /*before we assign the exit, check if this is a teambattle*/ 3277 /* before we assign the exit, check if this is a teambattle */
3279 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3278 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3280 object *invtmp; 3279 {
3281 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3280 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3281 {
3282 if(invtmp->type==FORCE && invtmp->slaying && 3282 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3283 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3283 {
3284 if (x != NULL && y != NULL) 3284 if (x && y)
3285 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3285 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3286
3286 return 1; 3287 return 1;
3288 }
3287 } 3289 }
3288 } 3290 }
3289 } 3291
3290 if (x != NULL && y != NULL) 3292 if (x && y)
3291 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3293 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3294
3292 return 1; 3295 return 1;
3296 }
3293 } 3297 }
3294 }
3295 } 3298 }
3299
3296 /* If we got here, did not find a battleground */ 3300 /* If we got here, did not find a battleground */
3297 return 0; 3301 return 0;
3298} 3302}
3299 3303
3300/* 3304/*
3304 * attributes: 3308 * attributes:
3305 * object *who the dragon player 3309 * object *who the dragon player
3306 * int atnr the attack-number of the ability focus 3310 * int atnr the attack-number of the ability focus
3307 * int level ability level 3311 * int level ability level
3308 */ 3312 */
3313void
3309void dragon_ability_gain(object *who, int atnr, int level) { 3314dragon_ability_gain (object *who, int atnr, int level)
3315{
3310 treasurelist *trlist = NULL; /* treasurelist */ 3316 treasurelist *trlist = NULL; /* treasurelist */
3311 treasure *tr; /* treasure */ 3317 treasure *tr; /* treasure */
3312 object *tmp,*skop; /* tmp. object */ 3318 object *tmp, *skop; /* tmp. object */
3313 object *item; /* treasure object */ 3319 object *item; /* treasure object */
3314 char buf[MAX_BUF]; /* tmp. string buffer */ 3320 char buf[MAX_BUF]; /* tmp. string buffer */
3315 int i=0, j=0; 3321 int i = 0, j = 0;
3316 3322
3317 /* get the appropriate treasurelist */ 3323 /* get the appropriate treasurelist */
3318 if (atnr == ATNR_FIRE) 3324 if (atnr == ATNR_FIRE)
3319 trlist = find_treasurelist("dragon_ability_fire"); 3325 trlist = treasurelist::find ("dragon_ability_fire");
3320 else if (atnr == ATNR_COLD) 3326 else if (atnr == ATNR_COLD)
3321 trlist = find_treasurelist("dragon_ability_cold"); 3327 trlist = treasurelist::find ("dragon_ability_cold");
3322 else if (atnr == ATNR_ELECTRICITY) 3328 else if (atnr == ATNR_ELECTRICITY)
3323 trlist = find_treasurelist("dragon_ability_elec"); 3329 trlist = treasurelist::find ("dragon_ability_elec");
3324 else if (atnr == ATNR_POISON) 3330 else if (atnr == ATNR_POISON)
3325 trlist = find_treasurelist("dragon_ability_poison"); 3331 trlist = treasurelist::find ("dragon_ability_poison");
3326 3332
3327 if (trlist == NULL || who->type != PLAYER) 3333 if (trlist == NULL || who->type != PLAYER)
3334 return;
3335
3336 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3337
3338 if (!tr || !tr->item)
3339 {
3340 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3341 return;
3342 }
3343
3344 /* everything seems okay - now bring on the gift: */
3345 item = tr->item;
3346
3347 if (item->type == SPELL)
3348 {
3349 if (check_spell_known (who, item->name))
3328 return; 3350 return;
3329 3351
3330 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3352 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3331 tr = tr->next, i++); 3353 do_learn_spell (who, item, 0);
3332 3354 return;
3333 if (tr == NULL || tr->item == NULL) { 3355 }
3334 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3356
3357 /* grant direct spell */
3358 if (item->type == SPELLBOOK)
3359 {
3360 if (!item->inv)
3361 {
3362 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3363 return;
3364 }
3365 if (check_spell_known (who, item->inv->name))
3335 return; 3366 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) { 3367 if (item->invisible)
3368 {
3359 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); 3369 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3360 do_learn_spell (who, item->inv, 0); 3370 do_learn_spell (who, item->inv, 0);
3361 return; 3371 return;
3362 } 3372 }
3363 } 3373 }
3364 else if (item->type == SKILL_TOOL && item->invisible) { 3374 else if (item->type == SKILL_TOOL && item->invisible)
3375 {
3365 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3376 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3377 {
3366 3378
3367 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3379 /* 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 3380 * 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, 3381 * them. As it is now, if the player has any that match the granted skill,
3370 * but not all of them, he gets nothing. 3382 * but not all of them, he gets nothing.
3371 */ 3383 */
3372 if (!(skop->attacktype & item->attacktype)) { 3384 if (!(skop->attacktype & item->attacktype))
3385 {
3373 /* Give new attacktype */ 3386 /* Give new attacktype */
3374 skop->attacktype |= item->attacktype; 3387 skop->attacktype |= item->attacktype;
3375 3388
3376 /* always add physical if there's none */ 3389 /* always add physical if there's none */
3377 skop->attacktype |= AT_PHYSICAL; 3390 skop->attacktype |= AT_PHYSICAL;
3378 3391
3379 if (item->msg != NULL) 3392 if (item->msg != NULL)
3380 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3393 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3381 3394
3382 /* Give player new face */ 3395 /* Give player new face */
3383 if (item->animation_id) { 3396 if (item->animation_id)
3397 {
3384 who->face = skop->face; 3398 who->face = skop->face;
3385 who->animation_id = item->animation_id; 3399 who->animation_id = item->animation_id;
3386 who->anim_speed = item->anim_speed; 3400 who->anim_speed = item->anim_speed;
3387 who->last_anim = 0; 3401 who->last_anim = 0;
3388 who->state = 0; 3402 who->state = 0;
3389 animate_object(who, who->direction); 3403 animate_object (who, who->direction);
3390 } 3404 }
3391 } 3405 }
3392 } 3406 }
3393 } 3407 }
3394 else if (item->type == FORCE) { 3408 else if (item->type == FORCE)
3409 {
3395 /* forces in the treasurelist can alter the player's stats */ 3410 /* forces in the treasurelist can alter the player's stats */
3396 object *skin; 3411 object *skin;
3412
3397 /* first get the dragon skin force */ 3413 /* first get the dragon skin force */
3398 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3414 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3399 skin=skin->below); 3415 ;
3400 if (skin == NULL) return; 3416
3401 3417 if (!skin)
3418 return;
3419
3402 /* adding new spellpath attunements */ 3420 /* adding new spellpath attunements */
3403 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3421 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3422 {
3404 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3423 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3405 3424
3406 /* print message */ 3425 /* print message */
3407 sprintf(buf, "You feel attuned to "); 3426 sprintf (buf, "You feel attuned to ");
3408 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3427 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3428 {
3409 if(item->path_attuned & (1<<i)) { 3429 if (item->path_attuned & (1 << i))
3430 {
3410 if (j) 3431 if (j)
3411 strcat(buf," and "); 3432 strcat (buf, " and ");
3412 else 3433 else
3413 j = 1; 3434 j = 1;
3414 strcat(buf, spellpathnames[i]); 3435 strcat (buf, spellpathnames[i]);
3415 } 3436 }
3416 } 3437 }
3417 strcat(buf,"."); 3438 strcat (buf, ".");
3418 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3439 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3419 } 3440 }
3420 3441
3421 /* evtl. adding flags: */ 3442 /* evtl. adding flags: */
3422 if(QUERY_FLAG(item, FLAG_XRAYS)) 3443 if (QUERY_FLAG (item, FLAG_XRAYS))
3423 SET_FLAG(skin, FLAG_XRAYS); 3444 SET_FLAG (skin, FLAG_XRAYS);
3424 if(QUERY_FLAG(item, FLAG_STEALTH)) 3445 if (QUERY_FLAG (item, FLAG_STEALTH))
3425 SET_FLAG(skin, FLAG_STEALTH); 3446 SET_FLAG (skin, FLAG_STEALTH);
3426 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3447 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3427 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3448 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3428 3449
3429 /* print message if there is one */ 3450 /* print message if there is one */
3430 if (item->msg != NULL) 3451 if (item->msg != NULL)
3431 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3452 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3453 }
3454 else
3432 } 3455 {
3433 else {
3434 /* generate misc. treasure */ 3456 /* generate misc. treasure */
3435 tmp = arch_to_object (tr->item); 3457 tmp = arch_to_object (tr->item);
3436 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3458 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3437 tmp = insert_ob_in_ob (tmp, who); 3459 tmp = insert_ob_in_ob (tmp, who);
3438 if (who->type == PLAYER) 3460 if (who->type == PLAYER)
3439 esrv_send_item(who, tmp); 3461 esrv_send_item (who, tmp);
3440 } 3462 }
3441} 3463}
3442 3464
3443/** 3465/**
3444 * Unready an object for a player. This function does nothing if the object was 3466 * Unready an object for a player. This function does nothing if the object was
3445 * not readied. 3467 * not readied.
3446 */ 3468 */
3469void
3447void player_unready_range_ob(player *pl, object *ob) { 3470player_unready_range_ob (player *pl, object *ob)
3448 rangetype i; 3471{
3472 if (pl->ob->current_weapon == ob)
3473 pl->ob->current_weapon = 0;
3449 3474
3450 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3475 if (pl->combat_ob == ob)
3451 if (pl->ranges[i] == ob) { 3476 pl->combat_ob = 0;
3452 pl->ranges[i] = NULL; 3477
3453 if (pl->shoottype == i) { 3478 if (pl->ranged_ob == ob)
3454 pl->shoottype = range_none; 3479 pl->ranged_ob = 0;
3455 }
3456 }
3457 }
3458} 3480}
3481
3482sint8
3483player::visibility_at (maptile *map, int x, int y) const
3484{
3485 if (!ns)
3486 return 0;
3487
3488 int dx, dy;
3489 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3490 return 0;
3491
3492 x += dx - ns->current_x + ns->mapx / 2;
3493 y += dy - ns->current_y + ns->mapy / 2;
3494
3495 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3496 return 0;
3497
3498 return 100 - blocked_los [x][y];
3499}

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