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Comparing deliantra/server/server/player.C (file contents):
Revision 1.15 by root, Mon Sep 4 11:08:00 2006 UTC vs.
Revision 1.116 by root, Sun Apr 29 03:44:36 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * CrossFire, A Multiplayer game
3 * "$Id: player.C,v 1.15 2006/09/04 11:08:00 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 *
203get_player (player * p)
204{
205 object *op = arch_to_object (get_player_archetype (NULL));
206 int i;
207 202
208 if (!p) 203 ob->remove ();
209 { 204 ob->map = 0;
210 p = new player; 205 party = 0;
211 206
212 /* This adds the player in the linked list. There is extra 207 // for weird reasons, this is often "ob", keeping a circular reference
213 * complexity here because we want to add the new player at the 208 ranges [range_skill] = 0;
214 * end of the list - there is in fact no compelling reason that
215 * that needs to be done except for things like output of
216 * 'who'.
217 */
218 player *tmp = first_player;
219 while (tmp != NULL && tmp->next != NULL)
220 tmp = tmp->next;
221 if (tmp != NULL)
222 tmp->next = p;
223 else
224 first_player = p;
225 209
226 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))
227 } 248 {
249 object *tmp, *abil = 0, *skin = 0;
228 250
229 /* Clears basically the entire player structure except 251 shstr_cmp dragon_ability_force ("dragon_ability_force");
230 * for next and socket. 252 shstr_cmp dragon_skin_force ("dragon_skin_force");
231 */
232 memset (static_cast<player_pod *>(p), 0, sizeof (player_pod));
233 p->attachable_clear ();
234 253
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{
235 /* There are some elements we want initialized to non zero value - 320 /* There are some elements we want initialised to non zero value -
236 * we deal with that below this point. 321 * we deal with that below this point.
237 */ 322 */
238 p->party = NULL; 323 outputs_sync = 4;
239 p->outputs_sync = 16; /* Every 2 seconds */ 324 outputs_count = 4;
240 p->outputs_count = 8; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 325 unapply = unapply_nochoice;
242 p->Swap_First = -1;
243 326
244#ifdef AUTOSAVE
245 p->last_save_tick = 9999999;
246#endif
247
248 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 327 savebed_map = first_map_path; /* Init. respawn position */
249 328
250 op->contr = p; /* this aren't yet in archetype */
251 p->ob = op;
252 op->speed_left = 0.5;
253 op->speed = 1.0;
254 op->direction = 5; /* So player faces south */
255 op->stats.wc = 2;
256 op->run_away = 25; /* Then we panick... */
257 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
258
259 roll_stats (op);
260 p->state = ST_ROLL_STAT;
261 clear_los (op);
262
263 p->gen_sp_armour = 10; 329 gen_sp_armour = 10;
264 p->last_speed = -1;
265 p->shoottype = range_none; 330 shoottype = range_none;
266 p->bowtype = bow_normal; 331 bowtype = bow_normal;
267 p->petmode = pet_normal; 332 petmode = pet_normal;
268 p->listening = 10; 333 listening = 10;
269 p->usekeys = containers; 334 usekeys = containers;
270 p->last_weapon_sp = -1;
271 p->peaceful = 1; /* default peaceful */ 335 peaceful = 1; /* default peaceful */
272 p->do_los = 1; 336 do_los = 1;
273 p->explore = 0; 337}
274 p->no_shout = 0; /* default can shout */
275 338
276 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 339void
277 p->title[sizeof (p->title) - 1] = '\0'; 340player::do_destroy ()
278 op->race = op->arch->clone.race; 341{
342 disconnect ();
279 343
280 CLEAR_FLAG (op, FLAG_READY_SKILL); 344 attachable::do_destroy ();
281 345
282 /* we need to clear these to -1 and not zero - otherwise, 346 if (ob)
283 * if a player quits and starts a new character, we wont
284 * send new values to the client, as things like exp start
285 * at zero.
286 */
287 for (i = 0; i < NUM_SKILLS; i++)
288 {
289 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL;
291 } 347 {
292 for (i = 0; i < NROFATTACKS; i++) 348 ob->destroy_inv (false);
349 ob->destroy ();
293 { 350 }
294 p->last_resist[i] = -1;
295 }
296 p->last_stats.exp = -1;
297 p->last_weight = (uint32) - 1;
298
299 p->socket.update_look = 0;
300 p->socket.look_position = 0;
301 return p;
302} 351}
303 352
304/* This loads the first map an puts the player on it. */ 353player::~player ()
305static void set_first_map(object *op)
306{ 354{
307 strcpy(op->contr->maplevel, first_map_path); 355 /* Clear item stack */
308 op->x = -1; 356 free (stack_items);
309 op->y = -1;
310 enter_exit(op, NULL);
311} 357}
312 358
313/* Tries to add player on the connection passwd in ns. 359/* Tries to add player on the connection passed in ns.
314 * 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
315 * mode. 361 * mode.
316 */ 362 */
363player *
364player::create ()
365{
366 player *pl = new player;
317 367
318int add_player(NewSocket *ns) { 368 pl->set_object (arch_to_object (get_player_archetype (0)));
319 player *p;
320 369
321 p=get_player(NULL); 370 pl->ob->roll_stats ();
322 p->socket = *ns; 371 pl->ob->stats.wc = 2;
323 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... */
324 if(p->socket.faces_sent == NULL) 373
325 fatal(OUT_OF_MEMORY);
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
327 /* Needed because the socket we just copied over needs to be cleared.
328 * Note that this can result in a client reset if there is partial data
329 * on the uncoming socket.
330 */
331 p->socket.inbuf.len = 0;
332 set_first_map(p->ob); 374 set_first_map (pl->ob);
333 375
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
335 add_friendly_object(p->ob);
336 send_rules(p->ob);
337 send_news(p->ob);
338 display_motd(p->ob);
339 get_name(p->ob);
340 return 0; 376 return pl;
341} 377}
342 378
343/* 379/*
344 * get_player_archetype() return next player archetype from archetype 380 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 381 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 382 * Note: there MUST be at least one player archetype!
347 */ 383 */
384archetype *
348archetype *get_player_archetype(archetype* at) 385get_player_archetype (archetype *at)
349{ 386{
350 archetype *start = at; 387 archetype *start = at;
388
351 for (;;) { 389 for (;;)
390 {
352 if (at==NULL || at->next==NULL) 391 if (at == NULL || at->next == NULL)
353 at=first_archetype; 392 at = first_archetype;
354 else 393 else
355 at=at->next; 394 at = at->next;
395
356 if(at->clone.type==PLAYER) 396 if (at->clone.type == PLAYER)
357 return at; 397 return at;
398
358 if (at == start) { 399 if (at == start)
400 {
359 LOG (llevError, "No Player archetypes\n"); 401 LOG (llevError, "No Player archetypes\n");
360 exit (-1); 402 exit (-1);
361 } 403 }
362 } 404 }
363} 405}
364 406
365 407object *
366object *get_nearest_player(object *mon) { 408get_nearest_player (object *mon)
409{
367 object *op = NULL; 410 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol; 411 objectlink *ol;
370 unsigned lastdist; 412 unsigned lastdist;
371 rv_vector rv; 413 rv_vector rv;
372 414
373 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 {
374 /* 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
375 * does periodically happen. Given that, lets deal with it. 418 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly 419 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop. 420 * list is also free, so encapsulate this in a while loop.
378 */ 421 */
379 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 {
380 object *tmp=ol->ob; 424 object *tmp = ol->ob;
381 425
382 /* 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
383 * itself will have been cleared. 427 * itself will have been cleared.
384 */ 428 */
385 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 ());
386 ol = ol->next; 431 ol = ol->next;
387 remove_friendly_object(tmp); 432 remove_friendly_object (tmp);
433 if (!ol)
388 if (!ol) return op; 434 return op;
389 } 435 }
390 436
391 /* 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
392 * 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
393 * complicated method of state checking would be needed in any case - 439 * complicated method of state checking would be needed in any case -
394 * 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
395 * skip them over while waiting for confirmation. Remove 441 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this 442 * on_same_map check, as can_detect_enemy also does this
397 */ 443 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 444 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 445 continue;
400 446
401 if(lastdist>rv.distance) { 447 if (lastdist > rv.distance)
448 {
402 op=ol->ob; 449 op = ol->ob;
403 lastdist=rv.distance; 450 lastdist = rv.distance;
404 } 451 }
405 } 452 }
406 for (pl=first_player; pl != NULL; pl=pl->next) { 453
454 for_all_players (pl)
407 if (can_detect_enemy(mon, pl->ob,&rv)) { 455 if (can_detect_enemy (mon, pl->ob, &rv))
408
409 if(lastdist>rv.distance) { 456 if (lastdist > rv.distance)
410 op=pl->ob;
411 lastdist=rv.distance;
412 }
413 } 457 {
414 } 458 op = pl->ob;
459 lastdist = rv.distance;
460 }
461
415#if 0 462#if 0
416 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)");
417#endif 464#endif
418 return op; 465 return op;
419} 466}
420 467
421/* 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
422 * 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
423 * detour a monster will take from the direction path when looking 470 * detour a monster will take from the direction path when looking
437 * circling behaviour. Unfortunately, this function is also used to determined 484 * circling behaviour. Unfortunately, this function is also used to determined
438 * 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
439 * is probably not a good thing. 486 * is probably not a good thing.
440 */ 487 */
441#define MAX_SPACES 50 488#define MAX_SPACES 50
442
443 489
444/* 490/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 491 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * 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
447 * 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
460 * monster can in fact move one space in that direction. 506 * monster can in fact move one space in that direction.
461 * 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,
462 * 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
463 * is blocking itself. 509 * is blocking itself.
464 */ 510 */
511int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 512path_to_player (object *mon, object *pl, unsigned mindiff)
513{
466 rv_vector rv; 514 rv_vector rv;
467 sint16 x,y; 515 sint16 x, y;
468 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;
469 mapstruct *m ,*lastmap; 517 maptile *m, *lastmap;
470 518
471 get_rangevector(mon, pl, &rv, 0); 519 get_rangevector (mon, pl, &rv, 0);
472 520
473 if (rv.distance<mindiff) return 0; 521 if (rv.distance < mindiff)
522 return 0;
474 523
475 x=mon->x; 524 x = mon->x;
476 y=mon->y; 525 y = mon->y;
477 m=mon->map; 526 m = mon->map;
478 dir = rv.direction; 527 dir = rv.direction;
479 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 */
480 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
481 /* 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. */
482 if (diff>max) return 0; 532 if (diff > max)
533 return 0;
534
483 while (diff >1 && max>0) { 535 while (diff > 1 && max > 0)
536 {
484 lastx = x; 537 lastx = x;
485 lasty = y; 538 lasty = y;
486 lastmap = m; 539 lastmap = m;
487 x = lastx + freearr_x[dir]; 540 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir]; 541 y = lasty + freearr_y[dir];
489 542
490 mflags = get_map_flags(m, &m, x, y, &x, &y); 543 mflags = get_map_flags (m, &m, x, y, &x, &y);
491 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);
492 545
493 /* Space is blocked - try changing direction a little */ 546 /* Space is blocked - try changing direction a little */
494 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))
495 && (m == mon->map && blocked_link(mon, m, x, y)))) { 548 && (m == mon->map && blocked_link (mon, m, x, y))))
549 {
496 /* recalculate direction from last good location. Possible 550 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before. 551 * we were not traversing ideal location before.
498 */ 552 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 553 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) { 554 if (rv.direction != dir)
555 {
501 /* OK - says direction should be different - lets reset the 556 /* OK - says direction should be different - lets reset the
502 * the values so it will try again. 557 * the values so it will try again.
503 */ 558 */
504 x = lastx; 559 x = lastx;
505 y = lasty; 560 y = lasty;
506 m = lastmap; 561 m = lastmap;
507 dir = firstdir = rv.direction; 562 dir = firstdir = rv.direction;
563 }
508 } else { 564 else
565 {
509 /* direct path is blocked - try taking a side step to 566 /* direct path is blocked - try taking a side step to
510 * either the left or right. 567 * either the left or right.
511 * Note increase the values in the loop below to be 568 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes 569 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting 570 * bigger detour. Have to be careful about these values getting
514 * 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
515 * stepping back and forth 572 * stepping back and forth
516 */ 573 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 574 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
575 {
576 if (i == 0)
518 if (i==0) continue; /* already did this, so skip it */ 577 continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise, 578 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in 579 * since the direction that the creature should move in
521 * may change, you could get infinite loops. 580 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only 581 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance, 582 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north, 583 * gets blocked, finds that it should move north,
525 * 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
526 * gets back to its original point. lastdir contains 585 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully 586 * the last direction the creature has successfully
528 * moved. 587 * moved.
529 */ 588 */
530 589
531 x = lastx + freearr_x[absdir(lastdir+i)]; 590 x = lastx + freearr_x[absdir (lastdir + i)];
532 y = lasty + freearr_y[absdir(lastdir+i)]; 591 y = lasty + freearr_y[absdir (lastdir + i)];
533 m = lastmap; 592 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y); 593 mflags = get_map_flags (m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue; 594 if (mflags & P_OUT_OF_MAP)
595 continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 596 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 597 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
598 continue;
538 if (mflags & P_BLOCKSVIEW) continue; 599 if (mflags & P_BLOCKSVIEW)
600 continue;
539 601
540 if (m == mon->map && blocked_link(mon, m, x, y)) break; 602 if (m == mon->map && blocked_link (mon, m, x, y))
603 break;
541 } 604 }
542 /* go through entire loop without finding a valid 605 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path. 606 * sidestep to take - thus, no valid path.
544 */ 607 */
545 if (i==(DETOUR_AMOUNT+1)) 608 if (i == (DETOUR_AMOUNT + 1))
546 return 0; 609 return 0;
547 diff--; 610 diff--;
548 lastdir=dir; 611 lastdir = dir;
549 max--; 612 max--;
550 if (!firstdir) firstdir = dir+i; 613 if (!firstdir)
614 firstdir = dir + i;
551 } /* else check alternate directions */ 615 } /* else check alternate directions */
552 } /* if blocked */ 616 } /* if blocked */
553 else { 617 else
618 {
554 /* we moved towards creature, so diff is less */ 619 /* we moved towards creature, so diff is less */
555 diff--; 620 diff--;
556 max--; 621 max--;
557 lastdir=dir; 622 lastdir = dir;
623 if (!firstdir)
558 if (!firstdir) firstdir = dir; 624 firstdir = dir;
625 }
626
627 if (diff <= 1)
559 } 628 {
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually 629 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance. 630 * headed toward player for entire distance.
563 */ 631 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
565 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));
566 } 634 }
567 if (diff>max) return 0; 635
636 if (diff > max)
637 return 0;
568 } 638 }
639
569 /* 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 */
570 if (!max) return 0; 641 if (!max)
642 return 0;
571 643
572 return firstdir; 644 return firstdir;
573} 645}
574 646
647void
575void give_initial_items(object *pl,treasurelist *items) { 648give_initial_items (object *pl, treasurelist * items)
649{
576 object *op,*next=NULL; 650 object *op, *next = NULL;
577 651
578 if(pl->randomitems!=NULL) 652 if (pl->randomitems != NULL)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 653 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
580 654
581 for (op=pl->inv; op; op=next) { 655 for (op = pl->inv; op; op = next)
656 {
582 next = op->below; 657 next = op->below;
583 658
584 /* Forces get applied per default, unless they have the 659 /* Forces get applied per default, unless they have the
585 * 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
586 */ 661 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 662 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED); 663 SET_FLAG (op, FLAG_APPLIED);
589 664
590 /* we never give weapons/armour if these cannot be used 665 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions 666 * by this player due to race restrictions
592 */ 667 */
593 if (pl->type == PLAYER) { 668 if (pl->type == PLAYER)
669 {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 670 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
595 (op->type == ARMOUR || op->type == BOOTS || 671 (op->type == ARMOUR || op->type == BOOTS ||
596 op->type == CLOAK || op->type == HELMET || 672 op->type == CLOAK || op->type == HELMET ||
597 op->type == SHIELD || op->type == GLOVES || 673 op->type == SHIELD || op->type == GLOVES ||
598 op->type == BRACERS || op->type == GIRDLE)) || 674 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
600 remove_ob (op);
601 free_object (op);
602 continue;
603 } 675 {
604 } 676 op->destroy ();
605
606 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.)
610 * remove duplicate skills also
611 */
612 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp;
614
615 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break;
617
618 if (tmp) {
619 remove_ob(op);
620 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 &tmp->name);
623 continue; 677 continue;
624 } 678 }
625 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)
626 } 688 {
689 object *tmp;
627 690
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
628 if (op->type == SPELLBOOK && op->inv) { 706 if (op->type == SPELLBOOK && op->inv)
707 {
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 708 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
630 } 709 }
631 710
632 /* Give starting characters identified, uncursed, and undamned 711 /* Give starting characters identified, uncursed, and undamned
633 * 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
634 * merged properly. 713 * merged properly.
635 */ 714 */
636 if (need_identify(op)) { 715 if (need_identify (op))
716 {
637 SET_FLAG(op, FLAG_IDENTIFIED); 717 SET_FLAG (op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED); 718 CLEAR_FLAG (op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED); 719 CLEAR_FLAG (op, FLAG_DAMNED);
720 }
721 if (op->type == SPELL)
640 } 722 {
641 if(op->type==SPELL) { 723 op->destroy ();
642 remove_ob(op);
643 free_object(op);
644 continue; 724 continue;
725 }
726 else if (op->type == SKILL)
645 } 727 {
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL); 728 SET_FLAG (op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0; 729 op->stats.exp = 0;
649 op->level = 1; 730 op->level = 1;
650 } 731 }
651 /* lock all 'normal items by default */ 732 /* lock all 'normal items by default */
733 else
652 else SET_FLAG(op, FLAG_INV_LOCKED); 734 SET_FLAG (op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */ 735 } /* for loop of objects in player inv */
654 736
655 /* Need to set up the skill pointers */ 737 /* Need to set up the skill pointers */
656 link_player_skills(pl); 738 link_player_skills (pl);
657} 739}
658 740
659void get_name(object *op) { 741void
660 op->contr->write_buf[0]='\0';
661 op->contr->state=ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:");
663}
664
665void get_password(object *op) {
666 op->contr->write_buf[0]='\0';
667 op->contr->state=ST_GET_PASSWORD;
668 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
669}
670
671void play_again(object *op)
672{
673 op->contr->state=ST_PLAY_AGAIN;
674 op->chosen_skill = NULL;
675 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
676 /* a bit of a hack, but there are various places early in th
677 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense
681 * to leave it to play_again to remove the object in all
682 * cases.
683 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED))
685 remove_ob(op);
686 /* Need to set this to null - otherwise, it could point to garbage,
687 * and draw() doesn't check to see if the player is removed, only if
688 * the map is null or not swapped out.
689 */
690 op->map = NULL;
691}
692
693
694int receive_play_again(object *op, char key)
695{
696 if(key=='q'||key=='Q') {
697 remove_friendly_object(op);
698 leave(op->contr,0); /* ericserver will draw the message */
699 return 2;
700 }
701 else if(key=='a'||key=='A') {
702 player *pl = op->contr;
703 shstr name = op->name;
704
705 remove_friendly_object(op);
706 free_object(op);
707 pl = get_player(pl);
708 op = pl->ob;
709 add_friendly_object(op);
710 op->contr->password[0]='~';
711 op->name = op->name_pl = 0;
712 /* Lets put a space in here */
713 new_draw_info(NDI_UNIQUE, 0, op, "\n");
714 get_name(op);
715 op->name = op->name_pl = name;
716 set_first_map(op);
717 } else {
718 /* user pressed something else so just ask again... */
719 play_again(op);
720 }
721 return 0;
722}
723
724void confirm_password(object *op) {
725
726 op->contr->write_buf[0]='\0';
727 op->contr->state=ST_CONFIRM_PASSWORD;
728 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
729}
730
731void get_party_password(object *op, partylist *party) { 742get_party_password (object *op, partylist *party)
743{
732 if (party == NULL) { 744 if (party == NULL)
745 {
733 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);
734 return; 747 return;
735 } 748 }
749
736 op->contr->write_buf[0]='\0'; 750 op->contr->write_buf[0] = '\0';
737 op->contr->state=ST_GET_PARTY_PASSWORD; 751 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
738 op->contr->party_to_join = party; 752 op->contr->party_to_join = party;
739 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:");
740} 754}
741
742 755
743/* 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
744int roll_stat(void) { 758roll_stat (void)
759{
745 int a[4],i,j,k; 760 int a[4], i, j, k;
746 761
747 for(i=0;i<4;i++) 762 for (i = 0; i < 4; i++)
748 a[i]=(int)RANDOM()%6+1; 763 a[i] = (int) rndm (6) + 1;
749 764
750 for(i=0,j=0,k=7;i<4;i++) 765 for (i = 0, j = 0, k = 7; i < 4; i++)
751 if(a[i]<k) 766 if (a[i] < k)
752 k=a[i],j=i; 767 k = a[i], j = i;
753 768
754 for(i=0,k=0;i<4;i++) { 769 for (i = 0, k = 0; i < 4; i++)
755 if(i!=j) 770 if (i != j)
756 k+=a[i]; 771 k += a[i];
757 } 772
758 return k; 773 return k;
759} 774}
760 775
761void roll_stats(object *op) { 776void
762 int sum=0; 777object::roll_stats ()
763 int i = 0, j = 0; 778{
764 int statsort[7]; 779 int statsort [7];
765 780
781 for (;;)
766 do { 782 {
767 op->stats.Str=roll_stat(); 783 int sum = 0;
768 op->stats.Dex=roll_stat(); 784 for (int i = 7; i--; )
769 op->stats.Int=roll_stat(); 785 sum += statsort [i] = roll_stat ();
770 op->stats.Con=roll_stat();
771 op->stats.Wis=roll_stat();
772 op->stats.Pow=roll_stat();
773 op->stats.Cha=roll_stat();
774 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
775 op->stats.Con+op->stats.Wis+op->stats.Pow+
776 op->stats.Cha;
777 } while(sum<82||sum>116);
778 786
787 if (sum >= 82 && sum <= 116)
788 break;
789 }
790
779 /* Sort the stats so that rerolling is easier... */ 791 // Sort the stats so that rerolling is easier...
780 statsort[0] = op->stats.Str; 792 std::sort (statsort, statsort + 7, std::greater<int>());
781 statsort[1] = op->stats.Dex;
782 statsort[2] = op->stats.Int;
783 statsort[3] = op->stats.Con;
784 statsort[4] = op->stats.Wis;
785 statsort[5] = op->stats.Pow;
786 statsort[6] = op->stats.Cha;
787 793
788 /* a quick and dirty bubblesort? */
789 do {
790 if (statsort[i] < statsort[i + 1]) {
791 j = statsort[i];
792 statsort[i] = statsort[i + 1];
793 statsort[i + 1] = j;
794 i = 0;
795 } else {
796 i++;
797 }
798 } while (i < 6);
799
800 op->stats.Str = statsort[0]; 794 stats.Str = statsort[0];
801 op->stats.Dex = statsort[1]; 795 stats.Dex = statsort[1];
802 op->stats.Con = statsort[2]; 796 stats.Con = statsort[2];
803 op->stats.Int = statsort[3]; 797 stats.Int = statsort[3];
804 op->stats.Wis = statsort[4]; 798 stats.Wis = statsort[4];
805 op->stats.Pow = statsort[5]; 799 stats.Pow = statsort[5];
806 op->stats.Cha = statsort[6]; 800 stats.Cha = statsort[6];
807 801
808
809 op->contr->orig_stats.Str=op->stats.Str;
810 op->contr->orig_stats.Dex=op->stats.Dex;
811 op->contr->orig_stats.Int=op->stats.Int;
812 op->contr->orig_stats.Con=op->stats.Con;
813 op->contr->orig_stats.Wis=op->stats.Wis;
814 op->contr->orig_stats.Pow=op->stats.Pow;
815 op->contr->orig_stats.Cha=op->stats.Cha;
816
817 op->level=1;
818 op->stats.exp=0; 802 stats.exp = 0;
819 op->stats.ac=0; 803 stats.ac = 0;
820 804
805 stats.hp = stats.maxhp;
806 stats.sp = stats.maxsp;
807 stats.grace = stats.maxgrace;
808
809 if (contr)
810 {
821 op->contr->levhp[1] = 9; 811 contr->levhp[1] = 9;
822 op->contr->levsp[1] = 6; 812 contr->levsp[1] = 6;
823 op->contr->levgrace[1] = 3; 813 contr->levgrace[1] = 3;
824 814
825 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
826 op->stats.hp = op->stats.maxhp; 842 stats.hp = stats.maxhp;
827 op->stats.sp = op->stats.maxsp; 843 stats.sp = stats.maxsp;
828 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
829 op->contr->orig_stats=op->stats; 852 contr->orig_stats = stats;
853 }
830} 854}
831 855
832void Roll_Again(object *op) 856static void
857start_info (object *op)
833{ 858{
834 esrv_new_player(op->contr, 0);
835 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)? ");
836}
837
838void Swap_Stat(object *op,int Swap_Second)
839{
840 signed char tmp;
841 char buf[MAX_BUF]; 859 char buf[MAX_BUF];
842 860
843 if ( op->contr->Swap_First == -1 ) { 861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
844 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
845 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
846 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
847 return;
848 }
849
850 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
851
852 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
853 get_attr_value(&op->contr->orig_stats, Swap_Second));
854
855 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
856
857 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
858 new_draw_info(NDI_UNIQUE, 0,op, buf); 862 new_draw_info (NDI_UNIQUE, 0, op, buf);
859 op->stats.Str = op->contr->orig_stats.Str; 863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
860 op->stats.Dex = op->contr->orig_stats.Dex;
861 op->stats.Con = op->contr->orig_stats.Con;
862 op->stats.Int = op->contr->orig_stats.Int;
863 op->stats.Wis = op->contr->orig_stats.Wis;
864 op->stats.Pow = op->contr->orig_stats.Pow;
865 op->stats.Cha = op->contr->orig_stats.Cha;
866 op->stats.ac=0;
867
868 op->level=1;
869 op->stats.exp=0;
870 op->stats.ac=0;
871
872 op->contr->levhp[1] = 9;
873 op->contr->levsp[1] = 6;
874 op->contr->levgrace[1] = 3;
875
876 fix_player(op);
877 op->stats.hp = op->stats.maxhp;
878 op->stats.sp = op->stats.maxsp;
879 op->stats.grace = op->stats.maxgrace;
880 op->contr->orig_stats=op->stats;
881 op->contr->Swap_First=-1;
882}
883
884
885/* This code has been greatly reduced, because with set_attr_value
886 * and get_attr_value, the stats can be accessed just numeric
887 * ids. stat_trans is a table that translate the number entered
888 * into the actual stat. It is needed because the order the stats
889 * are displayed in the stat window is not the same as how
890 * the number's access that stat. The table does that translation.
891 */
892int key_roll_stat(object *op, char key)
893{
894 int keynum = key -'0';
895 char buf[MAX_BUF];
896 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
897
898 if (keynum>0 && keynum<=7) {
899 if (op->contr->Swap_First==-1) {
900 op->contr->Swap_First=stat_trans[keynum];
901 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
902 new_draw_info(NDI_UNIQUE, 0,op,buf); 864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
903 }
904 else
905 Swap_Stat(op,stat_trans[keynum]);
906
907 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
908 return 1;
909 }
910 switch (key) {
911 case 'n':
912 case 'N': {
913 SET_FLAG(op, FLAG_WIZ);
914 if(op->map==NULL) {
915 LOG(llevError,"Map == NULL in state 2\n");
916 break;
917 }
918
919#if 0
920 /* So that enter_exit will put us at startx/starty */
921 op->x= -1;
922
923 enter_exit(op,NULL);
924#endif
925 SET_ANIMATION(op, 2); /* So player faces south */
926 /* Enter exit adds a player otherwise */
927 add_statbonus(op);
928 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");
929 op->contr->state = ST_CHANGE_CLASS;
930 if (op->msg)
931 new_draw_info(NDI_BLUE, 0, op, op->msg);
932 return 0;
933 }
934 case 'y':
935 case 'Y':
936 roll_stats(op);
937 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
938 return 1;
939
940 case 'q':
941 case 'Q':
942 play_again(op);
943 return 1;
944
945 default:
946 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
947 return 0;
948 }
949 return 0;
950} 865}
951 866
952/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
953 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
954 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
955 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
956 * not the class. 871 * not the class.
957 */ 872 */
958 873void
959int key_change_class(object *op, char key) 874player::chargen_race_done ()
960{ 875{
961 int tmp_loop;
962
963 if(key=='q'||key=='Q') {
964 remove_ob(op);
965 play_again(op);
966 return 0;
967 }
968 if(key=='d'||key=='D') {
969 char buf[MAX_BUF];
970
971 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
972 esrv_new_player(op->contr, op->weight+op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
973 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
974 878
879 treasurelist *tl = treasurelist::find ("starting_wealth");
880 if (tl)
881 create_treasure (tl, ob, 0, 0, 0);
882
975 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
976 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
977 885
978 op->contr->state=ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
979 887
980 if (op->msg) 888 if (ob->msg)
981 op->msg=NULL; 889 ob->msg = 0;
982 890
983 /* 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
984 * to save here. 892 * to save here.
985 */
986 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
987 make_path_to_file(buf);
988
989#ifdef AUTOSAVE
990 op->contr->last_save_tick = pticks;
991#endif
992 start_info(op);
993 CLEAR_FLAG(op, FLAG_WIZ);
994 give_initial_items(op,op->randomitems);
995 link_player_skills(op);
996 esrv_send_inventory(op, op);
997 fix_player(op);
998
999 /* This moves the player to a different start map, if there
1000 * is one for this race
1001 */
1002 if(*first_map_ext_path) {
1003 object *tmp;
1004 mapstruct *oldmap = op->map;
1005 char mapname[MAX_BUF];
1006 snprintf(mapname, MAX_BUF-1, "%s/%s",
1007 first_map_ext_path, &op->arch->name);
1008 tmp=get_object();
1009 EXIT_PATH(tmp) = mapname;
1010 EXIT_X(tmp) = op->x;
1011 EXIT_Y(tmp) = op->y;
1012 enter_exit(op,tmp); /* we don't really care if it succeeded;
1013 * if the map isn't there, then stay on the
1014 * default initial map */
1015 free_object(tmp);
1016 } else {
1017 LOG(llevDebug,"first_map_ext_path not set\n");
1018 }
1019 return 0;
1020 }
1021
1022 /* Following actually changes the race - this is the default command
1023 * if we don't match with one of the options above.
1024 */ 893 */
1025 894 {
1026 tmp_loop = 0;
1027 while(!tmp_loop) {
1028 shstr name = op->name;
1029 int x = op->x, y = op->y;
1030 remove_statbonus(op);
1031 remove_ob (op);
1032 op->arch = get_player_archetype(op->arch);
1033 copy_object (&op->arch->clone, op);
1034 op->instantiate ();
1035 op->stats = op->contr->orig_stats;
1036 op->name = op->name_pl = name;
1037 op->x = x;
1038 op->y = y;
1039 SET_ANIMATION(op, 2); /* So player faces south */
1040 insert_ob_in_map (op, op->map, op,0);
1041 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1042 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1043 add_statbonus(op);
1044 tmp_loop=allowed_class(op);
1045 }
1046 update_object(op,UP_OBJ_FACE);
1047 esrv_update_item(UPD_FACE,op,op);
1048 fix_player(op);
1049 op->stats.hp=op->stats.maxhp;
1050 op->stats.sp=op->stats.maxsp;
1051 op->stats.grace=0;
1052 if (op->msg)
1053 new_draw_info(NDI_BLUE, 0, op, op->msg);
1054 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1055 return 0;
1056}
1057
1058int key_confirm_quit(object *op, char key)
1059{
1060 char buf[MAX_BUF]; 895 char buf[MAX_BUF];
1061
1062 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1063 op->contr->state=ST_PLAYING;
1064 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1065 return 1;
1066 }
1067
1068 INVOKE_PLAYER (LOGOUT, op->contr);
1069 INVOKE_PLAYER (QUIT , op->contr);
1070
1071 terminate_all_pets(op);
1072 leave_map(op);
1073 op->direction=0;
1074 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1075 "%s quits the game.", &op->name);
1076
1077 strcpy(op->contr->killer,"quit");
1078 check_score(op);
1079 op->contr->party=NULL;
1080 if (settings.set_title == TRUE)
1081 op->contr->own_title[0]='\0';
1082
1083 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1084 mapstruct *mp, *next;
1085
1086 /* We need to hunt for any per player unique maps in memory and
1087 * get rid of them. The trailing slash in the path is intentional,
1088 * so that players named 'Ab' won't match against players 'Abe' pathname
1089 */
1090 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1091 for (mp=first_map; mp!=NULL; mp=next) { 897 make_path_to_file (buf);
1092 next = mp->next; 898 }
1093 if (!strncmp(mp->path, buf, strlen(buf))) 899
1094 delete_map(mp); 900 start_info (ob);
1095 } 901 CLEAR_FLAG (ob, FLAG_WIZ);
1096 902 give_initial_items (ob, ob->randomitems);
1097 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)
1098 } 911 {
1099 play_again(op); 912 object *tmp;
1100 return 1; 913 char mapname[MAX_BUF];
1101}
1102 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
1103void flee_player(object *op) { 966flee_player (object *op)
967{
1104 int dir,diff; 968 int dir, diff;
1105 rv_vector rv; 969 rv_vector rv;
1106 970
1107 if(op->stats.hp < 0) { 971 if (op->stats.hp < 0)
972 {
1108 LOG(llevDebug, "Fleeing player is dead.\n"); 973 LOG (llevDebug, "Fleeing player is dead.\n");
1109 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)))
1110 return; 1011 return;
1111 } 1012 }
1112 1013
1113 if(op->enemy==NULL) {
1114 LOG(llevDebug,"Fleeing player had no enemy.\n");
1115 CLEAR_FLAG(op, FLAG_SCARED);
1116 return;
1117 }
1118
1119 /* Seen some crashes here. Since we don't store an
1120 * op->enemy_count, it is possible that something destroys the
1121 * actual enemy, and the object is recycled.
1122 */
1123 if (op->enemy->map == NULL) {
1124 CLEAR_FLAG(op, FLAG_SCARED);
1125 op->enemy=NULL;
1126 return;
1127 }
1128
1129 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1130 op->enemy=NULL;
1131 CLEAR_FLAG(op, FLAG_SCARED);
1132 return;
1133 }
1134 get_rangevector(op, op->enemy, &rv, 0);
1135
1136 dir=absdir(4+rv.direction);
1137 for(diff=0;diff<3;diff++) {
1138 int m=1-(RANDOM()&2);
1139 if(move_ob(op,absdir(dir+diff*m),op)||
1140 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1141 return;
1142 }
1143 }
1144 /* Cornered, get rid of scared */ 1014 /* Cornered, get rid of scared */
1145 CLEAR_FLAG(op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1146 op->enemy=NULL; 1016 op->enemy = NULL;
1147} 1017}
1148 1018
1149 1019
1150/* 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.
1151 * 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
1152 * stop. 1022 * stop.
1153 */ 1023 */
1024int
1154int check_pick(object *op) { 1025check_pick (object *op)
1026{
1155 object *tmp, *next; 1027 object *tmp, *next;
1156 tag_t next_tag=0, op_tag;
1157 int stop = 0; 1028 int stop = 0;
1158 int j, k, wvratio; 1029 int wvratio;
1159 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1160
1161 1031
1162 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1163 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1164 return 1; 1034 return 1;
1165 1035
1166 op_tag = op->count;
1167
1168 next = op->below; 1036 next = op->below;
1169 if (next)
1170 next_tag = next->count;
1171 1037
1172 /* 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
1173 * destroyed */ 1039 * destroyed */
1174 while (next && ! was_destroyed (next, next_tag)) 1040 while (next && !next->destroyed ())
1175 { 1041 {
1176 tmp = next; 1042 tmp = next;
1177 next = tmp->below; 1043 next = tmp->below;
1178 if (next)
1179 next_tag = next->count;
1180 1044
1181 if (was_destroyed (op, op_tag)) 1045 if (op->destroyed ())
1182 return 0; 1046 return 0;
1183 1047
1184 if ( ! can_pick (op, tmp)) 1048 if (!can_pick (op, tmp))
1185 continue; 1049 continue;
1186 1050
1187 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1188 { 1052 {
1189 if (item_matched_string (op, tmp, op->contr->search_str)) 1053 if (item_matched_string (op, tmp, op->contr->search_str))
1190 pick_up (op, tmp); 1054 pick_up (op, tmp);
1191 continue; 1055 continue;
1192 } 1056 }
1193 1057
1194 /* high not bit set? We're using the old autopickup model */ 1058 /* high not bit set? We're using the old autopickup model */
1195 if(!(op->contr->mode & PU_NEWMODE)) { 1059 if (!(op->contr->mode & PU_NEWMODE))
1060 {
1196 switch (op->contr->mode) { 1061 switch (op->contr->mode)
1062 {
1063 case 0:
1197 case 0: return 1; /* don't pick up */ 1064 return 1; /* don't pick up */
1065 case 1:
1198 case 1: pick_up (op, tmp); 1066 pick_up (op, tmp);
1199 return 1; 1067 return 1;
1068 case 2:
1200 case 2: pick_up (op, tmp); 1069 pick_up (op, tmp);
1201 return 0; 1070 return 0;
1071 case 3:
1202 case 3: return 0; /* stop before pickup */ 1072 return 0; /* stop before pickup */
1073 case 4:
1203 case 4: pick_up (op, tmp); 1074 pick_up (op, tmp);
1204 break; 1075 break;
1076 case 5:
1205 case 5: pick_up (op, tmp); 1077 pick_up (op, tmp);
1206 stop = 1; 1078 stop = 1;
1207 break; 1079 break;
1208 case 6: 1080 case 6:
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1081 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1210 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1211 pick_up(op, tmp); 1082 pick_up (op, tmp);
1212 break; 1083 break;
1213 1084
1214 case 7: 1085 case 7:
1215 if (tmp->type == MONEY || tmp->type == GEM) 1086 if (tmp->type == MONEY || tmp->type == GEM)
1216 pick_up(op, tmp); 1087 pick_up (op, tmp);
1217 break; 1088 break;
1218 1089
1219 default: 1090 default:
1220 /* use value density */ 1091 /* use value density */
1221 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1092 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1222 && (query_cost (tmp, op, F_TRUE) * 100 1093 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1223 / (tmp->weight * MAX (tmp->nrof, 1)))
1224 >= op->contr->mode)
1225 pick_up(op,tmp); 1094 pick_up (op, tmp);
1226 }
1227 }
1228 else { /* old model */
1229 /* NEW pickup handling */
1230 if(op->contr->mode & PU_DEBUG)
1231 {
1232 /* some debugging code to figure out item information */
1233 if(tmp->name!=NULL)
1234 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1235 &tmp->name, tmp->type,
1236 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1237 else
1238 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1239 &tmp->arch->name, tmp->type,
1240 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1241 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1242
1243 sprintf(putstring,"...flags: ");
1244 for(k=0;k<4;k++)
1245 {
1246 for(j=0;j<32;j++)
1247 {
1248 if((tmp->flags[k]>>j)&0x01)
1249 {
1250 sprintf(tmpstr,"%d ",k*32+j);
1251 strcat(putstring, tmpstr);
1252 } 1095 }
1253 } 1096 }
1254 } 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
1255 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1111 }
1256 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);
1257#if 0 1349#if 0
1258 /* print the flags too */ 1350 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1259 for(k=0;k<4;k++) 1351 if (tmp->name != NULL)
1260 { 1352 {
1261 fprintf(stderr,"%d [%d] ", k, k*32+31); 1353 fprintf (stderr, "%s", tmp->name);
1262 for(j=0;j<32;j++) 1354 }
1263 { 1355 else
1264 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1356 fprintf (stderr, "%s", tmp->arch->name);
1265 if(!((j+1)%4))fprintf(stderr," "); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1266 } 1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1267 fprintf(stderr," [%d]\n", k*32);
1268 }
1269#endif 1359#endif
1270 } 1360 continue;
1271 /* philosophy: 1361 }
1272 * It's easy to grab an item type from a pile, as long as it's
1273 * generic. This takes no game-time. For more detailed pickups
1274 * and selections, select-items shoul dbe used. This is a
1275 * grab-as-you-run type mode that's really useful for arrows for
1276 * example.
1277 * The drawback: right now it has no frontend, so you need to
1278 * stick the bits you want into a calculator in hex mode and then
1279 * convert to decimal and then 'pickup <#>
1280 */
1281
1282 /* the first two modes are exclusive: if NOTHING we return, if
1283 * STOP then we stop. All the rest are applied sequentially,
1284 * meaning if any test passes, the item gets picked up. */
1285
1286 /* if mode is set to pick nothing up, return */
1287
1288 if(op->contr->mode & PU_NOTHING) return 1;
1289
1290 /* if mode is set to stop when encountering objects, return */
1291 /* take STOP before INHIBIT since it doesn't actually pick
1292 * anything up */
1293
1294 if(op->contr->mode & PU_STOP) return 0;
1295
1296 /* useful for going into stores and not losing your settings... */
1297 /* and for battles wher you don't want to get loaded down while
1298 * fighting */
1299 if(op->contr->mode & PU_INHIBIT) return 1;
1300
1301 /* prevent us from turning into auto-thieves :) */
1302 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1303
1304 /* ignore known cursed objects */
1305 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1306
1307 /* all food and drink if desired */
1308 /* question: don't pick up known-poisonous stuff? */
1309 if(op->contr->mode & PU_FOOD)
1310 if (tmp->type == FOOD)
1311 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1312 if(op->contr->mode & PU_DRINK)
1313 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1314 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1315
1316 if(op->contr->mode & PU_POTION)
1317 if (tmp->type == POTION)
1318 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1319
1320 /* spellbooks, skillscrolls and normal books/scrolls */
1321 if(op->contr->mode & PU_SPELLBOOK)
1322 if (tmp->type == SPELLBOOK)
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1324 if(op->contr->mode & PU_SKILLSCROLL)
1325 if (tmp->type == SKILLSCROLL)
1326 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1327 if(op->contr->mode & PU_READABLES)
1328 if (tmp->type == BOOK || tmp->type == SCROLL)
1329 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1330
1331 /* wands/staves/rods/horns */
1332 if (op->contr->mode & PU_MAGIC_DEVICE)
1333 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1334 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1335
1336 /* pick up all magical items */
1337 if(op->contr->mode & PU_MAGICAL)
1338 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1340
1341 if(op->contr->mode & PU_VALUABLES)
1342 {
1343 if (tmp->type == MONEY || tmp->type == GEM)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1345 }
1346
1347 /* rings & amulets - talismans seems to be typed AMULET */
1348 if(op->contr->mode & PU_JEWELS)
1349 if (tmp->type == RING || tmp->type == AMULET)
1350 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1351
1352 /* bows and arrows. Bows are good for selling! */
1353 if(op->contr->mode & PU_BOW)
1354 if (tmp->type == BOW)
1355 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1356 if(op->contr->mode & PU_ARROW)
1357 if (tmp->type == ARROW)
1358 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1359
1360 /* all kinds of armor etc. */
1361 if(op->contr->mode & PU_ARMOUR)
1362 if (tmp->type == ARMOUR)
1363 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1364 if(op->contr->mode & PU_HELMET)
1365 if (tmp->type == HELMET)
1366 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1367 if(op->contr->mode & PU_SHIELD)
1368 if (tmp->type == SHIELD)
1369 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1370 if(op->contr->mode & PU_BOOTS)
1371 if (tmp->type == BOOTS)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1373 if(op->contr->mode & PU_GLOVES)
1374 if (tmp->type == GLOVES)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1376 if(op->contr->mode & PU_CLOAK)
1377 if (tmp->type == CLOAK)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1379
1380 /* hoping to catch throwing daggers here */
1381 if(op->contr->mode & PU_MISSILEWEAPON)
1382 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1383 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1384
1385 /* careful: chairs and tables are weapons! */
1386 if(op->contr->mode & PU_ALLWEAPON)
1387 {
1388 if(tmp->type == WEAPON && tmp->name!=NULL)
1389 {
1390 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1391 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1393 }
1394 if(tmp->type == WEAPON && tmp->name==NULL)
1395 {
1396 if(strstr(tmp->arch->name,"table")==NULL &&
1397 strstr(tmp->arch->name,"chair")==NULL)
1398 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1399 }
1400 }
1401
1402 /* misc stuff that's useful */
1403 if(op->contr->mode & PU_KEY)
1404 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1405 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1406
1407 /* any of the last 4 bits set means we use the ratio for value
1408 * pickups */
1409 if(op->contr->mode & PU_RATIO)
1410 {
1411 /* use value density to decide what else to grab */
1412 /* >=7 was >= op->contr->mode */
1413 /* >=7 is the old standard setting. Now we take the last 4 bits
1414 * and multiply them by 5, giving 0..15*5== 5..75 */
1415 wvratio=(op->contr->mode & PU_RATIO) * 5;
1416 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1417 {
1418 pick_up(op, tmp);
1419#if 0
1420 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1421 if(tmp->name!=NULL) {
1422 fprintf(stderr,"%s", tmp->name);
1423 } 1362 }
1424 else fprintf(stderr,"%s",tmp->arch->name); 1363 } /* the new pickup model */
1425 fprintf(stderr,",%d] = ", tmp->type);
1426 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1427#endif
1428 continue;
1429 }
1430 } 1364 }
1431 } /* the new pickup model */ 1365
1432 }
1433 return ! stop; 1366 return !stop;
1434} 1367}
1435 1368
1436/* 1369/*
1437 * Find an arrow in the inventory and after that 1370 * Find an arrow in the inventory and after that
1438 * in the right type container (quiver). Pointer to the 1371 * in the right type container (quiver). Pointer to the
1439 * found object is returned. 1372 * found object is returned.
1440 */ 1373 */
1374object *
1441object *find_arrow(object *op, const char *type) 1375find_arrow (object *op, const char *type)
1442{ 1376{
1443 object *tmp = NULL; 1377 object *tmp = 0;
1444 1378
1445 for(op=op->inv; op; op=op->below) 1379 for (op = op->inv; op; op = op->below)
1446 if(!tmp && op->type==CONTAINER && op->race==type && 1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1447 QUERY_FLAG(op,FLAG_APPLIED))
1448 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1449 else if (op->type==ARROW && op->race==type) 1382 else if (op->type == ARROW && op->race == type)
1450 return op; 1383 return op;
1384
1451 return tmp; 1385 return tmp;
1452} 1386}
1453 1387
1454/* 1388/*
1455 * 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
1456 * 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
1457 * 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
1458 * 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.
1459 */ 1393 */
1460 1394object *
1461object *find_better_arrow(object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1462{ 1396{
1463 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1464 int attacknum, attacktype, betterby=0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1465 1399
1466 if (!type) 1400 if (!type)
1467 return NULL; 1401 return NULL;
1468 1402
1469 for (arrow=op->inv; arrow; arrow=arrow->below) { 1403 for (arrow = op->inv; arrow; arrow = arrow->below)
1470 if (arrow->type==CONTAINER && arrow->race==type && 1404 {
1471 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1405 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1406 {
1472 i = 0; 1407 i = 0;
1473 ntmp = find_better_arrow(arrow, target, type, &i); 1408 ntmp = find_better_arrow (arrow, target, type, &i);
1474 if (i > betterby) { 1409 if (i > betterby)
1410 {
1475 tmp = ntmp; 1411 tmp = ntmp;
1476 betterby = i; 1412 betterby = i;
1477 } 1413 }
1414 }
1478 } else if (arrow->type==ARROW && arrow->race==type) { 1415 else if (arrow->type == ARROW && arrow->race == type)
1416 {
1479 /* allways prefer assasination/slaying */ 1417 /* allways prefer assasination/slaying */
1480 if (target->race != NULL && arrow->slaying != NULL && 1418 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1481 strstr(arrow->slaying, target->race)) { 1419 {
1482 if (arrow->attacktype & AT_DEATH) { 1420 if (arrow->attacktype & AT_DEATH)
1421 {
1483 *better = 100; 1422 *better = 100;
1484 return arrow; 1423 return arrow;
1485 } else {
1486 tmp = arrow;
1487 betterby = (arrow->magic + arrow->stats.dam) * 2;
1488 } 1424 }
1489 } else { 1425 else
1490 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1491 attacktype = 1<<attacknum;
1492 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1493 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1494 tmp = arrow;
1495 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1496 }
1497 } 1426 {
1498 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1499 tmp = arrow; 1427 tmp = arrow;
1500 betterby = 2 + arrow->magic + arrow->stats.dam; 1428 betterby = (arrow->magic + arrow->stats.dam) * 2;
1501 }
1502 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1503 tmp = arrow;
1504 betterby = 1 + arrow->magic + arrow->stats.dam;
1505 } 1429 }
1506 } 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 }
1507 } 1453 }
1454 }
1508 } 1455 }
1509 if (tmp == NULL && arrow == NULL) 1456 if (tmp == NULL && arrow == NULL)
1510 return find_arrow(op, type); 1457 return find_arrow (op, type);
1511 1458
1512 *better = betterby; 1459 *better = betterby;
1513 return tmp; 1460 return tmp;
1514} 1461}
1515 1462
1516/* 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
1517 * find_better_arrow to find a decent arrow to use. 1464 * find_better_arrow to find a decent arrow to use.
1518 * op = the shooter 1465 * op = the shooter
1519 * type = bow->race 1466 * type = bow->race
1520 * dir = fire direction 1467 * dir = fire direction
1521 */ 1468 */
1522 1469
1470object *
1523object *pick_arrow_target(object *op, const char *type, int dir) 1471pick_arrow_target (object *op, const char *type, int dir)
1524{ 1472{
1525 object *tmp = NULL; 1473 object *tmp = NULL;
1526 mapstruct *m; 1474 maptile *m;
1527 int i, mflags, found, number; 1475 int i, mflags, found, number;
1528 sint16 x, y; 1476 sint16 x, y;
1529 1477
1530 if (op->map == NULL) 1478 if (op->map == NULL)
1531 return find_arrow(op, type); 1479 return find_arrow (op, type);
1532 1480
1533 /* do a dex check */ 1481 /* do a dex check */
1534 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1482 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1535 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)))
1536 return find_arrow(op, type); 1484 return find_arrow (op, type);
1537 1485
1538 m = op->map; 1486 m = op->map;
1539 x = op->x; 1487 x = op->x;
1540 y = op->y; 1488 y = op->y;
1541 1489
1542 /* find the first target */ 1490 /* find the first target */
1543 for (i=0, found=0; i<20; i++) { 1491 for (i = 0, found = 0; i < 20; i++)
1492 {
1544 x += freearr_x[dir]; 1493 x += freearr_x[dir];
1545 y += freearr_y[dir]; 1494 y += freearr_y[dir];
1546 mflags = get_map_flags(m, &m, x, y, &x, &y); 1495 mflags = get_map_flags (m, &m, x, y, &x, &y);
1547 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1496 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1497 {
1548 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)
1549 break; 1518 break;
1550 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1551 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1552 * perhaps a bad assumption.
1553 */
1554 tmp = NULL;
1555 break;
1556 } 1519 }
1557 if (mflags & P_IS_ALIVE) {
1558 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1559 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1560 found++;
1561 break;
1562 }
1563 if (found)
1564 break;
1565 }
1566 } 1520 }
1567 if (tmp == NULL) 1521 if (tmp == NULL)
1568 return find_arrow(op, type); 1522 return find_arrow (op, type);
1569 1523
1570 if (tmp->head) 1524 if (tmp->head)
1571 tmp = tmp->head; 1525 tmp = tmp->head;
1572 1526
1573 return find_better_arrow(op, tmp, type, &i); 1527 return find_better_arrow (op, tmp, type, &i);
1574} 1528}
1575 1529
1576/* 1530/*
1577 * Creature fires a bow - op can be monster or player. Returns 1531 * Creature fires a bow - op can be monster or player. Returns
1578 * 1 if bow was actually fired, 0 otherwise. 1532 * 1 if bow was actually fired, 0 otherwise.
1581 * dir is the direction of fire. 1535 * dir is the direction of fire.
1582 * 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)
1583 * 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
1584 * player fire modes. 1538 * player fire modes.
1585 */ 1539 */
1540int
1586int 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)
1587 sint16 sx, sint16 sy)
1588{ 1542{
1589 object *left, *bow; 1543 object *left, *bow;
1590 tag_t left_tag, tag;
1591 int bowspeed, mflags; 1544 int bowspeed, mflags;
1592 mapstruct *m; 1545 maptile *m;
1593 1546
1594 if (!dir) { 1547 if (!dir)
1548 {
1595 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!");
1596 return 0; 1550 return 0;
1597 } 1551 }
1552
1598 if (op->type == PLAYER) 1553 if (op->type == PLAYER)
1599 bow=op->contr->ranges[range_bow]; 1554 bow = op->contr->ranges[range_bow];
1600 else { 1555 else
1556 {
1601 for(bow=op->inv; bow; bow=bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1602 /* 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
1603 * 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.
1604 */ 1560 */
1605 if(bow->type==BOW) 1561 if (bow->type == BOW)
1606 break; 1562 break;
1607 1563
1608 if (!bow) { 1564 if (!bow)
1565 {
1609 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1610 return 0; 1567 return 0;
1611 } 1568 }
1612 } 1569 }
1570
1613 if( !bow->race || !bow->skill) { 1571 if (!bow->race || !bow->skill)
1572 {
1614 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);
1615 return 0; 1574 return 0;
1616 } 1575 }
1617 1576
1618 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1577 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1619 1578
1620 /* penalize ROF for bestarrow */ 1579 /* penalize ROF for bestarrow */
1621 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1580 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1622 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1581 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1582
1623 if (bowspeed < 1) 1583 if (bowspeed < 1)
1624 bowspeed = 1; 1584 bowspeed = 1;
1625 1585
1626 if (arrow == NULL) { 1586 if (arrow == NULL)
1587 {
1627 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1588 if ((arrow = find_arrow (op, bow->race)) == NULL)
1589 {
1628 if (op->type == PLAYER) 1590 if (op->type == PLAYER)
1629 new_draw_info_format(NDI_UNIQUE, 0, op, 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1630 "You have no %s left.", &bow->race);
1631 /* 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 */
1632 else 1593 else
1633 CLEAR_FLAG(op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1595
1634 return 0; 1596 return 0;
1635 } 1597 }
1636 } 1598 }
1599
1637 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1600 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1638 if (mflags & P_OUT_OF_MAP) { 1601 if (mflags & P_OUT_OF_MAP)
1639 return 0; 1602 return 0;
1640 } 1603
1641 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1604 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1605 {
1642 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1606 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1643 return 0; 1607 return 0;
1644 } 1608 }
1645 1609
1646 /* this should not happen, but sometimes does */ 1610 /* this should not happen, but sometimes does */
1647 if (arrow->nrof==0) { 1611 if (arrow->nrof == 0)
1648 remove_ob(arrow); 1612 {
1649 free_object(arrow); 1613 arrow->destroy ();
1650 return 0; 1614 return 0;
1651 } 1615 }
1652 1616
1653 left = arrow; /* these are arrows left to the player */ 1617 left = arrow; /* these are arrows left to the player */
1654 left_tag = left->count;
1655 arrow = get_split_ob(arrow, 1); 1618 arrow = get_split_ob (arrow, 1);
1656 if (arrow == NULL) { 1619 if (!arrow)
1620 {
1657 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1621 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1658 return 0; 1622 return 0;
1659 } 1623 }
1660 set_owner(arrow, op); 1624
1625 arrow->set_owner (op);
1661 arrow->skill = bow->skill; 1626 arrow->skill = bow->skill;
1662
1663 arrow->direction=dir; 1627 arrow->direction = dir;
1664 arrow->x = sx;
1665 arrow->y = sy;
1666 1628
1667 if (op->type == PLAYER) { 1629 if (op->type == PLAYER)
1630 {
1668 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1631 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1669 fix_player(op); 1632 op->update_stats ();
1670 } 1633 }
1671 1634
1672 SET_ANIMATION(arrow, arrow->direction); 1635 SET_ANIMATION (arrow, arrow->direction);
1636
1673 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1637 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1674 arrow->stats.hp = arrow->stats.dam; 1638 arrow->stats.hp = arrow->stats.dam;
1675 arrow->stats.grace = arrow->attacktype; 1639 arrow->stats.grace = arrow->attacktype;
1640
1676 if (arrow->slaying != NULL) 1641 if (arrow->slaying)
1677 arrow->spellarg = strdup_local(arrow->slaying); 1642 arrow->spellarg = strdup (arrow->slaying);
1678 1643
1679 /* Note that this was different for monsters - they got their level 1644 arrow->stats.dam += op->stats.dam + arrow->magic;
1680 * added to the damage. I think the strength bonus is more proper.
1681 */
1682
1683 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1684 0 : dam_bonus[op->stats.Str]) +
1685 bow->stats.dam + bow->magic + arrow->magic;
1686 1645
1687 /* update the speed */ 1646 /* update the speed */
1688 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1647 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1689 0 : dam_bonus[op->stats.Str]) + 1648 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1690 bow->magic + arrow->magic) / 5.0 +
1691 (float)bow->stats.dam / 7.0;
1692 1649
1693 if (arrow->speed < 1.0) 1650 arrow->set_speed (max (arrow->speed, 1.0));
1694 arrow->speed = 1.0;
1695 update_ob_speed(arrow);
1696 arrow->speed_left = 0; 1651 arrow->speed_left = 0;
1697 1652
1653 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1654
1698 if (op->type == PLAYER) { 1655 if (op->type == PLAYER)
1699 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1656 {
1700 (op->chosen_skill?op->chosen_skill->level:op->level) -
1701 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1702 arrow->stats.wc - bow->stats.wc + wc_mod;
1703
1704 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1657 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1705 } else { 1658 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1706 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1707 arrow->stats.wc + wc_mod;
1708 1659
1660 if (!arrow->slaying)
1661 arrow->slaying = op->slaying;
1662 }
1663 else
1664 {
1709 arrow->level = op->level; 1665 arrow->level = op->level;
1710 } 1666 arrow->stats.wc -= bow->magic;
1711 if (arrow->attacktype == AT_PHYSICAL) 1667
1712 arrow->attacktype |= bow->attacktype; 1668 if (!arrow->slaying)
1713 if (bow->slaying != NULL)
1714 arrow->slaying = bow->slaying; 1669 arrow->slaying = bow->slaying;
1670 }
1715 1671
1716 arrow->map = m; 1672 arrow->stats.wc -= arrow->level;
1673
1674 arrow->attacktype |= bow->attacktype;
1675
1717 arrow->move_type = MOVE_FLY_LOW; 1676 arrow->move_type = MOVE_FLY_LOW;
1718 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1677 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1719 1678
1720 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1679 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1721 tag = arrow->count; 1680 m->insert (arrow, sx, sy, op);
1722 insert_ob_in_map(arrow, m, op, 0);
1723 1681
1724 if (!was_destroyed(arrow, tag)) 1682 if (!arrow->destroyed ())
1725 move_arrow(arrow); 1683 move_arrow (arrow);
1726 1684
1727 if (op->type == PLAYER) { 1685 if (op->type == PLAYER)
1728 if (was_destroyed (left, left_tag)) 1686 {
1687 if (left->destroyed ())
1729 esrv_del_item(op->contr, left_tag); 1688 esrv_del_item (op->contr, left->count);
1730 else 1689 else
1731 esrv_send_item(op, left); 1690 esrv_send_item (op, left);
1732 } 1691 }
1692
1733 return 1; 1693 return 1;
1734} 1694}
1735 1695
1736/* Special fire code for players - this takes into 1696/* Special fire code for players - this takes into
1737 * account the special fire modes players can have 1697 * account the special fire modes players can have
1738 * but monsters can't. Putting that code here 1698 * but monsters can't. Putting that code here
1739 * makes the fire_bow code much cleaner. 1699 * makes the fire_bow code much cleaner.
1740 * this function should only be called if 'op' is a player, 1700 * this function should only be called if 'op' is a player,
1741 * hence the function name. 1701 * hence the function name.
1742 */ 1702 */
1703int
1743int player_fire_bow(object *op, int dir) 1704player_fire_bow (object *op, int dir)
1744{ 1705{
1745 int ret=0, wcmod=0; 1706 int ret = 0, wcmod = 0;
1746 1707
1747 if (op->contr->bowtype == bow_bestarrow) { 1708 if (op->contr->bowtype == bow_bestarrow)
1748 ret = fire_bow(op, op, 1709 {
1749 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1710 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1750 dir, 0, op->x, op->y); 1711 }
1751 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1712 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1713 {
1752 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1714 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1753 wcmod =-1; 1715 wcmod = -1;
1716
1754 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1717 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1755 op->x, op->y); 1718 }
1756 } else if (op->contr->bowtype == bow_threewide) { 1719 else if (op->contr->bowtype == bow_threewide)
1720 {
1757 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1721 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1758 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1722 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1759 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1723 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1724 }
1760 } else if (op->contr->bowtype == bow_spreadshot) { 1725 else if (op->contr->bowtype == bow_spreadshot)
1726 {
1761 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1727 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1762 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1728 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1763 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1729 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1764 1730
1765 } else { 1731 }
1732 else
1733 {
1766 /* Simple case */ 1734 /* Simple case */
1767 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1735 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1768 } 1736 }
1769 return ret; 1737 return ret;
1770} 1738}
1771 1739
1772 1740
1773/* Fires a misc (wand/rod/horn) object in 'dir'. 1741/* Fires a misc (wand/rod/horn) object in 'dir'.
1774 * Broken apart from 'fire' to keep it more readable. 1742 * Broken apart from 'fire' to keep it more readable.
1775 */ 1743 */
1744void
1776void fire_misc_object(object *op, int dir) 1745fire_misc_object (object *op, int dir)
1777{ 1746{
1778 object *item; 1747 object *item;
1779 1748
1780 if (!op->contr->ranges[range_misc]) { 1749 if (!op->contr->ranges[range_misc])
1750 {
1781 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1751 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1782 return; 1752 return;
1783 } 1753 }
1784 1754
1785 item = op->contr->ranges[range_misc]; 1755 item = op->contr->ranges[range_misc];
1786 if (!item->inv) { 1756 if (!item->inv)
1757 {
1787 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1758 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1788 return; 1759 return;
1789 } 1760 }
1790 if (item->type == WAND) { 1761 if (item->type == WAND)
1762 {
1791 if(item->stats.food<=0) { 1763 if (item->stats.food <= 0)
1764 {
1792 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1765 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1793 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1766 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1794 return; 1767 return;
1795 } 1768 }
1769 }
1796 } else if (item->type == ROD || item->type==HORN) { 1770 else if (item->type == ROD || item->type == HORN)
1771 {
1797 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1772 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1773 {
1798 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1774 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1799 if (item->type== ROD) 1775 if (item->type == ROD)
1800 new_draw_info_format(NDI_UNIQUE, 0,op,
1801 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1802 else 1777 else
1803 new_draw_info_format(NDI_UNIQUE, 0,op, 1778 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1804 "The %s needs more time to charge.", query_base_name(item,0));
1805 return; 1779 return;
1806 } 1780 }
1807 } 1781 }
1808 1782
1809 if(cast_spell(op,item,dir,item->inv,NULL)) { 1783 if (cast_spell (op, item, dir, item->inv, NULL))
1784 {
1810 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1785 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1811 if (item->type == WAND) { 1786 if (item->type == WAND)
1787 {
1812 if (!(--item->stats.food)) { 1788 if (!(--item->stats.food))
1789 {
1813 object *tmp; 1790 object *tmp;
1791
1814 if (item->arch) { 1792 if (item->arch)
1793 {
1815 CLEAR_FLAG(item, FLAG_ANIMATE); 1794 CLEAR_FLAG (item, FLAG_ANIMATE);
1816 item->face = item->arch->clone.face; 1795 item->face = item->arch->clone.face;
1817 item->speed = 0; 1796 item->set_speed (0);
1818 update_ob_speed(item);
1819 } 1797 }
1798
1820 if ((tmp=is_player_inv(item))) 1799 if ((tmp = item->in_player ()))
1821 esrv_update_item(UPD_ANIM, tmp, item); 1800 esrv_update_item (UPD_ANIM, tmp, item);
1822 } 1801 }
1823 } 1802 }
1824 else if (item->type == ROD || item->type==HORN) { 1803 else if (item->type == ROD || item->type == HORN)
1825 drain_rod_charge(item); 1804 drain_rod_charge (item);
1826 }
1827 } 1805 }
1828} 1806}
1829 1807
1830/* Received a fire command for the player - go and do it. 1808/* Received a fire command for the player - go and do it.
1831 */ 1809 */
1810void
1832void fire(object *op,int dir) { 1811fire (object *op, int dir)
1812{
1833 int spellcost=0; 1813 int spellcost = 0;
1834 1814
1835 /* check for loss of invisiblity/hide */ 1815 /* check for loss of invisiblity/hide */
1836 if (action_makes_visible(op)) make_visible(op); 1816 if (action_makes_visible (op))
1817 make_visible (op);
1837 1818
1838 switch(op->contr->shoottype) { 1819 switch (op->contr->shoottype)
1820 {
1839 case range_none: 1821 case range_none:
1822 return;
1823
1824 case range_bow:
1825 player_fire_bow (op, dir);
1826 return;
1827
1828 case range_magic: /* Casting spells */
1829 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1830 return;
1831
1832 case range_misc:
1833 fire_misc_object (op, dir);
1834 return;
1835
1836 case range_golem: /* Control summoned monsters from scrolls */
1837 control_golem (op->contr->ranges[range_golem], dir);
1838 return;
1839
1840 case range_skill:
1841 if (!op->chosen_skill)
1842 {
1843 if (op->type == PLAYER)
1844 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1845
1840 return; 1846 return;
1841
1842 case range_bow:
1843 player_fire_bow(op, dir);
1844 return;
1845
1846 case range_magic: /* Casting spells */
1847 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1848 return;
1849
1850 case range_misc:
1851 fire_misc_object(op, dir);
1852 return;
1853
1854 case range_golem: /* Control summoned monsters from scrolls */
1855 if(op->contr->ranges[range_golem]==NULL ||
1856 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1857 op->contr->ranges[range_golem] = NULL;
1858 op->contr->shoottype=range_none;
1859 op->contr->golem_count = 0;
1860 } 1847 }
1861 else
1862 control_golem(op->contr->ranges[range_golem], dir);
1863 return;
1864 1848
1865 case range_skill:
1866 if(!op->chosen_skill) {
1867 if(op->type==PLAYER)
1868 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1869 return;
1870 }
1871 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 1849 do_skill (op, op, op->chosen_skill, dir, NULL);
1872 return;
1873 case range_builder:
1874 apply_map_builder( op, dir );
1875 return; 1850 return;
1851 case range_builder:
1852 apply_map_builder (op, dir);
1853 return;
1876 default: 1854 default:
1877 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1855 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1878 return; 1856 return;
1879 } 1857 }
1880} 1858}
1881
1882
1883 1859
1884/* find_key 1860/* find_key
1885 * We try to find a key for the door as passed. If we find a key 1861 * We try to find a key for the door as passed. If we find a key
1886 * and successfully use it, we return the key, otherwise NULL 1862 * and successfully use it, we return the key, otherwise NULL
1887 * This function merges both normal and locked door, since the logic 1863 * This function merges both normal and locked door, since the logic
1889 * pl is the player, 1865 * pl is the player,
1890 * inv is the objects inventory to searched 1866 * inv is the objects inventory to searched
1891 * door is the door we are trying to match against. 1867 * door is the door we are trying to match against.
1892 * This function can be called recursively to search containers. 1868 * This function can be called recursively to search containers.
1893 */ 1869 */
1894 1870object *
1895object * find_key(object *pl, object *container, object *door) 1871find_key (object *pl, object *container, object *door)
1896{ 1872{
1897 object *tmp,*key; 1873 object *tmp, *key;
1898 1874
1899 /* Should not happen, but sanity checking is never bad */ 1875 /* Should not happen, but sanity checking is never bad */
1900 if (container->inv == NULL) return NULL; 1876 if (!container->inv)
1877 return 0;
1901 1878
1902 /* First, lets try to find a key in the top level inventory */ 1879 /* First, lets try to find a key in the top level inventory */
1903 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1880 for (tmp = container->inv; tmp; tmp = tmp->below)
1881 {
1904 if (door->type==DOOR && tmp->type==KEY) break; 1882 if (door->type == DOOR && tmp->type == KEY)
1883 break;
1905 /* For sanity, we should really check door type, but other stuff 1884 /* For sanity, we should really check door type, but other stuff
1906 * (like containers) can be locked with special keys 1885 * (like containers) can be locked with special keys
1907 */ 1886 */
1908 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1887 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1909 tmp->slaying==door->slaying) break; 1888 break;
1910 } 1889 }
1890
1911 /* No key found - lets search inventories now */ 1891 /* No key found - lets search inventories now */
1912 /* If we find and use a key in an inventory, return at that time. 1892 /* If we find and use a key in an inventory, return at that time.
1913 * otherwise, if we search all the inventories and still don't find 1893 * otherwise, if we search all the inventories and still don't find
1914 * a key, return 1894 * a key, return
1915 */ 1895 */
1916 if (!tmp) { 1896 if (!tmp)
1897 {
1917 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1898 for (tmp = container->inv; tmp; tmp = tmp->below)
1899 {
1918 /* No reason to search empty containers */ 1900 /* No reason to search empty containers */
1919 if (tmp->type==CONTAINER && tmp->inv) { 1901 if (tmp->type == CONTAINER && tmp->inv)
1902 {
1920 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1903 if ((key = find_key (pl, tmp, door)))
1904 return key;
1921 } 1905 }
1922 } 1906 }
1907
1908 if (!tmp)
1923 if (!tmp) return NULL; 1909 return NULL;
1924 } 1910 }
1911
1925 /* We get down here if we have found a key. Now if its in a container, 1912 /* We get down here if we have found a key. Now if its in a container,
1926 * see if we actually want to use it 1913 * see if we actually want to use it
1927 */ 1914 */
1928 if (pl!=container) { 1915 if (pl != container)
1916 {
1929 /* Only let players use keys in containers */ 1917 /* Only let players use keys in containers */
1930 if (!pl->contr) return NULL; 1918 if (!pl->contr)
1919 return NULL;
1931 /* cases where this fails: 1920 /* cases where this fails:
1932 * If we only search the player inventory, return now since we 1921 * If we only search the player inventory, return now since we
1933 * are not in the players inventory. 1922 * are not in the players inventory.
1934 * If the container is not active, return now since only active 1923 * If the container is not active, return now since only active
1935 * containers can be used. 1924 * containers can be used.
1936 * If we only search keyrings and the container does not have 1925 * If we only search keyrings and the container does not have
1937 * a race/isn't a keyring. 1926 * a race/isn't a keyring.
1938 * No checking for all containers - to fall through past here, 1927 * No checking for all containers - to fall through past here,
1939 * inv must have been an container and must have been active. 1928 * inv must have been an container and must have been active.
1940 * 1929 *
1941 * Change the color so that the message doesn't disappear with 1930 * Change the color so that the message doesn't disappear with
1942 * all the others. 1931 * all the others.
1943 */ 1932 */
1944 if (pl->contr->usekeys == key_inventory || 1933 if (pl->contr->usekeys == key_inventory ||
1945 !QUERY_FLAG(container, FLAG_APPLIED) || 1934 !QUERY_FLAG (container, FLAG_APPLIED) ||
1946 (pl->contr->usekeys == keyrings &&
1947 (!container->race || strcmp(container->race, "keys"))) 1935 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1948 ) { 1936 {
1949 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1937 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1950 "The %s in your %s vibrates as you approach the door", 1938 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1951 query_name(tmp), query_name(container));
1952 return NULL; 1939 return NULL;
1953 } 1940 }
1954 } 1941 }
1942
1955 return tmp; 1943 return tmp;
1956} 1944}
1957 1945
1958/* moved door processing out of move_player_attack. 1946/* moved door processing out of move_player_attack.
1959 * returns 1 if player has opened the door with a key 1947 * returns 1 if player has opened the door with a key
1960 * such that the caller should not do anything more, 1948 * such that the caller should not do anything more,
1961 * 0 otherwise 1949 * 0 otherwise
1962 */ 1950 */
1951static int
1963static int player_attack_door(object *op, object *door) 1952player_attack_door (object *op, object *door)
1964{ 1953{
1965
1966 /* If its a door, try to find a use a key. If we do destroy the door, 1954 /* If its a door, try to find a use a key. If we do destroy the door,
1967 * might as well return immediately as there is nothing more to do - 1955 * might as well return immediately as there is nothing more to do -
1968 * otherwise, we fall through to the rest of the code. 1956 * otherwise, we fall through to the rest of the code.
1969 */ 1957 */
1970 object *key=find_key(op, op, door); 1958 object *key = find_key (op, op, door);
1971 1959
1972 /* IF we found a key, do some extra work */ 1960 /* IF we found a key, do some extra work */
1973 if (key) { 1961 if (key)
1962 {
1974 object *container=key->env; 1963 object *container = key->env;
1975 1964
1976 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1965 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1977 if(action_makes_visible(op)) make_visible(op); 1966 if (action_makes_visible (op))
1967 make_visible (op);
1978 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1968 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1969 spring_trap (door->inv, op);
1970
1979 if (door->type == DOOR) { 1971 if (door->type == DOOR)
1980 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1972 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1981 }
1982 else if(door->type==LOCKED_DOOR) { 1973 else if (door->type == LOCKED_DOOR)
1983 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1974 {
1984 "You open the door with the %s", query_short_name(key)); 1975 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1985 remove_door2(door); /* remove door without violence ;-) */ 1976 remove_door2 (door); /* remove door without violence ;-) */
1986 } 1977 }
1978
1987 /* Do this after we print the message */ 1979 /* Do this after we print the message */
1988 decrease_ob(key); /* Use up one of the keys */ 1980 decrease_ob (key); /* Use up one of the keys */
1989 /* Need to update the weight the container the key was in */ 1981 /* Need to update the weight the container the key was in */
1990 if (container != op) 1982 if (container != op)
1991 esrv_update_item(UPD_WEIGHT, op, container); 1983 esrv_update_item (UPD_WEIGHT, op, container);
1984
1992 return 1; /* Nothing more to do below */ 1985 return 1; /* Nothing more to do below */
1986 }
1993 } else if (door->type==LOCKED_DOOR) { 1987 else if (door->type == LOCKED_DOOR)
1988 {
1994 /* Might as well return now - no other way to open this */ 1989 /* Might as well return now - no other way to open this */
1995 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1990 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1996 return 1; 1991 return 1;
1997 } 1992 }
1993
1998 return 0; 1994 return 0;
1999} 1995}
2000 1996
2001/* This function is just part of a breakup from move_player. 1997/* This function is just part of a breakup from move_player.
2002 * It should keep the code cleaner. 1998 * It should keep the code cleaner.
2003 * When this is called, the players direction has been updated 1999 * When this is called, the players direction has been updated
2004 * (taking into account confusion.) The player is also actually 2000 * (taking into account confusion.) The player is also actually
2005 * going to try and move (not fire weapons). 2001 * going to try and move (not fire weapons).
2006 */ 2002 */
2007 2003void
2008void move_player_attack(object *op, int dir) 2004move_player_attack (object *op, int dir)
2009{ 2005{
2010 object *tmp, *mon; 2006 object *tmp, *mon;
2011 sint16 nx, ny; 2007 sint16 nx, ny;
2012 int on_battleground; 2008 int on_battleground;
2013 mapstruct *m; 2009 maptile *m;
2014 2010
2015 nx=freearr_x[dir]+op->x; 2011 nx = freearr_x[dir] + op->x;
2016 ny=freearr_y[dir]+op->y; 2012 ny = freearr_y[dir] + op->y;
2017 2013
2018 on_battleground = op_on_battleground(op, NULL, NULL); 2014 on_battleground = op_on_battleground (op, 0, 0);
2019 2015
2020 /* If braced, or can't move to the square, and it is not out of the 2016 /* If braced, or can't move to the square, and it is not out of the
2021 * map, attack it. Note order of if statement is important - don't 2017 * map, attack it. Note order of if statement is important - don't
2022 * want to be calling move_ob if braced, because move_ob will move the 2018 * want to be calling move_ob if braced, because move_ob will move the
2023 * player. This is a pretty nasty hack, because if we could 2019 * player. This is a pretty nasty hack, because if we could
2024 * move to some space, it then means that if we are braced, we should 2020 * move to some space, it then means that if we are braced, we should
2025 * do nothing at all. As it is, if we are braced, we go through 2021 * do nothing at all. As it is, if we are braced, we go through
2026 * quite a bit of processing. However, it probably is less than what 2022 * quite a bit of processing. However, it probably is less than what
2027 * move_ob uses. 2023 * move_ob uses.
2028 */ 2024 */
2029 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2025 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2026 {
2030 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2027 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2031 m = get_map_from_coord(op->map, &nx, &ny);
2032 if (!m) return; /* Don't think this should happen */
2033 } 2028 {
2029 m = op->map->xy_find (nx, ny);
2030 if (!m)
2031 return; /* Don't think this should happen */
2032 }
2033 else
2034 else m =op->map; 2034 m = op->map;
2035 2035
2036 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2036 if (!(tmp = m->at (nx, ny).bot))
2037 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2037 return;
2038
2039 mon = 0;
2040 /* Go through all the objects, and find ones of interest. Only stop if
2041 * we find a monster - that is something we know we want to attack.
2042 * if its a door or barrel (can roll) see if there may be monsters
2043 * on the space
2044 */
2045 while (tmp)
2046 {
2047 if (tmp == op)
2048 {
2049 tmp = tmp->above;
2050 continue;
2051 }
2052
2053 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2054 {
2055 mon = tmp;
2056 break;
2057 }
2058
2059 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2060 mon = tmp;
2061
2062 tmp = tmp->above;
2063 }
2064
2065 if (!mon) /* This happens anytime the player tries to move */
2066 return; /* into a wall */
2067
2068 if (mon->head)
2069 mon = mon->head;
2070
2071 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2072 if (player_attack_door (op, mon))
2073 return;
2074
2075 /* The following deals with possibly attacking peaceful
2076 * or frienddly creatures. Basically, all players are considered
2077 * unaggressive. If the moving player has peaceful set, then the
2078 * object should be pushed instead of attacked. It is assumed that
2079 * if you are braced, you will not attack friends accidently,
2080 * and thus will not push them.
2081 */
2082
2083 /* If the creature is a pet, push it even if the player is not
2084 * peaceful. Our assumption is the creature is a pet if the
2085 * player owns it and it is either friendly or unagressive.
2086 */
2087 if ((op->type == PLAYER)
2088#if COZY_SERVER
2089 &&
2090 ((mon->owner && mon->owner->contr
2091 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2092#else
2093 && mon->owner == op
2094#endif
2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2096 {
2097 /* If we're braced, we don't want to switch places with it */
2098 if (op->contr->braced)
2038 return; 2099 return;
2039 }
2040 2100
2041 mon = NULL; 2101 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2042 /* Go through all the objects, and find ones of interest. Only stop if 2102 (void) push_ob (mon, dir, op);
2043 * we find a monster - that is something we know we want to attack. 2103 if (op->contr->tmp_invis || op->hide)
2044 * if its a door or barrel (can roll) see if there may be monsters 2104 make_visible (op);
2045 * on the space 2105
2106 return;
2107 }
2108
2109 /* in certain circumstances, you shouldn't attack friendly
2110 * creatures. Note that if you are braced, you can't push
2111 * someone, but put it inside this loop so that you won't
2112 * attack them either.
2046 */ 2113 */
2047 while (tmp!=NULL) { 2114 if ((mon->type == PLAYER || mon->enemy != op) &&
2048 if (tmp == op) { 2115 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2049 tmp=tmp->above; 2116#ifdef PROHIBIT_PLAYERKILL
2050 continue; 2117 (op->contr->peaceful
2118 || (mon->type == PLAYER
2119 && mon->contr->
2120 peaceful)) &&
2121#else
2122 op->contr->peaceful &&
2123#endif
2124 !on_battleground))
2125 {
2126 if (!op->contr->braced)
2127 {
2128 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2129 push_ob (mon, dir, op);
2051 } 2130 }
2052 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2131 else
2053 mon = tmp; 2132 new_draw_info (0, 0, op, "You withhold your attack");
2054 break; 2133
2134 if (op->contr->tmp_invis || op->hide)
2135 make_visible (op);
2136 }
2137
2138 /* If the object is a boulder or other rollable object, then
2139 * roll it if not braced. You can't roll it if you are braced.
2140 */
2141 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2142 {
2143 recursive_roll (mon, dir, op);
2144 if (action_makes_visible (op))
2145 make_visible (op);
2146 }
2147
2148 /* Any generic living creature. Including things like doors.
2149 * Way it works is like this: First, it must have some hit points
2150 * and be living. Then, it must be one of the following:
2151 * 1) Not a player, 2) A player, but of a different party. Note
2152 * that party_number -1 is no party, so attacks can still happen.
2153 */
2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2155 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2156 {
2157
2158 /* If the player hasn't hit something this tick, and does
2159 * so, give them speed boost based on weapon speed. Doing
2160 * it here is better than process_players2, which basically
2161 * incurred a 1 tick offset.
2162 */
2163 if (!op->contr->has_hit)
2164 {
2165 op->speed_left += op->speed / op->contr->weapon_sp;
2166
2167 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2055 } 2168 }
2056 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2057 mon = tmp;
2058 tmp=tmp->above;
2059 }
2060
2061 if (mon==NULL) /* This happens anytime the player tries to move */
2062 return; /* into a wall */
2063 2169
2064 if(mon->head != NULL) 2170 skill_attack (mon, op, 0, 0, 0);
2065 mon = mon->head;
2066 2171
2067 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2172 /* If attacking another player, that player gets automatic
2068 if (player_attack_door(op, mon)) return; 2173 * hitback, and doesn't loose luck either.
2069 2174 * Disable hitback on the battleground or if the target is
2070 /* The following deals with possibly attacking peaceful 2175 * the wiz.
2071 * or frienddly creatures. Basically, all players are considered
2072 * unaggressive. If the moving player has peaceful set, then the
2073 * object should be pushed instead of attacked. It is assumed that
2074 * if you are braced, you will not attack friends accidently,
2075 * and thus will not push them.
2076 */ 2176 */
2077 2177 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2078 /* If the creature is a pet, push it even if the player is not
2079 * peaceful. Our assumption is the creature is a pet if the
2080 * player owns it and it is either friendly or unagressive.
2081 */
2082 if ((op->type==PLAYER)
2083#if COZY_SERVER
2084 &&
2085 (
2086 (get_owner(mon) && get_owner(mon)->contr
2087 && same_party (get_owner(mon)->contr->party, op->contr->party))
2088 || get_owner(mon) == op
2089 )
2090#else
2091 && get_owner(mon)==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) return;
2097 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2098 (void) push_ob(mon,dir,op);
2099 if(op->contr->tmp_invis||op->hide) make_visible(op);
2100 return;
2101 }
2102
2103 /* in certain circumstances, you shouldn't attack friendly
2104 * creatures. Note that if you are braced, you can't push
2105 * someone, but put it inside this loop so that you won't
2106 * attack them either.
2107 */
2108 if ((mon->type==PLAYER || mon->enemy != op) &&
2109 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2110 (
2111#ifdef PROHIBIT_PLAYERKILL
2112 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2113#else
2114 op->contr->peaceful &&
2115#endif
2116 !on_battleground
2117 )) { 2178 {
2118 if (!op->contr->braced) { 2179 short luck = mon->stats.luck;
2119 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2180
2120 (void) push_ob(mon,dir,op); 2181 mon->contr->has_hit = 1;
2121 } else { 2182 skill_attack (op, mon, 0, 0, 0);
2122 new_draw_info(0, 0,op,"You withhold your attack"); 2183 mon->stats.luck = luck;
2123 } 2184 }
2124 if(op->contr->tmp_invis||op->hide) make_visible(op);
2125 }
2126 2185
2127 /* If the object is a boulder or other rollable object, then
2128 * roll it if not braced. You can't roll it if you are braced.
2129 */
2130 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2131 recursive_roll(mon,dir,op);
2132 if(action_makes_visible(op)) make_visible(op); 2186 if (action_makes_visible (op))
2133 } 2187 make_visible (op);
2134
2135 /* Any generic living creature. Including things like doors.
2136 * Way it works is like this: First, it must have some hit points
2137 * and be living. Then, it must be one of the following:
2138 * 1) Not a player, 2) A player, but of a different party. Note
2139 * that party_number -1 is no party, so attacks can still happen.
2140 */
2141
2142 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2143 ((mon->type!=PLAYER || op->contr->party==NULL ||
2144 op->contr->party!=mon->contr->party))) {
2145
2146 /* If the player hasn't hit something this tick, and does
2147 * so, give them speed boost based on weapon speed. Doing
2148 * it here is better than process_players2, which basically
2149 * incurred a 1 tick offset.
2150 */
2151 if (!op->contr->has_hit) {
2152 op->speed_left += op->speed / op->contr->weapon_sp;
2153
2154 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2155 } 2188 }
2156
2157 skill_attack(mon, op, 0, NULL, NULL);
2158
2159 /* If attacking another player, that player gets automatic
2160 * hitback, and doesn't loose luck either.
2161 * Disable hitback on the battleground or if the target is
2162 * the wiz.
2163 */
2164 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2165 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2166 short luck = mon->stats.luck;
2167 mon->contr->has_hit = 1;
2168 skill_attack(op, mon, 0, NULL, NULL);
2169 mon->stats.luck = luck;
2170 }
2171 if(action_makes_visible(op)) make_visible(op);
2172 }
2173 } /* if player should attack something */ 2189 } /* if player should attack something */
2174} 2190}
2175 2191
2192int
2176int move_player(object *op,int dir) { 2193move_player (object *op, int dir)
2194{
2177 int pick; 2195 int pick;
2178 2196
2179 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2197 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2180 return 0;
2181
2182 /* Sanity check: make sure dir is valid */
2183 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2184 LOG( llevError, "move_player: invalid direction %d\n", dir);
2185 return 0;
2186 }
2187
2188 /* peterm: added following line */
2189 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2190 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2191
2192 op->facing = dir;
2193
2194 if(op->hide) do_hidden_move(op);
2195
2196 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2197 /*nop*/;
2198 else if (op->contr->fire_on)
2199 fire (op, dir);
2200 else
2201 {
2202 move_player_attack (op, dir);
2203 pick = check_pick(op);
2204 }
2205
2206 /* Add special check for newcs players and fire on - this way, the
2207 * server can handle repeat firing.
2208 */
2209 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2210 op->direction = dir;
2211 } else {
2212 op->direction=0;
2213 }
2214 /* Update how the player looks. Use the facing, so direction may
2215 * get reset to zero. This allows for full animation capabilities
2216 * for players.
2217 */
2218 animate_object(op, op->facing);
2219 return 0; 2198 return 0;
2199
2200 /* Sanity check: make sure dir is valid */
2201 if ((dir < 0) || (dir >= 9))
2202 {
2203 LOG (llevError, "move_player: invalid direction %d\n", dir);
2204 return 0;
2205 }
2206
2207 /* peterm: added following line */
2208 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2209 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2210
2211 op->facing = dir;
2212
2213 if (op->hide)
2214 do_hidden_move (op);
2215
2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2217 /*nop */ ;
2218 else if (op->contr->fire_on)
2219 fire (op, dir);
2220 else
2221 {
2222 move_player_attack (op, dir);
2223 pick = check_pick (op);
2224 }
2225
2226 /* Add special check for newcs players and fire on - this way, the
2227 * server can handle repeat firing.
2228 */
2229 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2230 op->direction = dir;
2231 else
2232 op->direction = 0;
2233
2234 /* Update how the player looks. Use the facing, so direction may
2235 * get reset to zero. This allows for full animation capabilities
2236 * for players.
2237 */
2238 animate_object (op, op->facing);
2239 return 0;
2220} 2240}
2221 2241
2222/* This is similar to handle_player, below, but is only used by the 2242/* This is similar to handle_player, below, but is only used by the
2223 * new client/server stuff. 2243 * new client/server stuff.
2224 * This is sort of special, in that the new client/server actually uses 2244 * This is sort of special, in that the new client/server actually uses
2225 * the new speed values for commands. 2245 * the new speed values for commands.
2226 * 2246 *
2227 * Returns true if there are more actions we can do. 2247 * Returns true if there are more actions we can do.
2228 */ 2248 */
2249int
2229int handle_newcs_player(object *op) 2250handle_newcs_player (object *op)
2230{ 2251{
2231 if (op->contr->hidden) {
2232 op->invisible = 1000;
2233 /* the socket code flashes the player visible/invisible
2234 * depending on the value of invisible, so we need to
2235 * alternate it here for it to work correctly.
2236 */
2237 if (pticks & 2) op->invisible--;
2238 }
2239 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2240 op->invisible--;
2241 if(!op->invisible) {
2242 make_visible(op);
2243 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2244 }
2245 }
2246
2247 if (QUERY_FLAG(op, FLAG_SCARED)) { 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2253 {
2248 flee_player(op); 2254 flee_player (op);
2249 /* If player is still scared, that is his action for this tick */ 2255 /* If player is still scared, that is his action for this tick */
2250 if (QUERY_FLAG(op, FLAG_SCARED)) { 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2257 {
2251 op->speed_left--; 2258 op->speed_left--;
2252 return 0; 2259 return 0;
2253 } 2260 }
2254 } 2261 }
2255 2262
2256 /* I've been seeing crashes where the golem has been destroyed, but
2257 * the player object still points to the defunct golem. The code that
2258 * destroys the golem looks correct, and it doesn't always happen, so
2259 * put this in a a workaround to clean up the golem pointer.
2260 */
2261 if (op->contr->ranges[range_golem] &&
2262 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2263 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2264 op->contr->ranges[range_golem] = NULL;
2265 op->contr->golem_count = 0;
2266 }
2267
2268 /* call this here - we also will call this in do_ericserver, but 2263 /* call this here - we also will call this in do_ericserver, but
2269 * the players time has been increased when doericserver has been 2264 * the players time has been increased when doericserver has been
2270 * called, so we recheck it here. 2265 * called, so we recheck it here.
2271 */ 2266 */
2272 HandleClient(&op->contr->socket, op->contr); 2267 if (op->contr->ns->handle_command ())
2273 if (op->speed_left<0) return 0; 2268 return 1;
2274 2269
2270 if (op->speed_left > 0)
2271 {
2275 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2273 {
2276 /* All move commands take 1 tick, at least for now */ 2274 /* All move commands take 1 tick, at least for now */
2277 op->speed_left--; 2275 op->speed_left--;
2278 2276
2279 /* Instead of all the stuff below, let move_player take care 2277 /* Instead of all the stuff below, let move_player take care
2280 * of it. Also, some of the skill stuff is only put in 2278 * of it. Also, some of the skill stuff is only put in
2281 * there, as well as the confusion stuff. 2279 * there, as well as the confusion stuff.
2282 */ 2280 */
2283 move_player(op, op->direction); 2281 move_player (op, op->direction);
2284 if (op->speed_left>0) return 1; 2282
2285 else return 0; 2283 return op->speed_left > 0;
2284 }
2286 } 2285 }
2286
2287 return 0;
2288}
2289
2290int
2291save_life (object *op)
2292{
2293 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2287 return 0; 2294 return 0;
2288}
2289 2295
2290int save_life(object *op) {
2291 object *tmp;
2292
2293 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2294 return 0;
2295
2296 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2296 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2297 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2297 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2298 {
2298 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2299 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2299 new_draw_info_format(NDI_UNIQUE, 0,op, 2300 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2300 "Your %s vibrates violently, then evaporates.", 2301
2301 query_name(tmp));
2302 if (op->contr) 2302 if (op->contr)
2303 esrv_del_item(op->contr, tmp->count); 2303 esrv_del_item (op->contr, tmp->count);
2304 remove_ob(tmp); 2304
2305 free_object(tmp); 2305 tmp->destroy ();
2306 CLEAR_FLAG(op, FLAG_LIFESAVE); 2306 CLEAR_FLAG (op, FLAG_LIFESAVE);
2307
2307 if(op->stats.hp<0) 2308 if (op->stats.hp < 0)
2308 op->stats.hp = op->stats.maxhp; 2309 op->stats.hp = op->stats.maxhp;
2310
2309 if(op->stats.food<0) 2311 if (op->stats.food < 0)
2310 op->stats.food = 999; 2312 op->stats.food = 999;
2311 fix_player(op); 2313
2314 op->update_stats ();
2312 return 1; 2315 return 1;
2313 } 2316 }
2317
2314 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2318 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2315 CLEAR_FLAG(op, FLAG_LIFESAVE); 2319 CLEAR_FLAG (op, FLAG_LIFESAVE);
2316 enter_player_savebed(op); /* bring him home. */ 2320 enter_player_savebed (op); /* bring him home. */
2317 return 0; 2321 return 0;
2318} 2322}
2319 2323
2320/* This goes throws the inventory and removes unpaid objects, and puts them 2324/* This goes throws the inventory and removes unpaid objects, and puts them
2321 * back in the map (location and map determined by values of env). This 2325 * back in the map (location and map determined by values of env). This
2322 * function will descend into containers. op is the object to start the search 2326 * function will descend into containers. op is the object to start the search
2323 * from. 2327 * from.
2324 */ 2328 */
2329void
2325void remove_unpaid_objects(object *op, object *env) 2330remove_unpaid_objects (object *op, object *env)
2326{ 2331{
2327 object *next;
2328
2329 while (op) { 2332 while (op)
2333 {
2330 next=op->below; /* Make sure we have a good value, in case 2334 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2331 * we remove object 'op' 2335
2332 */
2333 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2336 if (QUERY_FLAG (op, FLAG_UNPAID))
2334 remove_ob(op); 2337 {
2335 op->x = env->x;
2336 op->y = env->y;
2337 if (env->type == PLAYER) 2338 if (env->type == PLAYER)
2338 esrv_del_item(env->contr, op->count); 2339 esrv_del_item (env->contr, op->count);
2339 insert_ob_in_map(op, env->map, NULL,0); 2340
2341 op->insert_at (env);
2340 } 2342 }
2343 else if (op->inv)
2341 else if (op->inv) remove_unpaid_objects(op->inv, env); 2344 remove_unpaid_objects (op->inv, env);
2345
2342 op=next; 2346 op = next;
2343 } 2347 }
2344} 2348}
2345
2346 2349
2347/* 2350/*
2348 * Returns pointer a static string containing gravestone text 2351 * Returns pointer a static string containing gravestone text
2349 * Moved from apply.c to player.c - player.c is what 2352 * Moved from apply.c to player.c - player.c is what
2350 * actually uses this function. player.c may not be quite the 2353 * actually uses this function. player.c may not be quite the
2351 * best, a misc file for object actions is probably better, 2354 * best, a misc file for object actions is probably better,
2352 * but there isn't one in the server directory. 2355 * but there isn't one in the server directory.
2353 */ 2356 */
2357char *
2354char *gravestone_text (object *op) 2358gravestone_text (object *op)
2355{ 2359{
2356 static char buf2[MAX_BUF]; 2360 static char buf2[MAX_BUF];
2357 char buf[MAX_BUF]; 2361 char buf[MAX_BUF];
2358 time_t now = time (NULL); 2362 time_t now = time (NULL);
2359 2363
2360 strcpy (buf2, " R.I.P.\n\n"); 2364 strcpy (buf2, " R.I.P.\n\n");
2361 if (op->type == PLAYER) 2365 if (op->type == PLAYER)
2362 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2366 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2363 else 2367 else
2364 sprintf (buf, "%s\n", &op->name); 2368 sprintf (buf, "%s\n", &op->name);
2369
2365 strncat (buf2, " ", 20 - strlen (buf) / 2); 2370 strncat (buf2, " ", 20 - strlen (buf) / 2);
2366 strcat (buf2, buf); 2371 strcat (buf2, buf);
2367 if (op->type == PLAYER) 2372 if (op->type == PLAYER)
2368 sprintf (buf, "who was in level %d when killed\n", op->level); 2373 sprintf (buf, "who was in level %d when killed\n", op->level);
2369 else 2374 else
2370 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2375 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2376
2371 strncat (buf2, " ", 20 - strlen (buf) / 2); 2377 strncat (buf2, " ", 20 - strlen (buf) / 2);
2372 strcat (buf2, buf); 2378 strcat (buf2, buf);
2373 if (op->type == PLAYER) { 2379 if (op->type == PLAYER)
2380 {
2374 sprintf (buf, "by %s.\n\n", op->contr->killer); 2381 sprintf (buf, "by %s.\n\n", op->contr->killer);
2375 strncat (buf2, " ", 21 - strlen (buf) / 2); 2382 strncat (buf2, " ", 21 - strlen (buf) / 2);
2376 strcat (buf2, buf); 2383 strcat (buf2, buf);
2377 } 2384 }
2385
2378 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2386 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2379 strncat (buf2, " ", 20 - strlen (buf) / 2); 2387 strncat (buf2, " ", 20 - strlen (buf) / 2);
2380 strcat (buf2, buf); 2388 strcat (buf2, buf);
2389
2381 return buf2; 2390 return buf2;
2382} 2391}
2383 2392
2384 2393void
2385
2386void do_some_living(object *op) { 2394do_some_living (object *op)
2395{
2387 int last_food=op->stats.food; 2396 int last_food = op->stats.food;
2388 int gen_hp, gen_sp, gen_grace; 2397 int gen_hp, gen_sp, gen_grace;
2389 int over_hp, over_sp, over_grace; 2398 int over_hp, over_sp, over_grace;
2390 int i; 2399 int i;
2391 int rate_hp = 1200; 2400 int rate_hp = 1200;
2392 int rate_sp = 2500; 2401 int rate_sp = 2500;
2393 int rate_grace = 2000; 2402 int rate_grace = 2000;
2394 const int max_hp = 1; 2403 const int max_hp = 1;
2395 const int max_sp = 1; 2404 const int max_sp = 1;
2396 const int max_grace = 1; 2405 const int max_grace = 1;
2397 2406
2398 if (op->contr->outputs_sync) { 2407 if (op->contr->hidden)
2399 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2408 {
2400 if (op->contr->outputs[i].buf!=NULL && 2409 op->invisible = 1000;
2401 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2410 /* the socket code flashes the player visible/invisible
2402 flush_output_element(op, &op->contr->outputs[i]); 2411 * depending on the value of invisible, so we need to
2412 * alternate it here for it to work correctly.
2413 */
2414 if (pticks & 2)
2415 op->invisible--;
2403 } 2416 }
2417 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2418 {
2419 if (!op->invisible--)
2420 {
2421 make_visible (op);
2422 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2423 }
2424 }
2404 2425
2405 if(op->contr->state==ST_PLAYING) { 2426 if (op->contr->ns->state == ST_PLAYING)
2406 2427 {
2407 /* these next three if clauses make it possible to SLOW DOWN 2428 /* these next three if clauses make it possible to SLOW DOWN
2408 hp/grace/spellpoint regeneration. */ 2429 hp/grace/spellpoint regeneration. */
2409 if(op->contr->gen_hp >= 0 ) 2430 if (op->contr->gen_hp >= 0)
2410 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2431 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2411 else { 2432 else
2433 {
2412 gen_hp = op->stats.maxhp; 2434 gen_hp = op->stats.maxhp;
2413 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2435 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2414 } 2436 }
2437
2415 if(op->contr->gen_sp >= 0 ) 2438 if (op->contr->gen_sp >= 0)
2416 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2439 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2417 else { 2440 else
2441 {
2418 gen_sp = op->stats.maxsp; 2442 gen_sp = op->stats.maxsp;
2419 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2443 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2420 } 2444 }
2445
2421 if(op->contr->gen_grace >= 0) 2446 if (op->contr->gen_grace >= 0)
2422 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2447 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2423 else { 2448 else
2449 {
2424 gen_grace = op->stats.maxgrace; 2450 gen_grace = op->stats.maxgrace;
2425 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2426 } 2452 }
2427 2453
2428 /* Regenerate Spell Points */ 2454 /* Regenerate Spell Points */
2429 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2455 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2456 {
2430 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2431 if(op->stats.sp<op->stats.maxsp) {
2432 op->stats.sp++;
2433 /* dms do not consume food */
2434 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2435 op->stats.food--;
2436 if(op->contr->digestion<0)
2437 op->stats.food+=op->contr->digestion;
2438 else if(op->contr->digestion>0 &&
2439 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2440 op->stats.food=last_food;
2441 }
2442 }
2443 if (max_sp>1) {
2444 over_sp = (gen_sp+10)/rate_sp;
2445 if (over_sp > 0) {
2446 if(op->stats.sp<op->stats.maxsp) { 2458 if (op->stats.sp < op->stats.maxsp)
2447 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2459 {
2448 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2449 op->stats.sp--; 2460 op->stats.sp++;
2450 if(op->stats.sp>op->stats.maxsp) 2461 /* dms do not consume food */
2451 op->stats.sp=op->stats.maxsp; 2462 if (!QUERY_FLAG (op, FLAG_WIZ))
2463 {
2464 op->stats.food--;
2465 if (op->contr->digestion < 0)
2466 op->stats.food += op->contr->digestion;
2467 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2468 op->stats.food = last_food;
2452 } 2469 }
2453 op->last_sp=0;
2454 } else {
2455 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2456 }
2457 } else {
2458 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2459 }
2460 }
2461
2462 /* Regenerate Grace */
2463 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2464 if(--op->last_grace<0) {
2465 if(op->stats.grace<op->stats.maxgrace/2)
2466 op->stats.grace++; /* no penalty in food for regaining grace */
2467 if(max_grace>1) {
2468 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2469 if (over_grace > 0) {
2470 op->stats.sp += over_grace
2471 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2472 op->last_grace=0;
2473 } else {
2474 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2475 } 2470 }
2471
2472 if (max_sp > 1)
2473 {
2474 over_sp = (gen_sp + 10) / rate_sp;
2475 if (over_sp > 0)
2476 {
2477 if (op->stats.sp < op->stats.maxsp)
2478 {
2479 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2480
2481 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2482 op->stats.sp--;
2483
2484 if (op->stats.sp > op->stats.maxsp)
2485 op->stats.sp = op->stats.maxsp;
2486 }
2487 op->last_sp = 0;
2488 }
2489 else
2490 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2491 }
2476 } else { 2492 else
2493 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2494 }
2495
2496 /* Regenerate Grace */
2497 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2498 if (--op->last_grace < 0)
2499 {
2500 if (op->stats.grace < op->stats.maxgrace / 2)
2501 op->stats.grace++; /* no penalty in food for regaining grace */
2502
2503 if (max_grace > 1)
2504 {
2505 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2506 if (over_grace > 0)
2507 {
2508 op->stats.sp += over_grace
2509 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2510 op->last_grace = 0;
2511 }
2512 else
2513 {
2514 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2515 }
2516 }
2517 else
2518 {
2477 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2519 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2478 } 2520 }
2479 /* wearing stuff doesn't detract from grace generation. */ 2521 /* wearing stuff doesn't detract from grace generation. */
2480 } 2522 }
2481 2523
2482 /* Regenerate Hit Points */ 2524 /* Regenerate Hit Points */
2483 if(--op->last_heal<0) { 2525 if (--op->last_heal < 0)
2526 {
2484 if(op->stats.hp<op->stats.maxhp) { 2527 if (op->stats.hp < op->stats.maxhp)
2528 {
2485 op->stats.hp++; 2529 op->stats.hp++;
2486 /* dms do not consume food */ 2530 /* dms do not consume food */
2487 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2531 if (!QUERY_FLAG (op, FLAG_WIZ))
2488 op->stats.food--; 2532 {
2533 op->stats.food--;
2489 if(op->contr->digestion<0) 2534 if (op->contr->digestion < 0)
2490 op->stats.food+=op->contr->digestion; 2535 op->stats.food += op->contr->digestion;
2491 else if(op->contr->digestion>0 && 2536 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2492 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2493 op->stats.food=last_food; 2537 op->stats.food = last_food;
2538 }
2539 }
2540
2541 if (max_hp > 1)
2542 {
2543 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2544 if (over_hp > 0)
2545 {
2546 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2547 op->last_heal = 0;
2548 }
2549 else
2550 {
2551 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2552 }
2553 }
2554 else
2555 {
2556 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2557 }
2494 } 2558 }
2495 }
2496 if(max_hp>1) {
2497 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2498 if (over_hp > 0) {
2499 op->stats.sp += over_hp
2500 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2501 op->last_heal=0;
2502 } else {
2503 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2504 }
2505 } else {
2506 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2507 }
2508 }
2509 2559
2510 /* Digestion */ 2560 /* Digestion */
2511 if(--op->last_eat<0) { 2561 if (--op->last_eat < 0)
2562 {
2512#ifdef COZY_SERVER 2563#ifdef COZY_SERVER
2513 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2564 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2514 int bonus=dg>0?dg:0, 2565 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2515 penalty=dg<0?-dg:0;
2516#else 2566#else
2517 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2567 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2518 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2519#endif 2568#endif
2520 2569
2521 if(op->contr->gen_hp > 0) 2570 if (op->contr->gen_hp > 0)
2522 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2571 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2523 else 2572 else
2524 op->last_eat=25*(1+bonus)/(penalty +1); 2573 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2574
2525 /* dms do not consume food */ 2575 /* dms do not consume food */
2526 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2576 if (!QUERY_FLAG (op, FLAG_WIZ))
2527 } 2577 op->stats.food--;
2528 } 2578 }
2529 2579
2530 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2580 if (op->stats.food < 0 && op->stats.hp >= 0)
2581 {
2531 object *tmp, *flesh=NULL; 2582 object *tmp, *flesh = 0;
2532 2583
2533 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2584 for (tmp = op->inv; tmp; tmp = tmp->below)
2585 {
2534 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2586 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2587 {
2535 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2588 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2589 {
2536 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2590 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2537 manual_apply(op,tmp,0); 2591 manual_apply (op, tmp, 0);
2538 if(op->stats.food>=0||op->stats.hp<0) 2592 if (op->stats.food >= 0 || op->stats.hp < 0)
2539 break; 2593 break;
2540 } 2594 }
2541 else if (tmp->type==FLESH) flesh=tmp; 2595 else if (tmp->type == FLESH)
2596 flesh = tmp;
2542 } /* End if paid for object */ 2597 } /* End if paid for object */
2543 } /* end of for loop */ 2598 } /* end of for loop */
2599
2544 /* If player is still starving, it means they don't have any food, so 2600 /* If player is still starving, it means they don't have any food, so
2545 * eat flesh instead. 2601 * eat flesh instead.
2546 */ 2602 */
2547 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2603 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2604 {
2548 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2605 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2549 manual_apply(op,flesh,0); 2606 manual_apply (op, flesh, 0);
2550 } 2607 }
2551 } /* end if player is starving */ 2608 }
2552 2609
2553 while(op->stats.food<0&&op->stats.hp>0) 2610 while (op->stats.food < 0 && op->stats.hp >= 0)
2554 op->stats.food++,op->stats.hp--; 2611 op->stats.food++, op->stats.hp--;
2555 2612
2556 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2613 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2557 kill_player(op); 2614 kill_player (op);
2615 }
2558} 2616}
2559
2560
2561 2617
2562/* If the player should die (lack of hp, food, etc), we call this. 2618/* If the player should die (lack of hp, food, etc), we call this.
2563 * op is the player in jeopardy. If the player can not be saved (not 2619 * op is the player in jeopardy. If the player can not be saved (not
2564 * permadeath, no lifesave), this will take care of removing the player 2620 * permadeath, no lifesave), this will take care of removing the player
2565 * file. 2621 * file.
2566 */ 2622 */
2623void
2567void kill_player(object *op) 2624kill_player (object *op)
2568{ 2625{
2569 char buf[MAX_BUF]; 2626 char buf[MAX_BUF];
2570 int x,y,i; 2627 int x, y;
2628
2629 //int i;
2571 mapstruct *map; /* this is for resurrection */ 2630 maptile *map; /* this is for resurrection */
2631
2572 int z; 2632 /* int z;
2573 int num_stats_lose; 2633 int num_stats_lose;
2574 int lost_a_stat; 2634 int lost_a_stat;
2575 int lose_this_stat; 2635 int lose_this_stat;
2576 int this_stat; 2636 int this_stat; */
2577 int will_kill_again; 2637 int will_kill_again;
2578 archetype *at; 2638 archetype *at;
2579 object *tmp; 2639 object *tmp;
2580 2640
2581 if(save_life(op)) 2641 if (save_life (op))
2582 return; 2642 return;
2583 2643
2584 2644
2585 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2645 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2586 * in cities ONLY!!! It is very important that this doesn't get abused. 2646 * in cities ONLY!!! It is very important that this doesn't get abused.
2587 * Look at op_on_battleground() for more info --AndreasV 2647 * Look at op_on_battleground() for more info --AndreasV
2588 */ 2648 */
2589 if (op_on_battleground(op, &x, &y)) { 2649 if (op_on_battleground (op, &x, &y))
2590 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2650 {
2591 "You have been defeated in combat!"); 2651 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2592 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2652 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2593 "Local medics have saved your life..."); 2653
2594
2595 /* restore player */ 2654 /* restore player */
2596 at = find_archetype("poisoning"); 2655 at = archetype::find ("poisoning");
2597 tmp=present_arch_in_ob(at,op); 2656 if (object *tmp = present_arch_in_ob (at, op))
2598 if (tmp) { 2657 {
2599 remove_ob(tmp); 2658 tmp->destroy ();
2600 free_object(tmp);
2601 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2659 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2660 }
2661
2662 at = archetype::find ("confusion");
2663 if (object *tmp = present_arch_in_ob (at, op))
2602 } 2664 {
2603 2665 tmp->destroy ();
2604 at = find_archetype("confusion");
2605 tmp=present_arch_in_ob(at,op);
2606 if (tmp) {
2607 remove_ob(tmp);
2608 free_object(tmp);
2609 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2666 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2610 } 2667 }
2611 2668
2612 cure_disease(op,0); /* remove any disease */ 2669 cure_disease (op, 0); /* remove any disease */
2613 op->stats.hp=op->stats.maxhp; 2670 op->stats.hp = op->stats.maxhp;
2614 if (op->stats.food<=0) op->stats.food=999; 2671 if (op->stats.food <= 0)
2615 2672 op->stats.food = 999;
2673
2616 /* create a bodypart-trophy to make the winner happy */ 2674 /* create a bodypart-trophy to make the winner happy */
2617 tmp=arch_to_object(find_archetype("finger")); 2675 if (object *tmp = arch_to_object (archetype::find ("finger")))
2618 if (tmp != NULL)
2619 { 2676 {
2620 sprintf(buf,"%s's finger", &op->name); 2677 sprintf (buf, "%s's finger", &op->name);
2621 tmp->name = buf; 2678 tmp->name = buf;
2622 sprintf(buf," This finger has been cut off %s\n" 2679 sprintf (buf, " This finger has been cut off %s\n"
2623 " the %s, when he was defeated at\n level %d by %s.\n", 2680 " the %s, when he was defeated at\n level %d by %s.\n",
2624 &op->name, op->contr->title, (int)(op->level), 2681 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2625 op->contr->killer);
2626 tmp->msg=buf; 2682 tmp->msg = buf;
2627 tmp->value=0, tmp->material=0, tmp->type=0; 2683 tmp->value = 0, tmp->type = 0;
2628 tmp->materialname = NULL; 2684 tmp->materialname = "organics";
2629 tmp->x = op->x, tmp->y = op->y; 2685 tmp->insert_at (op, tmp);
2630 insert_ob_in_map(tmp,op->map,op,0);
2631 }
2632 2686 }
2687
2633 /* teleport defeated player to new destination*/ 2688 /* teleport defeated player to new destination */
2634 transfer_ob(op, x, y, 0, NULL); 2689 transfer_ob (op, x, y, 0, NULL);
2635 op->contr->braced=0; 2690 op->contr->braced = 0;
2636 return; 2691 return;
2637 } 2692 }
2638 2693
2639 INVOKE_PLAYER (DEATH, op->contr); 2694 INVOKE_PLAYER (DEATH, op->contr);
2640 2695
2641 command_kill_pets (op, 0); 2696 command_kill_pets (op, 0);
2642 2697
2643 if(op->stats.food<0) { 2698 if (op->stats.food < 0)
2644 if (op->contr->explore) { 2699 {
2645 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2646 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2647 op->stats.food=999;
2648 return;
2649 }
2650 sprintf(buf,"%s starved to death.",&op->name); 2700 sprintf (buf, "%s starved to death.", &op->name);
2651 strcpy(op->contr->killer,"starvation"); 2701 strcpy (op->contr->killer, "starvation");
2652 } 2702 }
2653 else { 2703 else
2654 if (op->contr->explore) {
2655 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2656 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2657 op->stats.hp=op->stats.maxhp;
2658 return;
2659 }
2660 sprintf(buf,"%s died.", &op->name); 2704 sprintf (buf, "%s died.", &op->name);
2661 } 2705
2662 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2706 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2663 2707
2664 /* save the map location for corpse, gravestone*/ 2708 /* save the map location for corpse, gravestone */
2665 x=op->x;y=op->y;map=op->map; 2709 x = op->x;
2710 y = op->y;
2711 map = op->map;
2666 2712
2667
2668 if (settings.not_permadeth == TRUE) {
2669 /* NOT_PERMADEATH code. This basically brings the character back to 2713 /* NOT_PERMADEATH code. This basically brings the character back to
2670 * life if they are dead - it takes some exp and a random stat. 2714 * life if they are dead - it takes some exp and a random stat.
2671 * See the config.h file for a little more in depth detail about this. 2715 * See the config.h file for a little more in depth detail about this.
2672 */ 2716 */
2673 2717
2674 /* Basically two ways to go - remove a stat permanently, or just 2718 /* Basically two ways to go - remove a stat permanently, or just
2675 * make it depletion. This bunch of code deals with that aspect 2719 * make it depletion. This bunch of code deals with that aspect
2676 * of death. 2720 * of death.
2677 */ 2721 */
2678#ifndef COZY_SERVER 2722#ifndef COZY_SERVER
2679 if (settings.balanced_stat_loss) { 2723 if (settings.balanced_stat_loss)
2724 {
2680 /* If stat loss is permanent, lose one stat only. */ 2725 /* If stat loss is permanent, lose one stat only. */
2681 /* Lower level chars don't lose as many stats because they suffer 2726 /* Lower level chars don't lose as many stats because they suffer
2682 more if they do. */ 2727 more if they do. */
2683 /* Higher level characters can afford things such as potions of 2728 /* Higher level characters can afford things such as potions of
2684 restoration, or better, stat potions. So we slug them that 2729 restoration, or better, stat potions. So we slug them that
2685 little bit harder. */ 2730 little bit harder. */
2686 /* GD */ 2731 /* GD */
2687 if (settings.stat_loss_on_death) 2732 if (settings.stat_loss_on_death)
2688 num_stats_lose = 1;
2689 else
2690 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2691 } else {
2692 num_stats_lose = 1; 2733 num_stats_lose = 1;
2693 } 2734 else
2735 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2736 }
2737 else
2738 num_stats_lose = 1;
2739
2694 lost_a_stat = 0; 2740 lost_a_stat = 0;
2695 2741
2696 for (z=0; z<num_stats_lose; z++) { 2742 for (z = 0; z < num_stats_lose; z++)
2743 {
2697 i = RANDOM() % NUM_STATS; 2744 i = RANDOM () % NUM_STATS;
2698 2745
2699 if (settings.stat_loss_on_death) { 2746 if (settings.stat_loss_on_death)
2747 {
2700 /* Pick a random stat and take a point off it. Tell the player 2748 /* Pick a random stat and take a point off it. Tell the player
2701 * what he lost. 2749 * what he lost.
2702 */ 2750 */
2703 change_attr_value(&(op->stats), i,-1); 2751 change_attr_value (&(op->stats), i, -1);
2704 check_stat_bounds(&(op->stats)); 2752 check_stat_bounds (&(op->stats));
2705 change_attr_value(&(op->contr->orig_stats), i,-1); 2753 change_attr_value (&(op->contr->orig_stats), i, -1);
2706 check_stat_bounds(&(op->contr->orig_stats)); 2754 check_stat_bounds (&(op->contr->orig_stats));
2707 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2755 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2708 lost_a_stat = 1; 2756 lost_a_stat = 1;
2709 } else { 2757 }
2758 else
2759 {
2710 /* deplete a stat */ 2760 /* deplete a stat */
2711 archetype *deparch=find_archetype("depletion"); 2761 archetype *deparch = archetype::find ("depletion");
2712 object *dep; 2762 object *dep;
2763
2764 dep = present_arch_in_ob (deparch, op);
2765 if (!dep)
2713 2766 {
2714 dep = present_arch_in_ob(deparch,op);
2715 if(!dep) {
2716 dep = arch_to_object(deparch); 2767 dep = arch_to_object (deparch);
2717 insert_ob_in_ob(dep, op); 2768 insert_ob_in_ob (dep, op);
2718 } 2769 }
2719 lose_this_stat = 1; 2770 lose_this_stat = 1;
2720 if (settings.balanced_stat_loss) { 2771 if (settings.balanced_stat_loss)
2772 {
2721 /* GD */ 2773 /* GD */
2722 /* Get the stat that we're about to deplete. */ 2774 /* Get the stat that we're about to deplete. */
2723 this_stat = get_attr_value(&(dep->stats), i); 2775 this_stat = get_attr_value (&(dep->stats), i);
2724 if (this_stat < 0) { 2776 if (this_stat < 0)
2777 {
2725 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2778 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2726 int keep_chance = this_stat * this_stat; 2779 int keep_chance = this_stat * this_stat;
2780
2727 /* Yes, I am paranoid. Sue me. */ 2781 /* Yes, I am paranoid. Sue me. */
2728 if (keep_chance < 1) 2782 if (keep_chance < 1)
2729 keep_chance = 1; 2783 keep_chance = 1;
2730 2784
2731 /* There is a maximum depletion total per level. */ 2785 /* There is a maximum depletion total per level. */
2732 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2786 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2787 {
2733 lose_this_stat = 0; 2788 lose_this_stat = 0;
2734 /* Take loss chance vs keep chance to see if we 2789 /* Take loss chance vs keep chance to see if we
2735 retain the stat. */ 2790 retain the stat. */
2736 } else {
2737 if (random_roll(0, loss_chance + keep_chance-1,
2738 op, PREFER_LOW) < keep_chance)
2739 lose_this_stat = 0;
2740 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2741 this_stat, keep_chance, loss_chance,
2742 lose_this_stat?"LOSE":"KEEP"); */
2743 }
2744 } 2791 }
2745 } 2792 else
2746
2747 if (lose_this_stat) {
2748 this_stat = get_attr_value(&(dep->stats), i);
2749 /* We could try to do something clever like find another
2750 * stat to reduce if this fails. But chances are, if
2751 * stats have been depleted to -50, all are pretty low
2752 * and should be roughly the same, so it shouldn't make a
2753 * difference.
2754 */ 2793 {
2755 if (this_stat>=-50) { 2794 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2756 change_attr_value(&(dep->stats), i, -1);
2757 SET_FLAG(dep, FLAG_APPLIED);
2758 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2759 fix_player(op);
2760 lost_a_stat = 1; 2795 lose_this_stat = 0;
2796 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2797 this_stat, keep_chance, loss_chance,
2798 lose_this_stat?"LOSE":"KEEP"); */
2761 } 2799 }
2762 } 2800 }
2763 } 2801 }
2764 } 2802
2765 /* If no stat lost, tell the player. */
2766 if (!lost_a_stat) 2803 if (lose_this_stat)
2804 {
2805 this_stat = get_attr_value (&(dep->stats), i);
2806 /* We could try to do something clever like find another
2807 * stat to reduce if this fails. But chances are, if
2808 * stats have been depleted to -50, all are pretty low
2809 * and should be roughly the same, so it shouldn't make a
2810 * difference.
2811 */
2812 if (this_stat >= -50)
2767 { 2813 {
2768 /* determine_god() seems to not work sometimes... why is this? 2814 change_attr_value (&(dep->stats), i, -1);
2769 Should I be using something else? GD */ 2815 SET_FLAG (dep, FLAG_APPLIED);
2770 const char *god = determine_god(op);
2771 if (god && (strcmp(god, "none")))
2772 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2816 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2773 "moment you feel the holy presence of %s protecting" 2817 op->update_stats ();
2774 " you.", god); 2818 lost_a_stat = 1;
2775 else 2819 }
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2777 " feel a holy presence protecting you.");
2778 } 2820 }
2821 }
2822 }
2823 /* If no stat lost, tell the player. */
2824 if (!lost_a_stat)
2825 {
2826 /* determine_god() seems to not work sometimes... why is this?
2827 Should I be using something else? GD */
2828 const char *god = determine_god (op);
2829
2830 if (god && (strcmp (god, "none")))
2831 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2832 else
2833 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2834 }
2835#else
2836 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2779#endif 2837#endif
2780 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2781 " feel a holy presence protecting you from losing yourself completely.");
2782 2838
2783 /* Put a gravestone up where the character 'almost' died. List the 2839 /* Put a gravestone up where the character 'almost' died. List the
2784 * exp loss on the stone. 2840 * exp loss on the stone.
2785 */ 2841 */
2786 tmp=arch_to_object(find_archetype("gravestone")); 2842 tmp = arch_to_object (archetype::find ("gravestone"));
2787 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2843 sprintf (buf, "%s's gravestone", &op->name);
2844 tmp->name = buf;
2788 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2845 sprintf (buf, "%s's gravestones", &op->name);
2789 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2846 tmp->name_pl = buf;
2790 "who was killed\n" 2847 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2791 "by %s.\n",
2792 &op->name, op->contr->title,
2793 op->contr->killer);
2794 tmp->msg = buf; 2848 tmp->msg = buf;
2795 tmp->x=op->x,tmp->y=op->y; 2849 tmp->x = op->x, tmp->y = op->y;
2796 insert_ob_in_map (tmp, op->map, NULL,0); 2850 insert_ob_in_map (tmp, op->map, NULL, 0);
2797 2851
2798 /**************************************/ 2852 /**************************************/
2799 /* */ 2853 /* */
2800 /* Subtract the experience points, */ 2854 /* Subtract the experience points, */
2801 /* if we died cause of food, give us */ 2855 /* if we died cause of food, give us */
2802 /* food, and reset HP's... */ 2856 /* food, and reset HP's... */
2803 /* */ 2857 /* */
2804 /**************************************/ 2858 /**************************************/
2805 2859
2806 /* remove any poisoning and confusion the character may be suffering.*/ 2860 /* remove any poisoning and confusion the character may be suffering. */
2807 /* restore player */ 2861 /* restore player */
2808 at = find_archetype("poisoning"); 2862 at = archetype::find ("poisoning");
2809 tmp=present_arch_in_ob(at,op); 2863 tmp = present_arch_in_ob (at, op);
2810 if (tmp) { 2864
2811 remove_ob(tmp); 2865 if (tmp)
2812 free_object(tmp); 2866 {
2867 tmp->destroy ();
2813 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2868 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2814 } 2869 }
2815 2870
2816 at = find_archetype("confusion"); 2871 at = archetype::find ("confusion");
2817 tmp=present_arch_in_ob(at,op); 2872 tmp = present_arch_in_ob (at, op);
2818 if (tmp) { 2873 if (tmp)
2819 remove_ob(tmp); 2874 {
2820 free_object(tmp); 2875 tmp->destroy ();
2821 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2876 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2822 } 2877 }
2878
2823 cure_disease(op,0); /* remove any disease */ 2879 cure_disease (op, 0); /* remove any disease */
2824 2880
2825 /*add_exp(op, (op->stats.exp * -0.20)); */ 2881 /*add_exp(op, (op->stats.exp * -0.20)); */
2826 apply_death_exp_penalty(op); 2882 apply_death_exp_penalty (op);
2827 if(op->stats.food < 100) op->stats.food = 900; 2883 if (op->stats.food < 100)
2884 op->stats.food = 900;
2828 op->stats.hp = op->stats.maxhp; 2885 op->stats.hp = op->stats.maxhp;
2829 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2886 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2830 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2887 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2831 2888
2832 /* 2889 /*
2833 * Check to see if the player is in a shop. IF so, then check to see if 2890 * Check to see if the player has any unpaid items. If so, remove them
2834 * the player has any unpaid items. If so, remove them and put them back 2891 * and put them back in the map.
2835 * in the map. 2892 */
2836 */
2837
2838 if (is_in_shop (op))
2839 remove_unpaid_objects(op->inv, op); 2893 remove_unpaid_objects (op->inv, op);
2840 2894
2841 /****************************************/ 2895 /****************************************/
2842 /* */ 2896 /* */
2843 /* Move player to his current respawn- */ 2897 /* Move player to his current respawn- */
2844 /* position (usually last savebed) */ 2898 /* position (usually last savebed) */
2845 /* */ 2899 /* */
2846 /****************************************/ 2900 /****************************************/
2847 2901
2848 enter_player_savebed(op); 2902 enter_player_savebed (op);
2849 2903
2850 /* Save the player before inserting the force to reduce
2851 * chance of abuse.
2852 */
2853 op->contr->braced=0; 2904 op->contr->braced = 0;
2854 save_player(op,1);
2855 2905
2856 /* it is possible that the player has blown something up 2906 /* it is possible that the player has blown something up
2857 * at his savebed location, and that can have long lasting 2907 * at his savebed location, and that can have long lasting
2858 * spell effects. So first see if there is a spell effect 2908 * spell effects. So first see if there is a spell effect
2859 * on the space that might harm the player. 2909 * on the space that might harm the player.
2860 */ 2910 */
2861 will_kill_again=0; 2911 will_kill_again = 0;
2862 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2912 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2863 if (tmp->type ==SPELL_EFFECT) 2913 if (tmp->type == SPELL_EFFECT)
2864 will_kill_again|=tmp->attacktype; 2914 will_kill_again |= tmp->attacktype;
2865 } 2915
2866 if (will_kill_again) { 2916 if (will_kill_again)
2917 {
2867 object *force; 2918 object *force;
2868 int at; 2919 int at;
2869 2920
2870 force=get_archetype(FORCE_NAME); 2921 force = get_archetype (FORCE_NAME);
2871 /* 50 ticks should be enough time for the spell to abate */ 2922 /* 50 ticks should be enough time for the spell to abate */
2872 force->speed=0.1; 2923 force->speed = 0.1;
2873 force->speed_left=-5.0; 2924 force->speed_left = -5.0;
2874 SET_FLAG(force, FLAG_APPLIED); 2925 SET_FLAG (force, FLAG_APPLIED);
2875 for (at=0; at<NROFATTACKS; at++) { 2926 for (at = 0; at < NROFATTACKS; at++)
2876 if (will_kill_again & (1 << at)) 2927 if (will_kill_again & (1 << at))
2877 force->resist[at] = 100; 2928 force->resist[at] = 100;
2929
2930 insert_ob_in_ob (force, op);
2931 op->update_stats ();
2932
2933 }
2934
2935 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2936}
2937
2938void
2939loot_object (object *op)
2940{ /* Grab and destroy some treasure */
2941 object *tmp, *tmp2, *next;
2942
2943 op->close_container (); /* close open sack first */
2944
2945 for (tmp = op->inv; tmp; tmp = next)
2946 {
2947 next = tmp->below;
2948
2949 if (tmp->invisible)
2950 continue;
2951
2952 tmp->remove ();
2953 tmp->x = op->x, tmp->y = op->y;
2954
2955 if (tmp->type == CONTAINER)
2956 loot_object (tmp); /* empty container to ground */
2957
2958 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2959 {
2960 if (tmp->nrof > 1)
2961 {
2962 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2963 tmp2->destroy ();
2964 insert_ob_in_map (tmp, op->map, NULL, 0);
2878 } 2965 }
2879 insert_ob_in_ob(force, op);
2880 fix_player(op);
2881
2882 }
2883 /**************************************/
2884 /* */
2885 /* Repaint the characters inv, and */
2886 /* stats, and show a nasty message ;) */
2887 /* */
2888 /**************************************/
2889
2890 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2891 return;
2892 } /* NOT_PERMADETH */
2893 else {
2894 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2895 * should probably be embedded in an else statement.
2896 */
2897
2898 op->contr->party=NULL;
2899 if (settings.set_title == TRUE)
2900 op->contr->own_title[0]='\0';
2901 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2902 check_score(op);
2903 if(op->contr->ranges[range_golem]!=NULL) {
2904 remove_friendly_object(op->contr->ranges[range_golem]);
2905 remove_ob(op->contr->ranges[range_golem]);
2906 free_object(op->contr->ranges[range_golem]);
2907 op->contr->ranges[range_golem]=NULL;
2908 op->contr->golem_count=0;
2909 }
2910 loot_object(op); /* Remove some of the items for good */
2911 remove_ob(op);
2912 op->direction=0;
2913
2914 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2915 delete_character(op->name,0);
2916 if (settings.resurrection == TRUE) {
2917 /* save playerfile sans equipment when player dies
2918 ** then save it as player.pl.dead so that future resurrection
2919 ** type spells will work on them nicely
2920 */
2921 delete_character(op->name,0);
2922 op->stats.hp = op->stats.maxhp;
2923 op->stats.food = 999;
2924
2925 /* set the location of where the person will reappear when */
2926 /* maybe resurrection code should fix map also */
2927 strcpy(op->contr->maplevel, settings.emergency_mapname);
2928 if(op->map!=NULL)
2929 op->map = NULL;
2930 op->x = settings.emergency_x;
2931 op->y = settings.emergency_y;
2932 save_player(op,0);
2933 op->map = map;
2934 /* please see resurrection.c: peterm */
2935 dead_player(op);
2936 } else { 2966 else
2937 delete_character(op->name,1); 2967 tmp->destroy ();
2938 } 2968 }
2939 } 2969 else
2940 play_again(op);
2941
2942 /* peterm: added to create a corpse at deathsite. */
2943 tmp=arch_to_object(find_archetype("corpse_pl"));
2944 sprintf(buf,"%s", &op->name);
2945 tmp->name = tmp->name_pl = buf;
2946 tmp->level=op->level;
2947 tmp->x=x;tmp->y=y;
2948 tmp->msg = gravestone_text(op);
2949 SET_FLAG (tmp, FLAG_UNIQUE);
2950 insert_ob_in_map (tmp, map, NULL,0);
2951 }
2952}
2953
2954
2955void loot_object(object *op) { /* Grab and destroy some treasure */
2956 object *tmp,*tmp2,*next;
2957
2958 if (op->container) { /* close open sack first */
2959 esrv_apply_container (op, op->container);
2960 }
2961
2962 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2963 next=tmp->below;
2964 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2965 remove_ob(tmp);
2966 tmp->x=op->x,tmp->y=op->y;
2967 if (tmp->type == CONTAINER) { /* empty container to ground */
2968 loot_object(tmp);
2969 }
2970 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2971 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2972 if(tmp->nrof>1) {
2973 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2974 free_object(tmp2);
2975 insert_ob_in_map(tmp,op->map,NULL,0); 2970 insert_ob_in_map (tmp, op->map, NULL, 0);
2976 } else
2977 free_object(tmp);
2978 } else
2979 insert_ob_in_map(tmp,op->map,NULL,0);
2980 } 2971 }
2981} 2972}
2982 2973
2983/* 2974/*
2984 * fix_weight(): Check recursively the weight of all players, and fix 2975 * fix_weight(): Check recursively the weight of all players, and fix
2985 * what needs to be fixed. Refresh windows and fix speed if anything 2976 * what needs to be fixed. Refresh windows and fix speed if anything
2986 * was changed. 2977 * was changed.
2987 */ 2978 */
2988 2979void
2989void fix_weight(void) { 2980fix_weight (void)
2990 player *pl; 2981{
2991 for (pl = first_player; pl != NULL; pl = pl->next) { 2982 for_all_players (pl)
2983 {
2992 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2984 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2985
2993 if(old == sum) 2986 if (old == sum)
2994 continue; 2987 continue;
2995 fix_player(pl->ob); 2988 pl->ob->update_stats ();
2996 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2989 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2997 &pl->ob->name, old, sum);
2998 } 2990 }
2999} 2991}
3000 2992
2993void
3001void fix_luck(void) { 2994fix_luck (void)
3002 player *pl; 2995{
3003 for (pl = first_player; pl != NULL; pl = pl->next) 2996 for_all_players (pl)
3004 if (!pl->ob->contr->state) 2997 if (!pl->ob->contr->ns->state)
3005 change_luck(pl->ob, 0); 2998 pl->ob->change_luck (0);
3006} 2999}
3007
3008 3000
3009/* cast_dust() - handles op throwing objects of type 'DUST'. 3001/* cast_dust() - handles op throwing objects of type 'DUST'.
3010 * This is much simpler in the new spell code - we basically 3002 * This is much simpler in the new spell code - we basically
3011 * just treat this as any other spell casting object. 3003 * just treat this as any other spell casting object.
3012 */ 3004 */
3013
3014void 3005void
3015cast_dust (object * op, object * throw_ob, int dir) 3006cast_dust (object *op, object *throw_ob, int dir)
3016{ 3007{
3017 object *skop, *spob; 3008 object *skop, *spob;
3018 3009
3019 skop = find_skill_by_name (op, throw_ob->skill); 3010 skop = find_skill_by_name (op, throw_ob->skill);
3020 3011
3021 /* casting POTION 'dusts' is really a use_magic_item skill */ 3012 /* casting POTION 'dusts' is really a use_magic_item skill */
3022 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3013 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3023 { 3014 {
3024 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3015 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3025 &op->name);
3026 return; 3016 return;
3027 } 3017 }
3028 3018
3029 spob = throw_ob->inv; 3019 spob = throw_ob->inv;
3030 3020
3031 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3021 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3032 // not pass NULL to cast_spell (which did indeed check itself, but 3022 // not pass NULL to cast_spell (which did indeed check itself, but
3033 // errors should be reported as early as possible IMHO) 3023 // errors should be reported as early as possible IMHO)
3034 if (!spob) 3024 if (!spob)
3035 { 3025 {
3036 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3026 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3037 &throw_ob->name, &op->name);
3038 return; 3027 return;
3039 } 3028 }
3040 3029
3041 if (op->type == PLAYER) 3030 if (op->type == PLAYER)
3042 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3031 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3043 3032
3044 cast_spell (op, throw_ob, dir, spob, NULL); 3033 cast_spell (op, throw_ob, dir, spob, NULL);
3045 3034
3046 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3035 throw_ob->destroy ();
3047 remove_ob (throw_ob);
3048 free_object (throw_ob);
3049} 3036}
3050 3037
3038void
3051void make_visible (object *op) { 3039make_visible (object *op)
3040{
3052 op->hide = 0; 3041 op->hide = 0;
3053 op->invisible = 0; 3042 op->invisible = 0;
3054 if(op->type==PLAYER) { 3043 if (op->type == PLAYER)
3044 {
3055 op->contr->tmp_invis = 0; 3045 op->contr->tmp_invis = 0;
3056 op->contr->invis_race = 0; 3046 op->contr->invis_race = 0;
3057 } 3047 }
3048
3058 update_object(op,UP_OBJ_FACE); 3049 update_object (op, UP_OBJ_CHANGE);
3059} 3050}
3060 3051
3052int
3061int is_true_undead(object *op) { 3053is_true_undead (object *op)
3062 object *tmp=NULL; 3054{
3063
3064 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3056 return 1;
3065 3057
3066 if(op->type==PLAYER)
3067 for(tmp=op->inv;tmp;tmp=tmp->below)
3068 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3069 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3070 return 0; 3058 return 0;
3071} 3059}
3072 3060
3073/* look at the surrounding terrain to determine 3061/* look at the surrounding terrain to determine
3074 * the hideability of this object. Positive levels 3062 * the hideability of this object. Positive levels
3075 * indicate greater hideability. 3063 * indicate greater hideability.
3076 */ 3064 */
3077 3065
3066int
3078int hideability(object *ob) { 3067hideability (object *ob)
3068{
3079 int i,level=0, mflag; 3069 int i, level = 0, mflag;
3080 sint16 x,y; 3070 sint16 x, y;
3081 3071
3082 if(!ob||!ob->map) return 0; 3072 if (!ob || !ob->map)
3073 return 0;
3083 3074
3084 /* so, on normal lighted maps, its hard to hide */ 3075 /* so, on normal lighted maps, its hard to hide */
3085 level=ob->map->darkness - 2; 3076 level = ob->map->darkness - 2;
3086 3077
3087 /* this also picks up whether the object is glowing. 3078 /* this also picks up whether the object is glowing.
3088 * If you carry a light on a non-dark map, its not 3079 * If you carry a light on a non-dark map, its not
3089 * as bad as carrying a light on a pitch dark map */ 3080 * as bad as carrying a light on a pitch dark map */
3090 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3081 if (has_carried_lights (ob))
3082 level = -(10 + (2 * ob->map->darkness));
3091 3083
3092 /* scan through all nearby squares for terrain to hide in */ 3084 /* scan through all nearby squares for terrain to hide in */
3093 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3085 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3086 {
3094 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3087 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3095 if (mflag & P_OUT_OF_MAP) { continue; } 3088 if (mflag & P_OUT_OF_MAP)
3089 {
3090 continue;
3091 }
3096 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3092 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3097 level += 2; 3093 level += 2;
3098 else /* open terrain! */ 3094 else /* open terrain! */
3099 level -= 1; 3095 level -= 1;
3100 } 3096 }
3101 3097
3102#if 0 3098#if 0
3103 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3099 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3104#endif 3100#endif
3105 return level; 3101 return level;
3106} 3102}
3107 3103
3108/* For Hidden creatures - a chance of becoming 'unhidden' 3104/* For Hidden creatures - a chance of becoming 'unhidden'
3109 * every time they move - as we subtract off 'invisibility' 3105 * every time they move - as we subtract off 'invisibility'
3110 * AND, for players, if they move into a ridiculously unhideable 3106 * AND, for players, if they move into a ridiculously unhideable
3111 * spot (surrounded by clear terrain in broad daylight). -b.t. 3107 * spot (surrounded by clear terrain in broad daylight). -b.t.
3112 */ 3108 */
3113 3109
3110void
3114void do_hidden_move (object *op) { 3111do_hidden_move (object *op)
3112{
3115 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3113 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3116 object *skop; 3114 object *skop;
3117 3115
3118 if(!op || !op->map) return; 3116 if (!op || !op->map)
3117 return;
3119 3118
3120 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3119 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3121 3120
3122 /* its *extremely* hard to run and sneak/hide at the same time! */ 3121 /* its *extremely* hard to run and sneak/hide at the same time! */
3123 if(op->type==PLAYER && op->contr->run_on) { 3122 if (op->type == PLAYER && op->contr->run_on)
3124 if(!skop || num >= skop->level) { 3123 if (!skop || num >= skop->level)
3124 {
3125 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3125 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3126 make_visible(op);
3127 return;
3128 } else num += 20;
3129 }
3130 num += op->map->difficulty;
3131 hide = hideability(op); /* modify by terrain hidden level */
3132 num -= hide;
3133 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3134 make_visible(op); 3126 make_visible (op);
3135 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3127 return;
3136 "You moved out of hiding! You are visible!");
3137 } 3128 }
3129 else
3130 num += 20;
3131
3132 num += op->map->difficulty;
3133 hide = hideability (op); /* modify by terrain hidden level */
3134 num -= hide;
3135
3136 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3137 {
3138 make_visible (op);
3139 if (op->type == PLAYER)
3140 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3141 }
3138 else if (op->type == PLAYER && skop) { 3142 else if (op->type == PLAYER && skop)
3139 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3143 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3140 }
3141} 3144}
3142 3145
3143/* determine if who is standing near a hostile creature. */ 3146/* determine if who is standing near a hostile creature. */
3144 3147
3148int
3145int stand_near_hostile( object *who ) { 3149stand_near_hostile (object *who)
3150{
3146 object *tmp=NULL; 3151 object *tmp = NULL;
3147 int i,friendly=0,player=0, mflags; 3152 int i, friendly = 0, player = 0, mflags;
3148 mapstruct *m; 3153 maptile *m;
3149 sint16 x,y; 3154 sint16 x, y;
3150 3155
3151 if(!who) return 0; 3156 if (!who)
3157 return 0;
3152 3158
3153 if(who->type==PLAYER) player=1; 3159 if (who->type == PLAYER)
3160 player = 1;
3161
3162 else
3154 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3163 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3155 3164
3156 /* search adjacent squares */ 3165 /* search adjacent squares */
3157 for(i=1;i<9;i++) { 3166 for (i = 1; i < 9; i++)
3167 {
3158 x = who->x+freearr_x[i]; 3168 x = who->x + freearr_x[i];
3159 y = who->y+freearr_y[i]; 3169 y = who->y + freearr_y[i];
3160 m = who->map; 3170 m = who->map;
3161 mflags = get_map_flags(m, &m, x, y, &x, &y); 3171 mflags = get_map_flags (m, &m, x, y, &x, &y);
3162 /* space must be blocked if there is a monster. If not 3172 /* space must be blocked if there is a monster. If not
3163 * blocked, don't need to check this space. 3173 * blocked, don't need to check this space.
3164 */ 3174 */
3165 if (mflags & P_OUT_OF_MAP) continue; 3175 if (mflags & P_OUT_OF_MAP)
3176 continue;
3166 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3177 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3167 3178 continue;
3168 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3179
3169 if((player||friendly) 3180 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3181 {
3170 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3182 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3183 return 1;
3184 else if (tmp->type == PLAYER)
3185 {
3186 /*don't let a hidden DM prevent you from hiding */
3187 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3171 return 1; 3188 return 1;
3172 else if(tmp->type==PLAYER)
3173 {
3174 /*don't let a hidden DM prevent you from hiding*/
3175 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3176 return 1;
3177 } 3189 }
3178 } 3190 }
3179 } 3191 }
3180 return 0; 3192 return 0;
3181} 3193}
3182 3194
3183/* check the player los field for viewability of the 3195/* check the player los field for viewability of the
3184 * object op. This function works fine for monsters, 3196 * object op. This function works fine for monsters,
3185 * but we dont worry if the object isnt the top one in 3197 * but we dont worry if the object isnt the top one in
3192 * for them to differ. Sigh, this fctn could get a bit more complex. 3204 * for them to differ. Sigh, this fctn could get a bit more complex.
3193 * -b.t. 3205 * -b.t.
3194 * This function is now map tiling safe. 3206 * This function is now map tiling safe.
3195 */ 3207 */
3196 3208
3209int
3197int player_can_view (object *pl,object *op) { 3210player_can_view (object *pl, object *op)
3211{
3198 rv_vector rv; 3212 rv_vector rv;
3199 int dx,dy; 3213 int dx, dy;
3200 3214
3201 if(pl->type!=PLAYER) { 3215 if (pl->type != PLAYER)
3216 {
3202 LOG(llevError,"player_can_view() called for non-player object\n"); 3217 LOG (llevError, "player_can_view() called for non-player object\n");
3203 return -1; 3218 return -1;
3204 } 3219 }
3205 if (!pl || !op) return 0;
3206 3220
3207 if(op->head) { op = op->head; } 3221 if (!pl || !op)
3208 get_rangevector(pl, op, &rv, 0x1);
3209
3210 /* starting with the 'head' part, lets loop
3211 * through the object and find if it has any
3212 * part that is in the los array but isnt on
3213 * a blocked los square.
3214 * we use the archetype to figure out offsets.
3215 */
3216 while(op) {
3217 dx = rv.distance_x + op->arch->clone.x;
3218 dy = rv.distance_y + op->arch->clone.y;
3219
3220 /* only the viewable area the player sees is updated by LOS
3221 * code, so we need to restrict ourselves to that range of values
3222 * for any meaningful values.
3223 */
3224 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3225 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3226 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3227 return 1;
3228 op = op->more;
3229 }
3230 return 0; 3222 return 0;
3223
3224 op = op->head_ ();
3225
3226 get_rangevector (pl, op, &rv, 0x1);
3227
3228 /* starting with the 'head' part, lets loop
3229 * through the object and find if it has any
3230 * part that is in the los array but isnt on
3231 * a blocked los square.
3232 * we use the archetype to figure out offsets.
3233 */
3234 while (op)
3235 {
3236 dx = rv.distance_x + op->arch->clone.x;
3237 dy = rv.distance_y + op->arch->clone.y;
3238
3239 /* only the viewable area the player sees is updated by LOS
3240 * code, so we need to restrict ourselves to that range of values
3241 * for any meaningful values.
3242 */
3243 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3244 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3245 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3246 return 1;
3247 op = op->more;
3248 }
3249 return 0;
3231} 3250}
3232 3251
3233/* routine for both players and monsters. We call this when 3252/* routine for both players and monsters. We call this when
3234 * there is a possibility for our action distrubing our hiding 3253 * there is a possibility for our action distrubing our hiding
3235 * place or invisiblity spell. Artefact invisiblity is not 3254 * place or invisiblity spell. Artefact invisiblity is not
3236 * effected by this. If we arent invisible to begin with, we 3255 * effected by this. If we arent invisible to begin with, we
3237 * return 0. 3256 * return 0.
3238 */ 3257 */
3258int
3239int action_makes_visible (object *op) { 3259action_makes_visible (object *op)
3260{
3240 3261
3241 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3262 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3263 {
3242 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3264 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3243 return 0; 3265 return 0;
3244 3266
3245 if (op->contr && op->contr->tmp_invis == 0) return 0; 3267 if (op->contr && op->contr->tmp_invis == 0)
3268 return 0;
3246 3269
3247 /* If monsters, they should become visible */ 3270 /* If monsters, they should become visible */
3248 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3271 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3272 {
3249 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3273 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3250 return 1; 3274 return 1;
3251 } 3275 }
3252 } 3276 }
3253 return 0; 3277 return 0;
3254} 3278}
3255 3279
3256/* op_on_battleground - checks if the given object op (usually 3280/* op_on_battleground - checks if the given object op (usually
3257 * a player) is standing on a valid battleground-tile, 3281 * a player) is standing on a valid battleground-tile,
3258 * function returns TRUE/FALSE. If true x, y returns the battleground 3282 * function returns TRUE/FALSE. If true x, y returns the battleground
3259 * -exit-coord. (and if x, y not NULL) 3283 * -exit-coord. (and if x, y not NULL)
3260 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3284 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3261 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3285 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3262 * Default is to do the same as before, so only people wanting to have different points need worry about this 3286 * Default is to do the same as before, so only people wanting to have different points need worry about this
3263 */ 3287 */
3288int
3264int op_on_battleground (object *op, int *x, int *y) { 3289op_on_battleground (object *op, int *x, int *y)
3290{
3265 object *tmp; 3291 object *tmp;
3266 3292
3267 /* A battleground-tile needs the following attributes to be valid: 3293 /* A battleground-tile needs the following attributes to be valid:
3268 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3294 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3269 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3295 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3270 * and the exit-coordinates sp/hp must both be > 0. 3296 * and the exit-coordinates sp/hp must both be > 0.
3271 * => The intention here is to prevent abuse of the battleground- 3297 * => The intention here is to prevent abuse of the battleground-
3272 * feature (like pickable or hidden battleground tiles). */ 3298 * feature (like pickable or hidden battleground tiles). */
3273 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3299 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3300 {
3274 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3301 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3302 {
3275 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3303 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3276 strcmp(tmp->name, "battleground")==0 && 3304 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3277 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3305 {
3278 /*before we assign the exit, check if this is a teambattle*/ 3306 /*before we assign the exit, check if this is a teambattle */
3279 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3307 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3308 {
3280 object *invtmp; 3309 object *invtmp;
3310
3281 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3311 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3282 if(invtmp->type==FORCE && invtmp->slaying && 3312 {
3283 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3313 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3314 {
3284 if (x != NULL && y != NULL) 3315 if (x != NULL && y != NULL)
3285 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3316 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3286 return 1; 3317 return 1;
3318 }
3287 } 3319 }
3288 } 3320 }
3289 }
3290 if (x != NULL && y != NULL) 3321 if (x != NULL && y != NULL)
3291 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3322 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3292 return 1; 3323 return 1;
3324 }
3293 } 3325 }
3294 }
3295 } 3326 }
3296 /* If we got here, did not find a battleground */ 3327 /* If we got here, did not find a battleground */
3297 return 0; 3328 return 0;
3298} 3329}
3299 3330
3300/* 3331/*
3304 * attributes: 3335 * attributes:
3305 * object *who the dragon player 3336 * object *who the dragon player
3306 * int atnr the attack-number of the ability focus 3337 * int atnr the attack-number of the ability focus
3307 * int level ability level 3338 * int level ability level
3308 */ 3339 */
3340void
3309void dragon_ability_gain(object *who, int atnr, int level) { 3341dragon_ability_gain (object *who, int atnr, int level)
3342{
3310 treasurelist *trlist = NULL; /* treasurelist */ 3343 treasurelist *trlist = NULL; /* treasurelist */
3311 treasure *tr; /* treasure */ 3344 treasure *tr; /* treasure */
3312 object *tmp,*skop; /* tmp. object */ 3345 object *tmp, *skop; /* tmp. object */
3313 object *item; /* treasure object */ 3346 object *item; /* treasure object */
3314 char buf[MAX_BUF]; /* tmp. string buffer */ 3347 char buf[MAX_BUF]; /* tmp. string buffer */
3315 int i=0, j=0; 3348 int i = 0, j = 0;
3316 3349
3317 /* get the appropriate treasurelist */ 3350 /* get the appropriate treasurelist */
3318 if (atnr == ATNR_FIRE) 3351 if (atnr == ATNR_FIRE)
3319 trlist = find_treasurelist("dragon_ability_fire"); 3352 trlist = treasurelist::find ("dragon_ability_fire");
3320 else if (atnr == ATNR_COLD) 3353 else if (atnr == ATNR_COLD)
3321 trlist = find_treasurelist("dragon_ability_cold"); 3354 trlist = treasurelist::find ("dragon_ability_cold");
3322 else if (atnr == ATNR_ELECTRICITY) 3355 else if (atnr == ATNR_ELECTRICITY)
3323 trlist = find_treasurelist("dragon_ability_elec"); 3356 trlist = treasurelist::find ("dragon_ability_elec");
3324 else if (atnr == ATNR_POISON) 3357 else if (atnr == ATNR_POISON)
3325 trlist = find_treasurelist("dragon_ability_poison"); 3358 trlist = treasurelist::find ("dragon_ability_poison");
3326 3359
3327 if (trlist == NULL || who->type != PLAYER) 3360 if (trlist == NULL || who->type != PLAYER)
3361 return;
3362
3363 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3364
3365 if (!tr || !tr->item)
3366 {
3367 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3368 return;
3369 }
3370
3371 /* everything seems okay - now bring on the gift: */
3372 item = &(tr->item->clone);
3373
3374 if (item->type == SPELL)
3375 {
3376 if (check_spell_known (who, item->name))
3328 return; 3377 return;
3329 3378
3330 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3379 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3331 tr = tr->next, i++); 3380 do_learn_spell (who, item, 0);
3332 3381 return;
3333 if (tr == NULL || tr->item == NULL) { 3382 }
3334 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3383
3384 /* grant direct spell */
3385 if (item->type == SPELLBOOK)
3386 {
3387 if (!item->inv)
3388 {
3389 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3390 return;
3391 }
3392 if (check_spell_known (who, item->inv->name))
3335 return; 3393 return;
3336 }
3337
3338 /* everything seems okay - now bring on the gift: */
3339 item = &(tr->item->clone);
3340
3341 if (item->type == SPELL) {
3342 if (check_spell_known (who, item->name))
3343 return;
3344
3345 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3346 do_learn_spell (who, item, 0);
3347 return;
3348 }
3349
3350 /* grant direct spell */
3351 if (item->type == SPELLBOOK) {
3352 if (!item->inv) {
3353 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3354 return;
3355 }
3356 if (check_spell_known (who, item->inv->name))
3357 return;
3358 if (item->invisible) { 3394 if (item->invisible)
3395 {
3359 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); 3396 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3360 do_learn_spell (who, item->inv, 0); 3397 do_learn_spell (who, item->inv, 0);
3361 return; 3398 return;
3362 } 3399 }
3363 } 3400 }
3364 else if (item->type == SKILL_TOOL && item->invisible) { 3401 else if (item->type == SKILL_TOOL && item->invisible)
3402 {
3365 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3403 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3404 {
3366 3405
3367 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3406 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3368 * in this way, if the player is missing any of the attacktypes, he gets 3407 * in this way, if the player is missing any of the attacktypes, he gets
3369 * them. As it is now, if the player has any that match the granted skill, 3408 * them. As it is now, if the player has any that match the granted skill,
3370 * but not all of them, he gets nothing. 3409 * but not all of them, he gets nothing.
3371 */ 3410 */
3372 if (!(skop->attacktype & item->attacktype)) { 3411 if (!(skop->attacktype & item->attacktype))
3412 {
3373 /* Give new attacktype */ 3413 /* Give new attacktype */
3374 skop->attacktype |= item->attacktype; 3414 skop->attacktype |= item->attacktype;
3375 3415
3376 /* always add physical if there's none */ 3416 /* always add physical if there's none */
3377 skop->attacktype |= AT_PHYSICAL; 3417 skop->attacktype |= AT_PHYSICAL;
3378 3418
3379 if (item->msg != NULL) 3419 if (item->msg != NULL)
3380 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3420 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3381 3421
3382 /* Give player new face */ 3422 /* Give player new face */
3383 if (item->animation_id) { 3423 if (item->animation_id)
3424 {
3384 who->face = skop->face; 3425 who->face = skop->face;
3385 who->animation_id = item->animation_id; 3426 who->animation_id = item->animation_id;
3386 who->anim_speed = item->anim_speed; 3427 who->anim_speed = item->anim_speed;
3387 who->last_anim = 0; 3428 who->last_anim = 0;
3388 who->state = 0; 3429 who->state = 0;
3389 animate_object(who, who->direction); 3430 animate_object (who, who->direction);
3390 } 3431 }
3391 } 3432 }
3392 } 3433 }
3393 } 3434 }
3394 else if (item->type == FORCE) { 3435 else if (item->type == FORCE)
3436 {
3395 /* forces in the treasurelist can alter the player's stats */ 3437 /* forces in the treasurelist can alter the player's stats */
3396 object *skin; 3438 object *skin;
3439
3397 /* first get the dragon skin force */ 3440 /* first get the dragon skin force */
3398 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3441 shstr_cmp dragon_skin_force ("dragon_skin_force");
3399 skin=skin->below); 3442 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3400 if (skin == NULL) return; 3443 ;
3401 3444
3445 if (!skin)
3446 return;
3447
3402 /* adding new spellpath attunements */ 3448 /* adding new spellpath attunements */
3403 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3449 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3450 {
3404 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3405 3452
3406 /* print message */ 3453 /* print message */
3407 sprintf(buf, "You feel attuned to "); 3454 sprintf (buf, "You feel attuned to ");
3408 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3455 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456 {
3409 if(item->path_attuned & (1<<i)) { 3457 if (item->path_attuned & (1 << i))
3458 {
3410 if (j) 3459 if (j)
3411 strcat(buf," and "); 3460 strcat (buf, " and ");
3412 else 3461 else
3413 j = 1; 3462 j = 1;
3414 strcat(buf, spellpathnames[i]); 3463 strcat (buf, spellpathnames[i]);
3415 } 3464 }
3416 } 3465 }
3417 strcat(buf,"."); 3466 strcat (buf, ".");
3418 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3467 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3419 } 3468 }
3420 3469
3421 /* evtl. adding flags: */ 3470 /* evtl. adding flags: */
3422 if(QUERY_FLAG(item, FLAG_XRAYS)) 3471 if (QUERY_FLAG (item, FLAG_XRAYS))
3423 SET_FLAG(skin, FLAG_XRAYS); 3472 SET_FLAG (skin, FLAG_XRAYS);
3424 if(QUERY_FLAG(item, FLAG_STEALTH)) 3473 if (QUERY_FLAG (item, FLAG_STEALTH))
3425 SET_FLAG(skin, FLAG_STEALTH); 3474 SET_FLAG (skin, FLAG_STEALTH);
3426 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3475 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3427 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3476 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3428 3477
3429 /* print message if there is one */ 3478 /* print message if there is one */
3430 if (item->msg != NULL) 3479 if (item->msg != NULL)
3431 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3480 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3481 }
3482 else
3432 } 3483 {
3433 else {
3434 /* generate misc. treasure */ 3484 /* generate misc. treasure */
3435 tmp = arch_to_object (tr->item); 3485 tmp = arch_to_object (tr->item);
3436 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3486 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3437 tmp = insert_ob_in_ob (tmp, who); 3487 tmp = insert_ob_in_ob (tmp, who);
3438 if (who->type == PLAYER) 3488 if (who->type == PLAYER)
3439 esrv_send_item(who, tmp); 3489 esrv_send_item (who, tmp);
3440 } 3490 }
3441} 3491}
3442 3492
3443/** 3493/**
3444 * Unready an object for a player. This function does nothing if the object was 3494 * Unready an object for a player. This function does nothing if the object was
3445 * not readied. 3495 * not readied.
3446 */ 3496 */
3497void
3447void player_unready_range_ob(player *pl, object *ob) { 3498player_unready_range_ob (player *pl, object *ob)
3448 rangetype i; 3499{
3449
3450 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3500 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3451 if (pl->ranges[i] == ob) { 3501 if (pl->ranges[i] == ob)
3502 {
3452 pl->ranges[i] = NULL; 3503 pl->ranges[i] = 0;
3453 if (pl->shoottype == i) { 3504 if (pl->shoottype == i)
3454 pl->shoottype = range_none; 3505 pl->shoottype = range_none;
3455 }
3456 } 3506 }
3457 }
3458} 3507}
3508
3509sint8
3510player::visibility_at (maptile *map, int x, int y) const
3511{
3512 if (!ns)
3513 return 0;
3514
3515 int dx, dy;
3516 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3517 return 0;
3518
3519 x += dx - ns->current_x + ns->mapx / 2;
3520 y += dy - ns->current_y + ns->mapy / 2;
3521
3522 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3523 return 0;
3524
3525 return 100 - blocked_los [x][y];
3526}

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