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Comparing deliantra/server/server/player.C (file contents):
Revision 1.14 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.115 by root, Fri Apr 27 02:43:04 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * CrossFire, A Multiplayer game
3 * "$Id: player.C,v 1.14 2006/09/03 00:18:42 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program 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 2 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, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
4 */ 23 */
5 24
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 25#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h> 26#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 27#include <sproto.h>
35#endif
36#include <sounds.h> 28#include <sounds.h>
37#include <living.h> 29#include <living.h>
38#include <object.h> 30#include <object.h>
39#include <spells.h> 31#include <spells.h>
40#include <skills.h> 32#include <skills.h>
41#include <newclient.h>
42 33
43#ifdef COZY_SERVER 34#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 35#include <functional>
45#endif
46 36
47player *find_player(const char *plname) 37playervec players;
38
39void
40display_motd (const object *op)
48{ 41{
49 player *pl; 42 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 43 char motd[HUGE_BUF];
51 { 44 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 50 return;
54 };
55 return NULL;
56}
57 51
58player* find_player_partial_name( const char* plname ) 52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
59 { 56 {
60 player* pl; 57 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 58 continue;
67 59
68 if ( !strcmp( pl->ob->name, plname) ) 60 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 61 size += strlen (buf);
62 }
70 63
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
72 { 90 {
73 if ( found ) 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
74 return NULL; 92 break;
93 }
75 94
76 found = pl; 95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp))
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 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 */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
77 } 142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
78 } 145 }
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;
88 146 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 147
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 149 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); 150 close_and_delete (fp, comp);
103} 151}
104 152
105void send_rules(const object *op) { 153/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 154static void
107 char rules[HUGE_BUF]; 155set_first_map (object *op)
108 FILE *fp; 156{
109 int comp; 157 op->contr->maplevel = first_map_path;
110 int size; 158 op->x = -1;
111 159 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 160}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
114 return; 179 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
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}
132 180
133void send_news(const object *op) { 181 players.insert (this);
134 char buf[MAX_BUF]; 182 ob->remove ();
135 char news[HUGE_BUF]; 183 ob->map = 0;
136 char subject[MAX_BUF]; 184 ob->activate_recursive ();
137 FILE *fp; 185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
138 int comp; 186 add_friendly_object (ob);
139 int size; 187 enter_map ();
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;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179} 188}
180 189
181int playername_ok(const char *cp) { 190void
182 /* Don't allow - or _ as first character in the name */ 191player::deactivate ()
183 if (*cp == '-' || *cp == '_') return 0; 192{
184 193 if (!active)
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1; 194 return;
189}
190 195
191/* This no longer sets the player map. Also, it now updates 196 terminate_all_pets (ob);
192 * all the pointers so the caller doesn't need to do that. 197 remove_friendly_object (ob);
193 * Caller is responsible for setting the correct map. 198 ob->deactivate_recursive ();
194 */
195 199
196/* Redo this to do both get_player_ob and get_player. 200 if (ob->map)
197 * Hopefully this will be less bugfree and simpler. 201 maplevel = ob->map->path;
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205 202
206 if (!p) { 203 ob->remove ();
207 p = new player; 204 ob->map = 0;
205 party = 0;
208 206
209 /* This adds the player in the linked list. There is extra 207 // for weird reasons, this is often "ob", keeping a circular reference
210 * complexity here because we want to add the new player at the 208 ranges [range_skill] = 0;
211 * end of the list - there is in fact no compelling reason that
212 * that needs to be done except for things like output of
213 * 'who'.
214 */
215 player *tmp = first_player;
216 while(tmp!=NULL&&tmp->next!=NULL)
217 tmp=tmp->next;
218 if(tmp!=NULL)
219 tmp->next=p;
220 else
221 first_player=p;
222 209
223 p->next = NULL; 210 players.erase (this);
211}
212
213// connect the player with a specific client
214// also changed, rationalises, and fixes some incorrect settings
215void
216player::connect (client *ns)
217{
218 this->ns = ns;
219 ns->pl = this;
220
221 run_on = 0;
222 fire_on = 0;
223 ob->close_container (); //TODO: client-specific
224
225 ns->update_look = 0;
226 ns->look_position = 0;
227
228 clear_los (ob);
229
230 ns->reset_stats ();
231
232 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race;
235
236 if (!legal_range (ob, shoottype))
237 shoottype = range_none;
238
239 ob->carrying = sum_weight (ob);
240 link_player_skills (ob);
241
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
243
244 assign (title, ob->arch->clone.name);
245
246 /* if it's a dragon player, set the correct title here */
247 if (is_dragon_pl (ob))
224 } 248 {
249 object *tmp, *abil = 0, *skin = 0;
225 250
226 /* Clears basically the entire player structure except 251 shstr_cmp dragon_ability_force ("dragon_ability_force");
227 * for next and socket. 252 shstr_cmp dragon_skin_force ("dragon_skin_force");
228 */
229 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
230 p->attachable_init (); //HACK
231 253
254 for (tmp = ob->inv; tmp; tmp = tmp->below)
255 if (tmp->type == FORCE)
256 if (tmp->arch->name == dragon_ability_force)
257 abil = tmp;
258 else if (tmp->arch->name == dragon_skin_force)
259 skin = tmp;
260
261 set_dragon_name (ob, abil, skin);
262 }
263
264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
265
266 esrv_new_player (this, ob->weight + ob->carrying);
267
268 ob->update_stats ();
269 ns->floorbox_update ();
270
271 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0);
273
274 activate ();
275
276 send_rules (ob);
277 send_news (ob);
278 display_motd (ob);
279
280 INVOKE_PLAYER (CONNECT, this);
281 INVOKE_PLAYER (LOGIN, this);
282}
283
284void
285player::disconnect ()
286{
287 if (ns)
288 {
289 if (active)
290 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
291
292 INVOKE_PLAYER (DISCONNECT, this);
293
294 ns->reset_stats ();
295 ns->pl = 0;
296 ns = 0;
297 }
298
299 if (ob)
300 ob->close_container (); //TODO: client-specific
301
302 deactivate ();
303}
304
305// the need for this function can be explained
306// by load_object not returning the object
307void
308player::set_object (object *op)
309{
310 ob = op;
311 ob->contr = this; /* this aren't yet in archetype */
312
313 ob->speed_left = 0.5;
314 ob->speed = 1.0;
315 ob->direction = 5; /* So player faces south */
316}
317
318player::player ()
319{
232 /* There are some elements we want initialized to non zero value - 320 /* There are some elements we want initialised to non zero value -
233 * we deal with that below this point. 321 * we deal with that below this point.
234 */ 322 */
235 p->party=NULL; 323 outputs_sync = 4;
236 p->outputs_sync=16; /* Every 2 seconds */ 324 outputs_count = 4;
237 p->outputs_count=8; /* Keeps present behaviour */
238 p->unapply = unapply_nochoice; 325 unapply = unapply_nochoice;
239 p->Swap_First = -1;
240 326
241#ifdef AUTOSAVE 327 savebed_map = first_map_path; /* Init. respawn position */
242 p->last_save_tick = 9999999; 328
243#endif 329 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal;
332 petmode = pet_normal;
333 listening = 10;
334 usekeys = containers;
335 peaceful = 1; /* default peaceful */
336 do_los = 1;
337}
338
339void
340player::do_destroy ()
341{
342 disconnect ();
343
344 attachable::do_destroy ();
345
346 if (ob)
244 347 {
245 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 348 ob->destroy_inv (false);
349 ob->destroy ();
246 350 }
247 op->contr=p; /* this aren't yet in archetype */
248 p->ob = op;
249 op->speed_left=0.5;
250 op->speed=1.0;
251 op->direction=5; /* So player faces south */
252 op->stats.wc=2;
253 op->run_away = 25; /* Then we panick... */
254 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
255
256 roll_stats(op);
257 p->state=ST_ROLL_STAT;
258 clear_los(op);
259
260 p->gen_sp_armour=10;
261 p->last_speed= -1;
262 p->shoottype=range_none;
263 p->bowtype=bow_normal;
264 p->petmode=pet_normal;
265 p->listening=10;
266 p->usekeys=containers;
267 p->last_weapon_sp= -1;
268 p->peaceful=1; /* default peaceful */
269 p->do_los=1;
270 p->explore=0;
271 p->no_shout=0; /* default can shout */
272
273 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
274 p->title[sizeof(p->title)-1] = '\0';
275 op->race = op->arch->clone.race;
276
277 CLEAR_FLAG(op,FLAG_READY_SKILL);
278
279 /* we need to clear these to -1 and not zero - otherwise,
280 * if a player quits and starts a new character, we wont
281 * send new values to the client, as things like exp start
282 * at zero.
283 */
284 for (i=0; i < NUM_SKILLS; i++) {
285 p->last_skill_exp[i] = -1;
286 p->last_skill_ob[i] = NULL;
287 }
288 for (i=0; i < NROFATTACKS; i++) {
289 p->last_resist[i] = -1;
290 }
291 p->last_stats.exp = -1;
292 p->last_weight = (uint32)-1;
293
294 p->socket.update_look=0;
295 p->socket.look_position=0;
296 return p;
297} 351}
298 352
299 353player::~player ()
300/* This loads the first map an puts the player on it. */
301static void set_first_map(object *op)
302{ 354{
303 strcpy(op->contr->maplevel, first_map_path); 355 /* Clear item stack */
304 op->x = -1; 356 free (stack_items);
305 op->y = -1;
306 enter_exit(op, NULL);
307} 357}
308 358
309/* Tries to add player on the connection passwd in ns. 359/* Tries to add player on the connection passed in ns.
310 * All we can really get in this is some settings like host and display 360 * All we can really get in this is some settings like host and display
311 * mode. 361 * mode.
312 */ 362 */
363player *
364player::create ()
365{
366 player *pl = new player;
313 367
314int add_player(NewSocket *ns) { 368 pl->set_object (arch_to_object (get_player_archetype (0)));
315 player *p;
316 369
317 p=get_player(NULL); 370 pl->ob->roll_stats ();
318 p->socket = *ns; 371 pl->ob->stats.wc = 2;
319 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 372 pl->ob->run_away = 25; /* Then we panick... */
320 if(p->socket.faces_sent == NULL) 373
321 fatal(OUT_OF_MEMORY);
322 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
323 /* Needed because the socket we just copied over needs to be cleared.
324 * Note that this can result in a client reset if there is partial data
325 * on the uncoming socket.
326 */
327 p->socket.inbuf.len = 0;
328 set_first_map(p->ob); 374 set_first_map (pl->ob);
329 375
330 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
331 add_friendly_object(p->ob);
332 send_rules(p->ob);
333 send_news(p->ob);
334 display_motd(p->ob);
335 get_name(p->ob);
336 return 0; 376 return pl;
337} 377}
338 378
339/* 379/*
340 * get_player_archetype() return next player archetype from archetype 380 * get_player_archetype() return next player archetype from archetype
341 * list. Not very efficient routine, but used only creating new players. 381 * list. Not very efficient routine, but used only creating new players.
342 * Note: there MUST be at least one player archetype! 382 * Note: there MUST be at least one player archetype!
343 */ 383 */
384archetype *
344archetype *get_player_archetype(archetype* at) 385get_player_archetype (archetype *at)
345{ 386{
346 archetype *start = at; 387 archetype *start = at;
388
347 for (;;) { 389 for (;;)
390 {
348 if (at==NULL || at->next==NULL) 391 if (at == NULL || at->next == NULL)
349 at=first_archetype; 392 at = first_archetype;
350 else 393 else
351 at=at->next; 394 at = at->next;
395
352 if(at->clone.type==PLAYER) 396 if (at->clone.type == PLAYER)
353 return at; 397 return at;
398
354 if (at == start) { 399 if (at == start)
400 {
355 LOG (llevError, "No Player archetypes\n"); 401 LOG (llevError, "No Player archetypes\n");
356 exit (-1); 402 exit (-1);
357 } 403 }
358 } 404 }
359} 405}
360 406
361 407object *
362object *get_nearest_player(object *mon) { 408get_nearest_player (object *mon)
409{
363 object *op = NULL; 410 object *op = NULL;
364 player *pl = NULL;
365 objectlink *ol; 411 objectlink *ol;
366 unsigned lastdist; 412 unsigned lastdist;
367 rv_vector rv; 413 rv_vector rv;
368 414
369 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
416 {
370 /* We should not find free objects on this friendly list, but it 417 /* We should not find free objects on this friendly list, but it
371 * does periodically happen. Given that, lets deal with it. 418 * does periodically happen. Given that, lets deal with it.
372 * While unlikely, it is possible the next object on the friendly 419 * While unlikely, it is possible the next object on the friendly
373 * list is also free, so encapsulate this in a while loop. 420 * list is also free, so encapsulate this in a while loop.
374 */ 421 */
375 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 422 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
423 {
376 object *tmp=ol->ob; 424 object *tmp = ol->ob;
377 425
378 /* Can't do much more other than log the fact, because the object 426 /* Can't do much more other than log the fact, because the object
379 * itself will have been cleared. 427 * itself will have been cleared.
380 */ 428 */
381 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 429 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
430 tmp->debug_desc ());
382 ol = ol->next; 431 ol = ol->next;
383 remove_friendly_object(tmp); 432 remove_friendly_object (tmp);
433 if (!ol)
384 if (!ol) return op; 434 return op;
385 } 435 }
386 436
387 /* Remove special check for player from this. First, it looks to cause 437 /* Remove special check for player from this. First, it looks to cause
388 * some crashes (ol->ob->contr not set properly?), but secondly, a more 438 * some crashes (ol->ob->contr not set properly?), but secondly, a more
389 * complicated method of state checking would be needed in any case - 439 * complicated method of state checking would be needed in any case -
390 * as it was, a clever player could type quit, and the function would 440 * as it was, a clever player could type quit, and the function would
391 * skip them over while waiting for confirmation. Remove 441 * skip them over while waiting for confirmation. Remove
392 * on_same_map check, as can_detect_enemy also does this 442 * on_same_map check, as can_detect_enemy also does this
393 */ 443 */
394 if (!can_detect_enemy(mon,ol->ob,&rv)) 444 if (!can_detect_enemy (mon, ol->ob, &rv))
395 continue; 445 continue;
396 446
397 if(lastdist>rv.distance) { 447 if (lastdist > rv.distance)
448 {
398 op=ol->ob; 449 op = ol->ob;
399 lastdist=rv.distance; 450 lastdist = rv.distance;
400 } 451 }
401 } 452 }
402 for (pl=first_player; pl != NULL; pl=pl->next) { 453
454 for_all_players (pl)
403 if (can_detect_enemy(mon, pl->ob,&rv)) { 455 if (can_detect_enemy (mon, pl->ob, &rv))
404
405 if(lastdist>rv.distance) { 456 if (lastdist > rv.distance)
406 op=pl->ob;
407 lastdist=rv.distance;
408 }
409 } 457 {
410 } 458 op = pl->ob;
459 lastdist = rv.distance;
460 }
461
411#if 0 462#if 0
412 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)"); 463 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
413#endif 464#endif
414 return op; 465 return op;
415} 466}
416 467
417/* I believe this can safely go to 2, 3 is questionable, 4 will likely 468/* I believe this can safely go to 2, 3 is questionable, 4 will likely
418 * result in a monster paths backtracking. It basically determines how large a 469 * result in a monster paths backtracking. It basically determines how large a
419 * detour a monster will take from the direction path when looking 470 * detour a monster will take from the direction path when looking
433 * circling behaviour. Unfortunately, this function is also used to determined 484 * circling behaviour. Unfortunately, this function is also used to determined
434 * if the creature should cast a spell, so returning a direction in that case 485 * if the creature should cast a spell, so returning a direction in that case
435 * is probably not a good thing. 486 * is probably not a good thing.
436 */ 487 */
437#define MAX_SPACES 50 488#define MAX_SPACES 50
438
439 489
440/* 490/*
441 * Returns the direction to the player, if valid. Returns 0 otherwise. 491 * Returns the direction to the player, if valid. Returns 0 otherwise.
442 * modified to verify there is a path to the player. Does this by stepping towards 492 * modified to verify there is a path to the player. Does this by stepping towards
443 * player and if path is blocked then see if blockage is close enough to player that 493 * player and if path is blocked then see if blockage is close enough to player that
456 * monster can in fact move one space in that direction. 506 * monster can in fact move one space in that direction.
457 * 3) I'm not sure how good this code will be for moving multipart monsters, 507 * 3) I'm not sure how good this code will be for moving multipart monsters,
458 * since only simple checks to blocked are being called, which could mean the monster 508 * since only simple checks to blocked are being called, which could mean the monster
459 * is blocking itself. 509 * is blocking itself.
460 */ 510 */
511int
461int path_to_player(object *mon, object *pl, unsigned mindiff) { 512path_to_player (object *mon, object *pl, unsigned mindiff)
513{
462 rv_vector rv; 514 rv_vector rv;
463 sint16 x,y; 515 sint16 x, y;
464 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 516 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
465 mapstruct *m ,*lastmap; 517 maptile *m, *lastmap;
466 518
467 get_rangevector(mon, pl, &rv, 0); 519 get_rangevector (mon, pl, &rv, 0);
468 520
469 if (rv.distance<mindiff) return 0; 521 if (rv.distance < mindiff)
522 return 0;
470 523
471 x=mon->x; 524 x = mon->x;
472 y=mon->y; 525 y = mon->y;
473 m=mon->map; 526 m = mon->map;
474 dir = rv.direction; 527 dir = rv.direction;
475 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 528 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
476 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 529 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
530
477 /* If we can't solve it within the search distance, return now. */ 531 /* If we can't solve it within the search distance, return now. */
478 if (diff>max) return 0; 532 if (diff > max)
533 return 0;
534
479 while (diff >1 && max>0) { 535 while (diff > 1 && max > 0)
536 {
480 lastx = x; 537 lastx = x;
481 lasty = y; 538 lasty = y;
482 lastmap = m; 539 lastmap = m;
483 x = lastx + freearr_x[dir]; 540 x = lastx + freearr_x[dir];
484 y = lasty + freearr_y[dir]; 541 y = lasty + freearr_y[dir];
485 542
486 mflags = get_map_flags(m, &m, x, y, &x, &y); 543 mflags = get_map_flags (m, &m, x, y, &x, &y);
487 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 544 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
488 545
489 /* Space is blocked - try changing direction a little */ 546 /* Space is blocked - try changing direction a little */
490 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 547 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
491 && (m == mon->map && blocked_link(mon, m, x, y)))) { 548 && (m == mon->map && blocked_link (mon, m, x, y))))
549 {
492 /* recalculate direction from last good location. Possible 550 /* recalculate direction from last good location. Possible
493 * we were not traversing ideal location before. 551 * we were not traversing ideal location before.
494 */ 552 */
495 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 553 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
496 if (rv.direction != dir) { 554 if (rv.direction != dir)
555 {
497 /* OK - says direction should be different - lets reset the 556 /* OK - says direction should be different - lets reset the
498 * the values so it will try again. 557 * the values so it will try again.
499 */ 558 */
500 x = lastx; 559 x = lastx;
501 y = lasty; 560 y = lasty;
502 m = lastmap; 561 m = lastmap;
503 dir = firstdir = rv.direction; 562 dir = firstdir = rv.direction;
563 }
504 } else { 564 else
565 {
505 /* direct path is blocked - try taking a side step to 566 /* direct path is blocked - try taking a side step to
506 * either the left or right. 567 * either the left or right.
507 * Note increase the values in the loop below to be 568 * Note increase the values in the loop below to be
508 * more than -1/1 respectively will mean the monster takes 569 * more than -1/1 respectively will mean the monster takes
509 * bigger detour. Have to be careful about these values getting 570 * bigger detour. Have to be careful about these values getting
510 * too big (3 or maybe 4 or higher) as the monster may just try 571 * too big (3 or maybe 4 or higher) as the monster may just try
511 * stepping back and forth 572 * stepping back and forth
512 */ 573 */
513 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 574 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
575 {
576 if (i == 0)
514 if (i==0) continue; /* already did this, so skip it */ 577 continue; /* already did this, so skip it */
515 /* Use lastdir here - otherwise, 578 /* Use lastdir here - otherwise,
516 * since the direction that the creature should move in 579 * since the direction that the creature should move in
517 * may change, you could get infinite loops. 580 * may change, you could get infinite loops.
518 * ie, player is northwest, but monster can only 581 * ie, player is northwest, but monster can only
519 * move west, so it does that. It goes some distance, 582 * move west, so it does that. It goes some distance,
520 * gets blocked, finds that it should move north, 583 * gets blocked, finds that it should move north,
521 * can't do that, but now finds it can move east, and 584 * can't do that, but now finds it can move east, and
522 * gets back to its original point. lastdir contains 585 * gets back to its original point. lastdir contains
523 * the last direction the creature has successfully 586 * the last direction the creature has successfully
524 * moved. 587 * moved.
525 */ 588 */
526 589
527 x = lastx + freearr_x[absdir(lastdir+i)]; 590 x = lastx + freearr_x[absdir (lastdir + i)];
528 y = lasty + freearr_y[absdir(lastdir+i)]; 591 y = lasty + freearr_y[absdir (lastdir + i)];
529 m = lastmap; 592 m = lastmap;
530 mflags = get_map_flags(m, &m, x, y, &x, &y); 593 mflags = get_map_flags (m, &m, x, y, &x, &y);
531 if (mflags & P_OUT_OF_MAP) continue; 594 if (mflags & P_OUT_OF_MAP)
595 continue;
532 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 596 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
533 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 597 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
598 continue;
534 if (mflags & P_BLOCKSVIEW) continue; 599 if (mflags & P_BLOCKSVIEW)
600 continue;
535 601
536 if (m == mon->map && blocked_link(mon, m, x, y)) break; 602 if (m == mon->map && blocked_link (mon, m, x, y))
603 break;
537 } 604 }
538 /* go through entire loop without finding a valid 605 /* go through entire loop without finding a valid
539 * sidestep to take - thus, no valid path. 606 * sidestep to take - thus, no valid path.
540 */ 607 */
541 if (i==(DETOUR_AMOUNT+1)) 608 if (i == (DETOUR_AMOUNT + 1))
542 return 0; 609 return 0;
543 diff--; 610 diff--;
544 lastdir=dir; 611 lastdir = dir;
545 max--; 612 max--;
546 if (!firstdir) firstdir = dir+i; 613 if (!firstdir)
614 firstdir = dir + i;
547 } /* else check alternate directions */ 615 } /* else check alternate directions */
548 } /* if blocked */ 616 } /* if blocked */
549 else { 617 else
618 {
550 /* we moved towards creature, so diff is less */ 619 /* we moved towards creature, so diff is less */
551 diff--; 620 diff--;
552 max--; 621 max--;
553 lastdir=dir; 622 lastdir = dir;
623 if (!firstdir)
554 if (!firstdir) firstdir = dir; 624 firstdir = dir;
625 }
626
627 if (diff <= 1)
555 } 628 {
556 if (diff<=1) {
557 /* Recalculate diff (distance) because we may not have actually 629 /* Recalculate diff (distance) because we may not have actually
558 * headed toward player for entire distance. 630 * headed toward player for entire distance.
559 */ 631 */
560 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
561 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 633 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
562 } 634 }
563 if (diff>max) return 0; 635
636 if (diff > max)
637 return 0;
564 } 638 }
639
565 /* If we reached the max, didn't find a direction in time */ 640 /* If we reached the max, didn't find a direction in time */
566 if (!max) return 0; 641 if (!max)
642 return 0;
567 643
568 return firstdir; 644 return firstdir;
569} 645}
570 646
647void
571void give_initial_items(object *pl,treasurelist *items) { 648give_initial_items (object *pl, treasurelist * items)
649{
572 object *op,*next=NULL; 650 object *op, *next = NULL;
573 651
574 if(pl->randomitems!=NULL) 652 if (pl->randomitems != NULL)
575 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 653 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
576 654
577 for (op=pl->inv; op; op=next) { 655 for (op = pl->inv; op; op = next)
656 {
578 next = op->below; 657 next = op->below;
579 658
580 /* Forces get applied per default, unless they have the 659 /* Forces get applied per default, unless they have the
581 * flag "neutral" set. Sorry but I can't think of a better way 660 * flag "neutral" set. Sorry but I can't think of a better way
582 */ 661 */
583 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 662 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
584 SET_FLAG(op,FLAG_APPLIED); 663 SET_FLAG (op, FLAG_APPLIED);
585 664
586 /* we never give weapons/armour if these cannot be used 665 /* we never give weapons/armour if these cannot be used
587 * by this player due to race restrictions 666 * by this player due to race restrictions
588 */ 667 */
589 if (pl->type == PLAYER) { 668 if (pl->type == PLAYER)
669 {
590 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 670 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
591 (op->type == ARMOUR || op->type == BOOTS || 671 (op->type == ARMOUR || op->type == BOOTS ||
592 op->type == CLOAK || op->type == HELMET || 672 op->type == CLOAK || op->type == HELMET ||
593 op->type == SHIELD || op->type == GLOVES || 673 op->type == SHIELD || op->type == GLOVES ||
594 op->type == BRACERS || op->type == GIRDLE)) || 674 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
595 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
596 remove_ob (op);
597 free_object (op);
598 continue;
599 } 675 {
600 } 676 op->destroy ();
601
602 /* This really needs to be better - we should really give
603 * a substitute spellbook. The problem is that we don't really
604 * have a good idea what to replace it with (need something like
605 * a first level treasurelist for each skill.)
606 * remove duplicate skills also
607 */
608 if(op->type==SPELLBOOK || op->type == SKILL) {
609 object *tmp;
610
611 for (tmp=op->below; tmp; tmp=tmp->below)
612 if (tmp->type == op->type && tmp->name == op->name) break;
613
614 if (tmp) {
615 remove_ob(op);
616 free_object(op);
617 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
618 &tmp->name);
619 continue; 677 continue;
620 } 678 }
621 if (op->nrof > 1) op->nrof = 1; 679 }
680
681 /* This really needs to be better - we should really give
682 * a substitute spellbook. The problem is that we don't really
683 * have a good idea what to replace it with (need something like
684 * a first level treasurelist for each skill.)
685 * remove duplicate skills also
686 */
687 if (op->type == SPELLBOOK || op->type == SKILL)
622 } 688 {
689 object *tmp;
623 690
691 for (tmp = op->below; tmp; tmp = tmp->below)
692 if (tmp->type == op->type && tmp->name == op->name)
693 break;
694
695 if (tmp)
696 {
697 op->destroy ();
698 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
699 continue;
700 }
701
702 if (op->nrof > 1)
703 op->nrof = 1;
704 }
705
624 if (op->type == SPELLBOOK && op->inv) { 706 if (op->type == SPELLBOOK && op->inv)
707 {
625 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 708 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
626 } 709 }
627 710
628 /* Give starting characters identified, uncursed, and undamned 711 /* Give starting characters identified, uncursed, and undamned
629 * items. Just don't identify gold or silver, or it won't be 712 * items. Just don't identify gold or silver, or it won't be
630 * merged properly. 713 * merged properly.
631 */ 714 */
632 if (need_identify(op)) { 715 if (need_identify (op))
716 {
633 SET_FLAG(op, FLAG_IDENTIFIED); 717 SET_FLAG (op, FLAG_IDENTIFIED);
634 CLEAR_FLAG(op, FLAG_CURSED); 718 CLEAR_FLAG (op, FLAG_CURSED);
635 CLEAR_FLAG(op, FLAG_DAMNED); 719 CLEAR_FLAG (op, FLAG_DAMNED);
720 }
721 if (op->type == SPELL)
636 } 722 {
637 if(op->type==SPELL) { 723 op->destroy ();
638 remove_ob(op);
639 free_object(op);
640 continue; 724 continue;
725 }
726 else if (op->type == SKILL)
641 } 727 {
642 else if(op->type==SKILL) {
643 SET_FLAG(op, FLAG_CAN_USE_SKILL); 728 SET_FLAG (op, FLAG_CAN_USE_SKILL);
644 op->stats.exp = 0; 729 op->stats.exp = 0;
645 op->level = 1; 730 op->level = 1;
646 } 731 }
647 /* lock all 'normal items by default */ 732 /* lock all 'normal items by default */
733 else
648 else SET_FLAG(op, FLAG_INV_LOCKED); 734 SET_FLAG (op, FLAG_INV_LOCKED);
649 } /* for loop of objects in player inv */ 735 } /* for loop of objects in player inv */
650 736
651 /* Need to set up the skill pointers */ 737 /* Need to set up the skill pointers */
652 link_player_skills(pl); 738 link_player_skills (pl);
653} 739}
654 740
655void get_name(object *op) { 741void
656 op->contr->write_buf[0]='\0';
657 op->contr->state=ST_GET_NAME;
658 send_query(&op->contr->socket,0,"What is your name?\n:");
659}
660
661void get_password(object *op) {
662 op->contr->write_buf[0]='\0';
663 op->contr->state=ST_GET_PASSWORD;
664 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
665}
666
667void play_again(object *op)
668{
669 op->contr->state=ST_PLAY_AGAIN;
670 op->chosen_skill = NULL;
671 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
672 /* a bit of a hack, but there are various places early in th
673 * player creation process that a user can quit (eg, roll
674 * stats) that isn't removing the player. Taking a quick
675 * look, there are many places that call play_again without
676 * removing the player - it probably makes more sense
677 * to leave it to play_again to remove the object in all
678 * cases.
679 */
680 if (!QUERY_FLAG(op, FLAG_REMOVED))
681 remove_ob(op);
682 /* Need to set this to null - otherwise, it could point to garbage,
683 * and draw() doesn't check to see if the player is removed, only if
684 * the map is null or not swapped out.
685 */
686 op->map = NULL;
687}
688
689
690int receive_play_again(object *op, char key)
691{
692 if(key=='q'||key=='Q') {
693 remove_friendly_object(op);
694 leave(op->contr,0); /* ericserver will draw the message */
695 return 2;
696 }
697 else if(key=='a'||key=='A') {
698 player *pl = op->contr;
699 shstr name = op->name;
700
701 remove_friendly_object(op);
702 free_object(op);
703 pl = get_player(pl);
704 op = pl->ob;
705 add_friendly_object(op);
706 op->contr->password[0]='~';
707 op->name = op->name_pl = 0;
708 /* Lets put a space in here */
709 new_draw_info(NDI_UNIQUE, 0, op, "\n");
710 get_name(op);
711 op->name = op->name_pl = name;
712 set_first_map(op);
713 } else {
714 /* user pressed something else so just ask again... */
715 play_again(op);
716 }
717 return 0;
718}
719
720void confirm_password(object *op) {
721
722 op->contr->write_buf[0]='\0';
723 op->contr->state=ST_CONFIRM_PASSWORD;
724 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
725}
726
727void get_party_password(object *op, partylist *party) { 742get_party_password (object *op, partylist *party)
743{
728 if (party == NULL) { 744 if (party == NULL)
745 {
729 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 746 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
730 return; 747 return;
731 } 748 }
749
732 op->contr->write_buf[0]='\0'; 750 op->contr->write_buf[0] = '\0';
733 op->contr->state=ST_GET_PARTY_PASSWORD; 751 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
734 op->contr->party_to_join = party; 752 op->contr->party_to_join = party;
735 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 753 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
736} 754}
737
738 755
739/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 756/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
757static int
740int roll_stat(void) { 758roll_stat (void)
759{
741 int a[4],i,j,k; 760 int a[4], i, j, k;
742 761
743 for(i=0;i<4;i++) 762 for (i = 0; i < 4; i++)
744 a[i]=(int)RANDOM()%6+1; 763 a[i] = (int) rndm (6) + 1;
745 764
746 for(i=0,j=0,k=7;i<4;i++) 765 for (i = 0, j = 0, k = 7; i < 4; i++)
747 if(a[i]<k) 766 if (a[i] < k)
748 k=a[i],j=i; 767 k = a[i], j = i;
749 768
750 for(i=0,k=0;i<4;i++) { 769 for (i = 0, k = 0; i < 4; i++)
751 if(i!=j) 770 if (i != j)
752 k+=a[i]; 771 k += a[i];
753 } 772
754 return k; 773 return k;
755} 774}
756 775
757void roll_stats(object *op) { 776void
758 int sum=0; 777object::roll_stats ()
759 int i = 0, j = 0; 778{
760 int statsort[7]; 779 int statsort [7];
761 780
781 for (;;)
762 do { 782 {
763 op->stats.Str=roll_stat(); 783 int sum = 0;
764 op->stats.Dex=roll_stat(); 784 for (int i = 7; i--; )
765 op->stats.Int=roll_stat(); 785 sum += statsort [i] = roll_stat ();
766 op->stats.Con=roll_stat();
767 op->stats.Wis=roll_stat();
768 op->stats.Pow=roll_stat();
769 op->stats.Cha=roll_stat();
770 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
771 op->stats.Con+op->stats.Wis+op->stats.Pow+
772 op->stats.Cha;
773 } while(sum<82||sum>116);
774 786
787 if (sum >= 82 && sum <= 116)
788 break;
789 }
790
775 /* Sort the stats so that rerolling is easier... */ 791 // Sort the stats so that rerolling is easier...
776 statsort[0] = op->stats.Str; 792 std::sort (statsort, statsort + 7, std::greater<int>());
777 statsort[1] = op->stats.Dex;
778 statsort[2] = op->stats.Int;
779 statsort[3] = op->stats.Con;
780 statsort[4] = op->stats.Wis;
781 statsort[5] = op->stats.Pow;
782 statsort[6] = op->stats.Cha;
783 793
784 /* a quick and dirty bubblesort? */
785 do {
786 if (statsort[i] < statsort[i + 1]) {
787 j = statsort[i];
788 statsort[i] = statsort[i + 1];
789 statsort[i + 1] = j;
790 i = 0;
791 } else {
792 i++;
793 }
794 } while (i < 6);
795
796 op->stats.Str = statsort[0]; 794 stats.Str = statsort[0];
797 op->stats.Dex = statsort[1]; 795 stats.Dex = statsort[1];
798 op->stats.Con = statsort[2]; 796 stats.Con = statsort[2];
799 op->stats.Int = statsort[3]; 797 stats.Int = statsort[3];
800 op->stats.Wis = statsort[4]; 798 stats.Wis = statsort[4];
801 op->stats.Pow = statsort[5]; 799 stats.Pow = statsort[5];
802 op->stats.Cha = statsort[6]; 800 stats.Cha = statsort[6];
803 801
804
805 op->contr->orig_stats.Str=op->stats.Str;
806 op->contr->orig_stats.Dex=op->stats.Dex;
807 op->contr->orig_stats.Int=op->stats.Int;
808 op->contr->orig_stats.Con=op->stats.Con;
809 op->contr->orig_stats.Wis=op->stats.Wis;
810 op->contr->orig_stats.Pow=op->stats.Pow;
811 op->contr->orig_stats.Cha=op->stats.Cha;
812
813 op->level=1;
814 op->stats.exp=0; 802 stats.exp = 0;
815 op->stats.ac=0; 803 stats.ac = 0;
816 804
805 stats.hp = stats.maxhp;
806 stats.sp = stats.maxsp;
807 stats.grace = stats.maxgrace;
808
809 if (contr)
810 {
817 op->contr->levhp[1] = 9; 811 contr->levhp[1] = 9;
818 op->contr->levsp[1] = 6; 812 contr->levsp[1] = 6;
819 op->contr->levgrace[1] = 3; 813 contr->levgrace[1] = 3;
820 814
821 fix_player(op); 815 contr->orig_stats = stats;
816 }
817}
818
819void
820object::swap_stats (int a, int b)
821{
822 int tmp = get_attr_value (&contr->orig_stats, a);
823 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
824 set_attr_value (&contr->orig_stats, b, tmp);
825
826 stats.Str = contr->orig_stats.Str;
827 stats.Dex = contr->orig_stats.Dex;
828 stats.Con = contr->orig_stats.Con;
829 stats.Int = contr->orig_stats.Int;
830 stats.Wis = contr->orig_stats.Wis;
831 stats.Pow = contr->orig_stats.Pow;
832 stats.Cha = contr->orig_stats.Cha;
833
834 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats
836 stats.ac = 0;
837
838 level = 1;
839 stats.exp = 0;
840 stats.ac = 0;
841
822 op->stats.hp = op->stats.maxhp; 842 stats.hp = stats.maxhp;
823 op->stats.sp = op->stats.maxsp; 843 stats.sp = stats.maxsp;
824 op->stats.grace = op->stats.maxgrace; 844 stats.grace = stats.maxgrace;
845
846 if (contr)
847 {
848 contr->levhp[1] = 9;
849 contr->levsp[1] = 6;
850 contr->levgrace[1] = 3;
851
825 op->contr->orig_stats=op->stats; 852 contr->orig_stats = stats;
853 }
826} 854}
827 855
828void Roll_Again(object *op) 856static void
857start_info (object *op)
829{ 858{
830 esrv_new_player(op->contr, 0);
831 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)? ");
832}
833
834void Swap_Stat(object *op,int Swap_Second)
835{
836 signed char tmp;
837 char buf[MAX_BUF]; 859 char buf[MAX_BUF];
838 860
839 if ( op->contr->Swap_First == -1 ) { 861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
840 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
841 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
842 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
843 return;
844 }
845
846 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
847
848 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
849 get_attr_value(&op->contr->orig_stats, Swap_Second));
850
851 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
852
853 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
854 new_draw_info(NDI_UNIQUE, 0,op, buf); 862 new_draw_info (NDI_UNIQUE, 0, op, buf);
855 op->stats.Str = op->contr->orig_stats.Str; 863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
856 op->stats.Dex = op->contr->orig_stats.Dex;
857 op->stats.Con = op->contr->orig_stats.Con;
858 op->stats.Int = op->contr->orig_stats.Int;
859 op->stats.Wis = op->contr->orig_stats.Wis;
860 op->stats.Pow = op->contr->orig_stats.Pow;
861 op->stats.Cha = op->contr->orig_stats.Cha;
862 op->stats.ac=0;
863
864 op->level=1;
865 op->stats.exp=0;
866 op->stats.ac=0;
867
868 op->contr->levhp[1] = 9;
869 op->contr->levsp[1] = 6;
870 op->contr->levgrace[1] = 3;
871
872 fix_player(op);
873 op->stats.hp = op->stats.maxhp;
874 op->stats.sp = op->stats.maxsp;
875 op->stats.grace = op->stats.maxgrace;
876 op->contr->orig_stats=op->stats;
877 op->contr->Swap_First=-1;
878}
879
880
881/* This code has been greatly reduced, because with set_attr_value
882 * and get_attr_value, the stats can be accessed just numeric
883 * ids. stat_trans is a table that translate the number entered
884 * into the actual stat. It is needed because the order the stats
885 * are displayed in the stat window is not the same as how
886 * the number's access that stat. The table does that translation.
887 */
888int key_roll_stat(object *op, char key)
889{
890 int keynum = key -'0';
891 char buf[MAX_BUF];
892 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
893
894 if (keynum>0 && keynum<=7) {
895 if (op->contr->Swap_First==-1) {
896 op->contr->Swap_First=stat_trans[keynum];
897 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
898 new_draw_info(NDI_UNIQUE, 0,op,buf); 864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
899 }
900 else
901 Swap_Stat(op,stat_trans[keynum]);
902
903 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
904 return 1;
905 }
906 switch (key) {
907 case 'n':
908 case 'N': {
909 SET_FLAG(op, FLAG_WIZ);
910 if(op->map==NULL) {
911 LOG(llevError,"Map == NULL in state 2\n");
912 break;
913 }
914
915#if 0
916 /* So that enter_exit will put us at startx/starty */
917 op->x= -1;
918
919 enter_exit(op,NULL);
920#endif
921 SET_ANIMATION(op, 2); /* So player faces south */
922 /* Enter exit adds a player otherwise */
923 add_statbonus(op);
924 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");
925 op->contr->state = ST_CHANGE_CLASS;
926 if (op->msg)
927 new_draw_info(NDI_BLUE, 0, op, op->msg);
928 return 0;
929 }
930 case 'y':
931 case 'Y':
932 roll_stats(op);
933 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
934 return 1;
935
936 case 'q':
937 case 'Q':
938 play_again(op);
939 return 1;
940
941 default:
942 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
943 return 0;
944 }
945 return 0;
946} 865}
947 866
948/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
949 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
950 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
951 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
952 * not the class. 871 * not the class.
953 */ 872 */
954 873void
955int key_change_class(object *op, char key) 874player::chargen_race_done ()
956{ 875{
957 int tmp_loop;
958
959 if(key=='q'||key=='Q') {
960 remove_ob(op);
961 play_again(op);
962 return 0;
963 }
964 if(key=='d'||key=='D') {
965 char buf[MAX_BUF];
966
967 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
968 esrv_new_player(op->contr, op->weight+op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
969 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
970 878
879 treasurelist *tl = treasurelist::find ("starting_wealth");
880 if (tl)
881 create_treasure (tl, ob, 0, 0, 0);
882
971 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
972 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
973 885
974 op->contr->state=ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
975 887
976 if (op->msg) 888 if (ob->msg)
977 op->msg=NULL; 889 ob->msg = 0;
978 890
979 /* We create this now because some of the unique maps will need it 891 /* We create this now because some of the unique maps will need it
980 * to save here. 892 * to save here.
981 */
982 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
983 make_path_to_file(buf);
984
985#ifdef AUTOSAVE
986 op->contr->last_save_tick = pticks;
987#endif
988 start_info(op);
989 CLEAR_FLAG(op, FLAG_WIZ);
990 give_initial_items(op,op->randomitems);
991 link_player_skills(op);
992 esrv_send_inventory(op, op);
993 fix_player(op);
994
995 /* This moves the player to a different start map, if there
996 * is one for this race
997 */
998 if(*first_map_ext_path) {
999 object *tmp;
1000 mapstruct *oldmap = op->map;
1001 char mapname[MAX_BUF];
1002 snprintf(mapname, MAX_BUF-1, "%s/%s",
1003 first_map_ext_path, &op->arch->name);
1004 tmp=get_object();
1005 EXIT_PATH(tmp) = mapname;
1006 EXIT_X(tmp) = op->x;
1007 EXIT_Y(tmp) = op->y;
1008 enter_exit(op,tmp); /* we don't really care if it succeeded;
1009 * if the map isn't there, then stay on the
1010 * default initial map */
1011 free_object(tmp);
1012 } else {
1013 LOG(llevDebug,"first_map_ext_path not set\n");
1014 }
1015 return 0;
1016 }
1017
1018 /* Following actually changes the race - this is the default command
1019 * if we don't match with one of the options above.
1020 */ 893 */
1021 894 {
1022 tmp_loop = 0;
1023 while(!tmp_loop) {
1024 shstr name = op->name;
1025 int x = op->x, y = op->y;
1026 remove_statbonus(op);
1027 remove_ob (op);
1028 op->arch = get_player_archetype(op->arch);
1029 copy_object (&op->arch->clone, op);
1030 op->instantiate ();
1031 op->stats = op->contr->orig_stats;
1032 op->name = op->name_pl = name;
1033 op->x = x;
1034 op->y = y;
1035 SET_ANIMATION(op, 2); /* So player faces south */
1036 insert_ob_in_map (op, op->map, op,0);
1037 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1038 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1039 add_statbonus(op);
1040 tmp_loop=allowed_class(op);
1041 }
1042 update_object(op,UP_OBJ_FACE);
1043 esrv_update_item(UPD_FACE,op,op);
1044 fix_player(op);
1045 op->stats.hp=op->stats.maxhp;
1046 op->stats.sp=op->stats.maxsp;
1047 op->stats.grace=0;
1048 if (op->msg)
1049 new_draw_info(NDI_BLUE, 0, op, op->msg);
1050 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1051 return 0;
1052}
1053
1054int key_confirm_quit(object *op, char key)
1055{
1056 char buf[MAX_BUF]; 895 char buf[MAX_BUF];
1057
1058 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1059 op->contr->state=ST_PLAYING;
1060 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1061 return 1;
1062 }
1063
1064 INVOKE_PLAYER (LOGOUT, op->contr);
1065 INVOKE_PLAYER (QUIT , op->contr);
1066
1067 terminate_all_pets(op);
1068 leave_map(op);
1069 op->direction=0;
1070 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1071 "%s quits the game.", &op->name);
1072
1073 strcpy(op->contr->killer,"quit");
1074 check_score(op);
1075 op->contr->party=NULL;
1076 if (settings.set_title == TRUE)
1077 op->contr->own_title[0]='\0';
1078
1079 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1080 mapstruct *mp, *next;
1081
1082 /* We need to hunt for any per player unique maps in memory and
1083 * get rid of them. The trailing slash in the path is intentional,
1084 * so that players named 'Ab' won't match against players 'Abe' pathname
1085 */
1086 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1087 for (mp=first_map; mp!=NULL; mp=next) { 897 make_path_to_file (buf);
1088 next = mp->next; 898 }
1089 if (!strncmp(mp->path, buf, strlen(buf))) 899
1090 delete_map(mp); 900 start_info (ob);
1091 } 901 CLEAR_FLAG (ob, FLAG_WIZ);
1092 902 give_initial_items (ob, ob->randomitems);
1093 delete_character(op->name, 1); 903 link_player_skills (ob);
904 esrv_send_inventory (ob, ob);
905 ob->update_stats ();
906
907 /* This moves the player to a different start map, if there
908 * is one for this race
909 */
910 if (*first_map_ext_path)
1094 } 911 {
1095 play_again(op); 912 object *tmp;
1096 return 1; 913 char mapname[MAX_BUF];
1097}
1098 914
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
916 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = ob->y;
920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the
922 * default initial map */
923 tmp->destroy ();
924 }
925 else
926 LOG (llevDebug, "first_map_ext_path not set\n");
927}
928
929void
930player::chargen_race_next ()
931{
932 /* Following actually changes the race - this is the default command
933 * if we don't match with one of the options above.
934 */
935
936 do
937 {
938 shstr name = ob->name;
939 int x = ob->x, y = ob->y;
940
941 ob->remove_statbonus ();
942 ob->remove ();
943 ob->arch = get_player_archetype (ob->arch);
944 ob->arch->clone.copy_to (ob);
945 ob->instantiate ();
946 ob->stats = ob->contr->orig_stats;
947 ob->name = ob->name_pl = name;
948 ob->x = x;
949 ob->y = y;
950 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (ob->contr->title, ob->arch->clone.name);
953 ob->add_statbonus ();
954 }
955 while (!allowed_class (ob));
956
957 update_object (ob, UP_OBJ_FACE);
958 esrv_update_item (UPD_FACE, ob, ob);
959 ob->update_stats ();
960 ob->stats.hp = ob->stats.maxhp;
961 ob->stats.sp = ob->stats.maxsp;
962 ob->stats.grace = 0;
963}
964
965void
1099void flee_player(object *op) { 966flee_player (object *op)
967{
1100 int dir,diff; 968 int dir, diff;
1101 rv_vector rv; 969 rv_vector rv;
1102 970
1103 if(op->stats.hp < 0) { 971 if (op->stats.hp < 0)
972 {
1104 LOG(llevDebug, "Fleeing player is dead.\n"); 973 LOG (llevDebug, "Fleeing player is dead.\n");
1105 CLEAR_FLAG(op, FLAG_SCARED); 974 CLEAR_FLAG (op, FLAG_SCARED);
975 return;
976 }
977
978 if (op->enemy == NULL)
979 {
980 LOG (llevDebug, "Fleeing player had no enemy.\n");
981 CLEAR_FLAG (op, FLAG_SCARED);
982 return;
983 }
984
985 /* Seen some crashes here. Since we don't store an
986 * op->enemy_count, it is possible that something destroys the
987 * actual enemy, and the object is recycled.
988 */
989 if (op->enemy->map == NULL)
990 {
991 CLEAR_FLAG (op, FLAG_SCARED);
992 op->enemy = NULL;
993 return;
994 }
995
996 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
997 {
998 op->enemy = NULL;
999 CLEAR_FLAG (op, FLAG_SCARED);
1000 return;
1001 }
1002
1003 get_rangevector (op, op->enemy, &rv, 0);
1004
1005 dir = absdir (4 + rv.direction);
1006 for (diff = 0; diff < 3; diff++)
1007 {
1008 int m = 1 - (RANDOM () & 2);
1009
1010 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1106 return; 1011 return;
1107 } 1012 }
1108 1013
1109 if(op->enemy==NULL) {
1110 LOG(llevDebug,"Fleeing player had no enemy.\n");
1111 CLEAR_FLAG(op, FLAG_SCARED);
1112 return;
1113 }
1114
1115 /* Seen some crashes here. Since we don't store an
1116 * op->enemy_count, it is possible that something destroys the
1117 * actual enemy, and the object is recycled.
1118 */
1119 if (op->enemy->map == NULL) {
1120 CLEAR_FLAG(op, FLAG_SCARED);
1121 op->enemy=NULL;
1122 return;
1123 }
1124
1125 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1126 op->enemy=NULL;
1127 CLEAR_FLAG(op, FLAG_SCARED);
1128 return;
1129 }
1130 get_rangevector(op, op->enemy, &rv, 0);
1131
1132 dir=absdir(4+rv.direction);
1133 for(diff=0;diff<3;diff++) {
1134 int m=1-(RANDOM()&2);
1135 if(move_ob(op,absdir(dir+diff*m),op)||
1136 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1137 return;
1138 }
1139 }
1140 /* Cornered, get rid of scared */ 1014 /* Cornered, get rid of scared */
1141 CLEAR_FLAG(op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1142 op->enemy=NULL; 1016 op->enemy = NULL;
1143} 1017}
1144 1018
1145 1019
1146/* check_pick sees if there is stuff to be picked up/picks up stuff. 1020/* check_pick sees if there is stuff to be picked up/picks up stuff.
1147 * IT returns 1 if the player should keep on moving, 0 if he should 1021 * IT returns 1 if the player should keep on moving, 0 if he should
1148 * stop. 1022 * stop.
1149 */ 1023 */
1024int
1150int check_pick(object *op) { 1025check_pick (object *op)
1026{
1151 object *tmp, *next; 1027 object *tmp, *next;
1152 tag_t next_tag=0, op_tag;
1153 int stop = 0; 1028 int stop = 0;
1154 int j, k, wvratio; 1029 int wvratio;
1155 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1156
1157 1031
1158 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1159 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1160 return 1; 1034 return 1;
1161 1035
1162 op_tag = op->count;
1163
1164 next = op->below; 1036 next = op->below;
1165 if (next)
1166 next_tag = next->count;
1167 1037
1168 /* loop while there are items on the floor that are not marked as 1038 /* loop while there are items on the floor that are not marked as
1169 * destroyed */ 1039 * destroyed */
1170 while (next && ! was_destroyed (next, next_tag)) 1040 while (next && !next->destroyed ())
1171 { 1041 {
1172 tmp = next; 1042 tmp = next;
1173 next = tmp->below; 1043 next = tmp->below;
1174 if (next)
1175 next_tag = next->count;
1176 1044
1177 if (was_destroyed (op, op_tag)) 1045 if (op->destroyed ())
1178 return 0; 1046 return 0;
1179 1047
1180 if ( ! can_pick (op, tmp)) 1048 if (!can_pick (op, tmp))
1181 continue; 1049 continue;
1182 1050
1183 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1184 { 1052 {
1185 if (item_matched_string (op, tmp, op->contr->search_str)) 1053 if (item_matched_string (op, tmp, op->contr->search_str))
1186 pick_up (op, tmp); 1054 pick_up (op, tmp);
1187 continue; 1055 continue;
1188 } 1056 }
1189 1057
1190 /* high not bit set? We're using the old autopickup model */ 1058 /* high not bit set? We're using the old autopickup model */
1191 if(!(op->contr->mode & PU_NEWMODE)) { 1059 if (!(op->contr->mode & PU_NEWMODE))
1060 {
1192 switch (op->contr->mode) { 1061 switch (op->contr->mode)
1062 {
1063 case 0:
1193 case 0: return 1; /* don't pick up */ 1064 return 1; /* don't pick up */
1065 case 1:
1194 case 1: pick_up (op, tmp); 1066 pick_up (op, tmp);
1195 return 1; 1067 return 1;
1068 case 2:
1196 case 2: pick_up (op, tmp); 1069 pick_up (op, tmp);
1197 return 0; 1070 return 0;
1071 case 3:
1198 case 3: return 0; /* stop before pickup */ 1072 return 0; /* stop before pickup */
1073 case 4:
1199 case 4: pick_up (op, tmp); 1074 pick_up (op, tmp);
1200 break; 1075 break;
1076 case 5:
1201 case 5: pick_up (op, tmp); 1077 pick_up (op, tmp);
1202 stop = 1; 1078 stop = 1;
1203 break; 1079 break;
1204 case 6: 1080 case 6:
1205 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1081 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1206 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1207 pick_up(op, tmp); 1082 pick_up (op, tmp);
1208 break; 1083 break;
1209 1084
1210 case 7: 1085 case 7:
1211 if (tmp->type == MONEY || tmp->type == GEM) 1086 if (tmp->type == MONEY || tmp->type == GEM)
1212 pick_up(op, tmp); 1087 pick_up (op, tmp);
1213 break; 1088 break;
1214 1089
1215 default: 1090 default:
1216 /* use value density */ 1091 /* use value density */
1217 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1092 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1218 && (query_cost (tmp, op, F_TRUE) * 100 1093 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1219 / (tmp->weight * MAX (tmp->nrof, 1)))
1220 >= op->contr->mode)
1221 pick_up(op,tmp); 1094 pick_up (op, tmp);
1222 }
1223 }
1224 else { /* old model */
1225 /* NEW pickup handling */
1226 if(op->contr->mode & PU_DEBUG)
1227 {
1228 /* some debugging code to figure out item information */
1229 if(tmp->name!=NULL)
1230 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1231 &tmp->name, tmp->type,
1232 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1233 else
1234 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1235 &tmp->arch->name, tmp->type,
1236 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1237 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1238
1239 sprintf(putstring,"...flags: ");
1240 for(k=0;k<4;k++)
1241 {
1242 for(j=0;j<32;j++)
1243 {
1244 if((tmp->flags[k]>>j)&0x01)
1245 {
1246 sprintf(tmpstr,"%d ",k*32+j);
1247 strcat(putstring, tmpstr);
1248 } 1095 }
1249 } 1096 }
1250 } 1097 else
1098 { /* old model */
1099 /* NEW pickup handling */
1100 if (op->contr->mode & PU_DEBUG)
1101 {
1102 /* some debugging code to figure out item information */
1103 if (tmp->name != NULL)
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106 else
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1111 }
1252 1112
1113 /* philosophy:
1114 * It's easy to grab an item type from a pile, as long as it's
1115 * generic. This takes no game-time. For more detailed pickups
1116 * and selections, select-items should be used. This is a
1117 * grab-as-you-run type mode that's really useful for arrows for
1118 * example.
1119 * The drawback: right now it has no frontend, so you need to
1120 * stick the bits you want into a calculator in hex mode and then
1121 * convert to decimal and then 'pickup <#>
1122 */
1123
1124 /* the first two modes are exclusive: if NOTHING we return, if
1125 * STOP then we stop. All the rest are applied sequentially,
1126 * meaning if any test passes, the item gets picked up. */
1127
1128 /* if mode is set to pick nothing up, return */
1129
1130 if (op->contr->mode & PU_NOTHING)
1131 return 1;
1132
1133 /* if mode is set to stop when encountering objects, return */
1134 /* take STOP before INHIBIT since it doesn't actually pick
1135 * anything up */
1136
1137 if (op->contr->mode & PU_STOP)
1138 return 0;
1139
1140 /* useful for going into stores and not losing your settings... */
1141 /* and for battles wher you don't want to get loaded down while
1142 * fighting */
1143 if (op->contr->mode & PU_INHIBIT)
1144 return 1;
1145
1146 /* prevent us from turning into auto-thieves :) */
1147 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1148 continue;
1149
1150 /* ignore known cursed objects */
1151 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1152 continue;
1153
1154 /* all food and drink if desired */
1155 /* question: don't pick up known-poisonous stuff? */
1156 if (op->contr->mode & PU_FOOD)
1157 if (tmp->type == FOOD)
1158 {
1159 pick_up (op, tmp);
1160 continue;
1161 }
1162
1163 if (op->contr->mode & PU_DRINK)
1164 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1165 {
1166 pick_up (op, tmp);
1167 continue;
1168 }
1169
1170 if (op->contr->mode & PU_POTION)
1171 if (tmp->type == POTION)
1172 {
1173 pick_up (op, tmp);
1174 continue;
1175 }
1176
1177 /* spellbooks, skillscrolls and normal books/scrolls */
1178 if (op->contr->mode & PU_SPELLBOOK)
1179 if (tmp->type == SPELLBOOK)
1180 {
1181 pick_up (op, tmp);
1182 continue;
1183 }
1184
1185 if (op->contr->mode & PU_SKILLSCROLL)
1186 if (tmp->type == SKILLSCROLL)
1187 {
1188 pick_up (op, tmp);
1189 continue;
1190 }
1191
1192 if (op->contr->mode & PU_READABLES)
1193 if (tmp->type == BOOK || tmp->type == SCROLL)
1194 {
1195 pick_up (op, tmp);
1196 continue;
1197 }
1198
1199 /* wands/staves/rods/horns */
1200 if (op->contr->mode & PU_MAGIC_DEVICE)
1201 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1202 {
1203 pick_up (op, tmp);
1204 continue;
1205 }
1206
1207 /* pick up all magical items */
1208 if (op->contr->mode & PU_MAGICAL)
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1210 {
1211 pick_up (op, tmp);
1212 continue;
1213 }
1214
1215 if (op->contr->mode & PU_VALUABLES)
1216 {
1217 if (tmp->type == MONEY || tmp->type == GEM)
1218 {
1219 pick_up (op, tmp);
1220 continue;
1221 }
1222 }
1223
1224 /* rings & amulets - talismans seems to be typed AMULET */
1225 if (op->contr->mode & PU_JEWELS)
1226 if (tmp->type == RING || tmp->type == AMULET)
1227 {
1228 pick_up (op, tmp);
1229 continue;
1230 }
1231
1232 /* we don't forget dragon food */
1233 if (op->contr->mode & PU_FLESH)
1234 if (tmp->type == FLESH)
1235 {
1236 pick_up (op, tmp);
1237 continue;
1238 }
1239
1240 /* bows and arrows. Bows are good for selling! */
1241 if (op->contr->mode & PU_BOW)
1242 if (tmp->type == BOW)
1243 {
1244 pick_up (op, tmp);
1245 continue;
1246 }
1247
1248 if (op->contr->mode & PU_ARROW)
1249 if (tmp->type == ARROW)
1250 {
1251 pick_up (op, tmp);
1252 continue;
1253 }
1254
1255 /* all kinds of armor etc. */
1256 if (op->contr->mode & PU_ARMOUR)
1257 if (tmp->type == ARMOUR)
1258 {
1259 pick_up (op, tmp);
1260 continue;
1261 }
1262
1263 if (op->contr->mode & PU_HELMET)
1264 if (tmp->type == HELMET)
1265 {
1266 pick_up (op, tmp);
1267 continue;
1268 }
1269
1270 if (op->contr->mode & PU_SHIELD)
1271 if (tmp->type == SHIELD)
1272 {
1273 pick_up (op, tmp);
1274 continue;
1275 }
1276
1277 if (op->contr->mode & PU_BOOTS)
1278 if (tmp->type == BOOTS)
1279 {
1280 pick_up (op, tmp);
1281 continue;
1282 }
1283
1284 if (op->contr->mode & PU_GLOVES)
1285 if (tmp->type == GLOVES)
1286 {
1287 pick_up (op, tmp);
1288 continue;
1289 }
1290
1291 if (op->contr->mode & PU_CLOAK)
1292 if (tmp->type == CLOAK)
1293 {
1294 pick_up (op, tmp);
1295 continue;
1296 }
1297
1298 /* hoping to catch throwing daggers here */
1299 if (op->contr->mode & PU_MISSILEWEAPON)
1300 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1301 {
1302 pick_up (op, tmp);
1303 continue;
1304 }
1305
1306 /* careful: chairs and tables are weapons! */
1307 if (op->contr->mode & PU_ALLWEAPON)
1308 {
1309 if (tmp->type == WEAPON && tmp->name != NULL)
1310 {
1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1312 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1313 {
1314 pick_up (op, tmp);
1315 continue;
1316 }
1317 }
1318
1319 if (tmp->type == WEAPON && tmp->name == NULL)
1320 {
1321 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1322 {
1323 pick_up (op, tmp);
1324 continue;
1325 }
1326 }
1327 }
1328
1329 /* misc stuff that's useful */
1330 if (op->contr->mode & PU_KEY)
1331 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1332 {
1333 pick_up (op, tmp);
1334 continue;
1335 }
1336
1337 /* any of the last 4 bits set means we use the ratio for value
1338 * pickups */
1339 if (op->contr->mode & PU_RATIO)
1340 {
1341 /* use value density to decide what else to grab */
1342 /* >=7 was >= op->contr->mode */
1343 /* >=7 is the old standard setting. Now we take the last 4 bits
1344 * and multiply them by 5, giving 0..15*5== 5..75 */
1345 wvratio = (op->contr->mode & PU_RATIO) * 5;
1346 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1347 {
1348 pick_up (op, tmp);
1253#if 0 1349#if 0
1254 /* print the flags too */ 1350 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1255 for(k=0;k<4;k++) 1351 if (tmp->name != NULL)
1256 { 1352 {
1257 fprintf(stderr,"%d [%d] ", k, k*32+31); 1353 fprintf (stderr, "%s", tmp->name);
1258 for(j=0;j<32;j++) 1354 }
1259 { 1355 else
1260 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1356 fprintf (stderr, "%s", tmp->arch->name);
1261 if(!((j+1)%4))fprintf(stderr," "); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1262 } 1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1263 fprintf(stderr," [%d]\n", k*32);
1264 }
1265#endif 1359#endif
1266 } 1360 continue;
1267 /* philosophy: 1361 }
1268 * It's easy to grab an item type from a pile, as long as it's
1269 * generic. This takes no game-time. For more detailed pickups
1270 * and selections, select-items shoul dbe used. This is a
1271 * grab-as-you-run type mode that's really useful for arrows for
1272 * example.
1273 * The drawback: right now it has no frontend, so you need to
1274 * stick the bits you want into a calculator in hex mode and then
1275 * convert to decimal and then 'pickup <#>
1276 */
1277
1278 /* the first two modes are exclusive: if NOTHING we return, if
1279 * STOP then we stop. All the rest are applied sequentially,
1280 * meaning if any test passes, the item gets picked up. */
1281
1282 /* if mode is set to pick nothing up, return */
1283
1284 if(op->contr->mode & PU_NOTHING) return 1;
1285
1286 /* if mode is set to stop when encountering objects, return */
1287 /* take STOP before INHIBIT since it doesn't actually pick
1288 * anything up */
1289
1290 if(op->contr->mode & PU_STOP) return 0;
1291
1292 /* useful for going into stores and not losing your settings... */
1293 /* and for battles wher you don't want to get loaded down while
1294 * fighting */
1295 if(op->contr->mode & PU_INHIBIT) return 1;
1296
1297 /* prevent us from turning into auto-thieves :) */
1298 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1299
1300 /* ignore known cursed objects */
1301 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1302
1303 /* all food and drink if desired */
1304 /* question: don't pick up known-poisonous stuff? */
1305 if(op->contr->mode & PU_FOOD)
1306 if (tmp->type == FOOD)
1307 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1308 if(op->contr->mode & PU_DRINK)
1309 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1310 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1311
1312 if(op->contr->mode & PU_POTION)
1313 if (tmp->type == POTION)
1314 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1315
1316 /* spellbooks, skillscrolls and normal books/scrolls */
1317 if(op->contr->mode & PU_SPELLBOOK)
1318 if (tmp->type == SPELLBOOK)
1319 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1320 if(op->contr->mode & PU_SKILLSCROLL)
1321 if (tmp->type == SKILLSCROLL)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1323 if(op->contr->mode & PU_READABLES)
1324 if (tmp->type == BOOK || tmp->type == SCROLL)
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1326
1327 /* wands/staves/rods/horns */
1328 if (op->contr->mode & PU_MAGIC_DEVICE)
1329 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1330 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1331
1332 /* pick up all magical items */
1333 if(op->contr->mode & PU_MAGICAL)
1334 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1336
1337 if(op->contr->mode & PU_VALUABLES)
1338 {
1339 if (tmp->type == MONEY || tmp->type == GEM)
1340 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1341 }
1342
1343 /* rings & amulets - talismans seems to be typed AMULET */
1344 if(op->contr->mode & PU_JEWELS)
1345 if (tmp->type == RING || tmp->type == AMULET)
1346 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1347
1348 /* bows and arrows. Bows are good for selling! */
1349 if(op->contr->mode & PU_BOW)
1350 if (tmp->type == BOW)
1351 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1352 if(op->contr->mode & PU_ARROW)
1353 if (tmp->type == ARROW)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1355
1356 /* all kinds of armor etc. */
1357 if(op->contr->mode & PU_ARMOUR)
1358 if (tmp->type == ARMOUR)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1360 if(op->contr->mode & PU_HELMET)
1361 if (tmp->type == HELMET)
1362 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1363 if(op->contr->mode & PU_SHIELD)
1364 if (tmp->type == SHIELD)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1366 if(op->contr->mode & PU_BOOTS)
1367 if (tmp->type == BOOTS)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1369 if(op->contr->mode & PU_GLOVES)
1370 if (tmp->type == GLOVES)
1371 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1372 if(op->contr->mode & PU_CLOAK)
1373 if (tmp->type == CLOAK)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1375
1376 /* hoping to catch throwing daggers here */
1377 if(op->contr->mode & PU_MISSILEWEAPON)
1378 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1380
1381 /* careful: chairs and tables are weapons! */
1382 if(op->contr->mode & PU_ALLWEAPON)
1383 {
1384 if(tmp->type == WEAPON && tmp->name!=NULL)
1385 {
1386 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1387 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1389 }
1390 if(tmp->type == WEAPON && tmp->name==NULL)
1391 {
1392 if(strstr(tmp->arch->name,"table")==NULL &&
1393 strstr(tmp->arch->name,"chair")==NULL)
1394 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1395 }
1396 }
1397
1398 /* misc stuff that's useful */
1399 if(op->contr->mode & PU_KEY)
1400 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1402
1403 /* any of the last 4 bits set means we use the ratio for value
1404 * pickups */
1405 if(op->contr->mode & PU_RATIO)
1406 {
1407 /* use value density to decide what else to grab */
1408 /* >=7 was >= op->contr->mode */
1409 /* >=7 is the old standard setting. Now we take the last 4 bits
1410 * and multiply them by 5, giving 0..15*5== 5..75 */
1411 wvratio=(op->contr->mode & PU_RATIO) * 5;
1412 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1413 {
1414 pick_up(op, tmp);
1415#if 0
1416 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1417 if(tmp->name!=NULL) {
1418 fprintf(stderr,"%s", tmp->name);
1419 } 1362 }
1420 else fprintf(stderr,"%s",tmp->arch->name); 1363 } /* the new pickup model */
1421 fprintf(stderr,",%d] = ", tmp->type);
1422 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1423#endif
1424 continue;
1425 }
1426 } 1364 }
1427 } /* the new pickup model */ 1365
1428 }
1429 return ! stop; 1366 return !stop;
1430} 1367}
1431 1368
1432/* 1369/*
1433 * Find an arrow in the inventory and after that 1370 * Find an arrow in the inventory and after that
1434 * in the right type container (quiver). Pointer to the 1371 * in the right type container (quiver). Pointer to the
1435 * found object is returned. 1372 * found object is returned.
1436 */ 1373 */
1374object *
1437object *find_arrow(object *op, const char *type) 1375find_arrow (object *op, const char *type)
1438{ 1376{
1439 object *tmp = NULL; 1377 object *tmp = 0;
1440 1378
1441 for(op=op->inv; op; op=op->below) 1379 for (op = op->inv; op; op = op->below)
1442 if(!tmp && op->type==CONTAINER && op->race==type && 1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1443 QUERY_FLAG(op,FLAG_APPLIED))
1444 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1445 else if (op->type==ARROW && op->race==type) 1382 else if (op->type == ARROW && op->race == type)
1446 return op; 1383 return op;
1384
1447 return tmp; 1385 return tmp;
1448} 1386}
1449 1387
1450/* 1388/*
1451 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1452 * against the target. A full test is not performed, simply a basic test 1390 * against the target. A full test is not performed, simply a basic test
1453 * of resistances. The archer is making a quick guess at what he sees down 1391 * of resistances. The archer is making a quick guess at what he sees down
1454 * the hall. Failing that it does it's best to pick the highest plus arrow. 1392 * the hall. Failing that it does it's best to pick the highest plus arrow.
1455 */ 1393 */
1456 1394object *
1457object *find_better_arrow(object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1458{ 1396{
1459 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1460 int attacknum, attacktype, betterby=0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1461 1399
1462 if (!type) 1400 if (!type)
1463 return NULL; 1401 return NULL;
1464 1402
1465 for (arrow=op->inv; arrow; arrow=arrow->below) { 1403 for (arrow = op->inv; arrow; arrow = arrow->below)
1466 if (arrow->type==CONTAINER && arrow->race==type && 1404 {
1467 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1405 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1406 {
1468 i = 0; 1407 i = 0;
1469 ntmp = find_better_arrow(arrow, target, type, &i); 1408 ntmp = find_better_arrow (arrow, target, type, &i);
1470 if (i > betterby) { 1409 if (i > betterby)
1410 {
1471 tmp = ntmp; 1411 tmp = ntmp;
1472 betterby = i; 1412 betterby = i;
1473 } 1413 }
1414 }
1474 } else if (arrow->type==ARROW && arrow->race==type) { 1415 else if (arrow->type == ARROW && arrow->race == type)
1416 {
1475 /* allways prefer assasination/slaying */ 1417 /* allways prefer assasination/slaying */
1476 if (target->race != NULL && arrow->slaying != NULL && 1418 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1477 strstr(arrow->slaying, target->race)) { 1419 {
1478 if (arrow->attacktype & AT_DEATH) { 1420 if (arrow->attacktype & AT_DEATH)
1421 {
1479 *better = 100; 1422 *better = 100;
1480 return arrow; 1423 return arrow;
1481 } else {
1482 tmp = arrow;
1483 betterby = (arrow->magic + arrow->stats.dam) * 2;
1484 } 1424 }
1485 } else { 1425 else
1486 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1487 attacktype = 1<<attacknum;
1488 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1489 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1490 tmp = arrow;
1491 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1492 }
1493 } 1426 {
1494 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1495 tmp = arrow; 1427 tmp = arrow;
1496 betterby = 2 + arrow->magic + arrow->stats.dam; 1428 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 }
1498 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1499 tmp = arrow;
1500 betterby = 1 + arrow->magic + arrow->stats.dam;
1501 } 1429 }
1502 } 1430 }
1431 else
1432 {
1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1434 {
1435 attacktype = 1 << attacknum;
1436 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1438 {
1439 tmp = arrow;
1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1441 }
1442 }
1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1444 {
1445 tmp = arrow;
1446 betterby = 2 + arrow->magic + arrow->stats.dam;
1447 }
1448 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1449 {
1450 tmp = arrow;
1451 betterby = 1 + arrow->magic + arrow->stats.dam;
1452 }
1503 } 1453 }
1454 }
1504 } 1455 }
1505 if (tmp == NULL && arrow == NULL) 1456 if (tmp == NULL && arrow == NULL)
1506 return find_arrow(op, type); 1457 return find_arrow (op, type);
1507 1458
1508 *better = betterby; 1459 *better = betterby;
1509 return tmp; 1460 return tmp;
1510} 1461}
1511 1462
1512/* looks in a given direction, finds the first valid target, and calls 1463/* looks in a given direction, finds the first valid target, and calls
1513 * find_better_arrow to find a decent arrow to use. 1464 * find_better_arrow to find a decent arrow to use.
1514 * op = the shooter 1465 * op = the shooter
1515 * type = bow->race 1466 * type = bow->race
1516 * dir = fire direction 1467 * dir = fire direction
1517 */ 1468 */
1518 1469
1470object *
1519object *pick_arrow_target(object *op, const char *type, int dir) 1471pick_arrow_target (object *op, const char *type, int dir)
1520{ 1472{
1521 object *tmp = NULL; 1473 object *tmp = NULL;
1522 mapstruct *m; 1474 maptile *m;
1523 int i, mflags, found, number; 1475 int i, mflags, found, number;
1524 sint16 x, y; 1476 sint16 x, y;
1525 1477
1526 if (op->map == NULL) 1478 if (op->map == NULL)
1527 return find_arrow(op, type); 1479 return find_arrow (op, type);
1528 1480
1529 /* do a dex check */ 1481 /* do a dex check */
1530 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1482 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1531 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1483 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1532 return find_arrow(op, type); 1484 return find_arrow (op, type);
1533 1485
1534 m = op->map; 1486 m = op->map;
1535 x = op->x; 1487 x = op->x;
1536 y = op->y; 1488 y = op->y;
1537 1489
1538 /* find the first target */ 1490 /* find the first target */
1539 for (i=0, found=0; i<20; i++) { 1491 for (i = 0, found = 0; i < 20; i++)
1492 {
1540 x += freearr_x[dir]; 1493 x += freearr_x[dir];
1541 y += freearr_y[dir]; 1494 y += freearr_y[dir];
1542 mflags = get_map_flags(m, &m, x, y, &x, &y); 1495 mflags = get_map_flags (m, &m, x, y, &x, &y);
1543 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1496 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1497 {
1544 tmp = NULL; 1498 tmp = NULL;
1499 break;
1500 }
1501 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1502 {
1503 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1504 * perhaps a bad assumption.
1505 */
1506 tmp = NULL;
1507 break;
1508 }
1509 if (mflags & P_IS_ALIVE)
1510 {
1511 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1512 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1513 {
1514 found++;
1515 break;
1516 }
1517 if (found)
1545 break; 1518 break;
1546 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1547 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1548 * perhaps a bad assumption.
1549 */
1550 tmp = NULL;
1551 break;
1552 } 1519 }
1553 if (mflags & P_IS_ALIVE) {
1554 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1555 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1556 found++;
1557 break;
1558 }
1559 if (found)
1560 break;
1561 }
1562 } 1520 }
1563 if (tmp == NULL) 1521 if (tmp == NULL)
1564 return find_arrow(op, type); 1522 return find_arrow (op, type);
1565 1523
1566 if (tmp->head) 1524 if (tmp->head)
1567 tmp = tmp->head; 1525 tmp = tmp->head;
1568 1526
1569 return find_better_arrow(op, tmp, type, &i); 1527 return find_better_arrow (op, tmp, type, &i);
1570} 1528}
1571 1529
1572/* 1530/*
1573 * Creature fires a bow - op can be monster or player. Returns 1531 * Creature fires a bow - op can be monster or player. Returns
1574 * 1 if bow was actually fired, 0 otherwise. 1532 * 1 if bow was actually fired, 0 otherwise.
1577 * dir is the direction of fire. 1535 * dir is the direction of fire.
1578 * wc_mod is any special modifier to give (used in special player fire modes) 1536 * wc_mod is any special modifier to give (used in special player fire modes)
1579 * sx, sy are coordinates to fire arrow from - also used in some of the special 1537 * sx, sy are coordinates to fire arrow from - also used in some of the special
1580 * player fire modes. 1538 * player fire modes.
1581 */ 1539 */
1540int
1582int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1541fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1583 sint16 sx, sint16 sy)
1584{ 1542{
1585 object *left, *bow; 1543 object *left, *bow;
1586 tag_t left_tag, tag;
1587 int bowspeed, mflags; 1544 int bowspeed, mflags;
1588 mapstruct *m; 1545 maptile *m;
1589 1546
1590 if (!dir) { 1547 if (!dir)
1548 {
1591 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1592 return 0; 1550 return 0;
1593 } 1551 }
1552
1594 if (op->type == PLAYER) 1553 if (op->type == PLAYER)
1595 bow=op->contr->ranges[range_bow]; 1554 bow = op->contr->ranges[range_bow];
1596 else { 1555 else
1556 {
1597 for(bow=op->inv; bow; bow=bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1598 /* Don't check for applied - monsters don't apply bows - in that way, they 1558 /* Don't check for applied - monsters don't apply bows - in that way, they
1599 * don't need to switch back and forth between bows and weapons. 1559 * don't need to switch back and forth between bows and weapons.
1600 */ 1560 */
1601 if(bow->type==BOW) 1561 if (bow->type == BOW)
1602 break; 1562 break;
1603 1563
1604 if (!bow) { 1564 if (!bow)
1565 {
1605 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1606 return 0; 1567 return 0;
1607 } 1568 }
1608 } 1569 }
1570
1609 if( !bow->race || !bow->skill) { 1571 if (!bow->race || !bow->skill)
1572 {
1610 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1611 return 0; 1574 return 0;
1612 } 1575 }
1613 1576
1614 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1577 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1615 1578
1616 /* penalize ROF for bestarrow */ 1579 /* penalize ROF for bestarrow */
1617 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1580 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1618 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1581 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1582
1619 if (bowspeed < 1) 1583 if (bowspeed < 1)
1620 bowspeed = 1; 1584 bowspeed = 1;
1621 1585
1622 if (arrow == NULL) { 1586 if (arrow == NULL)
1587 {
1623 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1588 if ((arrow = find_arrow (op, bow->race)) == NULL)
1589 {
1624 if (op->type == PLAYER) 1590 if (op->type == PLAYER)
1625 new_draw_info_format(NDI_UNIQUE, 0, op, 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1626 "You have no %s left.", &bow->race);
1627 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1592 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1628 else 1593 else
1629 CLEAR_FLAG(op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1630 return 0; 1595 return 0;
1631 } 1596 }
1632 } 1597 }
1598
1633 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1634 if (mflags & P_OUT_OF_MAP) { 1600 if (mflags & P_OUT_OF_MAP)
1635 return 0; 1601 return 0;
1636 } 1602
1637 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1603 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1604 {
1638 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1605 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1639 return 0; 1606 return 0;
1640 } 1607 }
1641 1608
1642 /* this should not happen, but sometimes does */ 1609 /* this should not happen, but sometimes does */
1643 if (arrow->nrof==0) { 1610 if (arrow->nrof == 0)
1644 remove_ob(arrow); 1611 {
1645 free_object(arrow); 1612 arrow->destroy ();
1646 return 0; 1613 return 0;
1647 } 1614 }
1648 1615
1649 left = arrow; /* these are arrows left to the player */ 1616 left = arrow; /* these are arrows left to the player */
1650 left_tag = left->count;
1651 arrow = get_split_ob(arrow, 1); 1617 arrow = get_split_ob (arrow, 1);
1652 if (arrow == NULL) { 1618 if (!arrow)
1619 {
1653 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1654 return 0; 1621 return 0;
1655 } 1622 }
1656 set_owner(arrow, op); 1623
1624 arrow->set_owner (op);
1657 arrow->skill = bow->skill; 1625 arrow->skill = bow->skill;
1658
1659 arrow->direction=dir; 1626 arrow->direction = dir;
1660 arrow->x = sx;
1661 arrow->y = sy;
1662 1627
1663 if (op->type == PLAYER) { 1628 if (op->type == PLAYER)
1629 {
1664 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1630 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1665 fix_player(op); 1631 op->update_stats ();
1666 } 1632 }
1667 1633
1668 SET_ANIMATION(arrow, arrow->direction); 1634 SET_ANIMATION (arrow, arrow->direction);
1669 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1635 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1670 arrow->stats.hp = arrow->stats.dam; 1636 arrow->stats.hp = arrow->stats.dam;
1671 arrow->stats.grace = arrow->attacktype; 1637 arrow->stats.grace = arrow->attacktype;
1672 if (arrow->slaying != NULL) 1638 if (arrow->slaying != NULL)
1673 arrow->spellarg = strdup_local(arrow->slaying); 1639 arrow->spellarg = strdup (arrow->slaying);
1674 1640
1675 /* Note that this was different for monsters - they got their level 1641 /* Note that this was different for monsters - they got their level
1676 * added to the damage. I think the strength bonus is more proper. 1642 * added to the damage. I think the strength bonus is more proper.
1677 */ 1643 */
1678
1679 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1680 0 : dam_bonus[op->stats.Str]) +
1681 bow->stats.dam + bow->magic + arrow->magic;
1682 1644
1645 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1646
1683 /* update the speed */ 1647 /* update the speed */
1684 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1648 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1685 0 : dam_bonus[op->stats.Str]) + 1649 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1686 bow->magic + arrow->magic) / 5.0 +
1687 (float)bow->stats.dam / 7.0;
1688 1650
1689 if (arrow->speed < 1.0) 1651 arrow->set_speed (max (arrow->speed, 1.0));
1690 arrow->speed = 1.0;
1691 update_ob_speed(arrow);
1692 arrow->speed_left = 0; 1652 arrow->speed_left = 0;
1693 1653
1694 if (op->type == PLAYER) { 1654 if (op->type == PLAYER)
1655 {
1695 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1656 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1696 (op->chosen_skill?op->chosen_skill->level:op->level) - 1657 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1697 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1658 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1698 arrow->stats.wc - bow->stats.wc + wc_mod;
1699 1659
1700 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1660 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1701 } else { 1661 }
1662 else
1663 {
1702 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1664 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1703 arrow->stats.wc + wc_mod;
1704
1705 arrow->level = op->level; 1665 arrow->level = op->level;
1706 } 1666 }
1667
1707 if (arrow->attacktype == AT_PHYSICAL) 1668 if (arrow->attacktype == AT_PHYSICAL)
1708 arrow->attacktype |= bow->attacktype; 1669 arrow->attacktype |= bow->attacktype;
1670
1709 if (bow->slaying != NULL) 1671 if (bow->slaying)
1710 arrow->slaying = bow->slaying; 1672 arrow->slaying = bow->slaying;
1711 1673
1712 arrow->map = m;
1713 arrow->move_type = MOVE_FLY_LOW; 1674 arrow->move_type = MOVE_FLY_LOW;
1714 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1675 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1715 1676
1716 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1677 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1717 tag = arrow->count; 1678 m->insert (arrow, sx, sy, op);
1718 insert_ob_in_map(arrow, m, op, 0);
1719 1679
1720 if (!was_destroyed(arrow, tag)) 1680 if (!arrow->destroyed ())
1721 move_arrow(arrow); 1681 move_arrow (arrow);
1722 1682
1723 if (op->type == PLAYER) { 1683 if (op->type == PLAYER)
1724 if (was_destroyed (left, left_tag)) 1684 {
1685 if (left->destroyed ())
1725 esrv_del_item(op->contr, left_tag); 1686 esrv_del_item (op->contr, left->count);
1726 else 1687 else
1727 esrv_send_item(op, left); 1688 esrv_send_item (op, left);
1728 } 1689 }
1690
1729 return 1; 1691 return 1;
1730} 1692}
1731 1693
1732/* Special fire code for players - this takes into 1694/* Special fire code for players - this takes into
1733 * account the special fire modes players can have 1695 * account the special fire modes players can have
1734 * but monsters can't. Putting that code here 1696 * but monsters can't. Putting that code here
1735 * makes the fire_bow code much cleaner. 1697 * makes the fire_bow code much cleaner.
1736 * this function should only be called if 'op' is a player, 1698 * this function should only be called if 'op' is a player,
1737 * hence the function name. 1699 * hence the function name.
1738 */ 1700 */
1701int
1739int player_fire_bow(object *op, int dir) 1702player_fire_bow (object *op, int dir)
1740{ 1703{
1741 int ret=0, wcmod=0; 1704 int ret = 0, wcmod = 0;
1742 1705
1743 if (op->contr->bowtype == bow_bestarrow) { 1706 if (op->contr->bowtype == bow_bestarrow)
1744 ret = fire_bow(op, op, 1707 {
1745 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1708 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1746 dir, 0, op->x, op->y); 1709 }
1747 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1710 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1711 {
1748 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1712 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1749 wcmod =-1; 1713 wcmod = -1;
1714
1750 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1715 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1751 op->x, op->y); 1716 }
1752 } else if (op->contr->bowtype == bow_threewide) { 1717 else if (op->contr->bowtype == bow_threewide)
1718 {
1753 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1719 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1754 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1720 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1755 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1721 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1722 }
1756 } else if (op->contr->bowtype == bow_spreadshot) { 1723 else if (op->contr->bowtype == bow_spreadshot)
1724 {
1757 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1725 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1758 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1726 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1759 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1727 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1760 1728
1761 } else { 1729 }
1730 else
1731 {
1762 /* Simple case */ 1732 /* Simple case */
1763 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1733 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1764 } 1734 }
1765 return ret; 1735 return ret;
1766} 1736}
1767 1737
1768 1738
1769/* Fires a misc (wand/rod/horn) object in 'dir'. 1739/* Fires a misc (wand/rod/horn) object in 'dir'.
1770 * Broken apart from 'fire' to keep it more readable. 1740 * Broken apart from 'fire' to keep it more readable.
1771 */ 1741 */
1742void
1772void fire_misc_object(object *op, int dir) 1743fire_misc_object (object *op, int dir)
1773{ 1744{
1774 object *item; 1745 object *item;
1775 1746
1776 if (!op->contr->ranges[range_misc]) { 1747 if (!op->contr->ranges[range_misc])
1748 {
1777 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1749 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1778 return; 1750 return;
1779 } 1751 }
1780 1752
1781 item = op->contr->ranges[range_misc]; 1753 item = op->contr->ranges[range_misc];
1782 if (!item->inv) { 1754 if (!item->inv)
1755 {
1783 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1756 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1784 return; 1757 return;
1785 } 1758 }
1786 if (item->type == WAND) { 1759 if (item->type == WAND)
1760 {
1787 if(item->stats.food<=0) { 1761 if (item->stats.food <= 0)
1762 {
1788 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1763 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1789 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1764 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1790 return; 1765 return;
1791 } 1766 }
1767 }
1792 } else if (item->type == ROD || item->type==HORN) { 1768 else if (item->type == ROD || item->type == HORN)
1769 {
1793 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1770 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1771 {
1794 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1795 if (item->type== ROD) 1773 if (item->type == ROD)
1796 new_draw_info_format(NDI_UNIQUE, 0,op,
1797 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1774 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1798 else 1775 else
1799 new_draw_info_format(NDI_UNIQUE, 0,op, 1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1800 "The %s needs more time to charge.", query_base_name(item,0));
1801 return; 1777 return;
1802 } 1778 }
1803 } 1779 }
1804 1780
1805 if(cast_spell(op,item,dir,item->inv,NULL)) { 1781 if (cast_spell (op, item, dir, item->inv, NULL))
1782 {
1806 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1783 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1807 if (item->type == WAND) { 1784 if (item->type == WAND)
1785 {
1808 if (!(--item->stats.food)) { 1786 if (!(--item->stats.food))
1787 {
1809 object *tmp; 1788 object *tmp;
1789
1810 if (item->arch) { 1790 if (item->arch)
1791 {
1811 CLEAR_FLAG(item, FLAG_ANIMATE); 1792 CLEAR_FLAG (item, FLAG_ANIMATE);
1812 item->face = item->arch->clone.face; 1793 item->face = item->arch->clone.face;
1813 item->speed = 0; 1794 item->set_speed (0);
1814 update_ob_speed(item);
1815 } 1795 }
1796
1816 if ((tmp=is_player_inv(item))) 1797 if ((tmp = item->in_player ()))
1817 esrv_update_item(UPD_ANIM, tmp, item); 1798 esrv_update_item (UPD_ANIM, tmp, item);
1818 } 1799 }
1819 } 1800 }
1820 else if (item->type == ROD || item->type==HORN) { 1801 else if (item->type == ROD || item->type == HORN)
1821 drain_rod_charge(item); 1802 drain_rod_charge (item);
1822 }
1823 } 1803 }
1824} 1804}
1825 1805
1826/* Received a fire command for the player - go and do it. 1806/* Received a fire command for the player - go and do it.
1827 */ 1807 */
1808void
1828void fire(object *op,int dir) { 1809fire (object *op, int dir)
1810{
1829 int spellcost=0; 1811 int spellcost = 0;
1830 1812
1831 /* check for loss of invisiblity/hide */ 1813 /* check for loss of invisiblity/hide */
1832 if (action_makes_visible(op)) make_visible(op); 1814 if (action_makes_visible (op))
1815 make_visible (op);
1833 1816
1834 switch(op->contr->shoottype) { 1817 switch (op->contr->shoottype)
1818 {
1835 case range_none: 1819 case range_none:
1820 return;
1821
1822 case range_bow:
1823 player_fire_bow (op, dir);
1824 return;
1825
1826 case range_magic: /* Casting spells */
1827 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1828 return;
1829
1830 case range_misc:
1831 fire_misc_object (op, dir);
1832 return;
1833
1834 case range_golem: /* Control summoned monsters from scrolls */
1835 control_golem (op->contr->ranges[range_golem], dir);
1836 return;
1837
1838 case range_skill:
1839 if (!op->chosen_skill)
1840 {
1841 if (op->type == PLAYER)
1842 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1843
1836 return; 1844 return;
1837
1838 case range_bow:
1839 player_fire_bow(op, dir);
1840 return;
1841
1842 case range_magic: /* Casting spells */
1843 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1844 return;
1845
1846 case range_misc:
1847 fire_misc_object(op, dir);
1848 return;
1849
1850 case range_golem: /* Control summoned monsters from scrolls */
1851 if(op->contr->ranges[range_golem]==NULL ||
1852 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1853 op->contr->ranges[range_golem] = NULL;
1854 op->contr->shoottype=range_none;
1855 op->contr->golem_count = 0;
1856 } 1845 }
1857 else
1858 control_golem(op->contr->ranges[range_golem], dir);
1859 return;
1860 1846
1861 case range_skill:
1862 if(!op->chosen_skill) {
1863 if(op->type==PLAYER)
1864 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1865 return;
1866 }
1867 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 1847 do_skill (op, op, op->chosen_skill, dir, NULL);
1868 return;
1869 case range_builder:
1870 apply_map_builder( op, dir );
1871 return; 1848 return;
1849 case range_builder:
1850 apply_map_builder (op, dir);
1851 return;
1872 default: 1852 default:
1873 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1853 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1874 return; 1854 return;
1875 } 1855 }
1876} 1856}
1877
1878
1879 1857
1880/* find_key 1858/* find_key
1881 * We try to find a key for the door as passed. If we find a key 1859 * We try to find a key for the door as passed. If we find a key
1882 * and successfully use it, we return the key, otherwise NULL 1860 * and successfully use it, we return the key, otherwise NULL
1883 * This function merges both normal and locked door, since the logic 1861 * This function merges both normal and locked door, since the logic
1885 * pl is the player, 1863 * pl is the player,
1886 * inv is the objects inventory to searched 1864 * inv is the objects inventory to searched
1887 * door is the door we are trying to match against. 1865 * door is the door we are trying to match against.
1888 * This function can be called recursively to search containers. 1866 * This function can be called recursively to search containers.
1889 */ 1867 */
1890 1868object *
1891object * find_key(object *pl, object *container, object *door) 1869find_key (object *pl, object *container, object *door)
1892{ 1870{
1893 object *tmp,*key; 1871 object *tmp, *key;
1894 1872
1895 /* Should not happen, but sanity checking is never bad */ 1873 /* Should not happen, but sanity checking is never bad */
1896 if (container->inv == NULL) return NULL; 1874 if (!container->inv)
1875 return 0;
1897 1876
1898 /* First, lets try to find a key in the top level inventory */ 1877 /* First, lets try to find a key in the top level inventory */
1899 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1878 for (tmp = container->inv; tmp; tmp = tmp->below)
1879 {
1900 if (door->type==DOOR && tmp->type==KEY) break; 1880 if (door->type == DOOR && tmp->type == KEY)
1881 break;
1901 /* For sanity, we should really check door type, but other stuff 1882 /* For sanity, we should really check door type, but other stuff
1902 * (like containers) can be locked with special keys 1883 * (like containers) can be locked with special keys
1903 */ 1884 */
1904 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1885 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1905 tmp->slaying==door->slaying) break; 1886 break;
1906 } 1887 }
1888
1907 /* No key found - lets search inventories now */ 1889 /* No key found - lets search inventories now */
1908 /* If we find and use a key in an inventory, return at that time. 1890 /* If we find and use a key in an inventory, return at that time.
1909 * otherwise, if we search all the inventories and still don't find 1891 * otherwise, if we search all the inventories and still don't find
1910 * a key, return 1892 * a key, return
1911 */ 1893 */
1912 if (!tmp) { 1894 if (!tmp)
1895 {
1913 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1896 for (tmp = container->inv; tmp; tmp = tmp->below)
1897 {
1914 /* No reason to search empty containers */ 1898 /* No reason to search empty containers */
1915 if (tmp->type==CONTAINER && tmp->inv) { 1899 if (tmp->type == CONTAINER && tmp->inv)
1900 {
1916 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1901 if ((key = find_key (pl, tmp, door)))
1902 return key;
1917 } 1903 }
1918 } 1904 }
1905
1906 if (!tmp)
1919 if (!tmp) return NULL; 1907 return NULL;
1920 } 1908 }
1909
1921 /* We get down here if we have found a key. Now if its in a container, 1910 /* We get down here if we have found a key. Now if its in a container,
1922 * see if we actually want to use it 1911 * see if we actually want to use it
1923 */ 1912 */
1924 if (pl!=container) { 1913 if (pl != container)
1914 {
1925 /* Only let players use keys in containers */ 1915 /* Only let players use keys in containers */
1926 if (!pl->contr) return NULL; 1916 if (!pl->contr)
1917 return NULL;
1927 /* cases where this fails: 1918 /* cases where this fails:
1928 * If we only search the player inventory, return now since we 1919 * If we only search the player inventory, return now since we
1929 * are not in the players inventory. 1920 * are not in the players inventory.
1930 * If the container is not active, return now since only active 1921 * If the container is not active, return now since only active
1931 * containers can be used. 1922 * containers can be used.
1932 * If we only search keyrings and the container does not have 1923 * If we only search keyrings and the container does not have
1933 * a race/isn't a keyring. 1924 * a race/isn't a keyring.
1934 * No checking for all containers - to fall through past here, 1925 * No checking for all containers - to fall through past here,
1935 * inv must have been an container and must have been active. 1926 * inv must have been an container and must have been active.
1936 * 1927 *
1937 * Change the color so that the message doesn't disappear with 1928 * Change the color so that the message doesn't disappear with
1938 * all the others. 1929 * all the others.
1939 */ 1930 */
1940 if (pl->contr->usekeys == key_inventory || 1931 if (pl->contr->usekeys == key_inventory ||
1941 !QUERY_FLAG(container, FLAG_APPLIED) || 1932 !QUERY_FLAG (container, FLAG_APPLIED) ||
1942 (pl->contr->usekeys == keyrings &&
1943 (!container->race || strcmp(container->race, "keys"))) 1933 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1944 ) { 1934 {
1945 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1935 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1946 "The %s in your %s vibrates as you approach the door", 1936 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1947 query_name(tmp), query_name(container));
1948 return NULL; 1937 return NULL;
1949 } 1938 }
1950 } 1939 }
1940
1951 return tmp; 1941 return tmp;
1952} 1942}
1953 1943
1954/* moved door processing out of move_player_attack. 1944/* moved door processing out of move_player_attack.
1955 * returns 1 if player has opened the door with a key 1945 * returns 1 if player has opened the door with a key
1956 * such that the caller should not do anything more, 1946 * such that the caller should not do anything more,
1957 * 0 otherwise 1947 * 0 otherwise
1958 */ 1948 */
1949static int
1959static int player_attack_door(object *op, object *door) 1950player_attack_door (object *op, object *door)
1960{ 1951{
1961
1962 /* If its a door, try to find a use a key. If we do destroy the door, 1952 /* If its a door, try to find a use a key. If we do destroy the door,
1963 * might as well return immediately as there is nothing more to do - 1953 * might as well return immediately as there is nothing more to do -
1964 * otherwise, we fall through to the rest of the code. 1954 * otherwise, we fall through to the rest of the code.
1965 */ 1955 */
1966 object *key=find_key(op, op, door); 1956 object *key = find_key (op, op, door);
1967 1957
1968 /* IF we found a key, do some extra work */ 1958 /* IF we found a key, do some extra work */
1969 if (key) { 1959 if (key)
1960 {
1970 object *container=key->env; 1961 object *container = key->env;
1971 1962
1972 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1963 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1973 if(action_makes_visible(op)) make_visible(op); 1964 if (action_makes_visible (op))
1965 make_visible (op);
1974 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1966 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1967 spring_trap (door->inv, op);
1968
1975 if (door->type == DOOR) { 1969 if (door->type == DOOR)
1976 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1970 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1977 }
1978 else if(door->type==LOCKED_DOOR) { 1971 else if (door->type == LOCKED_DOOR)
1979 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1972 {
1980 "You open the door with the %s", query_short_name(key)); 1973 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1981 remove_door2(door); /* remove door without violence ;-) */ 1974 remove_door2 (door); /* remove door without violence ;-) */
1982 } 1975 }
1976
1983 /* Do this after we print the message */ 1977 /* Do this after we print the message */
1984 decrease_ob(key); /* Use up one of the keys */ 1978 decrease_ob (key); /* Use up one of the keys */
1985 /* Need to update the weight the container the key was in */ 1979 /* Need to update the weight the container the key was in */
1986 if (container != op) 1980 if (container != op)
1987 esrv_update_item(UPD_WEIGHT, op, container); 1981 esrv_update_item (UPD_WEIGHT, op, container);
1982
1988 return 1; /* Nothing more to do below */ 1983 return 1; /* Nothing more to do below */
1984 }
1989 } else if (door->type==LOCKED_DOOR) { 1985 else if (door->type == LOCKED_DOOR)
1986 {
1990 /* Might as well return now - no other way to open this */ 1987 /* Might as well return now - no other way to open this */
1991 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1988 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1992 return 1; 1989 return 1;
1993 } 1990 }
1991
1994 return 0; 1992 return 0;
1995} 1993}
1996 1994
1997/* This function is just part of a breakup from move_player. 1995/* This function is just part of a breakup from move_player.
1998 * It should keep the code cleaner. 1996 * It should keep the code cleaner.
1999 * When this is called, the players direction has been updated 1997 * When this is called, the players direction has been updated
2000 * (taking into account confusion.) The player is also actually 1998 * (taking into account confusion.) The player is also actually
2001 * going to try and move (not fire weapons). 1999 * going to try and move (not fire weapons).
2002 */ 2000 */
2003 2001void
2004void move_player_attack(object *op, int dir) 2002move_player_attack (object *op, int dir)
2005{ 2003{
2006 object *tmp, *mon; 2004 object *tmp, *mon;
2007 sint16 nx, ny; 2005 sint16 nx, ny;
2008 int on_battleground; 2006 int on_battleground;
2009 mapstruct *m; 2007 maptile *m;
2010 2008
2011 nx=freearr_x[dir]+op->x; 2009 nx = freearr_x[dir] + op->x;
2012 ny=freearr_y[dir]+op->y; 2010 ny = freearr_y[dir] + op->y;
2013 2011
2014 on_battleground = op_on_battleground(op, NULL, NULL); 2012 on_battleground = op_on_battleground (op, 0, 0);
2015 2013
2016 /* If braced, or can't move to the square, and it is not out of the 2014 /* If braced, or can't move to the square, and it is not out of the
2017 * map, attack it. Note order of if statement is important - don't 2015 * map, attack it. Note order of if statement is important - don't
2018 * want to be calling move_ob if braced, because move_ob will move the 2016 * want to be calling move_ob if braced, because move_ob will move the
2019 * player. This is a pretty nasty hack, because if we could 2017 * player. This is a pretty nasty hack, because if we could
2020 * move to some space, it then means that if we are braced, we should 2018 * move to some space, it then means that if we are braced, we should
2021 * do nothing at all. As it is, if we are braced, we go through 2019 * do nothing at all. As it is, if we are braced, we go through
2022 * quite a bit of processing. However, it probably is less than what 2020 * quite a bit of processing. However, it probably is less than what
2023 * move_ob uses. 2021 * move_ob uses.
2024 */ 2022 */
2025 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2023 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2024 {
2026 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2025 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2027 m = get_map_from_coord(op->map, &nx, &ny);
2028 if (!m) return; /* Don't think this should happen */
2029 } 2026 {
2027 m = op->map->xy_find (nx, ny);
2028 if (!m)
2029 return; /* Don't think this should happen */
2030 }
2031 else
2030 else m =op->map; 2032 m = op->map;
2031 2033
2032 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2034 if (!(tmp = m->at (nx, ny).bot))
2033 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2035 return;
2036
2037 mon = 0;
2038 /* Go through all the objects, and find ones of interest. Only stop if
2039 * we find a monster - that is something we know we want to attack.
2040 * if its a door or barrel (can roll) see if there may be monsters
2041 * on the space
2042 */
2043 while (tmp)
2044 {
2045 if (tmp == op)
2046 {
2047 tmp = tmp->above;
2048 continue;
2049 }
2050
2051 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2052 {
2053 mon = tmp;
2054 break;
2055 }
2056
2057 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2058 mon = tmp;
2059
2060 tmp = tmp->above;
2061 }
2062
2063 if (!mon) /* This happens anytime the player tries to move */
2064 return; /* into a wall */
2065
2066 if (mon->head)
2067 mon = mon->head;
2068
2069 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2070 if (player_attack_door (op, mon))
2071 return;
2072
2073 /* The following deals with possibly attacking peaceful
2074 * or frienddly creatures. Basically, all players are considered
2075 * unaggressive. If the moving player has peaceful set, then the
2076 * object should be pushed instead of attacked. It is assumed that
2077 * if you are braced, you will not attack friends accidently,
2078 * and thus will not push them.
2079 */
2080
2081 /* If the creature is a pet, push it even if the player is not
2082 * peaceful. Our assumption is the creature is a pet if the
2083 * player owns it and it is either friendly or unagressive.
2084 */
2085 if ((op->type == PLAYER)
2086#if COZY_SERVER
2087 &&
2088 ((mon->owner && mon->owner->contr
2089 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2090#else
2091 && mon->owner == op
2092#endif
2093 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2094 {
2095 /* If we're braced, we don't want to switch places with it */
2096 if (op->contr->braced)
2034 return; 2097 return;
2035 }
2036 2098
2037 mon = NULL; 2099 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2038 /* Go through all the objects, and find ones of interest. Only stop if 2100 (void) push_ob (mon, dir, op);
2039 * we find a monster - that is something we know we want to attack. 2101 if (op->contr->tmp_invis || op->hide)
2040 * if its a door or barrel (can roll) see if there may be monsters 2102 make_visible (op);
2041 * on the space 2103
2104 return;
2105 }
2106
2107 /* in certain circumstances, you shouldn't attack friendly
2108 * creatures. Note that if you are braced, you can't push
2109 * someone, but put it inside this loop so that you won't
2110 * attack them either.
2042 */ 2111 */
2043 while (tmp!=NULL) { 2112 if ((mon->type == PLAYER || mon->enemy != op) &&
2044 if (tmp == op) { 2113 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2045 tmp=tmp->above; 2114#ifdef PROHIBIT_PLAYERKILL
2046 continue; 2115 (op->contr->peaceful
2116 || (mon->type == PLAYER
2117 && mon->contr->
2118 peaceful)) &&
2119#else
2120 op->contr->peaceful &&
2121#endif
2122 !on_battleground))
2123 {
2124 if (!op->contr->braced)
2125 {
2126 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2127 push_ob (mon, dir, op);
2047 } 2128 }
2048 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2129 else
2049 mon = tmp; 2130 new_draw_info (0, 0, op, "You withhold your attack");
2050 break; 2131
2132 if (op->contr->tmp_invis || op->hide)
2133 make_visible (op);
2134 }
2135
2136 /* If the object is a boulder or other rollable object, then
2137 * roll it if not braced. You can't roll it if you are braced.
2138 */
2139 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2140 {
2141 recursive_roll (mon, dir, op);
2142 if (action_makes_visible (op))
2143 make_visible (op);
2144 }
2145
2146 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points
2148 * and be living. Then, it must be one of the following:
2149 * 1) Not a player, 2) A player, but of a different party. Note
2150 * that party_number -1 is no party, so attacks can still happen.
2151 */
2152 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2153 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2154 {
2155
2156 /* If the player hasn't hit something this tick, and does
2157 * so, give them speed boost based on weapon speed. Doing
2158 * it here is better than process_players2, which basically
2159 * incurred a 1 tick offset.
2160 */
2161 if (!op->contr->has_hit)
2162 {
2163 op->speed_left += op->speed / op->contr->weapon_sp;
2164
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2051 } 2166 }
2052 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2053 mon = tmp;
2054 tmp=tmp->above;
2055 }
2056
2057 if (mon==NULL) /* This happens anytime the player tries to move */
2058 return; /* into a wall */
2059 2167
2060 if(mon->head != NULL) 2168 skill_attack (mon, op, 0, 0, 0);
2061 mon = mon->head;
2062 2169
2063 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2170 /* If attacking another player, that player gets automatic
2064 if (player_attack_door(op, mon)) return; 2171 * hitback, and doesn't loose luck either.
2065 2172 * Disable hitback on the battleground or if the target is
2066 /* The following deals with possibly attacking peaceful 2173 * the wiz.
2067 * or frienddly creatures. Basically, all players are considered
2068 * unaggressive. If the moving player has peaceful set, then the
2069 * object should be pushed instead of attacked. It is assumed that
2070 * if you are braced, you will not attack friends accidently,
2071 * and thus will not push them.
2072 */ 2174 */
2073 2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2074 /* If the creature is a pet, push it even if the player is not
2075 * peaceful. Our assumption is the creature is a pet if the
2076 * player owns it and it is either friendly or unagressive.
2077 */
2078 if ((op->type==PLAYER)
2079#if COZY_SERVER
2080 &&
2081 (
2082 (get_owner(mon) && get_owner(mon)->contr
2083 && same_party (get_owner(mon)->contr->party, op->contr->party))
2084 || get_owner(mon) == op
2085 )
2086#else
2087 && get_owner(mon)==op
2088#endif
2089 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2090 {
2091 /* If we're braced, we don't want to switch places with it */
2092 if (op->contr->braced) return;
2093 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2094 (void) push_ob(mon,dir,op);
2095 if(op->contr->tmp_invis||op->hide) make_visible(op);
2096 return;
2097 }
2098
2099 /* in certain circumstances, you shouldn't attack friendly
2100 * creatures. Note that if you are braced, you can't push
2101 * someone, but put it inside this loop so that you won't
2102 * attack them either.
2103 */
2104 if ((mon->type==PLAYER || mon->enemy != op) &&
2105 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2106 (
2107#ifdef PROHIBIT_PLAYERKILL
2108 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2109#else
2110 op->contr->peaceful &&
2111#endif
2112 !on_battleground
2113 )) { 2176 {
2114 if (!op->contr->braced) { 2177 short luck = mon->stats.luck;
2115 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2178
2116 (void) push_ob(mon,dir,op); 2179 mon->contr->has_hit = 1;
2117 } else { 2180 skill_attack (op, mon, 0, 0, 0);
2118 new_draw_info(0, 0,op,"You withhold your attack"); 2181 mon->stats.luck = luck;
2119 } 2182 }
2120 if(op->contr->tmp_invis||op->hide) make_visible(op);
2121 }
2122 2183
2123 /* If the object is a boulder or other rollable object, then
2124 * roll it if not braced. You can't roll it if you are braced.
2125 */
2126 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2127 recursive_roll(mon,dir,op);
2128 if(action_makes_visible(op)) make_visible(op); 2184 if (action_makes_visible (op))
2129 } 2185 make_visible (op);
2130
2131 /* Any generic living creature. Including things like doors.
2132 * Way it works is like this: First, it must have some hit points
2133 * and be living. Then, it must be one of the following:
2134 * 1) Not a player, 2) A player, but of a different party. Note
2135 * that party_number -1 is no party, so attacks can still happen.
2136 */
2137
2138 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2139 ((mon->type!=PLAYER || op->contr->party==NULL ||
2140 op->contr->party!=mon->contr->party))) {
2141
2142 /* If the player hasn't hit something this tick, and does
2143 * so, give them speed boost based on weapon speed. Doing
2144 * it here is better than process_players2, which basically
2145 * incurred a 1 tick offset.
2146 */
2147 if (!op->contr->has_hit) {
2148 op->speed_left += op->speed / op->contr->weapon_sp;
2149
2150 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2151 } 2186 }
2152
2153 skill_attack(mon, op, 0, NULL, NULL);
2154
2155 /* If attacking another player, that player gets automatic
2156 * hitback, and doesn't loose luck either.
2157 * Disable hitback on the battleground or if the target is
2158 * the wiz.
2159 */
2160 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2161 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2162 short luck = mon->stats.luck;
2163 mon->contr->has_hit = 1;
2164 skill_attack(op, mon, 0, NULL, NULL);
2165 mon->stats.luck = luck;
2166 }
2167 if(action_makes_visible(op)) make_visible(op);
2168 }
2169 } /* if player should attack something */ 2187 } /* if player should attack something */
2170} 2188}
2171 2189
2190int
2172int move_player(object *op,int dir) { 2191move_player (object *op, int dir)
2192{
2173 int pick; 2193 int pick;
2174 2194
2175 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2176 return 0;
2177
2178 /* Sanity check: make sure dir is valid */
2179 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2180 LOG( llevError, "move_player: invalid direction %d\n", dir);
2181 return 0;
2182 }
2183
2184 /* peterm: added following line */
2185 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2186 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2187
2188 op->facing = dir;
2189
2190 if(op->hide) do_hidden_move(op);
2191
2192 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2193 /*nop*/;
2194 else if (op->contr->fire_on)
2195 fire (op, dir);
2196 else
2197 {
2198 move_player_attack (op, dir);
2199 pick = check_pick(op);
2200 }
2201
2202 /* Add special check for newcs players and fire on - this way, the
2203 * server can handle repeat firing.
2204 */
2205 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2206 op->direction = dir;
2207 } else {
2208 op->direction=0;
2209 }
2210 /* Update how the player looks. Use the facing, so direction may
2211 * get reset to zero. This allows for full animation capabilities
2212 * for players.
2213 */
2214 animate_object(op, op->facing);
2215 return 0; 2196 return 0;
2197
2198 /* Sanity check: make sure dir is valid */
2199 if ((dir < 0) || (dir >= 9))
2200 {
2201 LOG (llevError, "move_player: invalid direction %d\n", dir);
2202 return 0;
2203 }
2204
2205 /* peterm: added following line */
2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2207 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2208
2209 op->facing = dir;
2210
2211 if (op->hide)
2212 do_hidden_move (op);
2213
2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2215 /*nop */ ;
2216 else if (op->contr->fire_on)
2217 fire (op, dir);
2218 else
2219 {
2220 move_player_attack (op, dir);
2221 pick = check_pick (op);
2222 }
2223
2224 /* Add special check for newcs players and fire on - this way, the
2225 * server can handle repeat firing.
2226 */
2227 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2228 op->direction = dir;
2229 else
2230 op->direction = 0;
2231
2232 /* Update how the player looks. Use the facing, so direction may
2233 * get reset to zero. This allows for full animation capabilities
2234 * for players.
2235 */
2236 animate_object (op, op->facing);
2237 return 0;
2216} 2238}
2217 2239
2218/* This is similar to handle_player, below, but is only used by the 2240/* This is similar to handle_player, below, but is only used by the
2219 * new client/server stuff. 2241 * new client/server stuff.
2220 * This is sort of special, in that the new client/server actually uses 2242 * This is sort of special, in that the new client/server actually uses
2221 * the new speed values for commands. 2243 * the new speed values for commands.
2222 * 2244 *
2223 * Returns true if there are more actions we can do. 2245 * Returns true if there are more actions we can do.
2224 */ 2246 */
2247int
2225int handle_newcs_player(object *op) 2248handle_newcs_player (object *op)
2226{ 2249{
2227 if (op->contr->hidden) {
2228 op->invisible = 1000;
2229 /* the socket code flashes the player visible/invisible
2230 * depending on the value of invisible, so we need to
2231 * alternate it here for it to work correctly.
2232 */
2233 if (pticks & 2) op->invisible--;
2234 }
2235 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2236 op->invisible--;
2237 if(!op->invisible) {
2238 make_visible(op);
2239 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2240 }
2241 }
2242
2243 if (QUERY_FLAG(op, FLAG_SCARED)) { 2250 if (QUERY_FLAG (op, FLAG_SCARED))
2251 {
2244 flee_player(op); 2252 flee_player (op);
2245 /* If player is still scared, that is his action for this tick */ 2253 /* If player is still scared, that is his action for this tick */
2246 if (QUERY_FLAG(op, FLAG_SCARED)) { 2254 if (QUERY_FLAG (op, FLAG_SCARED))
2255 {
2247 op->speed_left--; 2256 op->speed_left--;
2248 return 0; 2257 return 0;
2249 } 2258 }
2250 } 2259 }
2251 2260
2252 /* I've been seeing crashes where the golem has been destroyed, but
2253 * the player object still points to the defunct golem. The code that
2254 * destroys the golem looks correct, and it doesn't always happen, so
2255 * put this in a a workaround to clean up the golem pointer.
2256 */
2257 if (op->contr->ranges[range_golem] &&
2258 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2259 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2260 op->contr->ranges[range_golem] = NULL;
2261 op->contr->golem_count = 0;
2262 }
2263
2264 /* call this here - we also will call this in do_ericserver, but 2261 /* call this here - we also will call this in do_ericserver, but
2265 * the players time has been increased when doericserver has been 2262 * the players time has been increased when doericserver has been
2266 * called, so we recheck it here. 2263 * called, so we recheck it here.
2267 */ 2264 */
2268 HandleClient(&op->contr->socket, op->contr); 2265 if (op->contr->ns->handle_command ())
2269 if (op->speed_left<0) return 0; 2266 return 1;
2270 2267
2268 if (op->speed_left > 0)
2269 {
2271 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2270 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2271 {
2272 /* All move commands take 1 tick, at least for now */ 2272 /* All move commands take 1 tick, at least for now */
2273 op->speed_left--; 2273 op->speed_left--;
2274 2274
2275 /* Instead of all the stuff below, let move_player take care 2275 /* Instead of all the stuff below, let move_player take care
2276 * of it. Also, some of the skill stuff is only put in 2276 * of it. Also, some of the skill stuff is only put in
2277 * there, as well as the confusion stuff. 2277 * there, as well as the confusion stuff.
2278 */ 2278 */
2279 move_player(op, op->direction); 2279 move_player (op, op->direction);
2280 if (op->speed_left>0) return 1; 2280
2281 else return 0; 2281 return op->speed_left > 0;
2282 }
2282 } 2283 }
2284
2285 return 0;
2286}
2287
2288int
2289save_life (object *op)
2290{
2291 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2283 return 0; 2292 return 0;
2284}
2285 2293
2286int save_life(object *op) {
2287 object *tmp;
2288
2289 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2290 return 0;
2291
2292 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2294 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2293 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2295 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2296 {
2294 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2297 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2295 new_draw_info_format(NDI_UNIQUE, 0,op, 2298 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2296 "Your %s vibrates violently, then evaporates.", 2299
2297 query_name(tmp));
2298 if (op->contr) 2300 if (op->contr)
2299 esrv_del_item(op->contr, tmp->count); 2301 esrv_del_item (op->contr, tmp->count);
2300 remove_ob(tmp); 2302
2301 free_object(tmp); 2303 tmp->destroy ();
2302 CLEAR_FLAG(op, FLAG_LIFESAVE); 2304 CLEAR_FLAG (op, FLAG_LIFESAVE);
2305
2303 if(op->stats.hp<0) 2306 if (op->stats.hp < 0)
2304 op->stats.hp = op->stats.maxhp; 2307 op->stats.hp = op->stats.maxhp;
2308
2305 if(op->stats.food<0) 2309 if (op->stats.food < 0)
2306 op->stats.food = 999; 2310 op->stats.food = 999;
2307 fix_player(op); 2311
2312 op->update_stats ();
2308 return 1; 2313 return 1;
2309 } 2314 }
2315
2310 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2316 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2311 CLEAR_FLAG(op, FLAG_LIFESAVE); 2317 CLEAR_FLAG (op, FLAG_LIFESAVE);
2312 enter_player_savebed(op); /* bring him home. */ 2318 enter_player_savebed (op); /* bring him home. */
2313 return 0; 2319 return 0;
2314} 2320}
2315 2321
2316/* This goes throws the inventory and removes unpaid objects, and puts them 2322/* This goes throws the inventory and removes unpaid objects, and puts them
2317 * back in the map (location and map determined by values of env). This 2323 * back in the map (location and map determined by values of env). This
2318 * function will descend into containers. op is the object to start the search 2324 * function will descend into containers. op is the object to start the search
2319 * from. 2325 * from.
2320 */ 2326 */
2327void
2321void remove_unpaid_objects(object *op, object *env) 2328remove_unpaid_objects (object *op, object *env)
2322{ 2329{
2323 object *next;
2324
2325 while (op) { 2330 while (op)
2331 {
2326 next=op->below; /* Make sure we have a good value, in case 2332 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2327 * we remove object 'op' 2333
2328 */
2329 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2334 if (QUERY_FLAG (op, FLAG_UNPAID))
2330 remove_ob(op); 2335 {
2331 op->x = env->x;
2332 op->y = env->y;
2333 if (env->type == PLAYER) 2336 if (env->type == PLAYER)
2334 esrv_del_item(env->contr, op->count); 2337 esrv_del_item (env->contr, op->count);
2335 insert_ob_in_map(op, env->map, NULL,0); 2338
2339 op->insert_at (env);
2336 } 2340 }
2341 else if (op->inv)
2337 else if (op->inv) remove_unpaid_objects(op->inv, env); 2342 remove_unpaid_objects (op->inv, env);
2343
2338 op=next; 2344 op = next;
2339 } 2345 }
2340} 2346}
2341
2342 2347
2343/* 2348/*
2344 * Returns pointer a static string containing gravestone text 2349 * Returns pointer a static string containing gravestone text
2345 * Moved from apply.c to player.c - player.c is what 2350 * Moved from apply.c to player.c - player.c is what
2346 * actually uses this function. player.c may not be quite the 2351 * actually uses this function. player.c may not be quite the
2347 * best, a misc file for object actions is probably better, 2352 * best, a misc file for object actions is probably better,
2348 * but there isn't one in the server directory. 2353 * but there isn't one in the server directory.
2349 */ 2354 */
2355char *
2350char *gravestone_text (object *op) 2356gravestone_text (object *op)
2351{ 2357{
2352 static char buf2[MAX_BUF]; 2358 static char buf2[MAX_BUF];
2353 char buf[MAX_BUF]; 2359 char buf[MAX_BUF];
2354 time_t now = time (NULL); 2360 time_t now = time (NULL);
2355 2361
2356 strcpy (buf2, " R.I.P.\n\n"); 2362 strcpy (buf2, " R.I.P.\n\n");
2357 if (op->type == PLAYER) 2363 if (op->type == PLAYER)
2358 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2364 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2359 else 2365 else
2360 sprintf (buf, "%s\n", &op->name); 2366 sprintf (buf, "%s\n", &op->name);
2367
2361 strncat (buf2, " ", 20 - strlen (buf) / 2); 2368 strncat (buf2, " ", 20 - strlen (buf) / 2);
2362 strcat (buf2, buf); 2369 strcat (buf2, buf);
2363 if (op->type == PLAYER) 2370 if (op->type == PLAYER)
2364 sprintf (buf, "who was in level %d when killed\n", op->level); 2371 sprintf (buf, "who was in level %d when killed\n", op->level);
2365 else 2372 else
2366 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2373 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2374
2367 strncat (buf2, " ", 20 - strlen (buf) / 2); 2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2368 strcat (buf2, buf); 2376 strcat (buf2, buf);
2369 if (op->type == PLAYER) { 2377 if (op->type == PLAYER)
2378 {
2370 sprintf (buf, "by %s.\n\n", op->contr->killer); 2379 sprintf (buf, "by %s.\n\n", op->contr->killer);
2371 strncat (buf2, " ", 21 - strlen (buf) / 2); 2380 strncat (buf2, " ", 21 - strlen (buf) / 2);
2372 strcat (buf2, buf); 2381 strcat (buf2, buf);
2373 } 2382 }
2383
2374 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2384 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2375 strncat (buf2, " ", 20 - strlen (buf) / 2); 2385 strncat (buf2, " ", 20 - strlen (buf) / 2);
2376 strcat (buf2, buf); 2386 strcat (buf2, buf);
2387
2377 return buf2; 2388 return buf2;
2378} 2389}
2379 2390
2380 2391void
2381
2382void do_some_living(object *op) { 2392do_some_living (object *op)
2393{
2383 int last_food=op->stats.food; 2394 int last_food = op->stats.food;
2384 int gen_hp, gen_sp, gen_grace; 2395 int gen_hp, gen_sp, gen_grace;
2385 int over_hp, over_sp, over_grace; 2396 int over_hp, over_sp, over_grace;
2386 int i; 2397 int i;
2387 int rate_hp = 1200; 2398 int rate_hp = 1200;
2388 int rate_sp = 2500; 2399 int rate_sp = 2500;
2389 int rate_grace = 2000; 2400 int rate_grace = 2000;
2390 const int max_hp = 1; 2401 const int max_hp = 1;
2391 const int max_sp = 1; 2402 const int max_sp = 1;
2392 const int max_grace = 1; 2403 const int max_grace = 1;
2393 2404
2394 if (op->contr->outputs_sync) { 2405 if (op->contr->hidden)
2395 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2406 {
2396 if (op->contr->outputs[i].buf!=NULL && 2407 op->invisible = 1000;
2397 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2408 /* the socket code flashes the player visible/invisible
2398 flush_output_element(op, &op->contr->outputs[i]); 2409 * depending on the value of invisible, so we need to
2410 * alternate it here for it to work correctly.
2411 */
2412 if (pticks & 2)
2413 op->invisible--;
2399 } 2414 }
2415 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2416 {
2417 if (!op->invisible--)
2418 {
2419 make_visible (op);
2420 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2421 }
2422 }
2400 2423
2401 if(op->contr->state==ST_PLAYING) { 2424 if (op->contr->ns->state == ST_PLAYING)
2402 2425 {
2403 /* these next three if clauses make it possible to SLOW DOWN 2426 /* these next three if clauses make it possible to SLOW DOWN
2404 hp/grace/spellpoint regeneration. */ 2427 hp/grace/spellpoint regeneration. */
2405 if(op->contr->gen_hp >= 0 ) 2428 if (op->contr->gen_hp >= 0)
2406 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2429 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2407 else { 2430 else
2431 {
2408 gen_hp = op->stats.maxhp; 2432 gen_hp = op->stats.maxhp;
2409 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2433 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2410 } 2434 }
2435
2411 if(op->contr->gen_sp >= 0 ) 2436 if (op->contr->gen_sp >= 0)
2412 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2437 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2413 else { 2438 else
2439 {
2414 gen_sp = op->stats.maxsp; 2440 gen_sp = op->stats.maxsp;
2415 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2441 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2416 } 2442 }
2443
2417 if(op->contr->gen_grace >= 0) 2444 if (op->contr->gen_grace >= 0)
2418 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2445 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2419 else { 2446 else
2447 {
2420 gen_grace = op->stats.maxgrace; 2448 gen_grace = op->stats.maxgrace;
2421 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2449 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2422 } 2450 }
2423 2451
2424 /* Regenerate Spell Points */ 2452 /* Regenerate Spell Points */
2425 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2453 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2454 {
2426 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2455 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2427 if(op->stats.sp<op->stats.maxsp) {
2428 op->stats.sp++;
2429 /* dms do not consume food */
2430 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2431 op->stats.food--;
2432 if(op->contr->digestion<0)
2433 op->stats.food+=op->contr->digestion;
2434 else if(op->contr->digestion>0 &&
2435 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2436 op->stats.food=last_food;
2437 }
2438 }
2439 if (max_sp>1) {
2440 over_sp = (gen_sp+10)/rate_sp;
2441 if (over_sp > 0) {
2442 if(op->stats.sp<op->stats.maxsp) { 2456 if (op->stats.sp < op->stats.maxsp)
2443 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2457 {
2444 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2445 op->stats.sp--; 2458 op->stats.sp++;
2446 if(op->stats.sp>op->stats.maxsp) 2459 /* dms do not consume food */
2447 op->stats.sp=op->stats.maxsp; 2460 if (!QUERY_FLAG (op, FLAG_WIZ))
2461 {
2462 op->stats.food--;
2463 if (op->contr->digestion < 0)
2464 op->stats.food += op->contr->digestion;
2465 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2466 op->stats.food = last_food;
2448 } 2467 }
2449 op->last_sp=0;
2450 } else {
2451 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2452 }
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 }
2457
2458 /* Regenerate Grace */
2459 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2460 if(--op->last_grace<0) {
2461 if(op->stats.grace<op->stats.maxgrace/2)
2462 op->stats.grace++; /* no penalty in food for regaining grace */
2463 if(max_grace>1) {
2464 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2465 if (over_grace > 0) {
2466 op->stats.sp += over_grace
2467 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2468 op->last_grace=0;
2469 } else {
2470 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2471 } 2468 }
2469
2470 if (max_sp > 1)
2471 {
2472 over_sp = (gen_sp + 10) / rate_sp;
2473 if (over_sp > 0)
2474 {
2475 if (op->stats.sp < op->stats.maxsp)
2476 {
2477 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2478
2479 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2480 op->stats.sp--;
2481
2482 if (op->stats.sp > op->stats.maxsp)
2483 op->stats.sp = op->stats.maxsp;
2484 }
2485 op->last_sp = 0;
2486 }
2487 else
2488 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2489 }
2472 } else { 2490 else
2491 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2492 }
2493
2494 /* Regenerate Grace */
2495 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2496 if (--op->last_grace < 0)
2497 {
2498 if (op->stats.grace < op->stats.maxgrace / 2)
2499 op->stats.grace++; /* no penalty in food for regaining grace */
2500
2501 if (max_grace > 1)
2502 {
2503 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2504 if (over_grace > 0)
2505 {
2506 op->stats.sp += over_grace
2507 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2508 op->last_grace = 0;
2509 }
2510 else
2511 {
2512 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2513 }
2514 }
2515 else
2516 {
2473 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2517 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2474 } 2518 }
2475 /* wearing stuff doesn't detract from grace generation. */ 2519 /* wearing stuff doesn't detract from grace generation. */
2476 } 2520 }
2477 2521
2478 /* Regenerate Hit Points */ 2522 /* Regenerate Hit Points */
2479 if(--op->last_heal<0) { 2523 if (--op->last_heal < 0)
2524 {
2480 if(op->stats.hp<op->stats.maxhp) { 2525 if (op->stats.hp < op->stats.maxhp)
2526 {
2481 op->stats.hp++; 2527 op->stats.hp++;
2482 /* dms do not consume food */ 2528 /* dms do not consume food */
2483 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2529 if (!QUERY_FLAG (op, FLAG_WIZ))
2484 op->stats.food--; 2530 {
2531 op->stats.food--;
2485 if(op->contr->digestion<0) 2532 if (op->contr->digestion < 0)
2486 op->stats.food+=op->contr->digestion; 2533 op->stats.food += op->contr->digestion;
2487 else if(op->contr->digestion>0 && 2534 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2488 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2489 op->stats.food=last_food; 2535 op->stats.food = last_food;
2536 }
2537 }
2538
2539 if (max_hp > 1)
2540 {
2541 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2542 if (over_hp > 0)
2543 {
2544 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2545 op->last_heal = 0;
2546 }
2547 else
2548 {
2549 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2550 }
2551 }
2552 else
2553 {
2554 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2555 }
2490 } 2556 }
2491 }
2492 if(max_hp>1) {
2493 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2494 if (over_hp > 0) {
2495 op->stats.sp += over_hp
2496 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2497 op->last_heal=0;
2498 } else {
2499 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2500 }
2501 } else {
2502 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2503 }
2504 }
2505 2557
2506 /* Digestion */ 2558 /* Digestion */
2507 if(--op->last_eat<0) { 2559 if (--op->last_eat < 0)
2560 {
2508#ifdef COZY_SERVER 2561#ifdef COZY_SERVER
2509 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2562 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2510 int bonus=dg>0?dg:0, 2563 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2511 penalty=dg<0?-dg:0;
2512#else 2564#else
2513 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2565 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2514 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2515#endif 2566#endif
2516 2567
2517 if(op->contr->gen_hp > 0) 2568 if (op->contr->gen_hp > 0)
2518 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2569 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2519 else 2570 else
2520 op->last_eat=25*(1+bonus)/(penalty +1); 2571 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2572
2521 /* dms do not consume food */ 2573 /* dms do not consume food */
2522 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2574 if (!QUERY_FLAG (op, FLAG_WIZ))
2523 } 2575 op->stats.food--;
2524 } 2576 }
2525 2577
2526 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2578 if (op->stats.food < 0 && op->stats.hp >= 0)
2579 {
2527 object *tmp, *flesh=NULL; 2580 object *tmp, *flesh = 0;
2528 2581
2529 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2582 for (tmp = op->inv; tmp; tmp = tmp->below)
2583 {
2530 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2584 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2585 {
2531 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2586 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2587 {
2532 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2588 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2533 manual_apply(op,tmp,0); 2589 manual_apply (op, tmp, 0);
2534 if(op->stats.food>=0||op->stats.hp<0) 2590 if (op->stats.food >= 0 || op->stats.hp < 0)
2535 break; 2591 break;
2536 } 2592 }
2537 else if (tmp->type==FLESH) flesh=tmp; 2593 else if (tmp->type == FLESH)
2594 flesh = tmp;
2538 } /* End if paid for object */ 2595 } /* End if paid for object */
2539 } /* end of for loop */ 2596 } /* end of for loop */
2597
2540 /* If player is still starving, it means they don't have any food, so 2598 /* If player is still starving, it means they don't have any food, so
2541 * eat flesh instead. 2599 * eat flesh instead.
2542 */ 2600 */
2543 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2601 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2602 {
2544 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2603 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2545 manual_apply(op,flesh,0); 2604 manual_apply (op, flesh, 0);
2546 } 2605 }
2547 } /* end if player is starving */ 2606 }
2548 2607
2549 while(op->stats.food<0&&op->stats.hp>0) 2608 while (op->stats.food < 0 && op->stats.hp >= 0)
2550 op->stats.food++,op->stats.hp--; 2609 op->stats.food++, op->stats.hp--;
2551 2610
2552 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2611 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2553 kill_player(op); 2612 kill_player (op);
2613 }
2554} 2614}
2555
2556
2557 2615
2558/* If the player should die (lack of hp, food, etc), we call this. 2616/* If the player should die (lack of hp, food, etc), we call this.
2559 * op is the player in jeopardy. If the player can not be saved (not 2617 * op is the player in jeopardy. If the player can not be saved (not
2560 * permadeath, no lifesave), this will take care of removing the player 2618 * permadeath, no lifesave), this will take care of removing the player
2561 * file. 2619 * file.
2562 */ 2620 */
2621void
2563void kill_player(object *op) 2622kill_player (object *op)
2564{ 2623{
2565 char buf[MAX_BUF]; 2624 char buf[MAX_BUF];
2566 int x,y,i; 2625 int x, y;
2626
2627 //int i;
2567 mapstruct *map; /* this is for resurrection */ 2628 maptile *map; /* this is for resurrection */
2629
2568 int z; 2630 /* int z;
2569 int num_stats_lose; 2631 int num_stats_lose;
2570 int lost_a_stat; 2632 int lost_a_stat;
2571 int lose_this_stat; 2633 int lose_this_stat;
2572 int this_stat; 2634 int this_stat; */
2573 int will_kill_again; 2635 int will_kill_again;
2574 archetype *at; 2636 archetype *at;
2575 object *tmp; 2637 object *tmp;
2576 2638
2577 if(save_life(op)) 2639 if (save_life (op))
2578 return; 2640 return;
2579 2641
2580 2642
2581 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2643 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2582 * in cities ONLY!!! It is very important that this doesn't get abused. 2644 * in cities ONLY!!! It is very important that this doesn't get abused.
2583 * Look at op_on_battleground() for more info --AndreasV 2645 * Look at op_on_battleground() for more info --AndreasV
2584 */ 2646 */
2585 if (op_on_battleground(op, &x, &y)) { 2647 if (op_on_battleground (op, &x, &y))
2586 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2648 {
2587 "You have been defeated in combat!"); 2649 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2588 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2650 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2589 "Local medics have saved your life..."); 2651
2590
2591 /* restore player */ 2652 /* restore player */
2592 at = find_archetype("poisoning"); 2653 at = archetype::find ("poisoning");
2593 tmp=present_arch_in_ob(at,op); 2654 if (object *tmp = present_arch_in_ob (at, op))
2594 if (tmp) { 2655 {
2595 remove_ob(tmp); 2656 tmp->destroy ();
2596 free_object(tmp);
2597 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2657 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2658 }
2659
2660 at = archetype::find ("confusion");
2661 if (object *tmp = present_arch_in_ob (at, op))
2598 } 2662 {
2599 2663 tmp->destroy ();
2600 at = find_archetype("confusion");
2601 tmp=present_arch_in_ob(at,op);
2602 if (tmp) {
2603 remove_ob(tmp);
2604 free_object(tmp);
2605 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2664 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2606 } 2665 }
2607 2666
2608 cure_disease(op,0); /* remove any disease */ 2667 cure_disease (op, 0); /* remove any disease */
2609 op->stats.hp=op->stats.maxhp; 2668 op->stats.hp = op->stats.maxhp;
2610 if (op->stats.food<=0) op->stats.food=999; 2669 if (op->stats.food <= 0)
2611 2670 op->stats.food = 999;
2671
2612 /* create a bodypart-trophy to make the winner happy */ 2672 /* create a bodypart-trophy to make the winner happy */
2613 tmp=arch_to_object(find_archetype("finger")); 2673 if (object *tmp = arch_to_object (archetype::find ("finger")))
2614 if (tmp != NULL)
2615 { 2674 {
2616 sprintf(buf,"%s's finger", &op->name); 2675 sprintf (buf, "%s's finger", &op->name);
2617 tmp->name = buf; 2676 tmp->name = buf;
2618 sprintf(buf," This finger has been cut off %s\n" 2677 sprintf (buf, " This finger has been cut off %s\n"
2619 " the %s, when he was defeated at\n level %d by %s.\n", 2678 " the %s, when he was defeated at\n level %d by %s.\n",
2620 &op->name, op->contr->title, (int)(op->level), 2679 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2621 op->contr->killer);
2622 tmp->msg=buf; 2680 tmp->msg = buf;
2623 tmp->value=0, tmp->material=0, tmp->type=0; 2681 tmp->value = 0, tmp->type = 0;
2624 tmp->materialname = NULL; 2682 tmp->materialname = "organics";
2625 tmp->x = op->x, tmp->y = op->y; 2683 tmp->insert_at (op, tmp);
2626 insert_ob_in_map(tmp,op->map,op,0);
2627 }
2628 2684 }
2685
2629 /* teleport defeated player to new destination*/ 2686 /* teleport defeated player to new destination */
2630 transfer_ob(op, x, y, 0, NULL); 2687 transfer_ob (op, x, y, 0, NULL);
2631 op->contr->braced=0; 2688 op->contr->braced = 0;
2632 return; 2689 return;
2633 } 2690 }
2634 2691
2635 INVOKE_PLAYER (DEATH, op->contr); 2692 INVOKE_PLAYER (DEATH, op->contr);
2636 2693
2637 command_kill_pets (op, 0); 2694 command_kill_pets (op, 0);
2638 2695
2639 if(op->stats.food<0) { 2696 if (op->stats.food < 0)
2640 if (op->contr->explore) { 2697 {
2641 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2642 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2643 op->stats.food=999;
2644 return;
2645 }
2646 sprintf(buf,"%s starved to death.",&op->name); 2698 sprintf (buf, "%s starved to death.", &op->name);
2647 strcpy(op->contr->killer,"starvation"); 2699 strcpy (op->contr->killer, "starvation");
2648 } 2700 }
2649 else { 2701 else
2650 if (op->contr->explore) {
2651 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2652 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2653 op->stats.hp=op->stats.maxhp;
2654 return;
2655 }
2656 sprintf(buf,"%s died.", &op->name); 2702 sprintf (buf, "%s died.", &op->name);
2657 } 2703
2658 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2704 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2659 2705
2660 /* save the map location for corpse, gravestone*/ 2706 /* save the map location for corpse, gravestone */
2661 x=op->x;y=op->y;map=op->map; 2707 x = op->x;
2708 y = op->y;
2709 map = op->map;
2662 2710
2663
2664 if (settings.not_permadeth == TRUE) {
2665 /* NOT_PERMADEATH code. This basically brings the character back to 2711 /* NOT_PERMADEATH code. This basically brings the character back to
2666 * life if they are dead - it takes some exp and a random stat. 2712 * life if they are dead - it takes some exp and a random stat.
2667 * See the config.h file for a little more in depth detail about this. 2713 * See the config.h file for a little more in depth detail about this.
2668 */ 2714 */
2669 2715
2670 /* Basically two ways to go - remove a stat permanently, or just 2716 /* Basically two ways to go - remove a stat permanently, or just
2671 * make it depletion. This bunch of code deals with that aspect 2717 * make it depletion. This bunch of code deals with that aspect
2672 * of death. 2718 * of death.
2673 */ 2719 */
2674#ifndef COZY_SERVER 2720#ifndef COZY_SERVER
2675 if (settings.balanced_stat_loss) { 2721 if (settings.balanced_stat_loss)
2722 {
2676 /* If stat loss is permanent, lose one stat only. */ 2723 /* If stat loss is permanent, lose one stat only. */
2677 /* Lower level chars don't lose as many stats because they suffer 2724 /* Lower level chars don't lose as many stats because they suffer
2678 more if they do. */ 2725 more if they do. */
2679 /* Higher level characters can afford things such as potions of 2726 /* Higher level characters can afford things such as potions of
2680 restoration, or better, stat potions. So we slug them that 2727 restoration, or better, stat potions. So we slug them that
2681 little bit harder. */ 2728 little bit harder. */
2682 /* GD */ 2729 /* GD */
2683 if (settings.stat_loss_on_death) 2730 if (settings.stat_loss_on_death)
2684 num_stats_lose = 1;
2685 else
2686 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2687 } else {
2688 num_stats_lose = 1; 2731 num_stats_lose = 1;
2689 } 2732 else
2733 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2734 }
2735 else
2736 num_stats_lose = 1;
2737
2690 lost_a_stat = 0; 2738 lost_a_stat = 0;
2691 2739
2692 for (z=0; z<num_stats_lose; z++) { 2740 for (z = 0; z < num_stats_lose; z++)
2741 {
2693 i = RANDOM() % NUM_STATS; 2742 i = RANDOM () % NUM_STATS;
2694 2743
2695 if (settings.stat_loss_on_death) { 2744 if (settings.stat_loss_on_death)
2745 {
2696 /* Pick a random stat and take a point off it. Tell the player 2746 /* Pick a random stat and take a point off it. Tell the player
2697 * what he lost. 2747 * what he lost.
2698 */ 2748 */
2699 change_attr_value(&(op->stats), i,-1); 2749 change_attr_value (&(op->stats), i, -1);
2700 check_stat_bounds(&(op->stats)); 2750 check_stat_bounds (&(op->stats));
2701 change_attr_value(&(op->contr->orig_stats), i,-1); 2751 change_attr_value (&(op->contr->orig_stats), i, -1);
2702 check_stat_bounds(&(op->contr->orig_stats)); 2752 check_stat_bounds (&(op->contr->orig_stats));
2703 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2753 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2704 lost_a_stat = 1; 2754 lost_a_stat = 1;
2705 } else { 2755 }
2756 else
2757 {
2706 /* deplete a stat */ 2758 /* deplete a stat */
2707 archetype *deparch=find_archetype("depletion"); 2759 archetype *deparch = archetype::find ("depletion");
2708 object *dep; 2760 object *dep;
2761
2762 dep = present_arch_in_ob (deparch, op);
2763 if (!dep)
2709 2764 {
2710 dep = present_arch_in_ob(deparch,op);
2711 if(!dep) {
2712 dep = arch_to_object(deparch); 2765 dep = arch_to_object (deparch);
2713 insert_ob_in_ob(dep, op); 2766 insert_ob_in_ob (dep, op);
2714 } 2767 }
2715 lose_this_stat = 1; 2768 lose_this_stat = 1;
2716 if (settings.balanced_stat_loss) { 2769 if (settings.balanced_stat_loss)
2770 {
2717 /* GD */ 2771 /* GD */
2718 /* Get the stat that we're about to deplete. */ 2772 /* Get the stat that we're about to deplete. */
2719 this_stat = get_attr_value(&(dep->stats), i); 2773 this_stat = get_attr_value (&(dep->stats), i);
2720 if (this_stat < 0) { 2774 if (this_stat < 0)
2775 {
2721 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2776 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2722 int keep_chance = this_stat * this_stat; 2777 int keep_chance = this_stat * this_stat;
2778
2723 /* Yes, I am paranoid. Sue me. */ 2779 /* Yes, I am paranoid. Sue me. */
2724 if (keep_chance < 1) 2780 if (keep_chance < 1)
2725 keep_chance = 1; 2781 keep_chance = 1;
2726 2782
2727 /* There is a maximum depletion total per level. */ 2783 /* There is a maximum depletion total per level. */
2728 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2784 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2785 {
2729 lose_this_stat = 0; 2786 lose_this_stat = 0;
2730 /* Take loss chance vs keep chance to see if we 2787 /* Take loss chance vs keep chance to see if we
2731 retain the stat. */ 2788 retain the stat. */
2732 } else {
2733 if (random_roll(0, loss_chance + keep_chance-1,
2734 op, PREFER_LOW) < keep_chance)
2735 lose_this_stat = 0;
2736 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2737 this_stat, keep_chance, loss_chance,
2738 lose_this_stat?"LOSE":"KEEP"); */
2739 }
2740 } 2789 }
2741 } 2790 else
2742
2743 if (lose_this_stat) {
2744 this_stat = get_attr_value(&(dep->stats), i);
2745 /* We could try to do something clever like find another
2746 * stat to reduce if this fails. But chances are, if
2747 * stats have been depleted to -50, all are pretty low
2748 * and should be roughly the same, so it shouldn't make a
2749 * difference.
2750 */ 2791 {
2751 if (this_stat>=-50) { 2792 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2752 change_attr_value(&(dep->stats), i, -1);
2753 SET_FLAG(dep, FLAG_APPLIED);
2754 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2755 fix_player(op);
2756 lost_a_stat = 1; 2793 lose_this_stat = 0;
2794 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2795 this_stat, keep_chance, loss_chance,
2796 lose_this_stat?"LOSE":"KEEP"); */
2757 } 2797 }
2758 } 2798 }
2759 } 2799 }
2760 } 2800
2761 /* If no stat lost, tell the player. */
2762 if (!lost_a_stat) 2801 if (lose_this_stat)
2802 {
2803 this_stat = get_attr_value (&(dep->stats), i);
2804 /* We could try to do something clever like find another
2805 * stat to reduce if this fails. But chances are, if
2806 * stats have been depleted to -50, all are pretty low
2807 * and should be roughly the same, so it shouldn't make a
2808 * difference.
2809 */
2810 if (this_stat >= -50)
2763 { 2811 {
2764 /* determine_god() seems to not work sometimes... why is this? 2812 change_attr_value (&(dep->stats), i, -1);
2765 Should I be using something else? GD */ 2813 SET_FLAG (dep, FLAG_APPLIED);
2766 const char *god = determine_god(op);
2767 if (god && (strcmp(god, "none")))
2768 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2814 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2769 "moment you feel the holy presence of %s protecting" 2815 op->update_stats ();
2770 " you.", god); 2816 lost_a_stat = 1;
2771 else 2817 }
2772 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2773 " feel a holy presence protecting you.");
2774 } 2818 }
2819 }
2820 }
2821 /* If no stat lost, tell the player. */
2822 if (!lost_a_stat)
2823 {
2824 /* determine_god() seems to not work sometimes... why is this?
2825 Should I be using something else? GD */
2826 const char *god = determine_god (op);
2827
2828 if (god && (strcmp (god, "none")))
2829 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2830 else
2831 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2832 }
2833#else
2834 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2775#endif 2835#endif
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2777 " feel a holy presence protecting you from losing yourself completely.");
2778 2836
2779 /* Put a gravestone up where the character 'almost' died. List the 2837 /* Put a gravestone up where the character 'almost' died. List the
2780 * exp loss on the stone. 2838 * exp loss on the stone.
2781 */ 2839 */
2782 tmp=arch_to_object(find_archetype("gravestone")); 2840 tmp = arch_to_object (archetype::find ("gravestone"));
2783 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2841 sprintf (buf, "%s's gravestone", &op->name);
2842 tmp->name = buf;
2784 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2843 sprintf (buf, "%s's gravestones", &op->name);
2785 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2844 tmp->name_pl = buf;
2786 "who was killed\n" 2845 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);
2787 "by %s.\n",
2788 &op->name, op->contr->title,
2789 op->contr->killer);
2790 tmp->msg = buf; 2846 tmp->msg = buf;
2791 tmp->x=op->x,tmp->y=op->y; 2847 tmp->x = op->x, tmp->y = op->y;
2792 insert_ob_in_map (tmp, op->map, NULL,0); 2848 insert_ob_in_map (tmp, op->map, NULL, 0);
2793 2849
2794 /**************************************/ 2850 /**************************************/
2795 /* */ 2851 /* */
2796 /* Subtract the experience points, */ 2852 /* Subtract the experience points, */
2797 /* if we died cause of food, give us */ 2853 /* if we died cause of food, give us */
2798 /* food, and reset HP's... */ 2854 /* food, and reset HP's... */
2799 /* */ 2855 /* */
2800 /**************************************/ 2856 /**************************************/
2801 2857
2802 /* remove any poisoning and confusion the character may be suffering.*/ 2858 /* remove any poisoning and confusion the character may be suffering. */
2803 /* restore player */ 2859 /* restore player */
2804 at = find_archetype("poisoning"); 2860 at = archetype::find ("poisoning");
2805 tmp=present_arch_in_ob(at,op); 2861 tmp = present_arch_in_ob (at, op);
2806 if (tmp) { 2862
2807 remove_ob(tmp); 2863 if (tmp)
2808 free_object(tmp); 2864 {
2865 tmp->destroy ();
2809 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2866 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2810 } 2867 }
2811 2868
2812 at = find_archetype("confusion"); 2869 at = archetype::find ("confusion");
2813 tmp=present_arch_in_ob(at,op); 2870 tmp = present_arch_in_ob (at, op);
2814 if (tmp) { 2871 if (tmp)
2815 remove_ob(tmp); 2872 {
2816 free_object(tmp); 2873 tmp->destroy ();
2817 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2874 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2818 } 2875 }
2876
2819 cure_disease(op,0); /* remove any disease */ 2877 cure_disease (op, 0); /* remove any disease */
2820 2878
2821 /*add_exp(op, (op->stats.exp * -0.20)); */ 2879 /*add_exp(op, (op->stats.exp * -0.20)); */
2822 apply_death_exp_penalty(op); 2880 apply_death_exp_penalty (op);
2823 if(op->stats.food < 100) op->stats.food = 900; 2881 if (op->stats.food < 100)
2882 op->stats.food = 900;
2824 op->stats.hp = op->stats.maxhp; 2883 op->stats.hp = op->stats.maxhp;
2825 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2884 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2826 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2885 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2827 2886
2828 /* 2887 /*
2829 * Check to see if the player is in a shop. IF so, then check to see if 2888 * Check to see if the player has any unpaid items. If so, remove them
2830 * the player has any unpaid items. If so, remove them and put them back 2889 * and put them back in the map.
2831 * in the map. 2890 */
2832 */
2833
2834 if (is_in_shop (op))
2835 remove_unpaid_objects(op->inv, op); 2891 remove_unpaid_objects (op->inv, op);
2836 2892
2837 /****************************************/ 2893 /****************************************/
2838 /* */ 2894 /* */
2839 /* Move player to his current respawn- */ 2895 /* Move player to his current respawn- */
2840 /* position (usually last savebed) */ 2896 /* position (usually last savebed) */
2841 /* */ 2897 /* */
2842 /****************************************/ 2898 /****************************************/
2843 2899
2844 enter_player_savebed(op); 2900 enter_player_savebed (op);
2845 2901
2846 /* Save the player before inserting the force to reduce
2847 * chance of abuse.
2848 */
2849 op->contr->braced=0; 2902 op->contr->braced = 0;
2850 save_player(op,1);
2851 2903
2852 /* it is possible that the player has blown something up 2904 /* it is possible that the player has blown something up
2853 * at his savebed location, and that can have long lasting 2905 * at his savebed location, and that can have long lasting
2854 * spell effects. So first see if there is a spell effect 2906 * spell effects. So first see if there is a spell effect
2855 * on the space that might harm the player. 2907 * on the space that might harm the player.
2856 */ 2908 */
2857 will_kill_again=0; 2909 will_kill_again = 0;
2858 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2910 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2859 if (tmp->type ==SPELL_EFFECT) 2911 if (tmp->type == SPELL_EFFECT)
2860 will_kill_again|=tmp->attacktype; 2912 will_kill_again |= tmp->attacktype;
2861 } 2913
2862 if (will_kill_again) { 2914 if (will_kill_again)
2915 {
2863 object *force; 2916 object *force;
2864 int at; 2917 int at;
2865 2918
2866 force=get_archetype(FORCE_NAME); 2919 force = get_archetype (FORCE_NAME);
2867 /* 50 ticks should be enough time for the spell to abate */ 2920 /* 50 ticks should be enough time for the spell to abate */
2868 force->speed=0.1; 2921 force->speed = 0.1;
2869 force->speed_left=-5.0; 2922 force->speed_left = -5.0;
2870 SET_FLAG(force, FLAG_APPLIED); 2923 SET_FLAG (force, FLAG_APPLIED);
2871 for (at=0; at<NROFATTACKS; at++) { 2924 for (at = 0; at < NROFATTACKS; at++)
2872 if (will_kill_again & (1 << at)) 2925 if (will_kill_again & (1 << at))
2873 force->resist[at] = 100; 2926 force->resist[at] = 100;
2927
2928 insert_ob_in_ob (force, op);
2929 op->update_stats ();
2930
2931 }
2932
2933 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2934}
2935
2936void
2937loot_object (object *op)
2938{ /* Grab and destroy some treasure */
2939 object *tmp, *tmp2, *next;
2940
2941 op->close_container (); /* close open sack first */
2942
2943 for (tmp = op->inv; tmp; tmp = next)
2944 {
2945 next = tmp->below;
2946
2947 if (tmp->invisible)
2948 continue;
2949
2950 tmp->remove ();
2951 tmp->x = op->x, tmp->y = op->y;
2952
2953 if (tmp->type == CONTAINER)
2954 loot_object (tmp); /* empty container to ground */
2955
2956 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2957 {
2958 if (tmp->nrof > 1)
2959 {
2960 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2961 tmp2->destroy ();
2962 insert_ob_in_map (tmp, op->map, NULL, 0);
2874 } 2963 }
2875 insert_ob_in_ob(force, op);
2876 fix_player(op);
2877
2878 }
2879 /**************************************/
2880 /* */
2881 /* Repaint the characters inv, and */
2882 /* stats, and show a nasty message ;) */
2883 /* */
2884 /**************************************/
2885
2886 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2887 return;
2888 } /* NOT_PERMADETH */
2889 else {
2890 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2891 * should probably be embedded in an else statement.
2892 */
2893
2894 op->contr->party=NULL;
2895 if (settings.set_title == TRUE)
2896 op->contr->own_title[0]='\0';
2897 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2898 check_score(op);
2899 if(op->contr->ranges[range_golem]!=NULL) {
2900 remove_friendly_object(op->contr->ranges[range_golem]);
2901 remove_ob(op->contr->ranges[range_golem]);
2902 free_object(op->contr->ranges[range_golem]);
2903 op->contr->ranges[range_golem]=NULL;
2904 op->contr->golem_count=0;
2905 }
2906 loot_object(op); /* Remove some of the items for good */
2907 remove_ob(op);
2908 op->direction=0;
2909
2910 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2911 delete_character(op->name,0);
2912 if (settings.resurrection == TRUE) {
2913 /* save playerfile sans equipment when player dies
2914 ** then save it as player.pl.dead so that future resurrection
2915 ** type spells will work on them nicely
2916 */
2917 delete_character(op->name,0);
2918 op->stats.hp = op->stats.maxhp;
2919 op->stats.food = 999;
2920
2921 /* set the location of where the person will reappear when */
2922 /* maybe resurrection code should fix map also */
2923 strcpy(op->contr->maplevel, settings.emergency_mapname);
2924 if(op->map!=NULL)
2925 op->map = NULL;
2926 op->x = settings.emergency_x;
2927 op->y = settings.emergency_y;
2928 save_player(op,0);
2929 op->map = map;
2930 /* please see resurrection.c: peterm */
2931 dead_player(op);
2932 } else { 2964 else
2933 delete_character(op->name,1); 2965 tmp->destroy ();
2934 } 2966 }
2935 } 2967 else
2936 play_again(op);
2937
2938 /* peterm: added to create a corpse at deathsite. */
2939 tmp=arch_to_object(find_archetype("corpse_pl"));
2940 sprintf(buf,"%s", &op->name);
2941 tmp->name = tmp->name_pl = buf;
2942 tmp->level=op->level;
2943 tmp->x=x;tmp->y=y;
2944 tmp->msg = gravestone_text(op);
2945 SET_FLAG (tmp, FLAG_UNIQUE);
2946 insert_ob_in_map (tmp, map, NULL,0);
2947 }
2948}
2949
2950
2951void loot_object(object *op) { /* Grab and destroy some treasure */
2952 object *tmp,*tmp2,*next;
2953
2954 if (op->container) { /* close open sack first */
2955 esrv_apply_container (op, op->container);
2956 }
2957
2958 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2959 next=tmp->below;
2960 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2961 remove_ob(tmp);
2962 tmp->x=op->x,tmp->y=op->y;
2963 if (tmp->type == CONTAINER) { /* empty container to ground */
2964 loot_object(tmp);
2965 }
2966 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2967 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2968 if(tmp->nrof>1) {
2969 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2970 free_object(tmp2);
2971 insert_ob_in_map(tmp,op->map,NULL,0); 2968 insert_ob_in_map (tmp, op->map, NULL, 0);
2972 } else
2973 free_object(tmp);
2974 } else
2975 insert_ob_in_map(tmp,op->map,NULL,0);
2976 } 2969 }
2977} 2970}
2978 2971
2979/* 2972/*
2980 * fix_weight(): Check recursively the weight of all players, and fix 2973 * fix_weight(): Check recursively the weight of all players, and fix
2981 * what needs to be fixed. Refresh windows and fix speed if anything 2974 * what needs to be fixed. Refresh windows and fix speed if anything
2982 * was changed. 2975 * was changed.
2983 */ 2976 */
2984 2977void
2985void fix_weight(void) { 2978fix_weight (void)
2986 player *pl; 2979{
2987 for (pl = first_player; pl != NULL; pl = pl->next) { 2980 for_all_players (pl)
2981 {
2988 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2982 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2983
2989 if(old == sum) 2984 if (old == sum)
2990 continue; 2985 continue;
2991 fix_player(pl->ob); 2986 pl->ob->update_stats ();
2992 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2987 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2993 &pl->ob->name, old, sum);
2994 } 2988 }
2995} 2989}
2996 2990
2991void
2997void fix_luck(void) { 2992fix_luck (void)
2998 player *pl; 2993{
2999 for (pl = first_player; pl != NULL; pl = pl->next) 2994 for_all_players (pl)
3000 if (!pl->ob->contr->state) 2995 if (!pl->ob->contr->ns->state)
3001 change_luck(pl->ob, 0); 2996 pl->ob->change_luck (0);
3002} 2997}
3003
3004 2998
3005/* cast_dust() - handles op throwing objects of type 'DUST'. 2999/* cast_dust() - handles op throwing objects of type 'DUST'.
3006 * This is much simpler in the new spell code - we basically 3000 * This is much simpler in the new spell code - we basically
3007 * just treat this as any other spell casting object. 3001 * just treat this as any other spell casting object.
3008 */ 3002 */
3009
3010void 3003void
3011cast_dust (object * op, object * throw_ob, int dir) 3004cast_dust (object *op, object *throw_ob, int dir)
3012{ 3005{
3013 object *skop, *spob; 3006 object *skop, *spob;
3014 3007
3015 skop = find_skill_by_name (op, throw_ob->skill); 3008 skop = find_skill_by_name (op, throw_ob->skill);
3016 3009
3017 /* casting POTION 'dusts' is really a use_magic_item skill */ 3010 /* casting POTION 'dusts' is really a use_magic_item skill */
3018 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3011 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3019 { 3012 {
3020 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3013 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3021 &op->name);
3022 return; 3014 return;
3023 } 3015 }
3024 3016
3025 spob = throw_ob->inv; 3017 spob = throw_ob->inv;
3026 3018
3027 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3019 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3028 // not pass NULL to cast_spell (which did indeed check itself, but 3020 // not pass NULL to cast_spell (which did indeed check itself, but
3029 // errors should be reported as early as possible IMHO) 3021 // errors should be reported as early as possible IMHO)
3030 if (!spob) 3022 if (!spob)
3031 { 3023 {
3032 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3024 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3033 &throw_ob->name, &op->name);
3034 return; 3025 return;
3035 } 3026 }
3036 3027
3037 if (op->type == PLAYER) 3028 if (op->type == PLAYER)
3038 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3029 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3039 3030
3040 cast_spell (op, throw_ob, dir, spob, NULL); 3031 cast_spell (op, throw_ob, dir, spob, NULL);
3041 3032
3042 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3033 throw_ob->destroy ();
3043 remove_ob (throw_ob);
3044 free_object (throw_ob);
3045} 3034}
3046 3035
3036void
3047void make_visible (object *op) { 3037make_visible (object *op)
3038{
3048 op->hide = 0; 3039 op->hide = 0;
3049 op->invisible = 0; 3040 op->invisible = 0;
3050 if(op->type==PLAYER) { 3041 if (op->type == PLAYER)
3042 {
3051 op->contr->tmp_invis = 0; 3043 op->contr->tmp_invis = 0;
3052 op->contr->invis_race = 0; 3044 op->contr->invis_race = 0;
3053 } 3045 }
3046
3054 update_object(op,UP_OBJ_FACE); 3047 update_object (op, UP_OBJ_CHANGE);
3055} 3048}
3056 3049
3050int
3057int is_true_undead(object *op) { 3051is_true_undead (object *op)
3058 object *tmp=NULL; 3052{
3059
3060 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3053 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3054 return 1;
3061 3055
3062 if(op->type==PLAYER)
3063 for(tmp=op->inv;tmp;tmp=tmp->below)
3064 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3065 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3066 return 0; 3056 return 0;
3067} 3057}
3068 3058
3069/* look at the surrounding terrain to determine 3059/* look at the surrounding terrain to determine
3070 * the hideability of this object. Positive levels 3060 * the hideability of this object. Positive levels
3071 * indicate greater hideability. 3061 * indicate greater hideability.
3072 */ 3062 */
3073 3063
3064int
3074int hideability(object *ob) { 3065hideability (object *ob)
3066{
3075 int i,level=0, mflag; 3067 int i, level = 0, mflag;
3076 sint16 x,y; 3068 sint16 x, y;
3077 3069
3078 if(!ob||!ob->map) return 0; 3070 if (!ob || !ob->map)
3071 return 0;
3079 3072
3080 /* so, on normal lighted maps, its hard to hide */ 3073 /* so, on normal lighted maps, its hard to hide */
3081 level=ob->map->darkness - 2; 3074 level = ob->map->darkness - 2;
3082 3075
3083 /* this also picks up whether the object is glowing. 3076 /* this also picks up whether the object is glowing.
3084 * If you carry a light on a non-dark map, its not 3077 * If you carry a light on a non-dark map, its not
3085 * as bad as carrying a light on a pitch dark map */ 3078 * as bad as carrying a light on a pitch dark map */
3086 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3079 if (has_carried_lights (ob))
3080 level = -(10 + (2 * ob->map->darkness));
3087 3081
3088 /* scan through all nearby squares for terrain to hide in */ 3082 /* scan through all nearby squares for terrain to hide in */
3089 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3083 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3084 {
3090 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3085 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3091 if (mflag & P_OUT_OF_MAP) { continue; } 3086 if (mflag & P_OUT_OF_MAP)
3087 {
3088 continue;
3089 }
3092 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3090 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3093 level += 2; 3091 level += 2;
3094 else /* open terrain! */ 3092 else /* open terrain! */
3095 level -= 1; 3093 level -= 1;
3096 } 3094 }
3097 3095
3098#if 0 3096#if 0
3099 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3097 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3100#endif 3098#endif
3101 return level; 3099 return level;
3102} 3100}
3103 3101
3104/* For Hidden creatures - a chance of becoming 'unhidden' 3102/* For Hidden creatures - a chance of becoming 'unhidden'
3105 * every time they move - as we subtract off 'invisibility' 3103 * every time they move - as we subtract off 'invisibility'
3106 * AND, for players, if they move into a ridiculously unhideable 3104 * AND, for players, if they move into a ridiculously unhideable
3107 * spot (surrounded by clear terrain in broad daylight). -b.t. 3105 * spot (surrounded by clear terrain in broad daylight). -b.t.
3108 */ 3106 */
3109 3107
3108void
3110void do_hidden_move (object *op) { 3109do_hidden_move (object *op)
3110{
3111 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3111 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3112 object *skop; 3112 object *skop;
3113 3113
3114 if(!op || !op->map) return; 3114 if (!op || !op->map)
3115 return;
3115 3116
3116 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3117 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3117 3118
3118 /* its *extremely* hard to run and sneak/hide at the same time! */ 3119 /* its *extremely* hard to run and sneak/hide at the same time! */
3119 if(op->type==PLAYER && op->contr->run_on) { 3120 if (op->type == PLAYER && op->contr->run_on)
3120 if(!skop || num >= skop->level) { 3121 if (!skop || num >= skop->level)
3122 {
3121 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3123 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3122 make_visible(op);
3123 return;
3124 } else num += 20;
3125 }
3126 num += op->map->difficulty;
3127 hide = hideability(op); /* modify by terrain hidden level */
3128 num -= hide;
3129 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3130 make_visible(op); 3124 make_visible (op);
3131 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3125 return;
3132 "You moved out of hiding! You are visible!");
3133 } 3126 }
3127 else
3128 num += 20;
3129
3130 num += op->map->difficulty;
3131 hide = hideability (op); /* modify by terrain hidden level */
3132 num -= hide;
3133
3134 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3135 {
3136 make_visible (op);
3137 if (op->type == PLAYER)
3138 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3139 }
3134 else if (op->type == PLAYER && skop) { 3140 else if (op->type == PLAYER && skop)
3135 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3141 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3136 }
3137} 3142}
3138 3143
3139/* determine if who is standing near a hostile creature. */ 3144/* determine if who is standing near a hostile creature. */
3140 3145
3146int
3141int stand_near_hostile( object *who ) { 3147stand_near_hostile (object *who)
3148{
3142 object *tmp=NULL; 3149 object *tmp = NULL;
3143 int i,friendly=0,player=0, mflags; 3150 int i, friendly = 0, player = 0, mflags;
3144 mapstruct *m; 3151 maptile *m;
3145 sint16 x,y; 3152 sint16 x, y;
3146 3153
3147 if(!who) return 0; 3154 if (!who)
3155 return 0;
3148 3156
3149 if(who->type==PLAYER) player=1; 3157 if (who->type == PLAYER)
3158 player = 1;
3159
3160 else
3150 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3161 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3151 3162
3152 /* search adjacent squares */ 3163 /* search adjacent squares */
3153 for(i=1;i<9;i++) { 3164 for (i = 1; i < 9; i++)
3165 {
3154 x = who->x+freearr_x[i]; 3166 x = who->x + freearr_x[i];
3155 y = who->y+freearr_y[i]; 3167 y = who->y + freearr_y[i];
3156 m = who->map; 3168 m = who->map;
3157 mflags = get_map_flags(m, &m, x, y, &x, &y); 3169 mflags = get_map_flags (m, &m, x, y, &x, &y);
3158 /* space must be blocked if there is a monster. If not 3170 /* space must be blocked if there is a monster. If not
3159 * blocked, don't need to check this space. 3171 * blocked, don't need to check this space.
3160 */ 3172 */
3161 if (mflags & P_OUT_OF_MAP) continue; 3173 if (mflags & P_OUT_OF_MAP)
3174 continue;
3162 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3175 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3163 3176 continue;
3164 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3177
3165 if((player||friendly) 3178 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3179 {
3166 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3180 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3181 return 1;
3182 else if (tmp->type == PLAYER)
3183 {
3184 /*don't let a hidden DM prevent you from hiding */
3185 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3167 return 1; 3186 return 1;
3168 else if(tmp->type==PLAYER)
3169 {
3170 /*don't let a hidden DM prevent you from hiding*/
3171 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3172 return 1;
3173 } 3187 }
3174 } 3188 }
3175 } 3189 }
3176 return 0; 3190 return 0;
3177} 3191}
3178 3192
3179/* check the player los field for viewability of the 3193/* check the player los field for viewability of the
3180 * object op. This function works fine for monsters, 3194 * object op. This function works fine for monsters,
3181 * but we dont worry if the object isnt the top one in 3195 * but we dont worry if the object isnt the top one in
3188 * for them to differ. Sigh, this fctn could get a bit more complex. 3202 * for them to differ. Sigh, this fctn could get a bit more complex.
3189 * -b.t. 3203 * -b.t.
3190 * This function is now map tiling safe. 3204 * This function is now map tiling safe.
3191 */ 3205 */
3192 3206
3207int
3193int player_can_view (object *pl,object *op) { 3208player_can_view (object *pl, object *op)
3209{
3194 rv_vector rv; 3210 rv_vector rv;
3195 int dx,dy; 3211 int dx, dy;
3196 3212
3197 if(pl->type!=PLAYER) { 3213 if (pl->type != PLAYER)
3214 {
3198 LOG(llevError,"player_can_view() called for non-player object\n"); 3215 LOG (llevError, "player_can_view() called for non-player object\n");
3199 return -1; 3216 return -1;
3200 } 3217 }
3201 if (!pl || !op) return 0;
3202 3218
3203 if(op->head) { op = op->head; } 3219 if (!pl || !op)
3204 get_rangevector(pl, op, &rv, 0x1);
3205
3206 /* starting with the 'head' part, lets loop
3207 * through the object and find if it has any
3208 * part that is in the los array but isnt on
3209 * a blocked los square.
3210 * we use the archetype to figure out offsets.
3211 */
3212 while(op) {
3213 dx = rv.distance_x + op->arch->clone.x;
3214 dy = rv.distance_y + op->arch->clone.y;
3215
3216 /* only the viewable area the player sees is updated by LOS
3217 * code, so we need to restrict ourselves to that range of values
3218 * for any meaningful values.
3219 */
3220 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3221 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3222 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3223 return 1;
3224 op = op->more;
3225 }
3226 return 0; 3220 return 0;
3221
3222 op = op->head_ ();
3223
3224 get_rangevector (pl, op, &rv, 0x1);
3225
3226 /* starting with the 'head' part, lets loop
3227 * through the object and find if it has any
3228 * part that is in the los array but isnt on
3229 * a blocked los square.
3230 * we use the archetype to figure out offsets.
3231 */
3232 while (op)
3233 {
3234 dx = rv.distance_x + op->arch->clone.x;
3235 dy = rv.distance_y + op->arch->clone.y;
3236
3237 /* only the viewable area the player sees is updated by LOS
3238 * code, so we need to restrict ourselves to that range of values
3239 * for any meaningful values.
3240 */
3241 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3242 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3243 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3244 return 1;
3245 op = op->more;
3246 }
3247 return 0;
3227} 3248}
3228 3249
3229/* routine for both players and monsters. We call this when 3250/* routine for both players and monsters. We call this when
3230 * there is a possibility for our action distrubing our hiding 3251 * there is a possibility for our action distrubing our hiding
3231 * place or invisiblity spell. Artefact invisiblity is not 3252 * place or invisiblity spell. Artefact invisiblity is not
3232 * effected by this. If we arent invisible to begin with, we 3253 * effected by this. If we arent invisible to begin with, we
3233 * return 0. 3254 * return 0.
3234 */ 3255 */
3256int
3235int action_makes_visible (object *op) { 3257action_makes_visible (object *op)
3258{
3236 3259
3237 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3260 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3261 {
3238 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3262 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3239 return 0; 3263 return 0;
3240 3264
3241 if (op->contr && op->contr->tmp_invis == 0) return 0; 3265 if (op->contr && op->contr->tmp_invis == 0)
3266 return 0;
3242 3267
3243 /* If monsters, they should become visible */ 3268 /* If monsters, they should become visible */
3244 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3269 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3270 {
3245 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3271 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3246 return 1; 3272 return 1;
3247 } 3273 }
3248 } 3274 }
3249 return 0; 3275 return 0;
3250} 3276}
3251 3277
3252/* op_on_battleground - checks if the given object op (usually 3278/* op_on_battleground - checks if the given object op (usually
3253 * a player) is standing on a valid battleground-tile, 3279 * a player) is standing on a valid battleground-tile,
3254 * function returns TRUE/FALSE. If true x, y returns the battleground 3280 * function returns TRUE/FALSE. If true x, y returns the battleground
3255 * -exit-coord. (and if x, y not NULL) 3281 * -exit-coord. (and if x, y not NULL)
3256 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3282 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3257 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3283 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3258 * Default is to do the same as before, so only people wanting to have different points need worry about this 3284 * Default is to do the same as before, so only people wanting to have different points need worry about this
3259 */ 3285 */
3286int
3260int op_on_battleground (object *op, int *x, int *y) { 3287op_on_battleground (object *op, int *x, int *y)
3288{
3261 object *tmp; 3289 object *tmp;
3262 3290
3263 /* A battleground-tile needs the following attributes to be valid: 3291 /* A battleground-tile needs the following attributes to be valid:
3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3292 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3293 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3266 * and the exit-coordinates sp/hp must both be > 0. 3294 * and the exit-coordinates sp/hp must both be > 0.
3267 * => The intention here is to prevent abuse of the battleground- 3295 * => The intention here is to prevent abuse of the battleground-
3268 * feature (like pickable or hidden battleground tiles). */ 3296 * feature (like pickable or hidden battleground tiles). */
3269 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3297 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3298 {
3270 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3299 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3300 {
3271 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3301 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3272 strcmp(tmp->name, "battleground")==0 && 3302 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3273 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3303 {
3274 /*before we assign the exit, check if this is a teambattle*/ 3304 /*before we assign the exit, check if this is a teambattle */
3275 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3305 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3306 {
3276 object *invtmp; 3307 object *invtmp;
3308
3277 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3309 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3278 if(invtmp->type==FORCE && invtmp->slaying && 3310 {
3279 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3311 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3312 {
3280 if (x != NULL && y != NULL) 3313 if (x != NULL && y != NULL)
3281 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3314 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3282 return 1; 3315 return 1;
3316 }
3283 } 3317 }
3284 } 3318 }
3285 }
3286 if (x != NULL && y != NULL) 3319 if (x != NULL && y != NULL)
3287 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3320 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3288 return 1; 3321 return 1;
3322 }
3289 } 3323 }
3290 }
3291 } 3324 }
3292 /* If we got here, did not find a battleground */ 3325 /* If we got here, did not find a battleground */
3293 return 0; 3326 return 0;
3294} 3327}
3295 3328
3296/* 3329/*
3300 * attributes: 3333 * attributes:
3301 * object *who the dragon player 3334 * object *who the dragon player
3302 * int atnr the attack-number of the ability focus 3335 * int atnr the attack-number of the ability focus
3303 * int level ability level 3336 * int level ability level
3304 */ 3337 */
3338void
3305void dragon_ability_gain(object *who, int atnr, int level) { 3339dragon_ability_gain (object *who, int atnr, int level)
3340{
3306 treasurelist *trlist = NULL; /* treasurelist */ 3341 treasurelist *trlist = NULL; /* treasurelist */
3307 treasure *tr; /* treasure */ 3342 treasure *tr; /* treasure */
3308 object *tmp,*skop; /* tmp. object */ 3343 object *tmp, *skop; /* tmp. object */
3309 object *item; /* treasure object */ 3344 object *item; /* treasure object */
3310 char buf[MAX_BUF]; /* tmp. string buffer */ 3345 char buf[MAX_BUF]; /* tmp. string buffer */
3311 int i=0, j=0; 3346 int i = 0, j = 0;
3312 3347
3313 /* get the appropriate treasurelist */ 3348 /* get the appropriate treasurelist */
3314 if (atnr == ATNR_FIRE) 3349 if (atnr == ATNR_FIRE)
3315 trlist = find_treasurelist("dragon_ability_fire"); 3350 trlist = treasurelist::find ("dragon_ability_fire");
3316 else if (atnr == ATNR_COLD) 3351 else if (atnr == ATNR_COLD)
3317 trlist = find_treasurelist("dragon_ability_cold"); 3352 trlist = treasurelist::find ("dragon_ability_cold");
3318 else if (atnr == ATNR_ELECTRICITY) 3353 else if (atnr == ATNR_ELECTRICITY)
3319 trlist = find_treasurelist("dragon_ability_elec"); 3354 trlist = treasurelist::find ("dragon_ability_elec");
3320 else if (atnr == ATNR_POISON) 3355 else if (atnr == ATNR_POISON)
3321 trlist = find_treasurelist("dragon_ability_poison"); 3356 trlist = treasurelist::find ("dragon_ability_poison");
3322 3357
3323 if (trlist == NULL || who->type != PLAYER) 3358 if (trlist == NULL || who->type != PLAYER)
3359 return;
3360
3361 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3362
3363 if (!tr || !tr->item)
3364 {
3365 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3366 return;
3367 }
3368
3369 /* everything seems okay - now bring on the gift: */
3370 item = &(tr->item->clone);
3371
3372 if (item->type == SPELL)
3373 {
3374 if (check_spell_known (who, item->name))
3324 return; 3375 return;
3325 3376
3326 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3377 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3327 tr = tr->next, i++); 3378 do_learn_spell (who, item, 0);
3328 3379 return;
3329 if (tr == NULL || tr->item == NULL) { 3380 }
3330 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3381
3382 /* grant direct spell */
3383 if (item->type == SPELLBOOK)
3384 {
3385 if (!item->inv)
3386 {
3387 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3388 return;
3389 }
3390 if (check_spell_known (who, item->inv->name))
3331 return; 3391 return;
3332 }
3333
3334 /* everything seems okay - now bring on the gift: */
3335 item = &(tr->item->clone);
3336
3337 if (item->type == SPELL) {
3338 if (check_spell_known (who, item->name))
3339 return;
3340
3341 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3342 do_learn_spell (who, item, 0);
3343 return;
3344 }
3345
3346 /* grant direct spell */
3347 if (item->type == SPELLBOOK) {
3348 if (!item->inv) {
3349 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3350 return;
3351 }
3352 if (check_spell_known (who, item->inv->name))
3353 return;
3354 if (item->invisible) { 3392 if (item->invisible)
3393 {
3355 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); 3394 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3356 do_learn_spell (who, item->inv, 0); 3395 do_learn_spell (who, item->inv, 0);
3357 return; 3396 return;
3358 } 3397 }
3359 } 3398 }
3360 else if (item->type == SKILL_TOOL && item->invisible) { 3399 else if (item->type == SKILL_TOOL && item->invisible)
3400 {
3361 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3401 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3402 {
3362 3403
3363 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3404 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3364 * in this way, if the player is missing any of the attacktypes, he gets 3405 * in this way, if the player is missing any of the attacktypes, he gets
3365 * them. As it is now, if the player has any that match the granted skill, 3406 * them. As it is now, if the player has any that match the granted skill,
3366 * but not all of them, he gets nothing. 3407 * but not all of them, he gets nothing.
3367 */ 3408 */
3368 if (!(skop->attacktype & item->attacktype)) { 3409 if (!(skop->attacktype & item->attacktype))
3410 {
3369 /* Give new attacktype */ 3411 /* Give new attacktype */
3370 skop->attacktype |= item->attacktype; 3412 skop->attacktype |= item->attacktype;
3371 3413
3372 /* always add physical if there's none */ 3414 /* always add physical if there's none */
3373 skop->attacktype |= AT_PHYSICAL; 3415 skop->attacktype |= AT_PHYSICAL;
3374 3416
3375 if (item->msg != NULL) 3417 if (item->msg != NULL)
3376 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3418 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3377 3419
3378 /* Give player new face */ 3420 /* Give player new face */
3379 if (item->animation_id) { 3421 if (item->animation_id)
3422 {
3380 who->face = skop->face; 3423 who->face = skop->face;
3381 who->animation_id = item->animation_id; 3424 who->animation_id = item->animation_id;
3382 who->anim_speed = item->anim_speed; 3425 who->anim_speed = item->anim_speed;
3383 who->last_anim = 0; 3426 who->last_anim = 0;
3384 who->state = 0; 3427 who->state = 0;
3385 animate_object(who, who->direction); 3428 animate_object (who, who->direction);
3386 } 3429 }
3387 } 3430 }
3388 } 3431 }
3389 } 3432 }
3390 else if (item->type == FORCE) { 3433 else if (item->type == FORCE)
3434 {
3391 /* forces in the treasurelist can alter the player's stats */ 3435 /* forces in the treasurelist can alter the player's stats */
3392 object *skin; 3436 object *skin;
3437
3393 /* first get the dragon skin force */ 3438 /* first get the dragon skin force */
3394 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3439 shstr_cmp dragon_skin_force ("dragon_skin_force");
3395 skin=skin->below); 3440 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3396 if (skin == NULL) return; 3441 ;
3397 3442
3443 if (!skin)
3444 return;
3445
3398 /* adding new spellpath attunements */ 3446 /* adding new spellpath attunements */
3399 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3447 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3448 {
3400 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3449 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3401 3450
3402 /* print message */ 3451 /* print message */
3403 sprintf(buf, "You feel attuned to "); 3452 sprintf (buf, "You feel attuned to ");
3404 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3453 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3454 {
3405 if(item->path_attuned & (1<<i)) { 3455 if (item->path_attuned & (1 << i))
3456 {
3406 if (j) 3457 if (j)
3407 strcat(buf," and "); 3458 strcat (buf, " and ");
3408 else 3459 else
3409 j = 1; 3460 j = 1;
3410 strcat(buf, spellpathnames[i]); 3461 strcat (buf, spellpathnames[i]);
3411 } 3462 }
3412 } 3463 }
3413 strcat(buf,"."); 3464 strcat (buf, ".");
3414 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3465 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3415 } 3466 }
3416 3467
3417 /* evtl. adding flags: */ 3468 /* evtl. adding flags: */
3418 if(QUERY_FLAG(item, FLAG_XRAYS)) 3469 if (QUERY_FLAG (item, FLAG_XRAYS))
3419 SET_FLAG(skin, FLAG_XRAYS); 3470 SET_FLAG (skin, FLAG_XRAYS);
3420 if(QUERY_FLAG(item, FLAG_STEALTH)) 3471 if (QUERY_FLAG (item, FLAG_STEALTH))
3421 SET_FLAG(skin, FLAG_STEALTH); 3472 SET_FLAG (skin, FLAG_STEALTH);
3422 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3473 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3423 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3474 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3424 3475
3425 /* print message if there is one */ 3476 /* print message if there is one */
3426 if (item->msg != NULL) 3477 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3478 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3479 }
3480 else
3428 } 3481 {
3429 else {
3430 /* generate misc. treasure */ 3482 /* generate misc. treasure */
3431 tmp = arch_to_object (tr->item); 3483 tmp = arch_to_object (tr->item);
3432 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3484 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3433 tmp = insert_ob_in_ob (tmp, who); 3485 tmp = insert_ob_in_ob (tmp, who);
3434 if (who->type == PLAYER) 3486 if (who->type == PLAYER)
3435 esrv_send_item(who, tmp); 3487 esrv_send_item (who, tmp);
3436 } 3488 }
3437} 3489}
3438 3490
3439/** 3491/**
3440 * Unready an object for a player. This function does nothing if the object was 3492 * Unready an object for a player. This function does nothing if the object was
3441 * not readied. 3493 * not readied.
3442 */ 3494 */
3495void
3443void player_unready_range_ob(player *pl, object *ob) { 3496player_unready_range_ob (player *pl, object *ob)
3444 rangetype i; 3497{
3445
3446 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3498 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3447 if (pl->ranges[i] == ob) { 3499 if (pl->ranges[i] == ob)
3500 {
3448 pl->ranges[i] = NULL; 3501 pl->ranges[i] = 0;
3449 if (pl->shoottype == i) { 3502 if (pl->shoottype == i)
3450 pl->shoottype = range_none; 3503 pl->shoottype = range_none;
3451 }
3452 } 3504 }
3453 }
3454} 3505}
3506
3507sint8
3508player::visibility_at (maptile *map, int x, int y) const
3509{
3510 if (!ns)
3511 return 0;
3512
3513 int dx, dy;
3514 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3515 return 0;
3516
3517 x += dx - ns->current_x + ns->mapx / 2;
3518 y += dy - ns->current_y + ns->mapy / 2;
3519
3520 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3521 return 0;
3522
3523 return 100 - blocked_los [x][y];
3524}

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