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Comparing deliantra/server/server/player.C (file contents):
Revision 1.17 by pippijn, Thu Sep 7 10:01:58 2006 UTC vs.
Revision 1.116 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 1.17 2006/09/07 10:01:58 pippijn 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 ( (size_t) 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 p->clear ();
233 253
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{
234 /* There are some elements we want initialized to non zero value - 320 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 321 * we deal with that below this point.
236 */ 322 */
237 p->party = NULL; 323 outputs_sync = 4;
238 p->outputs_sync = 16; /* Every 2 seconds */ 324 outputs_count = 4;
239 p->outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 325 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 326
243#ifdef AUTOSAVE
244 p->last_save_tick = 9999999;
245#endif
246
247 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 327 savebed_map = first_map_path; /* Init. respawn position */
248 328
249 op->contr = p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left = 0.5;
252 op->speed = 1.0;
253 op->direction = 5; /* So player faces south */
254 op->stats.wc = 2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257
258 roll_stats (op);
259 p->state = ST_ROLL_STAT;
260 clear_los (op);
261
262 p->gen_sp_armour = 10; 329 gen_sp_armour = 10;
263 p->last_speed = -1;
264 p->shoottype = range_none; 330 shoottype = range_none;
265 p->bowtype = bow_normal; 331 bowtype = bow_normal;
266 p->petmode = pet_normal; 332 petmode = pet_normal;
267 p->listening = 10; 333 listening = 10;
268 p->usekeys = containers; 334 usekeys = containers;
269 p->last_weapon_sp = -1;
270 p->peaceful = 1; /* default peaceful */ 335 peaceful = 1; /* default peaceful */
271 p->do_los = 1; 336 do_los = 1;
272 p->explore = 0; 337}
273 p->no_shout = 0; /* default can shout */
274 338
275 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 339void
276 p->title[sizeof (p->title) - 1] = '\0'; 340player::do_destroy ()
277 op->race = op->arch->clone.race; 341{
342 disconnect ();
278 343
279 CLEAR_FLAG (op, FLAG_READY_SKILL); 344 attachable::do_destroy ();
280 345
281 /* we need to clear these to -1 and not zero - otherwise, 346 if (ob)
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i = 0; i < NUM_SKILLS; i++)
287 {
288 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL;
290 } 347 {
291 for (i = 0; i < NROFATTACKS; i++) 348 ob->destroy_inv (false);
349 ob->destroy ();
292 { 350 }
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32) - 1;
297
298 p->socket.update_look = 0;
299 p->socket.look_position = 0;
300 return p;
301} 351}
302 352
303/* This loads the first map an puts the player on it. */ 353player::~player ()
304static void set_first_map(object *op)
305{ 354{
306 strcpy(op->contr->maplevel, first_map_path); 355 /* Clear item stack */
307 op->x = -1; 356 free (stack_items);
308 op->y = -1;
309 enter_exit(op, NULL);
310} 357}
311 358
312/* Tries to add player on the connection passwd in ns. 359/* Tries to add player on the connection passed in ns.
313 * All we can really get in this is some settings like host and display 360 * All we can really get in this is some settings like host and display
314 * mode. 361 * mode.
315 */ 362 */
363player *
364player::create ()
365{
366 player *pl = new player;
316 367
317int add_player(NewSocket *ns) { 368 pl->set_object (arch_to_object (get_player_archetype (0)));
318 player *p;
319 369
320 p=get_player(NULL); 370 pl->ob->roll_stats ();
321 p->socket = *ns; 371 pl->ob->stats.wc = 2;
322 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... */
323 if(p->socket.faces_sent == NULL) 373
324 fatal(OUT_OF_MEMORY);
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
326 /* Needed because the socket we just copied over needs to be cleared.
327 * Note that this can result in a client reset if there is partial data
328 * on the uncoming socket.
329 */
330 p->socket.inbuf.len = 0;
331 set_first_map(p->ob); 374 set_first_map (pl->ob);
332 375
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
334 add_friendly_object(p->ob);
335 send_rules(p->ob);
336 send_news(p->ob);
337 display_motd(p->ob);
338 get_name(p->ob);
339 return 0; 376 return pl;
340} 377}
341 378
342/* 379/*
343 * get_player_archetype() return next player archetype from archetype 380 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 381 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 382 * Note: there MUST be at least one player archetype!
346 */ 383 */
384archetype *
347archetype *get_player_archetype(archetype* at) 385get_player_archetype (archetype *at)
348{ 386{
349 archetype *start = at; 387 archetype *start = at;
388
350 for (;;) { 389 for (;;)
390 {
351 if (at==NULL || at->next==NULL) 391 if (at == NULL || at->next == NULL)
352 at=first_archetype; 392 at = first_archetype;
353 else 393 else
354 at=at->next; 394 at = at->next;
395
355 if(at->clone.type==PLAYER) 396 if (at->clone.type == PLAYER)
356 return at; 397 return at;
398
357 if (at == start) { 399 if (at == start)
400 {
358 LOG (llevError, "No Player archetypes\n"); 401 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 402 exit (-1);
360 } 403 }
361 } 404 }
362} 405}
363 406
364 407object *
365object *get_nearest_player(object *mon) { 408get_nearest_player (object *mon)
409{
366 object *op = NULL; 410 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 411 objectlink *ol;
369 unsigned lastdist; 412 unsigned lastdist;
370 rv_vector rv; 413 rv_vector rv;
371 414
372 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 {
373 /* 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
374 * does periodically happen. Given that, lets deal with it. 418 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 419 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 420 * list is also free, so encapsulate this in a while loop.
377 */ 421 */
378 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 {
379 object *tmp=ol->ob; 424 object *tmp = ol->ob;
380 425
381 /* 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
382 * itself will have been cleared. 427 * itself will have been cleared.
383 */ 428 */
384 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 ());
385 ol = ol->next; 431 ol = ol->next;
386 remove_friendly_object(tmp); 432 remove_friendly_object (tmp);
433 if (!ol)
387 if (!ol) return op; 434 return op;
388 } 435 }
389 436
390 /* 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
391 * 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
392 * complicated method of state checking would be needed in any case - 439 * complicated method of state checking would be needed in any case -
393 * as it was, a clever player could type quit, and the function would 440 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove 441 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 442 * on_same_map check, as can_detect_enemy also does this
396 */ 443 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 444 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 445 continue;
399 446
400 if(lastdist>rv.distance) { 447 if (lastdist > rv.distance)
448 {
401 op=ol->ob; 449 op = ol->ob;
402 lastdist=rv.distance; 450 lastdist = rv.distance;
403 } 451 }
404 } 452 }
405 for (pl=first_player; pl != NULL; pl=pl->next) { 453
454 for_all_players (pl)
406 if (can_detect_enemy(mon, pl->ob,&rv)) { 455 if (can_detect_enemy (mon, pl->ob, &rv))
407
408 if(lastdist>rv.distance) { 456 if (lastdist > rv.distance)
409 op=pl->ob;
410 lastdist=rv.distance;
411 }
412 } 457 {
413 } 458 op = pl->ob;
459 lastdist = rv.distance;
460 }
461
414#if 0 462#if 0
415 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)");
416#endif 464#endif
417 return op; 465 return op;
418} 466}
419 467
420/* 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
421 * 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
422 * detour a monster will take from the direction path when looking 470 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 484 * circling behaviour. Unfortunately, this function is also used to determined
437 * if the creature should cast a spell, so returning a direction in that case 485 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 486 * is probably not a good thing.
439 */ 487 */
440#define MAX_SPACES 50 488#define MAX_SPACES 50
441
442 489
443/* 490/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 491 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * modified to verify there is a path to the player. Does this by stepping towards 492 * modified to verify there is a path to the player. Does this by stepping towards
446 * player and if path is blocked then see if blockage is close enough to player that 493 * player and if path is blocked then see if blockage is close enough to player that
459 * monster can in fact move one space in that direction. 506 * monster can in fact move one space in that direction.
460 * 3) I'm not sure how good this code will be for moving multipart monsters, 507 * 3) I'm not sure how good this code will be for moving multipart monsters,
461 * since only simple checks to blocked are being called, which could mean the monster 508 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 509 * is blocking itself.
463 */ 510 */
511int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 512path_to_player (object *mon, object *pl, unsigned mindiff)
513{
465 rv_vector rv; 514 rv_vector rv;
466 sint16 x,y; 515 sint16 x, y;
467 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;
468 mapstruct *m ,*lastmap; 517 maptile *m, *lastmap;
469 518
470 get_rangevector(mon, pl, &rv, 0); 519 get_rangevector (mon, pl, &rv, 0);
471 520
472 if (rv.distance<mindiff) return 0; 521 if (rv.distance < mindiff)
522 return 0;
473 523
474 x=mon->x; 524 x = mon->x;
475 y=mon->y; 525 y = mon->y;
476 m=mon->map; 526 m = mon->map;
477 dir = rv.direction; 527 dir = rv.direction;
478 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 */
479 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
480 /* 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. */
481 if (diff>max) return 0; 532 if (diff > max)
533 return 0;
534
482 while (diff >1 && max>0) { 535 while (diff > 1 && max > 0)
536 {
483 lastx = x; 537 lastx = x;
484 lasty = y; 538 lasty = y;
485 lastmap = m; 539 lastmap = m;
486 x = lastx + freearr_x[dir]; 540 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir]; 541 y = lasty + freearr_y[dir];
488 542
489 mflags = get_map_flags(m, &m, x, y, &x, &y); 543 mflags = get_map_flags (m, &m, x, y, &x, &y);
490 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 544 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
491 545
492 /* Space is blocked - try changing direction a little */ 546 /* Space is blocked - try changing direction a little */
493 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))
494 && (m == mon->map && blocked_link(mon, m, x, y)))) { 548 && (m == mon->map && blocked_link (mon, m, x, y))))
549 {
495 /* recalculate direction from last good location. Possible 550 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before. 551 * we were not traversing ideal location before.
497 */ 552 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 553 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) { 554 if (rv.direction != dir)
555 {
500 /* OK - says direction should be different - lets reset the 556 /* OK - says direction should be different - lets reset the
501 * the values so it will try again. 557 * the values so it will try again.
502 */ 558 */
503 x = lastx; 559 x = lastx;
504 y = lasty; 560 y = lasty;
505 m = lastmap; 561 m = lastmap;
506 dir = firstdir = rv.direction; 562 dir = firstdir = rv.direction;
563 }
507 } else { 564 else
565 {
508 /* direct path is blocked - try taking a side step to 566 /* direct path is blocked - try taking a side step to
509 * either the left or right. 567 * either the left or right.
510 * Note increase the values in the loop below to be 568 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes 569 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting 570 * bigger detour. Have to be careful about these values getting
513 * too big (3 or maybe 4 or higher) as the monster may just try 571 * too big (3 or maybe 4 or higher) as the monster may just try
514 * stepping back and forth 572 * stepping back and forth
515 */ 573 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 574 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
575 {
576 if (i == 0)
517 if (i==0) continue; /* already did this, so skip it */ 577 continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise, 578 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in 579 * since the direction that the creature should move in
520 * may change, you could get infinite loops. 580 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only 581 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance, 582 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north, 583 * gets blocked, finds that it should move north,
524 * 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
525 * gets back to its original point. lastdir contains 585 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully 586 * the last direction the creature has successfully
527 * moved. 587 * moved.
528 */ 588 */
529 589
530 x = lastx + freearr_x[absdir(lastdir+i)]; 590 x = lastx + freearr_x[absdir (lastdir + i)];
531 y = lasty + freearr_y[absdir(lastdir+i)]; 591 y = lasty + freearr_y[absdir (lastdir + i)];
532 m = lastmap; 592 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y); 593 mflags = get_map_flags (m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue; 594 if (mflags & P_OUT_OF_MAP)
595 continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 596 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 597 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
598 continue;
537 if (mflags & P_BLOCKSVIEW) continue; 599 if (mflags & P_BLOCKSVIEW)
600 continue;
538 601
539 if (m == mon->map && blocked_link(mon, m, x, y)) break; 602 if (m == mon->map && blocked_link (mon, m, x, y))
603 break;
540 } 604 }
541 /* go through entire loop without finding a valid 605 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path. 606 * sidestep to take - thus, no valid path.
543 */ 607 */
544 if (i==(DETOUR_AMOUNT+1)) 608 if (i == (DETOUR_AMOUNT + 1))
545 return 0; 609 return 0;
546 diff--; 610 diff--;
547 lastdir=dir; 611 lastdir = dir;
548 max--; 612 max--;
549 if (!firstdir) firstdir = dir+i; 613 if (!firstdir)
614 firstdir = dir + i;
550 } /* else check alternate directions */ 615 } /* else check alternate directions */
551 } /* if blocked */ 616 } /* if blocked */
552 else { 617 else
618 {
553 /* we moved towards creature, so diff is less */ 619 /* we moved towards creature, so diff is less */
554 diff--; 620 diff--;
555 max--; 621 max--;
556 lastdir=dir; 622 lastdir = dir;
623 if (!firstdir)
557 if (!firstdir) firstdir = dir; 624 firstdir = dir;
625 }
626
627 if (diff <= 1)
558 } 628 {
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually 629 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance. 630 * headed toward player for entire distance.
562 */ 631 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
564 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 633 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
565 } 634 }
566 if (diff>max) return 0; 635
636 if (diff > max)
637 return 0;
567 } 638 }
639
568 /* 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 */
569 if (!max) return 0; 641 if (!max)
642 return 0;
570 643
571 return firstdir; 644 return firstdir;
572} 645}
573 646
647void
574void give_initial_items(object *pl,treasurelist *items) { 648give_initial_items (object *pl, treasurelist * items)
649{
575 object *op,*next=NULL; 650 object *op, *next = NULL;
576 651
577 if(pl->randomitems!=NULL) 652 if (pl->randomitems != NULL)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 653 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
579 654
580 for (op=pl->inv; op; op=next) { 655 for (op = pl->inv; op; op = next)
656 {
581 next = op->below; 657 next = op->below;
582 658
583 /* Forces get applied per default, unless they have the 659 /* Forces get applied per default, unless they have the
584 * 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
585 */ 661 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 662 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED); 663 SET_FLAG (op, FLAG_APPLIED);
588 664
589 /* we never give weapons/armour if these cannot be used 665 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions 666 * by this player due to race restrictions
591 */ 667 */
592 if (pl->type == PLAYER) { 668 if (pl->type == PLAYER)
669 {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 670 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
594 (op->type == ARMOUR || op->type == BOOTS || 671 (op->type == ARMOUR || op->type == BOOTS ||
595 op->type == CLOAK || op->type == HELMET || 672 op->type == CLOAK || op->type == HELMET ||
596 op->type == SHIELD || op->type == GLOVES || 673 op->type == SHIELD || op->type == GLOVES ||
597 op->type == BRACERS || op->type == GIRDLE)) || 674 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
599 remove_ob (op);
600 free_object (op);
601 continue;
602 } 675 {
603 } 676 op->destroy ();
604
605 /* This really needs to be better - we should really give
606 * a substitute spellbook. The problem is that we don't really
607 * have a good idea what to replace it with (need something like
608 * a first level treasurelist for each skill.)
609 * remove duplicate skills also
610 */
611 if(op->type==SPELLBOOK || op->type == SKILL) {
612 object *tmp;
613
614 for (tmp=op->below; tmp; tmp=tmp->below)
615 if (tmp->type == op->type && tmp->name == op->name) break;
616
617 if (tmp) {
618 remove_ob(op);
619 free_object(op);
620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 &tmp->name);
622 continue; 677 continue;
623 } 678 }
624 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)
625 } 688 {
689 object *tmp;
626 690
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
627 if (op->type == SPELLBOOK && op->inv) { 706 if (op->type == SPELLBOOK && op->inv)
707 {
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 708 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
629 } 709 }
630 710
631 /* Give starting characters identified, uncursed, and undamned 711 /* Give starting characters identified, uncursed, and undamned
632 * 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
633 * merged properly. 713 * merged properly.
634 */ 714 */
635 if (need_identify(op)) { 715 if (need_identify (op))
716 {
636 SET_FLAG(op, FLAG_IDENTIFIED); 717 SET_FLAG (op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED); 718 CLEAR_FLAG (op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED); 719 CLEAR_FLAG (op, FLAG_DAMNED);
720 }
721 if (op->type == SPELL)
639 } 722 {
640 if(op->type==SPELL) { 723 op->destroy ();
641 remove_ob(op);
642 free_object(op);
643 continue; 724 continue;
725 }
726 else if (op->type == SKILL)
644 } 727 {
645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL); 728 SET_FLAG (op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0; 729 op->stats.exp = 0;
648 op->level = 1; 730 op->level = 1;
649 } 731 }
650 /* lock all 'normal items by default */ 732 /* lock all 'normal items by default */
733 else
651 else SET_FLAG(op, FLAG_INV_LOCKED); 734 SET_FLAG (op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */ 735 } /* for loop of objects in player inv */
653 736
654 /* Need to set up the skill pointers */ 737 /* Need to set up the skill pointers */
655 link_player_skills(pl); 738 link_player_skills (pl);
656} 739}
657 740
658void get_name(object *op) { 741void
659 op->contr->write_buf[0]='\0';
660 op->contr->state=ST_GET_NAME;
661 send_query(&op->contr->socket,0,"What is your name?\n:");
662}
663
664void get_password(object *op) {
665 op->contr->write_buf[0]='\0';
666 op->contr->state=ST_GET_PASSWORD;
667 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
668}
669
670void play_again(object *op)
671{
672 op->contr->state=ST_PLAY_AGAIN;
673 op->chosen_skill = NULL;
674 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
675 /* a bit of a hack, but there are various places early in th
676 * player creation process that a user can quit (eg, roll
677 * stats) that isn't removing the player. Taking a quick
678 * look, there are many places that call play_again without
679 * removing the player - it probably makes more sense
680 * to leave it to play_again to remove the object in all
681 * cases.
682 */
683 if (!QUERY_FLAG(op, FLAG_REMOVED))
684 remove_ob(op);
685 /* Need to set this to null - otherwise, it could point to garbage,
686 * and draw() doesn't check to see if the player is removed, only if
687 * the map is null or not swapped out.
688 */
689 op->map = NULL;
690}
691
692
693int receive_play_again(object *op, char key)
694{
695 if(key=='q'||key=='Q') {
696 remove_friendly_object(op);
697 leave(op->contr,0); /* ericserver will draw the message */
698 return 2;
699 }
700 else if(key=='a'||key=='A') {
701 player *pl = op->contr;
702 shstr name = op->name;
703
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 op->name = op->name_pl = 0;
711 /* Lets put a space in here */
712 new_draw_info(NDI_UNIQUE, 0, op, "\n");
713 get_name(op);
714 op->name = op->name_pl = name;
715 set_first_map(op);
716 } else {
717 /* user pressed something else so just ask again... */
718 play_again(op);
719 }
720 return 0;
721}
722
723void confirm_password(object *op) {
724
725 op->contr->write_buf[0]='\0';
726 op->contr->state=ST_CONFIRM_PASSWORD;
727 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
728}
729
730void get_party_password(object *op, partylist *party) { 742get_party_password (object *op, partylist *party)
743{
731 if (party == NULL) { 744 if (party == NULL)
745 {
732 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);
733 return; 747 return;
734 } 748 }
749
735 op->contr->write_buf[0]='\0'; 750 op->contr->write_buf[0] = '\0';
736 op->contr->state=ST_GET_PARTY_PASSWORD; 751 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
737 op->contr->party_to_join = party; 752 op->contr->party_to_join = party;
738 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:");
739} 754}
740
741 755
742/* 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
743int roll_stat(void) { 758roll_stat (void)
759{
744 int a[4],i,j,k; 760 int a[4], i, j, k;
745 761
746 for(i=0;i<4;i++) 762 for (i = 0; i < 4; i++)
747 a[i]=(int)RANDOM()%6+1; 763 a[i] = (int) rndm (6) + 1;
748 764
749 for(i=0,j=0,k=7;i<4;i++) 765 for (i = 0, j = 0, k = 7; i < 4; i++)
750 if(a[i]<k) 766 if (a[i] < k)
751 k=a[i],j=i; 767 k = a[i], j = i;
752 768
753 for(i=0,k=0;i<4;i++) { 769 for (i = 0, k = 0; i < 4; i++)
754 if(i!=j) 770 if (i != j)
755 k+=a[i]; 771 k += a[i];
756 } 772
757 return k; 773 return k;
758} 774}
759 775
760void roll_stats(object *op) { 776void
761 int sum=0; 777object::roll_stats ()
762 int i = 0, j = 0; 778{
763 int statsort[7]; 779 int statsort [7];
764 780
781 for (;;)
765 do { 782 {
766 op->stats.Str=roll_stat(); 783 int sum = 0;
767 op->stats.Dex=roll_stat(); 784 for (int i = 7; i--; )
768 op->stats.Int=roll_stat(); 785 sum += statsort [i] = roll_stat ();
769 op->stats.Con=roll_stat();
770 op->stats.Wis=roll_stat();
771 op->stats.Pow=roll_stat();
772 op->stats.Cha=roll_stat();
773 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
774 op->stats.Con+op->stats.Wis+op->stats.Pow+
775 op->stats.Cha;
776 } while(sum<82||sum>116);
777 786
787 if (sum >= 82 && sum <= 116)
788 break;
789 }
790
778 /* Sort the stats so that rerolling is easier... */ 791 // Sort the stats so that rerolling is easier...
779 statsort[0] = op->stats.Str; 792 std::sort (statsort, statsort + 7, std::greater<int>());
780 statsort[1] = op->stats.Dex;
781 statsort[2] = op->stats.Int;
782 statsort[3] = op->stats.Con;
783 statsort[4] = op->stats.Wis;
784 statsort[5] = op->stats.Pow;
785 statsort[6] = op->stats.Cha;
786 793
787 /* a quick and dirty bubblesort? */
788 do {
789 if (statsort[i] < statsort[i + 1]) {
790 j = statsort[i];
791 statsort[i] = statsort[i + 1];
792 statsort[i + 1] = j;
793 i = 0;
794 } else {
795 i++;
796 }
797 } while (i < 6);
798
799 op->stats.Str = statsort[0]; 794 stats.Str = statsort[0];
800 op->stats.Dex = statsort[1]; 795 stats.Dex = statsort[1];
801 op->stats.Con = statsort[2]; 796 stats.Con = statsort[2];
802 op->stats.Int = statsort[3]; 797 stats.Int = statsort[3];
803 op->stats.Wis = statsort[4]; 798 stats.Wis = statsort[4];
804 op->stats.Pow = statsort[5]; 799 stats.Pow = statsort[5];
805 op->stats.Cha = statsort[6]; 800 stats.Cha = statsort[6];
806 801
807
808 op->contr->orig_stats.Str=op->stats.Str;
809 op->contr->orig_stats.Dex=op->stats.Dex;
810 op->contr->orig_stats.Int=op->stats.Int;
811 op->contr->orig_stats.Con=op->stats.Con;
812 op->contr->orig_stats.Wis=op->stats.Wis;
813 op->contr->orig_stats.Pow=op->stats.Pow;
814 op->contr->orig_stats.Cha=op->stats.Cha;
815
816 op->level=1;
817 op->stats.exp=0; 802 stats.exp = 0;
818 op->stats.ac=0; 803 stats.ac = 0;
819 804
805 stats.hp = stats.maxhp;
806 stats.sp = stats.maxsp;
807 stats.grace = stats.maxgrace;
808
809 if (contr)
810 {
820 op->contr->levhp[1] = 9; 811 contr->levhp[1] = 9;
821 op->contr->levsp[1] = 6; 812 contr->levsp[1] = 6;
822 op->contr->levgrace[1] = 3; 813 contr->levgrace[1] = 3;
823 814
824 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
825 op->stats.hp = op->stats.maxhp; 842 stats.hp = stats.maxhp;
826 op->stats.sp = op->stats.maxsp; 843 stats.sp = stats.maxsp;
827 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
828 op->contr->orig_stats=op->stats; 852 contr->orig_stats = stats;
853 }
829} 854}
830 855
831void Roll_Again(object *op) 856static void
857start_info (object *op)
832{ 858{
833 esrv_new_player(op->contr, 0);
834 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
835}
836
837void Swap_Stat(object *op,int Swap_Second)
838{
839 signed char tmp;
840 char buf[MAX_BUF]; 859 char buf[MAX_BUF];
841 860
842 if ( op->contr->Swap_First == -1 ) { 861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
843 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
844 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
845 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
846 return;
847 }
848
849 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
850
851 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
852 get_attr_value(&op->contr->orig_stats, Swap_Second));
853
854 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
855
856 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
857 new_draw_info(NDI_UNIQUE, 0,op, buf); 862 new_draw_info (NDI_UNIQUE, 0, op, buf);
858 op->stats.Str = op->contr->orig_stats.Str; 863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
859 op->stats.Dex = op->contr->orig_stats.Dex;
860 op->stats.Con = op->contr->orig_stats.Con;
861 op->stats.Int = op->contr->orig_stats.Int;
862 op->stats.Wis = op->contr->orig_stats.Wis;
863 op->stats.Pow = op->contr->orig_stats.Pow;
864 op->stats.Cha = op->contr->orig_stats.Cha;
865 op->stats.ac=0;
866
867 op->level=1;
868 op->stats.exp=0;
869 op->stats.ac=0;
870
871 op->contr->levhp[1] = 9;
872 op->contr->levsp[1] = 6;
873 op->contr->levgrace[1] = 3;
874
875 fix_player(op);
876 op->stats.hp = op->stats.maxhp;
877 op->stats.sp = op->stats.maxsp;
878 op->stats.grace = op->stats.maxgrace;
879 op->contr->orig_stats=op->stats;
880 op->contr->Swap_First=-1;
881}
882
883
884/* This code has been greatly reduced, because with set_attr_value
885 * and get_attr_value, the stats can be accessed just numeric
886 * ids. stat_trans is a table that translate the number entered
887 * into the actual stat. It is needed because the order the stats
888 * are displayed in the stat window is not the same as how
889 * the number's access that stat. The table does that translation.
890 */
891int key_roll_stat(object *op, char key)
892{
893 int keynum = key -'0';
894 char buf[MAX_BUF];
895 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
896
897 if (keynum>0 && keynum<=7) {
898 if (op->contr->Swap_First==-1) {
899 op->contr->Swap_First=stat_trans[keynum];
900 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
901 new_draw_info(NDI_UNIQUE, 0,op,buf); 864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
902 }
903 else
904 Swap_Stat(op,stat_trans[keynum]);
905
906 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
907 return 1;
908 }
909 switch (key) {
910 case 'n':
911 case 'N': {
912 SET_FLAG(op, FLAG_WIZ);
913 if(op->map==NULL) {
914 LOG(llevError,"Map == NULL in state 2\n");
915 break;
916 }
917
918#if 0
919 /* So that enter_exit will put us at startx/starty */
920 op->x= -1;
921
922 enter_exit(op,NULL);
923#endif
924 SET_ANIMATION(op, 2); /* So player faces south */
925 /* Enter exit adds a player otherwise */
926 add_statbonus(op);
927 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
928 op->contr->state = ST_CHANGE_CLASS;
929 if (op->msg)
930 new_draw_info(NDI_BLUE, 0, op, op->msg);
931 return 0;
932 }
933 case 'y':
934 case 'Y':
935 roll_stats(op);
936 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
937 return 1;
938
939 case 'q':
940 case 'Q':
941 play_again(op);
942 return 1;
943
944 default:
945 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
946 return 0;
947 }
948 return 0;
949} 865}
950 866
951/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
952 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
953 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
954 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
955 * not the class. 871 * not the class.
956 */ 872 */
957 873void
958int key_change_class(object *op, char key) 874player::chargen_race_done ()
959{ 875{
960 int tmp_loop;
961
962 if(key=='q'||key=='Q') {
963 remove_ob(op);
964 play_again(op);
965 return 0;
966 }
967 if(key=='d'||key=='D') {
968 char buf[MAX_BUF];
969
970 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
971 esrv_new_player(op->contr, op->weight+op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
972 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
973 878
879 treasurelist *tl = treasurelist::find ("starting_wealth");
880 if (tl)
881 create_treasure (tl, ob, 0, 0, 0);
882
974 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
975 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
976 885
977 op->contr->state=ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
978 887
979 if (op->msg) 888 if (ob->msg)
980 op->msg=NULL; 889 ob->msg = 0;
981 890
982 /* 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
983 * to save here. 892 * to save here.
984 */
985 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
986 make_path_to_file(buf);
987
988#ifdef AUTOSAVE
989 op->contr->last_save_tick = pticks;
990#endif
991 start_info(op);
992 CLEAR_FLAG(op, FLAG_WIZ);
993 give_initial_items(op,op->randomitems);
994 link_player_skills(op);
995 esrv_send_inventory(op, op);
996 fix_player(op);
997
998 /* This moves the player to a different start map, if there
999 * is one for this race
1000 */
1001 if(*first_map_ext_path) {
1002 object *tmp;
1003 char mapname[MAX_BUF];
1004 snprintf(mapname, MAX_BUF-1, "%s/%s",
1005 first_map_ext_path, &op->arch->name);
1006 tmp=get_object();
1007 EXIT_PATH(tmp) = mapname;
1008 EXIT_X(tmp) = op->x;
1009 EXIT_Y(tmp) = op->y;
1010 enter_exit(op,tmp); /* we don't really care if it succeeded;
1011 * if the map isn't there, then stay on the
1012 * default initial map */
1013 free_object(tmp);
1014 } else {
1015 LOG(llevDebug,"first_map_ext_path not set\n");
1016 }
1017 return 0;
1018 }
1019
1020 /* Following actually changes the race - this is the default command
1021 * if we don't match with one of the options above.
1022 */ 893 */
1023 894 {
1024 tmp_loop = 0;
1025 while(!tmp_loop) {
1026 shstr name = op->name;
1027 int x = op->x, y = op->y;
1028 remove_statbonus(op);
1029 remove_ob (op);
1030 op->arch = get_player_archetype(op->arch);
1031 copy_object (&op->arch->clone, op);
1032 op->instantiate ();
1033 op->stats = op->contr->orig_stats;
1034 op->name = op->name_pl = name;
1035 op->x = x;
1036 op->y = y;
1037 SET_ANIMATION(op, 2); /* So player faces south */
1038 insert_ob_in_map (op, op->map, op,0);
1039 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1040 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1041 add_statbonus(op);
1042 tmp_loop=allowed_class(op);
1043 }
1044 update_object(op,UP_OBJ_FACE);
1045 esrv_update_item(UPD_FACE,op,op);
1046 fix_player(op);
1047 op->stats.hp=op->stats.maxhp;
1048 op->stats.sp=op->stats.maxsp;
1049 op->stats.grace=0;
1050 if (op->msg)
1051 new_draw_info(NDI_BLUE, 0, op, op->msg);
1052 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1053 return 0;
1054}
1055
1056int key_confirm_quit(object *op, char key)
1057{
1058 char buf[MAX_BUF]; 895 char buf[MAX_BUF];
1059
1060 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1061 op->contr->state=ST_PLAYING;
1062 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1063 return 1;
1064 }
1065
1066 INVOKE_PLAYER (LOGOUT, op->contr);
1067 INVOKE_PLAYER (QUIT , op->contr);
1068
1069 terminate_all_pets(op);
1070 leave_map(op);
1071 op->direction=0;
1072 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1073 "%s quits the game.", &op->name);
1074
1075 strcpy(op->contr->killer,"quit");
1076 check_score(op);
1077 op->contr->party=NULL;
1078 if (settings.set_title == TRUE)
1079 op->contr->own_title[0]='\0';
1080
1081 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1082 mapstruct *mp, *next;
1083
1084 /* We need to hunt for any per player unique maps in memory and
1085 * get rid of them. The trailing slash in the path is intentional,
1086 * so that players named 'Ab' won't match against players 'Abe' pathname
1087 */
1088 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1089 for (mp=first_map; mp!=NULL; mp=next) { 897 make_path_to_file (buf);
1090 next = mp->next; 898 }
1091 if (!strncmp(mp->path, buf, strlen(buf))) 899
1092 delete_map(mp); 900 start_info (ob);
1093 } 901 CLEAR_FLAG (ob, FLAG_WIZ);
1094 902 give_initial_items (ob, ob->randomitems);
1095 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)
1096 } 911 {
1097 play_again(op); 912 object *tmp;
1098 return 1; 913 char mapname[MAX_BUF];
1099}
1100 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
1101void flee_player(object *op) { 966flee_player (object *op)
967{
1102 int dir,diff; 968 int dir, diff;
1103 rv_vector rv; 969 rv_vector rv;
1104 970
1105 if(op->stats.hp < 0) { 971 if (op->stats.hp < 0)
972 {
1106 LOG(llevDebug, "Fleeing player is dead.\n"); 973 LOG (llevDebug, "Fleeing player is dead.\n");
1107 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)))
1108 return; 1011 return;
1109 } 1012 }
1110 1013
1111 if(op->enemy==NULL) {
1112 LOG(llevDebug,"Fleeing player had no enemy.\n");
1113 CLEAR_FLAG(op, FLAG_SCARED);
1114 return;
1115 }
1116
1117 /* Seen some crashes here. Since we don't store an
1118 * op->enemy_count, it is possible that something destroys the
1119 * actual enemy, and the object is recycled.
1120 */
1121 if (op->enemy->map == NULL) {
1122 CLEAR_FLAG(op, FLAG_SCARED);
1123 op->enemy=NULL;
1124 return;
1125 }
1126
1127 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1128 op->enemy=NULL;
1129 CLEAR_FLAG(op, FLAG_SCARED);
1130 return;
1131 }
1132 get_rangevector(op, op->enemy, &rv, 0);
1133
1134 dir=absdir(4+rv.direction);
1135 for(diff=0;diff<3;diff++) {
1136 int m=1-(RANDOM()&2);
1137 if(move_ob(op,absdir(dir+diff*m),op)||
1138 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1139 return;
1140 }
1141 }
1142 /* Cornered, get rid of scared */ 1014 /* Cornered, get rid of scared */
1143 CLEAR_FLAG(op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1144 op->enemy=NULL; 1016 op->enemy = NULL;
1145} 1017}
1146 1018
1147 1019
1148/* check_pick sees if there is stuff to be picked up/picks up stuff. 1020/* check_pick sees if there is stuff to be picked up/picks up stuff.
1149 * IT returns 1 if the player should keep on moving, 0 if he should 1021 * IT returns 1 if the player should keep on moving, 0 if he should
1150 * stop. 1022 * stop.
1151 */ 1023 */
1024int
1152int check_pick(object *op) { 1025check_pick (object *op)
1026{
1153 object *tmp, *next; 1027 object *tmp, *next;
1154 tag_t next_tag=0, op_tag;
1155 int stop = 0; 1028 int stop = 0;
1156 int j, k, wvratio; 1029 int wvratio;
1157 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1158
1159 1031
1160 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1161 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1162 return 1; 1034 return 1;
1163 1035
1164 op_tag = op->count;
1165
1166 next = op->below; 1036 next = op->below;
1167 if (next)
1168 next_tag = next->count;
1169 1037
1170 /* loop while there are items on the floor that are not marked as 1038 /* loop while there are items on the floor that are not marked as
1171 * destroyed */ 1039 * destroyed */
1172 while (next && ! was_destroyed (next, next_tag)) 1040 while (next && !next->destroyed ())
1173 { 1041 {
1174 tmp = next; 1042 tmp = next;
1175 next = tmp->below; 1043 next = tmp->below;
1176 if (next)
1177 next_tag = next->count;
1178 1044
1179 if (was_destroyed (op, op_tag)) 1045 if (op->destroyed ())
1180 return 0; 1046 return 0;
1181 1047
1182 if ( ! can_pick (op, tmp)) 1048 if (!can_pick (op, tmp))
1183 continue; 1049 continue;
1184 1050
1185 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1186 { 1052 {
1187 if (item_matched_string (op, tmp, op->contr->search_str)) 1053 if (item_matched_string (op, tmp, op->contr->search_str))
1188 pick_up (op, tmp); 1054 pick_up (op, tmp);
1189 continue; 1055 continue;
1190 } 1056 }
1191 1057
1192 /* high not bit set? We're using the old autopickup model */ 1058 /* high not bit set? We're using the old autopickup model */
1193 if(!(op->contr->mode & PU_NEWMODE)) { 1059 if (!(op->contr->mode & PU_NEWMODE))
1060 {
1194 switch (op->contr->mode) { 1061 switch (op->contr->mode)
1062 {
1063 case 0:
1195 case 0: return 1; /* don't pick up */ 1064 return 1; /* don't pick up */
1065 case 1:
1196 case 1: pick_up (op, tmp); 1066 pick_up (op, tmp);
1197 return 1; 1067 return 1;
1068 case 2:
1198 case 2: pick_up (op, tmp); 1069 pick_up (op, tmp);
1199 return 0; 1070 return 0;
1071 case 3:
1200 case 3: return 0; /* stop before pickup */ 1072 return 0; /* stop before pickup */
1073 case 4:
1201 case 4: pick_up (op, tmp); 1074 pick_up (op, tmp);
1202 break; 1075 break;
1076 case 5:
1203 case 5: pick_up (op, tmp); 1077 pick_up (op, tmp);
1204 stop = 1; 1078 stop = 1;
1205 break; 1079 break;
1206 case 6: 1080 case 6:
1207 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1081 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1208 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1209 pick_up(op, tmp); 1082 pick_up (op, tmp);
1210 break; 1083 break;
1211 1084
1212 case 7: 1085 case 7:
1213 if (tmp->type == MONEY || tmp->type == GEM) 1086 if (tmp->type == MONEY || tmp->type == GEM)
1214 pick_up(op, tmp); 1087 pick_up (op, tmp);
1215 break; 1088 break;
1216 1089
1217 default: 1090 default:
1218 /* use value density */ 1091 /* use value density */
1219 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1092 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1220 && (query_cost (tmp, op, F_TRUE) * 100 1093 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1221 / (tmp->weight * MAX (tmp->nrof, 1)))
1222 >= op->contr->mode)
1223 pick_up(op,tmp); 1094 pick_up (op, tmp);
1224 }
1225 }
1226 else { /* old model */
1227 /* NEW pickup handling */
1228 if(op->contr->mode & PU_DEBUG)
1229 {
1230 /* some debugging code to figure out item information */
1231 if(tmp->name!=NULL)
1232 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1233 &tmp->name, tmp->type,
1234 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1235 else
1236 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1237 &tmp->arch->name, tmp->type,
1238 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1239 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1240
1241 sprintf(putstring,"...flags: ");
1242 for(k=0;k<4;k++)
1243 {
1244 for(j=0;j<32;j++)
1245 {
1246 if((tmp->flags[k]>>j)&0x01)
1247 {
1248 sprintf(tmpstr,"%d ",k*32+j);
1249 strcat(putstring, tmpstr);
1250 } 1095 }
1251 } 1096 }
1252 } 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
1253 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1111 }
1254 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);
1255#if 0 1349#if 0
1256 /* print the flags too */ 1350 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1257 for(k=0;k<4;k++) 1351 if (tmp->name != NULL)
1258 { 1352 {
1259 fprintf(stderr,"%d [%d] ", k, k*32+31); 1353 fprintf (stderr, "%s", tmp->name);
1260 for(j=0;j<32;j++) 1354 }
1261 { 1355 else
1262 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1356 fprintf (stderr, "%s", tmp->arch->name);
1263 if(!((j+1)%4))fprintf(stderr," "); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1264 } 1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1265 fprintf(stderr," [%d]\n", k*32);
1266 }
1267#endif 1359#endif
1268 } 1360 continue;
1269 /* philosophy: 1361 }
1270 * It's easy to grab an item type from a pile, as long as it's
1271 * generic. This takes no game-time. For more detailed pickups
1272 * and selections, select-items shoul dbe used. This is a
1273 * grab-as-you-run type mode that's really useful for arrows for
1274 * example.
1275 * The drawback: right now it has no frontend, so you need to
1276 * stick the bits you want into a calculator in hex mode and then
1277 * convert to decimal and then 'pickup <#>
1278 */
1279
1280 /* the first two modes are exclusive: if NOTHING we return, if
1281 * STOP then we stop. All the rest are applied sequentially,
1282 * meaning if any test passes, the item gets picked up. */
1283
1284 /* if mode is set to pick nothing up, return */
1285
1286 if(op->contr->mode & PU_NOTHING) return 1;
1287
1288 /* if mode is set to stop when encountering objects, return */
1289 /* take STOP before INHIBIT since it doesn't actually pick
1290 * anything up */
1291
1292 if(op->contr->mode & PU_STOP) return 0;
1293
1294 /* useful for going into stores and not losing your settings... */
1295 /* and for battles wher you don't want to get loaded down while
1296 * fighting */
1297 if(op->contr->mode & PU_INHIBIT) return 1;
1298
1299 /* prevent us from turning into auto-thieves :) */
1300 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1301
1302 /* ignore known cursed objects */
1303 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1304
1305 /* all food and drink if desired */
1306 /* question: don't pick up known-poisonous stuff? */
1307 if(op->contr->mode & PU_FOOD)
1308 if (tmp->type == FOOD)
1309 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1310 if(op->contr->mode & PU_DRINK)
1311 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1312 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1313
1314 if(op->contr->mode & PU_POTION)
1315 if (tmp->type == POTION)
1316 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1317
1318 /* spellbooks, skillscrolls and normal books/scrolls */
1319 if(op->contr->mode & PU_SPELLBOOK)
1320 if (tmp->type == SPELLBOOK)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1322 if(op->contr->mode & PU_SKILLSCROLL)
1323 if (tmp->type == SKILLSCROLL)
1324 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1325 if(op->contr->mode & PU_READABLES)
1326 if (tmp->type == BOOK || tmp->type == SCROLL)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1328
1329 /* wands/staves/rods/horns */
1330 if (op->contr->mode & PU_MAGIC_DEVICE)
1331 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1333
1334 /* pick up all magical items */
1335 if(op->contr->mode & PU_MAGICAL)
1336 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1337 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1338
1339 if(op->contr->mode & PU_VALUABLES)
1340 {
1341 if (tmp->type == MONEY || tmp->type == GEM)
1342 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1343 }
1344
1345 /* rings & amulets - talismans seems to be typed AMULET */
1346 if(op->contr->mode & PU_JEWELS)
1347 if (tmp->type == RING || tmp->type == AMULET)
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1349
1350 /* bows and arrows. Bows are good for selling! */
1351 if(op->contr->mode & PU_BOW)
1352 if (tmp->type == BOW)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1354 if(op->contr->mode & PU_ARROW)
1355 if (tmp->type == ARROW)
1356 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1357
1358 /* all kinds of armor etc. */
1359 if(op->contr->mode & PU_ARMOUR)
1360 if (tmp->type == ARMOUR)
1361 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1362 if(op->contr->mode & PU_HELMET)
1363 if (tmp->type == HELMET)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1365 if(op->contr->mode & PU_SHIELD)
1366 if (tmp->type == SHIELD)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1368 if(op->contr->mode & PU_BOOTS)
1369 if (tmp->type == BOOTS)
1370 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1371 if(op->contr->mode & PU_GLOVES)
1372 if (tmp->type == GLOVES)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1374 if(op->contr->mode & PU_CLOAK)
1375 if (tmp->type == CLOAK)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1377
1378 /* hoping to catch throwing daggers here */
1379 if(op->contr->mode & PU_MISSILEWEAPON)
1380 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1382
1383 /* careful: chairs and tables are weapons! */
1384 if(op->contr->mode & PU_ALLWEAPON)
1385 {
1386 if(tmp->type == WEAPON && tmp->name!=NULL)
1387 {
1388 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1389 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1390 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1391 }
1392 if(tmp->type == WEAPON && tmp->name==NULL)
1393 {
1394 if(strstr(tmp->arch->name,"table")==NULL &&
1395 strstr(tmp->arch->name,"chair")==NULL)
1396 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1397 }
1398 }
1399
1400 /* misc stuff that's useful */
1401 if(op->contr->mode & PU_KEY)
1402 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1403 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1404
1405 /* any of the last 4 bits set means we use the ratio for value
1406 * pickups */
1407 if(op->contr->mode & PU_RATIO)
1408 {
1409 /* use value density to decide what else to grab */
1410 /* >=7 was >= op->contr->mode */
1411 /* >=7 is the old standard setting. Now we take the last 4 bits
1412 * and multiply them by 5, giving 0..15*5== 5..75 */
1413 wvratio = (op->contr->mode & PU_RATIO) * 5;
1414 if ((query_cost(tmp, op, F_TRUE) * 100 / (tmp->weight * MAX(tmp->nrof, 1))) >= (unsigned int) wvratio)
1415 {
1416 pick_up(op, tmp);
1417#if 0
1418 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1419 if(tmp->name!=NULL) {
1420 fprintf(stderr,"%s", tmp->name);
1421 } 1362 }
1422 else fprintf(stderr,"%s",tmp->arch->name); 1363 } /* the new pickup model */
1423 fprintf(stderr,",%d] = ", tmp->type);
1424 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1425#endif
1426 continue;
1427 }
1428 } 1364 }
1429 } /* the new pickup model */ 1365
1430 }
1431 return ! stop; 1366 return !stop;
1432} 1367}
1433 1368
1434/* 1369/*
1435 * Find an arrow in the inventory and after that 1370 * Find an arrow in the inventory and after that
1436 * in the right type container (quiver). Pointer to the 1371 * in the right type container (quiver). Pointer to the
1437 * found object is returned. 1372 * found object is returned.
1438 */ 1373 */
1374object *
1439object *find_arrow(object *op, const char *type) 1375find_arrow (object *op, const char *type)
1440{ 1376{
1441 object *tmp = NULL; 1377 object *tmp = 0;
1442 1378
1443 for(op=op->inv; op; op=op->below) 1379 for (op = op->inv; op; op = op->below)
1444 if(!tmp && op->type==CONTAINER && op->race==type && 1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1445 QUERY_FLAG(op,FLAG_APPLIED))
1446 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1447 else if (op->type==ARROW && op->race==type) 1382 else if (op->type == ARROW && op->race == type)
1448 return op; 1383 return op;
1384
1449 return tmp; 1385 return tmp;
1450} 1386}
1451 1387
1452/* 1388/*
1453 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1454 * against the target. A full test is not performed, simply a basic test 1390 * against the target. A full test is not performed, simply a basic test
1455 * of resistances. The archer is making a quick guess at what he sees down 1391 * of resistances. The archer is making a quick guess at what he sees down
1456 * the hall. Failing that it does it's best to pick the highest plus arrow. 1392 * the hall. Failing that it does it's best to pick the highest plus arrow.
1457 */ 1393 */
1458 1394object *
1459object *find_better_arrow(object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1460{ 1396{
1461 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1462 int attacknum, attacktype, betterby=0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1463 1399
1464 if (!type) 1400 if (!type)
1465 return NULL; 1401 return NULL;
1466 1402
1467 for (arrow=op->inv; arrow; arrow=arrow->below) { 1403 for (arrow = op->inv; arrow; arrow = arrow->below)
1468 if (arrow->type==CONTAINER && arrow->race==type && 1404 {
1469 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1405 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1406 {
1470 i = 0; 1407 i = 0;
1471 ntmp = find_better_arrow(arrow, target, type, &i); 1408 ntmp = find_better_arrow (arrow, target, type, &i);
1472 if (i > betterby) { 1409 if (i > betterby)
1410 {
1473 tmp = ntmp; 1411 tmp = ntmp;
1474 betterby = i; 1412 betterby = i;
1475 } 1413 }
1414 }
1476 } else if (arrow->type==ARROW && arrow->race==type) { 1415 else if (arrow->type == ARROW && arrow->race == type)
1416 {
1477 /* allways prefer assasination/slaying */ 1417 /* allways prefer assasination/slaying */
1478 if (target->race != NULL && arrow->slaying != NULL && 1418 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1479 strstr(arrow->slaying, target->race)) { 1419 {
1480 if (arrow->attacktype & AT_DEATH) { 1420 if (arrow->attacktype & AT_DEATH)
1421 {
1481 *better = 100; 1422 *better = 100;
1482 return arrow; 1423 return arrow;
1483 } else {
1484 tmp = arrow;
1485 betterby = (arrow->magic + arrow->stats.dam) * 2;
1486 } 1424 }
1487 } else { 1425 else
1488 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1489 attacktype = 1<<attacknum;
1490 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1491 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1492 tmp = arrow;
1493 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1494 }
1495 } 1426 {
1496 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1497 tmp = arrow; 1427 tmp = arrow;
1498 betterby = 2 + arrow->magic + arrow->stats.dam; 1428 betterby = (arrow->magic + arrow->stats.dam) * 2;
1499 }
1500 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1501 tmp = arrow;
1502 betterby = 1 + arrow->magic + arrow->stats.dam;
1503 } 1429 }
1504 } 1430 }
1431 else
1432 {
1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1434 {
1435 attacktype = 1 << attacknum;
1436 if ((arrow->attacktype & attacktype) && (target->arch->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 }
1505 } 1453 }
1454 }
1506 } 1455 }
1507 if (tmp == NULL && arrow == NULL) 1456 if (tmp == NULL && arrow == NULL)
1508 return find_arrow(op, type); 1457 return find_arrow (op, type);
1509 1458
1510 *better = betterby; 1459 *better = betterby;
1511 return tmp; 1460 return tmp;
1512} 1461}
1513 1462
1514/* looks in a given direction, finds the first valid target, and calls 1463/* looks in a given direction, finds the first valid target, and calls
1515 * find_better_arrow to find a decent arrow to use. 1464 * find_better_arrow to find a decent arrow to use.
1516 * op = the shooter 1465 * op = the shooter
1517 * type = bow->race 1466 * type = bow->race
1518 * dir = fire direction 1467 * dir = fire direction
1519 */ 1468 */
1520 1469
1470object *
1521object *pick_arrow_target(object *op, const char *type, int dir) 1471pick_arrow_target (object *op, const char *type, int dir)
1522{ 1472{
1523 object *tmp = NULL; 1473 object *tmp = NULL;
1524 mapstruct *m; 1474 maptile *m;
1525 int i, mflags, found, number; 1475 int i, mflags, found, number;
1526 sint16 x, y; 1476 sint16 x, y;
1527 1477
1528 if (op->map == NULL) 1478 if (op->map == NULL)
1529 return find_arrow(op, type); 1479 return find_arrow (op, type);
1530 1480
1531 /* do a dex check */ 1481 /* do a dex check */
1532 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1482 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1533 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1483 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1534 return find_arrow(op, type); 1484 return find_arrow (op, type);
1535 1485
1536 m = op->map; 1486 m = op->map;
1537 x = op->x; 1487 x = op->x;
1538 y = op->y; 1488 y = op->y;
1539 1489
1540 /* find the first target */ 1490 /* find the first target */
1541 for (i=0, found=0; i<20; i++) { 1491 for (i = 0, found = 0; i < 20; i++)
1492 {
1542 x += freearr_x[dir]; 1493 x += freearr_x[dir];
1543 y += freearr_y[dir]; 1494 y += freearr_y[dir];
1544 mflags = get_map_flags(m, &m, x, y, &x, &y); 1495 mflags = get_map_flags (m, &m, x, y, &x, &y);
1545 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1496 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1497 {
1546 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)
1547 break; 1518 break;
1548 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1549 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1550 * perhaps a bad assumption.
1551 */
1552 tmp = NULL;
1553 break;
1554 } 1519 }
1555 if (mflags & P_IS_ALIVE) {
1556 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1557 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1558 found++;
1559 break;
1560 }
1561 if (found)
1562 break;
1563 }
1564 } 1520 }
1565 if (tmp == NULL) 1521 if (tmp == NULL)
1566 return find_arrow(op, type); 1522 return find_arrow (op, type);
1567 1523
1568 if (tmp->head) 1524 if (tmp->head)
1569 tmp = tmp->head; 1525 tmp = tmp->head;
1570 1526
1571 return find_better_arrow(op, tmp, type, &i); 1527 return find_better_arrow (op, tmp, type, &i);
1572} 1528}
1573 1529
1574/* 1530/*
1575 * Creature fires a bow - op can be monster or player. Returns 1531 * Creature fires a bow - op can be monster or player. Returns
1576 * 1 if bow was actually fired, 0 otherwise. 1532 * 1 if bow was actually fired, 0 otherwise.
1579 * dir is the direction of fire. 1535 * dir is the direction of fire.
1580 * 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)
1581 * 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
1582 * player fire modes. 1538 * player fire modes.
1583 */ 1539 */
1540int
1584int 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)
1585 sint16 sx, sint16 sy)
1586{ 1542{
1587 object *left, *bow; 1543 object *left, *bow;
1588 tag_t left_tag, tag;
1589 int bowspeed, mflags; 1544 int bowspeed, mflags;
1590 mapstruct *m; 1545 maptile *m;
1591 1546
1592 if (!dir) { 1547 if (!dir)
1548 {
1593 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!");
1594 return 0; 1550 return 0;
1595 } 1551 }
1552
1596 if (op->type == PLAYER) 1553 if (op->type == PLAYER)
1597 bow=op->contr->ranges[range_bow]; 1554 bow = op->contr->ranges[range_bow];
1598 else { 1555 else
1556 {
1599 for(bow=op->inv; bow; bow=bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1600 /* 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
1601 * 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.
1602 */ 1560 */
1603 if(bow->type==BOW) 1561 if (bow->type == BOW)
1604 break; 1562 break;
1605 1563
1606 if (!bow) { 1564 if (!bow)
1565 {
1607 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1608 return 0; 1567 return 0;
1609 } 1568 }
1610 } 1569 }
1570
1611 if( !bow->race || !bow->skill) { 1571 if (!bow->race || !bow->skill)
1572 {
1612 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);
1613 return 0; 1574 return 0;
1614 } 1575 }
1615 1576
1616 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1577 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1617 1578
1618 /* penalize ROF for bestarrow */ 1579 /* penalize ROF for bestarrow */
1619 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1580 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1620 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1581 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1582
1621 if (bowspeed < 1) 1583 if (bowspeed < 1)
1622 bowspeed = 1; 1584 bowspeed = 1;
1623 1585
1624 if (arrow == NULL) { 1586 if (arrow == NULL)
1587 {
1625 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1588 if ((arrow = find_arrow (op, bow->race)) == NULL)
1589 {
1626 if (op->type == PLAYER) 1590 if (op->type == PLAYER)
1627 new_draw_info_format(NDI_UNIQUE, 0, op, 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1628 "You have no %s left.", &bow->race);
1629 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1592 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1630 else 1593 else
1631 CLEAR_FLAG(op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1595
1632 return 0; 1596 return 0;
1633 } 1597 }
1634 } 1598 }
1599
1635 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1600 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1636 if (mflags & P_OUT_OF_MAP) { 1601 if (mflags & P_OUT_OF_MAP)
1637 return 0; 1602 return 0;
1638 } 1603
1639 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1604 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1605 {
1640 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.");
1641 return 0; 1607 return 0;
1642 } 1608 }
1643 1609
1644 /* this should not happen, but sometimes does */ 1610 /* this should not happen, but sometimes does */
1645 if (arrow->nrof==0) { 1611 if (arrow->nrof == 0)
1646 remove_ob(arrow); 1612 {
1647 free_object(arrow); 1613 arrow->destroy ();
1648 return 0; 1614 return 0;
1649 } 1615 }
1650 1616
1651 left = arrow; /* these are arrows left to the player */ 1617 left = arrow; /* these are arrows left to the player */
1652 left_tag = left->count;
1653 arrow = get_split_ob(arrow, 1); 1618 arrow = get_split_ob (arrow, 1);
1654 if (arrow == NULL) { 1619 if (!arrow)
1620 {
1655 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);
1656 return 0; 1622 return 0;
1657 } 1623 }
1658 set_owner(arrow, op); 1624
1625 arrow->set_owner (op);
1659 arrow->skill = bow->skill; 1626 arrow->skill = bow->skill;
1660
1661 arrow->direction=dir; 1627 arrow->direction = dir;
1662 arrow->x = sx;
1663 arrow->y = sy;
1664 1628
1665 if (op->type == PLAYER) { 1629 if (op->type == PLAYER)
1630 {
1666 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1631 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1667 fix_player(op); 1632 op->update_stats ();
1668 } 1633 }
1669 1634
1670 SET_ANIMATION(arrow, arrow->direction); 1635 SET_ANIMATION (arrow, arrow->direction);
1636
1671 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1637 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1672 arrow->stats.hp = arrow->stats.dam; 1638 arrow->stats.hp = arrow->stats.dam;
1673 arrow->stats.grace = arrow->attacktype; 1639 arrow->stats.grace = arrow->attacktype;
1640
1674 if (arrow->slaying != NULL) 1641 if (arrow->slaying)
1675 arrow->spellarg = strdup_local(arrow->slaying); 1642 arrow->spellarg = strdup (arrow->slaying);
1676 1643
1677 /* Note that this was different for monsters - they got their level 1644 arrow->stats.dam += op->stats.dam + arrow->magic;
1678 * added to the damage. I think the strength bonus is more proper.
1679 */
1680
1681 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1682 0 : dam_bonus[op->stats.Str]) +
1683 bow->stats.dam + bow->magic + arrow->magic;
1684 1645
1685 /* update the speed */ 1646 /* update the speed */
1686 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1647 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1687 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;
1688 bow->magic + arrow->magic) / 5.0 +
1689 (float)bow->stats.dam / 7.0;
1690 1649
1691 if (arrow->speed < 1.0) 1650 arrow->set_speed (max (arrow->speed, 1.0));
1692 arrow->speed = 1.0;
1693 update_ob_speed(arrow);
1694 arrow->speed_left = 0; 1651 arrow->speed_left = 0;
1695 1652
1653 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1654
1696 if (op->type == PLAYER) { 1655 if (op->type == PLAYER)
1697 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1656 {
1698 (op->chosen_skill?op->chosen_skill->level:op->level) -
1699 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1700 arrow->stats.wc - bow->stats.wc + wc_mod;
1701
1702 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1657 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1703 } else { 1658 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1704 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1705 arrow->stats.wc + wc_mod;
1706 1659
1660 if (!arrow->slaying)
1661 arrow->slaying = op->slaying;
1662 }
1663 else
1664 {
1707 arrow->level = op->level; 1665 arrow->level = op->level;
1708 } 1666 arrow->stats.wc -= bow->magic;
1709 if (arrow->attacktype == AT_PHYSICAL) 1667
1710 arrow->attacktype |= bow->attacktype; 1668 if (!arrow->slaying)
1711 if (bow->slaying != NULL)
1712 arrow->slaying = bow->slaying; 1669 arrow->slaying = bow->slaying;
1670 }
1713 1671
1714 arrow->map = m; 1672 arrow->stats.wc -= arrow->level;
1673
1674 arrow->attacktype |= bow->attacktype;
1675
1715 arrow->move_type = MOVE_FLY_LOW; 1676 arrow->move_type = MOVE_FLY_LOW;
1716 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1677 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1717 1678
1718 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);
1719 tag = arrow->count; 1680 m->insert (arrow, sx, sy, op);
1720 insert_ob_in_map(arrow, m, op, 0);
1721 1681
1722 if (!was_destroyed(arrow, tag)) 1682 if (!arrow->destroyed ())
1723 move_arrow(arrow); 1683 move_arrow (arrow);
1724 1684
1725 if (op->type == PLAYER) { 1685 if (op->type == PLAYER)
1726 if (was_destroyed (left, left_tag)) 1686 {
1687 if (left->destroyed ())
1727 esrv_del_item(op->contr, left_tag); 1688 esrv_del_item (op->contr, left->count);
1728 else 1689 else
1729 esrv_send_item(op, left); 1690 esrv_send_item (op, left);
1730 } 1691 }
1692
1731 return 1; 1693 return 1;
1732} 1694}
1733 1695
1734/* Special fire code for players - this takes into 1696/* Special fire code for players - this takes into
1735 * account the special fire modes players can have 1697 * account the special fire modes players can have
1736 * but monsters can't. Putting that code here 1698 * but monsters can't. Putting that code here
1737 * makes the fire_bow code much cleaner. 1699 * makes the fire_bow code much cleaner.
1738 * this function should only be called if 'op' is a player, 1700 * this function should only be called if 'op' is a player,
1739 * hence the function name. 1701 * hence the function name.
1740 */ 1702 */
1703int
1741int player_fire_bow(object *op, int dir) 1704player_fire_bow (object *op, int dir)
1742{ 1705{
1743 int ret=0, wcmod=0; 1706 int ret = 0, wcmod = 0;
1744 1707
1745 if (op->contr->bowtype == bow_bestarrow) { 1708 if (op->contr->bowtype == bow_bestarrow)
1746 ret = fire_bow(op, op, 1709 {
1747 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);
1748 dir, 0, op->x, op->y); 1711 }
1749 } 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 {
1750 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1714 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1751 wcmod =-1; 1715 wcmod = -1;
1716
1752 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);
1753 op->x, op->y); 1718 }
1754 } else if (op->contr->bowtype == bow_threewide) { 1719 else if (op->contr->bowtype == bow_threewide)
1720 {
1755 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);
1756 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)]);
1757 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 }
1758 } else if (op->contr->bowtype == bow_spreadshot) { 1725 else if (op->contr->bowtype == bow_spreadshot)
1726 {
1759 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);
1760 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);
1761 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);
1762 1730
1763 } else { 1731 }
1732 else
1733 {
1764 /* Simple case */ 1734 /* Simple case */
1765 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);
1766 } 1736 }
1767 return ret; 1737 return ret;
1768} 1738}
1769 1739
1770 1740
1771/* Fires a misc (wand/rod/horn) object in 'dir'. 1741/* Fires a misc (wand/rod/horn) object in 'dir'.
1772 * Broken apart from 'fire' to keep it more readable. 1742 * Broken apart from 'fire' to keep it more readable.
1773 */ 1743 */
1744void
1774void fire_misc_object(object *op, int dir) 1745fire_misc_object (object *op, int dir)
1775{ 1746{
1776 object *item; 1747 object *item;
1777 1748
1778 if (!op->contr->ranges[range_misc]) { 1749 if (!op->contr->ranges[range_misc])
1750 {
1779 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.");
1780 return; 1752 return;
1781 } 1753 }
1782 1754
1783 item = op->contr->ranges[range_misc]; 1755 item = op->contr->ranges[range_misc];
1784 if (!item->inv) { 1756 if (!item->inv)
1757 {
1785 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1758 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1786 return; 1759 return;
1787 } 1760 }
1788 if (item->type == WAND) { 1761 if (item->type == WAND)
1762 {
1789 if(item->stats.food<=0) { 1763 if (item->stats.food <= 0)
1764 {
1790 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1765 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1791 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1766 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1792 return; 1767 return;
1793 } 1768 }
1769 }
1794 } else if (item->type == ROD || item->type==HORN) { 1770 else if (item->type == ROD || item->type == HORN)
1771 {
1795 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 {
1796 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1774 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1797 if (item->type== ROD) 1775 if (item->type == ROD)
1798 new_draw_info_format(NDI_UNIQUE, 0,op,
1799 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1800 else 1777 else
1801 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));
1802 "The %s needs more time to charge.", query_base_name(item,0));
1803 return; 1779 return;
1804 } 1780 }
1805 } 1781 }
1806 1782
1807 if(cast_spell(op,item,dir,item->inv,NULL)) { 1783 if (cast_spell (op, item, dir, item->inv, NULL))
1784 {
1808 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 */
1809 if (item->type == WAND) { 1786 if (item->type == WAND)
1787 {
1810 if (!(--item->stats.food)) { 1788 if (!(--item->stats.food))
1789 {
1811 object *tmp; 1790 object *tmp;
1791
1812 if (item->arch) { 1792 if (item->arch)
1793 {
1813 CLEAR_FLAG(item, FLAG_ANIMATE); 1794 CLEAR_FLAG (item, FLAG_ANIMATE);
1814 item->face = item->arch->clone.face; 1795 item->face = item->arch->clone.face;
1815 item->speed = 0; 1796 item->set_speed (0);
1816 update_ob_speed(item);
1817 } 1797 }
1798
1818 if ((tmp=is_player_inv(item))) 1799 if ((tmp = item->in_player ()))
1819 esrv_update_item(UPD_ANIM, tmp, item); 1800 esrv_update_item (UPD_ANIM, tmp, item);
1820 } 1801 }
1821 } 1802 }
1822 else if (item->type == ROD || item->type==HORN) { 1803 else if (item->type == ROD || item->type == HORN)
1823 drain_rod_charge(item); 1804 drain_rod_charge (item);
1824 }
1825 } 1805 }
1826} 1806}
1827 1807
1828/* Received a fire command for the player - go and do it. 1808/* Received a fire command for the player - go and do it.
1829 */ 1809 */
1810void
1830void fire(object *op,int dir) { 1811fire (object *op, int dir)
1812{
1831 int spellcost=0; 1813 int spellcost = 0;
1832 1814
1833 /* check for loss of invisiblity/hide */ 1815 /* check for loss of invisiblity/hide */
1834 if (action_makes_visible(op)) make_visible(op); 1816 if (action_makes_visible (op))
1817 make_visible (op);
1835 1818
1836 switch(op->contr->shoottype) { 1819 switch (op->contr->shoottype)
1820 {
1837 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
1838 return; 1846 return;
1839
1840 case range_bow:
1841 player_fire_bow(op, dir);
1842 return;
1843
1844 case range_magic: /* Casting spells */
1845 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1846 return;
1847
1848 case range_misc:
1849 fire_misc_object(op, dir);
1850 return;
1851
1852 case range_golem: /* Control summoned monsters from scrolls */
1853 if(op->contr->ranges[range_golem]==NULL ||
1854 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1855 op->contr->ranges[range_golem] = NULL;
1856 op->contr->shoottype=range_none;
1857 op->contr->golem_count = 0;
1858 } 1847 }
1859 else
1860 control_golem(op->contr->ranges[range_golem], dir);
1861 return;
1862 1848
1863 case range_skill:
1864 if(!op->chosen_skill) {
1865 if(op->type==PLAYER)
1866 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1867 return;
1868 }
1869 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 1849 do_skill (op, op, op->chosen_skill, dir, NULL);
1870 return;
1871 case range_builder:
1872 apply_map_builder( op, dir );
1873 return; 1850 return;
1851 case range_builder:
1852 apply_map_builder (op, dir);
1853 return;
1874 default: 1854 default:
1875 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1855 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1876 return; 1856 return;
1877 } 1857 }
1878} 1858}
1879
1880
1881 1859
1882/* find_key 1860/* find_key
1883 * 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
1884 * and successfully use it, we return the key, otherwise NULL 1862 * and successfully use it, we return the key, otherwise NULL
1885 * This function merges both normal and locked door, since the logic 1863 * This function merges both normal and locked door, since the logic
1887 * pl is the player, 1865 * pl is the player,
1888 * inv is the objects inventory to searched 1866 * inv is the objects inventory to searched
1889 * door is the door we are trying to match against. 1867 * door is the door we are trying to match against.
1890 * This function can be called recursively to search containers. 1868 * This function can be called recursively to search containers.
1891 */ 1869 */
1892 1870object *
1893object * find_key(object *pl, object *container, object *door) 1871find_key (object *pl, object *container, object *door)
1894{ 1872{
1895 object *tmp,*key; 1873 object *tmp, *key;
1896 1874
1897 /* Should not happen, but sanity checking is never bad */ 1875 /* Should not happen, but sanity checking is never bad */
1898 if (container->inv == NULL) return NULL; 1876 if (!container->inv)
1877 return 0;
1899 1878
1900 /* 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 */
1901 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1880 for (tmp = container->inv; tmp; tmp = tmp->below)
1881 {
1902 if (door->type==DOOR && tmp->type==KEY) break; 1882 if (door->type == DOOR && tmp->type == KEY)
1883 break;
1903 /* For sanity, we should really check door type, but other stuff 1884 /* For sanity, we should really check door type, but other stuff
1904 * (like containers) can be locked with special keys 1885 * (like containers) can be locked with special keys
1905 */ 1886 */
1906 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1887 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1907 tmp->slaying==door->slaying) break; 1888 break;
1908 } 1889 }
1890
1909 /* No key found - lets search inventories now */ 1891 /* No key found - lets search inventories now */
1910 /* 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.
1911 * 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
1912 * a key, return 1894 * a key, return
1913 */ 1895 */
1914 if (!tmp) { 1896 if (!tmp)
1897 {
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1898 for (tmp = container->inv; tmp; tmp = tmp->below)
1899 {
1916 /* No reason to search empty containers */ 1900 /* No reason to search empty containers */
1917 if (tmp->type==CONTAINER && tmp->inv) { 1901 if (tmp->type == CONTAINER && tmp->inv)
1902 {
1918 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1903 if ((key = find_key (pl, tmp, door)))
1904 return key;
1919 } 1905 }
1920 } 1906 }
1907
1908 if (!tmp)
1921 if (!tmp) return NULL; 1909 return NULL;
1922 } 1910 }
1911
1923 /* 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,
1924 * see if we actually want to use it 1913 * see if we actually want to use it
1925 */ 1914 */
1926 if (pl!=container) { 1915 if (pl != container)
1916 {
1927 /* Only let players use keys in containers */ 1917 /* Only let players use keys in containers */
1928 if (!pl->contr) return NULL; 1918 if (!pl->contr)
1919 return NULL;
1929 /* cases where this fails: 1920 /* cases where this fails:
1930 * If we only search the player inventory, return now since we 1921 * If we only search the player inventory, return now since we
1931 * are not in the players inventory. 1922 * are not in the players inventory.
1932 * If the container is not active, return now since only active 1923 * If the container is not active, return now since only active
1933 * containers can be used. 1924 * containers can be used.
1934 * If we only search keyrings and the container does not have 1925 * If we only search keyrings and the container does not have
1935 * a race/isn't a keyring. 1926 * a race/isn't a keyring.
1936 * No checking for all containers - to fall through past here, 1927 * No checking for all containers - to fall through past here,
1937 * inv must have been an container and must have been active. 1928 * inv must have been an container and must have been active.
1938 * 1929 *
1939 * Change the color so that the message doesn't disappear with 1930 * Change the color so that the message doesn't disappear with
1940 * all the others. 1931 * all the others.
1941 */ 1932 */
1942 if (pl->contr->usekeys == key_inventory || 1933 if (pl->contr->usekeys == key_inventory ||
1943 !QUERY_FLAG(container, FLAG_APPLIED) || 1934 !QUERY_FLAG (container, FLAG_APPLIED) ||
1944 (pl->contr->usekeys == keyrings &&
1945 (!container->race || strcmp(container->race, "keys"))) 1935 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1946 ) { 1936 {
1947 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1937 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1948 "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));
1949 query_name(tmp), query_name(container));
1950 return NULL; 1939 return NULL;
1951 } 1940 }
1952 } 1941 }
1942
1953 return tmp; 1943 return tmp;
1954} 1944}
1955 1945
1956/* moved door processing out of move_player_attack. 1946/* moved door processing out of move_player_attack.
1957 * returns 1 if player has opened the door with a key 1947 * returns 1 if player has opened the door with a key
1958 * such that the caller should not do anything more, 1948 * such that the caller should not do anything more,
1959 * 0 otherwise 1949 * 0 otherwise
1960 */ 1950 */
1951static int
1961static int player_attack_door(object *op, object *door) 1952player_attack_door (object *op, object *door)
1962{ 1953{
1963
1964 /* 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,
1965 * 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 -
1966 * otherwise, we fall through to the rest of the code. 1956 * otherwise, we fall through to the rest of the code.
1967 */ 1957 */
1968 object *key=find_key(op, op, door); 1958 object *key = find_key (op, op, door);
1969 1959
1970 /* IF we found a key, do some extra work */ 1960 /* IF we found a key, do some extra work */
1971 if (key) { 1961 if (key)
1962 {
1972 object *container=key->env; 1963 object *container = key->env;
1973 1964
1974 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);
1975 if(action_makes_visible(op)) make_visible(op); 1966 if (action_makes_visible (op))
1967 make_visible (op);
1976 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
1977 if (door->type == DOOR) { 1971 if (door->type == DOOR)
1978 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 */
1979 }
1980 else if(door->type==LOCKED_DOOR) { 1973 else if (door->type == LOCKED_DOOR)
1981 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1974 {
1982 "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));
1983 remove_door2(door); /* remove door without violence ;-) */ 1976 remove_door2 (door); /* remove door without violence ;-) */
1984 } 1977 }
1978
1985 /* Do this after we print the message */ 1979 /* Do this after we print the message */
1986 decrease_ob(key); /* Use up one of the keys */ 1980 decrease_ob (key); /* Use up one of the keys */
1987 /* Need to update the weight the container the key was in */ 1981 /* Need to update the weight the container the key was in */
1988 if (container != op) 1982 if (container != op)
1989 esrv_update_item(UPD_WEIGHT, op, container); 1983 esrv_update_item (UPD_WEIGHT, op, container);
1984
1990 return 1; /* Nothing more to do below */ 1985 return 1; /* Nothing more to do below */
1986 }
1991 } else if (door->type==LOCKED_DOOR) { 1987 else if (door->type == LOCKED_DOOR)
1988 {
1992 /* Might as well return now - no other way to open this */ 1989 /* Might as well return now - no other way to open this */
1993 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1990 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1994 return 1; 1991 return 1;
1995 } 1992 }
1993
1996 return 0; 1994 return 0;
1997} 1995}
1998 1996
1999/* This function is just part of a breakup from move_player. 1997/* This function is just part of a breakup from move_player.
2000 * It should keep the code cleaner. 1998 * It should keep the code cleaner.
2001 * When this is called, the players direction has been updated 1999 * When this is called, the players direction has been updated
2002 * (taking into account confusion.) The player is also actually 2000 * (taking into account confusion.) The player is also actually
2003 * going to try and move (not fire weapons). 2001 * going to try and move (not fire weapons).
2004 */ 2002 */
2005 2003void
2006void move_player_attack(object *op, int dir) 2004move_player_attack (object *op, int dir)
2007{ 2005{
2008 object *tmp, *mon; 2006 object *tmp, *mon;
2009 sint16 nx, ny; 2007 sint16 nx, ny;
2010 int on_battleground; 2008 int on_battleground;
2011 mapstruct *m; 2009 maptile *m;
2012 2010
2013 nx=freearr_x[dir]+op->x; 2011 nx = freearr_x[dir] + op->x;
2014 ny=freearr_y[dir]+op->y; 2012 ny = freearr_y[dir] + op->y;
2015 2013
2016 on_battleground = op_on_battleground(op, NULL, NULL); 2014 on_battleground = op_on_battleground (op, 0, 0);
2017 2015
2018 /* 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
2019 * 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
2020 * 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
2021 * player. This is a pretty nasty hack, because if we could 2019 * player. This is a pretty nasty hack, because if we could
2022 * move to some space, it then means that if we are braced, we should 2020 * move to some space, it then means that if we are braced, we should
2023 * do nothing at all. As it is, if we are braced, we go through 2021 * do nothing at all. As it is, if we are braced, we go through
2024 * quite a bit of processing. However, it probably is less than what 2022 * quite a bit of processing. However, it probably is less than what
2025 * move_ob uses. 2023 * move_ob uses.
2026 */ 2024 */
2027 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 {
2028 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2027 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2029 m = get_map_from_coord(op->map, &nx, &ny);
2030 if (!m) return; /* Don't think this should happen */
2031 } 2028 {
2029 m = op->map->xy_find (nx, ny);
2030 if (!m)
2031 return; /* Don't think this should happen */
2032 }
2033 else
2032 else m =op->map; 2034 m = op->map;
2033 2035
2034 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2036 if (!(tmp = m->at (nx, ny).bot))
2035 /* 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)
2036 return; 2099 return;
2037 }
2038 2100
2039 mon = NULL; 2101 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2040 /* Go through all the objects, and find ones of interest. Only stop if 2102 (void) push_ob (mon, dir, op);
2041 * we find a monster - that is something we know we want to attack. 2103 if (op->contr->tmp_invis || op->hide)
2042 * if its a door or barrel (can roll) see if there may be monsters 2104 make_visible (op);
2043 * 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.
2044 */ 2113 */
2045 while (tmp!=NULL) { 2114 if ((mon->type == PLAYER || mon->enemy != op) &&
2046 if (tmp == op) { 2115 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2047 tmp=tmp->above; 2116#ifdef PROHIBIT_PLAYERKILL
2048 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);
2049 } 2130 }
2050 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2131 else
2051 mon = tmp; 2132 new_draw_info (0, 0, op, "You withhold your attack");
2052 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 */
2053 } 2168 }
2054 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2055 mon = tmp;
2056 tmp=tmp->above;
2057 }
2058
2059 if (mon==NULL) /* This happens anytime the player tries to move */
2060 return; /* into a wall */
2061 2169
2062 if(mon->head != NULL) 2170 skill_attack (mon, op, 0, 0, 0);
2063 mon = mon->head;
2064 2171
2065 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2172 /* If attacking another player, that player gets automatic
2066 if (player_attack_door(op, mon)) return; 2173 * hitback, and doesn't loose luck either.
2067 2174 * Disable hitback on the battleground or if the target is
2068 /* The following deals with possibly attacking peaceful 2175 * the wiz.
2069 * or frienddly creatures. Basically, all players are considered
2070 * unaggressive. If the moving player has peaceful set, then the
2071 * object should be pushed instead of attacked. It is assumed that
2072 * if you are braced, you will not attack friends accidently,
2073 * and thus will not push them.
2074 */ 2176 */
2075 2177 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2076 /* If the creature is a pet, push it even if the player is not
2077 * peaceful. Our assumption is the creature is a pet if the
2078 * player owns it and it is either friendly or unagressive.
2079 */
2080 if ((op->type==PLAYER)
2081#if COZY_SERVER
2082 &&
2083 (
2084 (get_owner(mon) && get_owner(mon)->contr
2085 && same_party (get_owner(mon)->contr->party, op->contr->party))
2086 || get_owner(mon) == op
2087 )
2088#else
2089 && get_owner(mon)==op
2090#endif
2091 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2092 {
2093 /* If we're braced, we don't want to switch places with it */
2094 if (op->contr->braced) return;
2095 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2096 (void) push_ob(mon,dir,op);
2097 if(op->contr->tmp_invis||op->hide) make_visible(op);
2098 return;
2099 }
2100
2101 /* in certain circumstances, you shouldn't attack friendly
2102 * creatures. Note that if you are braced, you can't push
2103 * someone, but put it inside this loop so that you won't
2104 * attack them either.
2105 */
2106 if ((mon->type==PLAYER || mon->enemy != op) &&
2107 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2108 (
2109#ifdef PROHIBIT_PLAYERKILL
2110 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2111#else
2112 op->contr->peaceful &&
2113#endif
2114 !on_battleground
2115 )) { 2178 {
2116 if (!op->contr->braced) { 2179 short luck = mon->stats.luck;
2117 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2180
2118 (void) push_ob(mon,dir,op); 2181 mon->contr->has_hit = 1;
2119 } else { 2182 skill_attack (op, mon, 0, 0, 0);
2120 new_draw_info(0, 0,op,"You withhold your attack"); 2183 mon->stats.luck = luck;
2121 } 2184 }
2122 if(op->contr->tmp_invis||op->hide) make_visible(op);
2123 }
2124 2185
2125 /* If the object is a boulder or other rollable object, then
2126 * roll it if not braced. You can't roll it if you are braced.
2127 */
2128 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2129 recursive_roll(mon,dir,op);
2130 if(action_makes_visible(op)) make_visible(op); 2186 if (action_makes_visible (op))
2131 } 2187 make_visible (op);
2132
2133 /* Any generic living creature. Including things like doors.
2134 * Way it works is like this: First, it must have some hit points
2135 * and be living. Then, it must be one of the following:
2136 * 1) Not a player, 2) A player, but of a different party. Note
2137 * that party_number -1 is no party, so attacks can still happen.
2138 */
2139
2140 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2141 ((mon->type!=PLAYER || op->contr->party==NULL ||
2142 op->contr->party!=mon->contr->party))) {
2143
2144 /* If the player hasn't hit something this tick, and does
2145 * so, give them speed boost based on weapon speed. Doing
2146 * it here is better than process_players2, which basically
2147 * incurred a 1 tick offset.
2148 */
2149 if (!op->contr->has_hit) {
2150 op->speed_left += op->speed / op->contr->weapon_sp;
2151
2152 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2153 } 2188 }
2154
2155 skill_attack(mon, op, 0, NULL, NULL);
2156
2157 /* If attacking another player, that player gets automatic
2158 * hitback, and doesn't loose luck either.
2159 * Disable hitback on the battleground or if the target is
2160 * the wiz.
2161 */
2162 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2163 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2164 short luck = mon->stats.luck;
2165 mon->contr->has_hit = 1;
2166 skill_attack(op, mon, 0, NULL, NULL);
2167 mon->stats.luck = luck;
2168 }
2169 if(action_makes_visible(op)) make_visible(op);
2170 }
2171 } /* if player should attack something */ 2189 } /* if player should attack something */
2172} 2190}
2173 2191
2192int
2174int move_player(object *op,int dir) { 2193move_player (object *op, int dir)
2194{
2175 int pick; 2195 int pick;
2176 2196
2177 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2197 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2178 return 0;
2179
2180 /* Sanity check: make sure dir is valid */
2181 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2182 LOG( llevError, "move_player: invalid direction %d\n", dir);
2183 return 0;
2184 }
2185
2186 /* peterm: added following line */
2187 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2188 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2189
2190 op->facing = dir;
2191
2192 if(op->hide) do_hidden_move(op);
2193
2194 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2195 /*nop*/;
2196 else if (op->contr->fire_on)
2197 fire (op, dir);
2198 else
2199 {
2200 move_player_attack (op, dir);
2201 pick = check_pick(op);
2202 }
2203
2204 /* Add special check for newcs players and fire on - this way, the
2205 * server can handle repeat firing.
2206 */
2207 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2208 op->direction = dir;
2209 } else {
2210 op->direction=0;
2211 }
2212 /* Update how the player looks. Use the facing, so direction may
2213 * get reset to zero. This allows for full animation capabilities
2214 * for players.
2215 */
2216 animate_object(op, op->facing);
2217 return 0; 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;
2218} 2240}
2219 2241
2220/* This is similar to handle_player, below, but is only used by the 2242/* This is similar to handle_player, below, but is only used by the
2221 * new client/server stuff. 2243 * new client/server stuff.
2222 * This is sort of special, in that the new client/server actually uses 2244 * This is sort of special, in that the new client/server actually uses
2223 * the new speed values for commands. 2245 * the new speed values for commands.
2224 * 2246 *
2225 * Returns true if there are more actions we can do. 2247 * Returns true if there are more actions we can do.
2226 */ 2248 */
2249int
2227int handle_newcs_player(object *op) 2250handle_newcs_player (object *op)
2228{ 2251{
2229 if (op->contr->hidden) {
2230 op->invisible = 1000;
2231 /* the socket code flashes the player visible/invisible
2232 * depending on the value of invisible, so we need to
2233 * alternate it here for it to work correctly.
2234 */
2235 if (pticks & 2) op->invisible--;
2236 }
2237 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2238 op->invisible--;
2239 if(!op->invisible) {
2240 make_visible(op);
2241 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2242 }
2243 }
2244
2245 if (QUERY_FLAG(op, FLAG_SCARED)) { 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2253 {
2246 flee_player(op); 2254 flee_player (op);
2247 /* 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 */
2248 if (QUERY_FLAG(op, FLAG_SCARED)) { 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2257 {
2249 op->speed_left--; 2258 op->speed_left--;
2250 return 0; 2259 return 0;
2251 } 2260 }
2252 } 2261 }
2253 2262
2254 /* I've been seeing crashes where the golem has been destroyed, but
2255 * the player object still points to the defunct golem. The code that
2256 * destroys the golem looks correct, and it doesn't always happen, so
2257 * put this in a a workaround to clean up the golem pointer.
2258 */
2259 if (op->contr->ranges[range_golem] &&
2260 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2261 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2262 op->contr->ranges[range_golem] = NULL;
2263 op->contr->golem_count = 0;
2264 }
2265
2266 /* call this here - we also will call this in do_ericserver, but 2263 /* call this here - we also will call this in do_ericserver, but
2267 * the players time has been increased when doericserver has been 2264 * the players time has been increased when doericserver has been
2268 * called, so we recheck it here. 2265 * called, so we recheck it here.
2269 */ 2266 */
2270 HandleClient(&op->contr->socket, op->contr); 2267 if (op->contr->ns->handle_command ())
2271 if (op->speed_left<0) return 0; 2268 return 1;
2272 2269
2270 if (op->speed_left > 0)
2271 {
2273 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2273 {
2274 /* All move commands take 1 tick, at least for now */ 2274 /* All move commands take 1 tick, at least for now */
2275 op->speed_left--; 2275 op->speed_left--;
2276 2276
2277 /* Instead of all the stuff below, let move_player take care 2277 /* Instead of all the stuff below, let move_player take care
2278 * of it. Also, some of the skill stuff is only put in 2278 * of it. Also, some of the skill stuff is only put in
2279 * there, as well as the confusion stuff. 2279 * there, as well as the confusion stuff.
2280 */ 2280 */
2281 move_player(op, op->direction); 2281 move_player (op, op->direction);
2282 if (op->speed_left>0) return 1; 2282
2283 else return 0; 2283 return op->speed_left > 0;
2284 }
2284 } 2285 }
2286
2287 return 0;
2288}
2289
2290int
2291save_life (object *op)
2292{
2293 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2285 return 0; 2294 return 0;
2286}
2287 2295
2288int save_life(object *op) {
2289 object *tmp;
2290
2291 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2292 return 0;
2293
2294 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2296 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2295 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2297 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2298 {
2296 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);
2297 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));
2298 "Your %s vibrates violently, then evaporates.", 2301
2299 query_name(tmp));
2300 if (op->contr) 2302 if (op->contr)
2301 esrv_del_item(op->contr, tmp->count); 2303 esrv_del_item (op->contr, tmp->count);
2302 remove_ob(tmp); 2304
2303 free_object(tmp); 2305 tmp->destroy ();
2304 CLEAR_FLAG(op, FLAG_LIFESAVE); 2306 CLEAR_FLAG (op, FLAG_LIFESAVE);
2307
2305 if(op->stats.hp<0) 2308 if (op->stats.hp < 0)
2306 op->stats.hp = op->stats.maxhp; 2309 op->stats.hp = op->stats.maxhp;
2310
2307 if(op->stats.food<0) 2311 if (op->stats.food < 0)
2308 op->stats.food = 999; 2312 op->stats.food = 999;
2309 fix_player(op); 2313
2314 op->update_stats ();
2310 return 1; 2315 return 1;
2311 } 2316 }
2317
2312 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2318 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2313 CLEAR_FLAG(op, FLAG_LIFESAVE); 2319 CLEAR_FLAG (op, FLAG_LIFESAVE);
2314 enter_player_savebed(op); /* bring him home. */ 2320 enter_player_savebed (op); /* bring him home. */
2315 return 0; 2321 return 0;
2316} 2322}
2317 2323
2318/* 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
2319 * 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
2320 * 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
2321 * from. 2327 * from.
2322 */ 2328 */
2329void
2323void remove_unpaid_objects(object *op, object *env) 2330remove_unpaid_objects (object *op, object *env)
2324{ 2331{
2325 object *next;
2326
2327 while (op) { 2332 while (op)
2333 {
2328 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' */
2329 * we remove object 'op' 2335
2330 */
2331 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2336 if (QUERY_FLAG (op, FLAG_UNPAID))
2332 remove_ob(op); 2337 {
2333 op->x = env->x;
2334 op->y = env->y;
2335 if (env->type == PLAYER) 2338 if (env->type == PLAYER)
2336 esrv_del_item(env->contr, op->count); 2339 esrv_del_item (env->contr, op->count);
2337 insert_ob_in_map(op, env->map, NULL,0); 2340
2341 op->insert_at (env);
2338 } 2342 }
2343 else if (op->inv)
2339 else if (op->inv) remove_unpaid_objects(op->inv, env); 2344 remove_unpaid_objects (op->inv, env);
2345
2340 op=next; 2346 op = next;
2341 } 2347 }
2342} 2348}
2343
2344 2349
2345/* 2350/*
2346 * Returns pointer a static string containing gravestone text 2351 * Returns pointer a static string containing gravestone text
2347 * Moved from apply.c to player.c - player.c is what 2352 * Moved from apply.c to player.c - player.c is what
2348 * actually uses this function. player.c may not be quite the 2353 * actually uses this function. player.c may not be quite the
2349 * best, a misc file for object actions is probably better, 2354 * best, a misc file for object actions is probably better,
2350 * but there isn't one in the server directory. 2355 * but there isn't one in the server directory.
2351 */ 2356 */
2357char *
2352char *gravestone_text (object *op) 2358gravestone_text (object *op)
2353{ 2359{
2354 static char buf2[MAX_BUF]; 2360 static char buf2[MAX_BUF];
2355 char buf[MAX_BUF]; 2361 char buf[MAX_BUF];
2356 time_t now = time (NULL); 2362 time_t now = time (NULL);
2357 2363
2358 strcpy (buf2, " R.I.P.\n\n"); 2364 strcpy (buf2, " R.I.P.\n\n");
2359 if (op->type == PLAYER) 2365 if (op->type == PLAYER)
2360 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2366 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2361 else 2367 else
2362 sprintf (buf, "%s\n", &op->name); 2368 sprintf (buf, "%s\n", &op->name);
2369
2363 strncat (buf2, " ", 20 - strlen (buf) / 2); 2370 strncat (buf2, " ", 20 - strlen (buf) / 2);
2364 strcat (buf2, buf); 2371 strcat (buf2, buf);
2365 if (op->type == PLAYER) 2372 if (op->type == PLAYER)
2366 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);
2367 else 2374 else
2368 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
2369 strncat (buf2, " ", 20 - strlen (buf) / 2); 2377 strncat (buf2, " ", 20 - strlen (buf) / 2);
2370 strcat (buf2, buf); 2378 strcat (buf2, buf);
2371 if (op->type == PLAYER) { 2379 if (op->type == PLAYER)
2380 {
2372 sprintf (buf, "by %s.\n\n", op->contr->killer); 2381 sprintf (buf, "by %s.\n\n", op->contr->killer);
2373 strncat (buf2, " ", 21 - strlen (buf) / 2); 2382 strncat (buf2, " ", 21 - strlen (buf) / 2);
2374 strcat (buf2, buf); 2383 strcat (buf2, buf);
2375 } 2384 }
2385
2376 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2386 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2377 strncat (buf2, " ", 20 - strlen (buf) / 2); 2387 strncat (buf2, " ", 20 - strlen (buf) / 2);
2378 strcat (buf2, buf); 2388 strcat (buf2, buf);
2389
2379 return buf2; 2390 return buf2;
2380} 2391}
2381 2392
2382 2393void
2383
2384void do_some_living(object *op) { 2394do_some_living (object *op)
2395{
2385 int last_food=op->stats.food; 2396 int last_food = op->stats.food;
2386 int gen_hp, gen_sp, gen_grace; 2397 int gen_hp, gen_sp, gen_grace;
2387 int over_hp, over_sp, over_grace; 2398 int over_hp, over_sp, over_grace;
2388 int i; 2399 int i;
2389 int rate_hp = 1200; 2400 int rate_hp = 1200;
2390 int rate_sp = 2500; 2401 int rate_sp = 2500;
2391 int rate_grace = 2000; 2402 int rate_grace = 2000;
2392 const int max_hp = 1; 2403 const int max_hp = 1;
2393 const int max_sp = 1; 2404 const int max_sp = 1;
2394 const int max_grace = 1; 2405 const int max_grace = 1;
2395 2406
2396 if (op->contr->outputs_sync) 2407 if (op->contr->hidden)
2397 { 2408 {
2398 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2409 op->invisible = 1000;
2399 if (op->contr->outputs[i].buf!=NULL && 2410 /* the socket code flashes the player visible/invisible
2400 (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2411 * depending on the value of invisible, so we need to
2401 flush_output_element(op, &op->contr->outputs[i]); 2412 * alternate it here for it to work correctly.
2413 */
2414 if (pticks & 2)
2415 op->invisible--;
2402 } 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 }
2403 2425
2404 if(op->contr->state==ST_PLAYING) { 2426 if (op->contr->ns->state == ST_PLAYING)
2405 2427 {
2406 /* these next three if clauses make it possible to SLOW DOWN 2428 /* these next three if clauses make it possible to SLOW DOWN
2407 hp/grace/spellpoint regeneration. */ 2429 hp/grace/spellpoint regeneration. */
2408 if(op->contr->gen_hp >= 0 ) 2430 if (op->contr->gen_hp >= 0)
2409 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2431 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2410 else { 2432 else
2433 {
2411 gen_hp = op->stats.maxhp; 2434 gen_hp = op->stats.maxhp;
2412 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2435 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2413 } 2436 }
2437
2414 if(op->contr->gen_sp >= 0 ) 2438 if (op->contr->gen_sp >= 0)
2415 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2439 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2416 else { 2440 else
2441 {
2417 gen_sp = op->stats.maxsp; 2442 gen_sp = op->stats.maxsp;
2418 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2443 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2419 } 2444 }
2445
2420 if(op->contr->gen_grace >= 0) 2446 if (op->contr->gen_grace >= 0)
2421 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2447 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2422 else { 2448 else
2449 {
2423 gen_grace = op->stats.maxgrace; 2450 gen_grace = op->stats.maxgrace;
2424 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2425 } 2452 }
2426 2453
2427 /* Regenerate Spell Points */ 2454 /* Regenerate Spell Points */
2428 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2455 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2456 {
2429 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);
2430 if(op->stats.sp<op->stats.maxsp) {
2431 op->stats.sp++;
2432 /* dms do not consume food */
2433 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2434 op->stats.food--;
2435 if(op->contr->digestion<0)
2436 op->stats.food+=op->contr->digestion;
2437 else if(op->contr->digestion>0 &&
2438 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2439 op->stats.food=last_food;
2440 }
2441 }
2442 if (max_sp>1) {
2443 over_sp = (gen_sp+10)/rate_sp;
2444 if (over_sp > 0) {
2445 if(op->stats.sp<op->stats.maxsp) { 2458 if (op->stats.sp < op->stats.maxsp)
2446 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2459 {
2447 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2448 op->stats.sp--; 2460 op->stats.sp++;
2449 if(op->stats.sp>op->stats.maxsp) 2461 /* dms do not consume food */
2450 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;
2451 } 2469 }
2452 op->last_sp=0;
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 } else {
2457 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2458 }
2459 }
2460
2461 /* Regenerate Grace */
2462 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2463 if(--op->last_grace<0) {
2464 if(op->stats.grace<op->stats.maxgrace/2)
2465 op->stats.grace++; /* no penalty in food for regaining grace */
2466 if(max_grace>1) {
2467 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2468 if (over_grace > 0) {
2469 op->stats.sp += over_grace
2470 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2471 op->last_grace=0;
2472 } else {
2473 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2474 } 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 }
2475 } 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 {
2476 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);
2477 } 2520 }
2478 /* wearing stuff doesn't detract from grace generation. */ 2521 /* wearing stuff doesn't detract from grace generation. */
2479 } 2522 }
2480 2523
2481 /* Regenerate Hit Points */ 2524 /* Regenerate Hit Points */
2482 if(--op->last_heal<0) { 2525 if (--op->last_heal < 0)
2526 {
2483 if(op->stats.hp<op->stats.maxhp) { 2527 if (op->stats.hp < op->stats.maxhp)
2528 {
2484 op->stats.hp++; 2529 op->stats.hp++;
2485 /* dms do not consume food */ 2530 /* dms do not consume food */
2486 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2531 if (!QUERY_FLAG (op, FLAG_WIZ))
2487 op->stats.food--; 2532 {
2533 op->stats.food--;
2488 if(op->contr->digestion<0) 2534 if (op->contr->digestion < 0)
2489 op->stats.food+=op->contr->digestion; 2535 op->stats.food += op->contr->digestion;
2490 else if(op->contr->digestion>0 && 2536 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2491 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2492 op->stats.food=last_food; 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 }
2493 } 2558 }
2494 }
2495 if(max_hp>1) {
2496 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2497 if (over_hp > 0) {
2498 op->stats.sp += over_hp
2499 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2500 op->last_heal=0;
2501 } else {
2502 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2503 }
2504 } else {
2505 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2506 }
2507 }
2508 2559
2509 /* Digestion */ 2560 /* Digestion */
2510 if(--op->last_eat<0) { 2561 if (--op->last_eat < 0)
2562 {
2511#ifdef COZY_SERVER 2563#ifdef COZY_SERVER
2512 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;
2513 int bonus=dg>0?dg:0, 2565 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2514 penalty=dg<0?-dg:0;
2515#else 2566#else
2516 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;
2517 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2518#endif 2568#endif
2519 2569
2520 if(op->contr->gen_hp > 0) 2570 if (op->contr->gen_hp > 0)
2521 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);
2522 else 2572 else
2523 op->last_eat=25*(1+bonus)/(penalty +1); 2573 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2574
2524 /* dms do not consume food */ 2575 /* dms do not consume food */
2525 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2576 if (!QUERY_FLAG (op, FLAG_WIZ))
2526 } 2577 op->stats.food--;
2527 } 2578 }
2528 2579
2529 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 {
2530 object *tmp, *flesh=NULL; 2582 object *tmp, *flesh = 0;
2531 2583
2532 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2584 for (tmp = op->inv; tmp; tmp = tmp->below)
2585 {
2533 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2586 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2587 {
2534 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2588 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2589 {
2535 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.");
2536 manual_apply(op,tmp,0); 2591 manual_apply (op, tmp, 0);
2537 if(op->stats.food>=0||op->stats.hp<0) 2592 if (op->stats.food >= 0 || op->stats.hp < 0)
2538 break; 2593 break;
2539 } 2594 }
2540 else if (tmp->type==FLESH) flesh=tmp; 2595 else if (tmp->type == FLESH)
2596 flesh = tmp;
2541 } /* End if paid for object */ 2597 } /* End if paid for object */
2542 } /* end of for loop */ 2598 } /* end of for loop */
2599
2543 /* 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
2544 * eat flesh instead. 2601 * eat flesh instead.
2545 */ 2602 */
2546 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2603 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2604 {
2547 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.");
2548 manual_apply(op,flesh,0); 2606 manual_apply (op, flesh, 0);
2549 } 2607 }
2550 } /* end if player is starving */ 2608 }
2551 2609
2552 while(op->stats.food<0&&op->stats.hp>0) 2610 while (op->stats.food < 0 && op->stats.hp >= 0)
2553 op->stats.food++,op->stats.hp--; 2611 op->stats.food++, op->stats.hp--;
2554 2612
2555 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))
2556 kill_player(op); 2614 kill_player (op);
2615 }
2557} 2616}
2558
2559
2560 2617
2561/* 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.
2562 * 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
2563 * permadeath, no lifesave), this will take care of removing the player 2620 * permadeath, no lifesave), this will take care of removing the player
2564 * file. 2621 * file.
2565 */ 2622 */
2623void
2566void kill_player(object *op) 2624kill_player (object *op)
2567{ 2625{
2568 char buf[MAX_BUF]; 2626 char buf[MAX_BUF];
2569 int x, y; 2627 int x, y;
2628
2570 //int i; 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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