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Comparing deliantra/server/server/player.C (file contents):
Revision 1.14 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.136 by root, Wed May 16 11:10:01 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * CrossFire, A Multiplayer game
3 * "$Id: player.C,v 1.14 2006/09/03 00:18:42 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
4 */ 23 */
5 24
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 25#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 26#include <sproto.h>
35#endif
36#include <sounds.h> 27#include <sounds.h>
37#include <living.h> 28#include <living.h>
38#include <object.h> 29#include <object.h>
39#include <spells.h> 30#include <spells.h>
40#include <skills.h> 31#include <skills.h>
41#include <newclient.h>
42 32
43#ifdef COZY_SERVER 33#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 34#include <functional>
45#endif
46 35
47player *find_player(const char *plname) 36playervec players;
37
38void
39display_motd (const object *op)
48{ 40{
49 player *pl; 41 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 42 char motd[HUGE_BUF];
51 { 43 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 49 return;
54 };
55 return NULL;
56}
57 50
58player* find_player_partial_name( const char* plname ) 51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
59 { 55 {
60 player* pl; 56 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 57 continue;
67 58
68 if ( !strcmp( pl->ob->name, plname) ) 59 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 60 size += strlen (buf);
61 }
70 62
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65}
66
67void
68send_rules (const object *op)
69{
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
72 { 89 {
73 if ( found ) 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
74 return NULL; 91 break;
92 }
75 93
76 found = pl; 94 strncat (rules + size, buf, HUGE_BUF - size);
95 size += strlen (buf);
96 }
97
98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99 close_and_delete (fp, comp);
100}
101
102void
103send_news (const object *op)
104{
105 char buf[MAX_BUF];
106 char news[HUGE_BUF];
107 char subject[MAX_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return;
115
116 news[0] = '\0';
117 subject[0] = '\0';
118 size = 0;
119
120 while (fgets (buf, MAX_BUF, fp))
121 {
122 if (*buf == '#')
123 continue;
124
125 if (*buf == '%')
126 { /* send one news */
127 if (size > 0)
128 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 */
129
130 strcpy (subject, buf + 1);
131 strip_endline (subject);
132 size = 0;
133 news[0] = '\0';
134 }
135 else
136 {
137 if (size + strlen (buf) >= HUGE_BUF)
138 {
139 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
140 break;
77 } 141 }
142 strncat (news + size, buf, HUGE_BUF - size);
143 size += strlen (buf);
78 } 144 }
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;
88 145 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 146
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 148 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); 149 close_and_delete (fp, comp);
103} 150}
104 151
105void send_rules(const object *op) { 152float
106 char buf[MAX_BUF]; 153player::weapon_speed () const
107 char rules[HUGE_BUF]; 154{
108 FILE *fp; 155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
109 int comp; 156}
110 int size; 157
111 158/* This loads the first map an puts the player on it. */
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 159static void
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 160set_first_map (object *op)
161{
162 op->contr->maplevel = first_map_path;
163 op->x = -1;
164 op->y = -1;
165}
166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178}
179
180void
181player::activate ()
182{
183 if (active)
114 return; 184 return;
185
186 players.insert (this);
187 ob->remove ();
188 ob->map = 0;
189 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob);
192 enter_map ();
193}
194
195void
196player::deactivate ()
197{
198 if (!active)
199 return;
200
201 terminate_all_pets (ob);
202 remove_friendly_object (ob);
203 ob->deactivate_recursive ();
204
205 if (ob->map)
206 maplevel = ob->map->path;
207
208 ob->remove ();
209 ob->map = 0;
210 party = 0;
211
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213
214 players.erase (this);
215}
216
217// connect the player with a specific client
218// also changes, rationalises, and fixes some incorrect settings
219void
220player::connect (client *ns)
221{
222 this->ns = ns;
223 ns->pl = this;
224
225 run_on = 0;
226 fire_on = 0;
227 ob->close_container (); //TODO: client-specific
228
229 ns->update_look = 0;
230 ns->look_position = 0;
231
232 clear_los (ob);
233
234 ns->reset_stats ();
235
236 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race;
239
240 ob->carrying = sum_weight (ob);
241 link_player_skills (ob);
242
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244
245 assign (title, ob->arch->clone.name);
246
247 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob))
115 } 249 {
116 rules[0]='\0'; 250 object *tmp, *abil = 0, *skin = 0;
117 size=0; 251
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 252 shstr_cmp dragon_ability_force ("dragon_ability_force");
119 if( *buf == '#') 253 shstr_cmp dragon_skin_force ("dragon_skin_force");
120 continue; 254
121 if (size + strlen(buf)>=HUGE_BUF) 255 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force)
258 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force)
260 skin = tmp;
261
262 set_dragon_name (ob, abil, skin);
263 }
264
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266
267 esrv_new_player (this, ob->weight + ob->carrying);
268
269 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED])
271 switch (op->type)
122 { 272 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 273 case WAND:
124 break; 274 case ROD:
125 } 275 case HORN:
126 strncat(rules+size,buf,HUGE_BUF-size); 276 case BOW:
127 size+=strlen(buf); 277 case SKILL:
128 } 278 case SKILL_TOOL:
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 279 case WEAPON:
130 close_and_delete(fp, comp); 280 apply_special (ob, op, AP_UNAPPLY);
131} 281 apply_special (ob, op, AP_APPLY);
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break; 282 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 } 283 }
171 } 284
285 ob->update_stats ();
286 ns->floorbox_update ();
287
288 esrv_send_inventory (ob, ob);
289 esrv_add_spells (this, 0);
290
291 activate ();
292
293 send_rules (ob);
294 send_news (ob);
295 display_motd (ob);
296
297 INVOKE_PLAYER (CONNECT, this);
298 INVOKE_PLAYER (LOGIN, this);
299}
300
301void
302player::disconnect ()
303{
304 if (ns)
172 305 {
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 306 if (active)
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 307 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179}
180 308
181int playername_ok(const char *cp) { 309 INVOKE_PLAYER (DISCONNECT, this);
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184 310
185 for(;*cp!='\0';cp++) 311 ns->reset_stats ();
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_') 312 ns->pl = 0;
187 return 0; 313 ns = 0;
188 return 1;
189}
190
191/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map.
194 */
195
196/* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 p = new player;
208
209 /* This adds the player in the linked list. There is extra
210 * complexity here because we want to add the new player at the
211 * end of the list - there is in fact no compelling reason that
212 * that needs to be done except for things like output of
213 * 'who'.
214 */
215 player *tmp = first_player;
216 while(tmp!=NULL&&tmp->next!=NULL)
217 tmp=tmp->next;
218 if(tmp!=NULL)
219 tmp->next=p;
220 else
221 first_player=p;
222
223 p->next = NULL;
224 } 314 }
225 315
226 /* Clears basically the entire player structure except 316 if (ob)
227 * for next and socket. 317 ob->close_container (); //TODO: client-specific
228 */
229 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
230 p->attachable_init (); //HACK
231 318
319 deactivate ();
320}
321
322// the need for this function can be explained
323// by load_object not returning the object
324void
325player::set_object (object *op)
326{
327 ob = op;
328 ob->contr = this; /* this aren't yet in archetype */
329
330 ob->speed_left = 0.5f;
331 ob->speed = 1.0f;
332 ob->direction = 5; /* So player faces south */
333}
334
335player::player ()
336{
232 /* There are some elements we want initialized to non zero value - 337 /* There are some elements we want initialised to non zero value -
233 * we deal with that below this point. 338 * we deal with that below this point.
234 */ 339 */
235 p->party=NULL; 340 outputs_sync = 4;
236 p->outputs_sync=16; /* Every 2 seconds */ 341 outputs_count = 4;
237 p->outputs_count=8; /* Keeps present behaviour */
238 p->unapply = unapply_nochoice; 342 unapply = unapply_nochoice;
239 p->Swap_First = -1;
240 343
241#ifdef AUTOSAVE 344 savebed_map = first_map_path; /* Init. respawn position */
242 p->last_save_tick = 9999999; 345
243#endif 346 gen_sp_armour = 10;
347 bowtype = bow_normal;
348 petmode = pet_normal;
349 listening = 10;
350 usekeys = containers;
351 peaceful = 1; /* default peaceful */
352 do_los = 1;
353}
354
355void
356player::do_destroy ()
357{
358 disconnect ();
359
360 attachable::do_destroy ();
361
362 if (ob)
244 363 {
245 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 364 ob->destroy_inv (false);
365 ob->destroy ();
246 366 }
247 op->contr=p; /* this aren't yet in archetype */
248 p->ob = op;
249 op->speed_left=0.5;
250 op->speed=1.0;
251 op->direction=5; /* So player faces south */
252 op->stats.wc=2;
253 op->run_away = 25; /* Then we panick... */
254 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
255
256 roll_stats(op);
257 p->state=ST_ROLL_STAT;
258 clear_los(op);
259
260 p->gen_sp_armour=10;
261 p->last_speed= -1;
262 p->shoottype=range_none;
263 p->bowtype=bow_normal;
264 p->petmode=pet_normal;
265 p->listening=10;
266 p->usekeys=containers;
267 p->last_weapon_sp= -1;
268 p->peaceful=1; /* default peaceful */
269 p->do_los=1;
270 p->explore=0;
271 p->no_shout=0; /* default can shout */
272
273 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
274 p->title[sizeof(p->title)-1] = '\0';
275 op->race = op->arch->clone.race;
276
277 CLEAR_FLAG(op,FLAG_READY_SKILL);
278
279 /* we need to clear these to -1 and not zero - otherwise,
280 * if a player quits and starts a new character, we wont
281 * send new values to the client, as things like exp start
282 * at zero.
283 */
284 for (i=0; i < NUM_SKILLS; i++) {
285 p->last_skill_exp[i] = -1;
286 p->last_skill_ob[i] = NULL;
287 }
288 for (i=0; i < NROFATTACKS; i++) {
289 p->last_resist[i] = -1;
290 }
291 p->last_stats.exp = -1;
292 p->last_weight = (uint32)-1;
293
294 p->socket.update_look=0;
295 p->socket.look_position=0;
296 return p;
297} 367}
298 368
299 369player::~player ()
300/* This loads the first map an puts the player on it. */
301static void set_first_map(object *op)
302{ 370{
303 strcpy(op->contr->maplevel, first_map_path); 371 /* Clear item stack */
304 op->x = -1; 372 free (stack_items);
305 op->y = -1;
306 enter_exit(op, NULL);
307} 373}
308 374
309/* Tries to add player on the connection passwd in ns. 375/* Tries to add player on the connection passed in ns.
310 * All we can really get in this is some settings like host and display 376 * All we can really get in this is some settings like host and display
311 * mode. 377 * mode.
312 */ 378 */
379player *
380player::create ()
381{
382 player *pl = new player;
313 383
314int add_player(NewSocket *ns) { 384 pl->set_object (arch_to_object (get_player_archetype (0)));
315 player *p;
316 385
317 p=get_player(NULL); 386 pl->ob->roll_stats ();
318 p->socket = *ns; 387 pl->ob->stats.wc = 2;
319 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 388 pl->ob->run_away = 25; /* Then we panick... */
320 if(p->socket.faces_sent == NULL) 389
321 fatal(OUT_OF_MEMORY);
322 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
323 /* Needed because the socket we just copied over needs to be cleared.
324 * Note that this can result in a client reset if there is partial data
325 * on the uncoming socket.
326 */
327 p->socket.inbuf.len = 0;
328 set_first_map(p->ob); 390 set_first_map (pl->ob);
329 391
330 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
331 add_friendly_object(p->ob);
332 send_rules(p->ob);
333 send_news(p->ob);
334 display_motd(p->ob);
335 get_name(p->ob);
336 return 0; 392 return pl;
337} 393}
338 394
339/* 395/*
340 * get_player_archetype() return next player archetype from archetype 396 * get_player_archetype() return next player archetype from archetype
341 * list. Not very efficient routine, but used only creating new players. 397 * list. Not very efficient routine, but used only creating new players.
342 * Note: there MUST be at least one player archetype! 398 * Note: there MUST be at least one player archetype!
343 */ 399 */
400archetype *
344archetype *get_player_archetype(archetype* at) 401get_player_archetype (archetype *at)
345{ 402{
346 archetype *start = at; 403 archetype *start = at;
404
347 for (;;) { 405 for (;;)
406 {
348 if (at==NULL || at->next==NULL) 407 if (at == NULL || at->next == NULL)
349 at=first_archetype; 408 at = first_archetype;
350 else 409 else
351 at=at->next; 410 at = at->next;
411
352 if(at->clone.type==PLAYER) 412 if (at->clone.type == PLAYER)
353 return at; 413 return at;
414
354 if (at == start) { 415 if (at == start)
416 {
355 LOG (llevError, "No Player archetypes\n"); 417 LOG (llevError, "No Player archetypes\n");
356 exit (-1); 418 exit (-1);
357 } 419 }
358 } 420 }
359} 421}
360 422
361 423object *
362object *get_nearest_player(object *mon) { 424get_nearest_player (object *mon)
425{
363 object *op = NULL; 426 object *op = NULL;
364 player *pl = NULL;
365 objectlink *ol; 427 objectlink *ol;
366 unsigned lastdist; 428 unsigned lastdist;
367 rv_vector rv; 429 rv_vector rv;
368 430
369 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
432 {
370 /* We should not find free objects on this friendly list, but it 433 /* We should not find free objects on this friendly list, but it
371 * does periodically happen. Given that, lets deal with it. 434 * does periodically happen. Given that, lets deal with it.
372 * While unlikely, it is possible the next object on the friendly 435 * While unlikely, it is possible the next object on the friendly
373 * list is also free, so encapsulate this in a while loop. 436 * list is also free, so encapsulate this in a while loop.
374 */ 437 */
375 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 438 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
439 {
376 object *tmp=ol->ob; 440 object *tmp = ol->ob;
377 441
378 /* Can't do much more other than log the fact, because the object 442 /* Can't do much more other than log the fact, because the object
379 * itself will have been cleared. 443 * itself will have been cleared.
380 */ 444 */
381 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 445 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
446 tmp->debug_desc ());
382 ol = ol->next; 447 ol = ol->next;
383 remove_friendly_object(tmp); 448 remove_friendly_object (tmp);
449 if (!ol)
384 if (!ol) return op; 450 return op;
385 } 451 }
386 452
387 /* Remove special check for player from this. First, it looks to cause 453 /* Remove special check for player from this. First, it looks to cause
388 * some crashes (ol->ob->contr not set properly?), but secondly, a more 454 * some crashes (ol->ob->contr not set properly?), but secondly, a more
389 * complicated method of state checking would be needed in any case - 455 * complicated method of state checking would be needed in any case -
390 * as it was, a clever player could type quit, and the function would 456 * as it was, a clever player could type quit, and the function would
391 * skip them over while waiting for confirmation. Remove 457 * skip them over while waiting for confirmation. Remove
392 * on_same_map check, as can_detect_enemy also does this 458 * on_same_map check, as can_detect_enemy also does this
393 */ 459 */
394 if (!can_detect_enemy(mon,ol->ob,&rv)) 460 if (!can_detect_enemy (mon, ol->ob, &rv))
395 continue; 461 continue;
396 462
397 if(lastdist>rv.distance) { 463 if (lastdist > rv.distance)
464 {
398 op=ol->ob; 465 op = ol->ob;
399 lastdist=rv.distance; 466 lastdist = rv.distance;
400 } 467 }
401 } 468 }
402 for (pl=first_player; pl != NULL; pl=pl->next) { 469
470 for_all_players (pl)
403 if (can_detect_enemy(mon, pl->ob,&rv)) { 471 if (can_detect_enemy (mon, pl->ob, &rv))
404
405 if(lastdist>rv.distance) { 472 if (lastdist > rv.distance)
406 op=pl->ob;
407 lastdist=rv.distance;
408 }
409 } 473 {
410 } 474 op = pl->ob;
475 lastdist = rv.distance;
476 }
477
411#if 0 478#if 0
412 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)"); 479 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
413#endif 480#endif
414 return op; 481 return op;
415} 482}
416 483
417/* I believe this can safely go to 2, 3 is questionable, 4 will likely 484/* I believe this can safely go to 2, 3 is questionable, 4 will likely
418 * result in a monster paths backtracking. It basically determines how large a 485 * result in a monster paths backtracking. It basically determines how large a
419 * detour a monster will take from the direction path when looking 486 * detour a monster will take from the direction path when looking
433 * circling behaviour. Unfortunately, this function is also used to determined 500 * circling behaviour. Unfortunately, this function is also used to determined
434 * if the creature should cast a spell, so returning a direction in that case 501 * if the creature should cast a spell, so returning a direction in that case
435 * is probably not a good thing. 502 * is probably not a good thing.
436 */ 503 */
437#define MAX_SPACES 50 504#define MAX_SPACES 50
438
439 505
440/* 506/*
441 * Returns the direction to the player, if valid. Returns 0 otherwise. 507 * Returns the direction to the player, if valid. Returns 0 otherwise.
442 * modified to verify there is a path to the player. Does this by stepping towards 508 * modified to verify there is a path to the player. Does this by stepping towards
443 * player and if path is blocked then see if blockage is close enough to player that 509 * player and if path is blocked then see if blockage is close enough to player that
456 * monster can in fact move one space in that direction. 522 * monster can in fact move one space in that direction.
457 * 3) I'm not sure how good this code will be for moving multipart monsters, 523 * 3) I'm not sure how good this code will be for moving multipart monsters,
458 * since only simple checks to blocked are being called, which could mean the monster 524 * since only simple checks to blocked are being called, which could mean the monster
459 * is blocking itself. 525 * is blocking itself.
460 */ 526 */
527int
461int path_to_player(object *mon, object *pl, unsigned mindiff) { 528path_to_player (object *mon, object *pl, unsigned mindiff)
529{
462 rv_vector rv; 530 rv_vector rv;
463 sint16 x,y; 531 sint16 x, y;
464 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 532 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
465 mapstruct *m ,*lastmap; 533 maptile *m, *lastmap;
466 534
467 get_rangevector(mon, pl, &rv, 0); 535 get_rangevector (mon, pl, &rv, 0);
468 536
469 if (rv.distance<mindiff) return 0; 537 if (rv.distance < mindiff)
538 return 0;
470 539
471 x=mon->x; 540 x = mon->x;
472 y=mon->y; 541 y = mon->y;
473 m=mon->map; 542 m = mon->map;
474 dir = rv.direction; 543 dir = rv.direction;
475 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 544 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
476 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 545 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
546
477 /* If we can't solve it within the search distance, return now. */ 547 /* If we can't solve it within the search distance, return now. */
478 if (diff>max) return 0; 548 if (diff > max)
549 return 0;
550
479 while (diff >1 && max>0) { 551 while (diff > 1 && max > 0)
552 {
480 lastx = x; 553 lastx = x;
481 lasty = y; 554 lasty = y;
482 lastmap = m; 555 lastmap = m;
483 x = lastx + freearr_x[dir]; 556 x = lastx + freearr_x[dir];
484 y = lasty + freearr_y[dir]; 557 y = lasty + freearr_y[dir];
485 558
486 mflags = get_map_flags(m, &m, x, y, &x, &y); 559 mflags = get_map_flags (m, &m, x, y, &x, &y);
487 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 560 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
488 561
489 /* Space is blocked - try changing direction a little */ 562 /* Space is blocked - try changing direction a little */
490 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 563 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
491 && (m == mon->map && blocked_link(mon, m, x, y)))) { 564 && (m == mon->map && blocked_link (mon, m, x, y))))
565 {
492 /* recalculate direction from last good location. Possible 566 /* recalculate direction from last good location. Possible
493 * we were not traversing ideal location before. 567 * we were not traversing ideal location before.
494 */ 568 */
495 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 569 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
496 if (rv.direction != dir) { 570 if (rv.direction != dir)
571 {
497 /* OK - says direction should be different - lets reset the 572 /* OK - says direction should be different - lets reset the
498 * the values so it will try again. 573 * the values so it will try again.
499 */ 574 */
500 x = lastx; 575 x = lastx;
501 y = lasty; 576 y = lasty;
502 m = lastmap; 577 m = lastmap;
503 dir = firstdir = rv.direction; 578 dir = firstdir = rv.direction;
579 }
504 } else { 580 else
581 {
505 /* direct path is blocked - try taking a side step to 582 /* direct path is blocked - try taking a side step to
506 * either the left or right. 583 * either the left or right.
507 * Note increase the values in the loop below to be 584 * Note increase the values in the loop below to be
508 * more than -1/1 respectively will mean the monster takes 585 * more than -1/1 respectively will mean the monster takes
509 * bigger detour. Have to be careful about these values getting 586 * bigger detour. Have to be careful about these values getting
510 * too big (3 or maybe 4 or higher) as the monster may just try 587 * too big (3 or maybe 4 or higher) as the monster may just try
511 * stepping back and forth 588 * stepping back and forth
512 */ 589 */
513 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 590 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
591 {
592 if (i == 0)
514 if (i==0) continue; /* already did this, so skip it */ 593 continue; /* already did this, so skip it */
515 /* Use lastdir here - otherwise, 594 /* Use lastdir here - otherwise,
516 * since the direction that the creature should move in 595 * since the direction that the creature should move in
517 * may change, you could get infinite loops. 596 * may change, you could get infinite loops.
518 * ie, player is northwest, but monster can only 597 * ie, player is northwest, but monster can only
519 * move west, so it does that. It goes some distance, 598 * move west, so it does that. It goes some distance,
520 * gets blocked, finds that it should move north, 599 * gets blocked, finds that it should move north,
521 * can't do that, but now finds it can move east, and 600 * can't do that, but now finds it can move east, and
522 * gets back to its original point. lastdir contains 601 * gets back to its original point. lastdir contains
523 * the last direction the creature has successfully 602 * the last direction the creature has successfully
524 * moved. 603 * moved.
525 */ 604 */
526 605
527 x = lastx + freearr_x[absdir(lastdir+i)]; 606 x = lastx + freearr_x[absdir (lastdir + i)];
528 y = lasty + freearr_y[absdir(lastdir+i)]; 607 y = lasty + freearr_y[absdir (lastdir + i)];
529 m = lastmap; 608 m = lastmap;
530 mflags = get_map_flags(m, &m, x, y, &x, &y); 609 mflags = get_map_flags (m, &m, x, y, &x, &y);
531 if (mflags & P_OUT_OF_MAP) continue; 610 if (mflags & P_OUT_OF_MAP)
611 continue;
532 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 612 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
533 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 613 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
614 continue;
534 if (mflags & P_BLOCKSVIEW) continue; 615 if (mflags & P_BLOCKSVIEW)
616 continue;
535 617
536 if (m == mon->map && blocked_link(mon, m, x, y)) break; 618 if (m == mon->map && blocked_link (mon, m, x, y))
619 break;
537 } 620 }
538 /* go through entire loop without finding a valid 621 /* go through entire loop without finding a valid
539 * sidestep to take - thus, no valid path. 622 * sidestep to take - thus, no valid path.
540 */ 623 */
541 if (i==(DETOUR_AMOUNT+1)) 624 if (i == (DETOUR_AMOUNT + 1))
542 return 0; 625 return 0;
543 diff--; 626 diff--;
544 lastdir=dir; 627 lastdir = dir;
545 max--; 628 max--;
546 if (!firstdir) firstdir = dir+i; 629 if (!firstdir)
630 firstdir = dir + i;
547 } /* else check alternate directions */ 631 } /* else check alternate directions */
548 } /* if blocked */ 632 } /* if blocked */
549 else { 633 else
634 {
550 /* we moved towards creature, so diff is less */ 635 /* we moved towards creature, so diff is less */
551 diff--; 636 diff--;
552 max--; 637 max--;
553 lastdir=dir; 638 lastdir = dir;
639 if (!firstdir)
554 if (!firstdir) firstdir = dir; 640 firstdir = dir;
641 }
642
643 if (diff <= 1)
555 } 644 {
556 if (diff<=1) {
557 /* Recalculate diff (distance) because we may not have actually 645 /* Recalculate diff (distance) because we may not have actually
558 * headed toward player for entire distance. 646 * headed toward player for entire distance.
559 */ 647 */
560 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 648 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
561 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 649 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
562 } 650 }
563 if (diff>max) return 0; 651
652 if (diff > max)
653 return 0;
564 } 654 }
655
565 /* If we reached the max, didn't find a direction in time */ 656 /* If we reached the max, didn't find a direction in time */
566 if (!max) return 0; 657 if (!max)
658 return 0;
567 659
568 return firstdir; 660 return firstdir;
569} 661}
570 662
663void
571void give_initial_items(object *pl,treasurelist *items) { 664give_initial_items (object *pl, treasurelist * items)
665{
572 object *op,*next=NULL; 666 object *op, *next = NULL;
573 667
574 if(pl->randomitems!=NULL) 668 if (pl->randomitems != NULL)
575 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 669 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
576 670
577 for (op=pl->inv; op; op=next) { 671 for (op = pl->inv; op; op = next)
672 {
578 next = op->below; 673 next = op->below;
579 674
580 /* Forces get applied per default, unless they have the 675 /* Forces get applied per default, unless they have the
581 * flag "neutral" set. Sorry but I can't think of a better way 676 * flag "neutral" set. Sorry but I can't think of a better way
582 */ 677 */
583 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 678 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
584 SET_FLAG(op,FLAG_APPLIED); 679 SET_FLAG (op, FLAG_APPLIED);
585 680
586 /* we never give weapons/armour if these cannot be used 681 /* we never give weapons/armour if these cannot be used
587 * by this player due to race restrictions 682 * by this player due to race restrictions
588 */ 683 */
589 if (pl->type == PLAYER) { 684 if (pl->type == PLAYER)
685 {
590 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 686 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
591 (op->type == ARMOUR || op->type == BOOTS || 687 (op->type == ARMOUR || op->type == BOOTS ||
592 op->type == CLOAK || op->type == HELMET || 688 op->type == CLOAK || op->type == HELMET ||
593 op->type == SHIELD || op->type == GLOVES || 689 op->type == SHIELD || op->type == GLOVES ||
594 op->type == BRACERS || op->type == GIRDLE)) || 690 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
595 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
596 remove_ob (op);
597 free_object (op);
598 continue;
599 } 691 {
600 } 692 op->destroy ();
601
602 /* This really needs to be better - we should really give
603 * a substitute spellbook. The problem is that we don't really
604 * have a good idea what to replace it with (need something like
605 * a first level treasurelist for each skill.)
606 * remove duplicate skills also
607 */
608 if(op->type==SPELLBOOK || op->type == SKILL) {
609 object *tmp;
610
611 for (tmp=op->below; tmp; tmp=tmp->below)
612 if (tmp->type == op->type && tmp->name == op->name) break;
613
614 if (tmp) {
615 remove_ob(op);
616 free_object(op);
617 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
618 &tmp->name);
619 continue; 693 continue;
620 } 694 }
621 if (op->nrof > 1) op->nrof = 1; 695 }
696
697 /* This really needs to be better - we should really give
698 * a substitute spellbook. The problem is that we don't really
699 * have a good idea what to replace it with (need something like
700 * a first level treasurelist for each skill.)
701 * remove duplicate skills also
702 */
703 if (op->type == SPELLBOOK || op->type == SKILL)
622 } 704 {
705 object *tmp;
623 706
707 for (tmp = op->below; tmp; tmp = tmp->below)
708 if (tmp->type == op->type && tmp->name == op->name)
709 break;
710
711 if (tmp)
712 {
713 op->destroy ();
714 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
715 continue;
716 }
717
718 if (op->nrof > 1)
719 op->nrof = 1;
720 }
721
624 if (op->type == SPELLBOOK && op->inv) { 722 if (op->type == SPELLBOOK && op->inv)
723 {
625 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 724 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
626 } 725 }
627 726
628 /* Give starting characters identified, uncursed, and undamned 727 /* Give starting characters identified, uncursed, and undamned
629 * items. Just don't identify gold or silver, or it won't be 728 * items. Just don't identify gold or silver, or it won't be
630 * merged properly. 729 * merged properly.
631 */ 730 */
632 if (need_identify(op)) { 731 if (need_identify (op))
732 {
633 SET_FLAG(op, FLAG_IDENTIFIED); 733 SET_FLAG (op, FLAG_IDENTIFIED);
634 CLEAR_FLAG(op, FLAG_CURSED); 734 CLEAR_FLAG (op, FLAG_CURSED);
635 CLEAR_FLAG(op, FLAG_DAMNED); 735 CLEAR_FLAG (op, FLAG_DAMNED);
736 }
737 if (op->type == SPELL)
636 } 738 {
637 if(op->type==SPELL) { 739 op->destroy ();
638 remove_ob(op);
639 free_object(op);
640 continue; 740 continue;
741 }
742 else if (op->type == SKILL)
641 } 743 {
642 else if(op->type==SKILL) {
643 SET_FLAG(op, FLAG_CAN_USE_SKILL); 744 SET_FLAG (op, FLAG_CAN_USE_SKILL);
644 op->stats.exp = 0; 745 op->stats.exp = 0;
645 op->level = 1; 746 op->level = 1;
646 } 747 }
647 /* lock all 'normal items by default */ 748 /* lock all 'normal items by default */
749 else
648 else SET_FLAG(op, FLAG_INV_LOCKED); 750 SET_FLAG (op, FLAG_INV_LOCKED);
649 } /* for loop of objects in player inv */ 751 } /* for loop of objects in player inv */
650 752
651 /* Need to set up the skill pointers */ 753 /* Need to set up the skill pointers */
652 link_player_skills(pl); 754 link_player_skills (pl);
653} 755}
654 756
655void get_name(object *op) { 757void
656 op->contr->write_buf[0]='\0';
657 op->contr->state=ST_GET_NAME;
658 send_query(&op->contr->socket,0,"What is your name?\n:");
659}
660
661void get_password(object *op) {
662 op->contr->write_buf[0]='\0';
663 op->contr->state=ST_GET_PASSWORD;
664 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
665}
666
667void play_again(object *op)
668{
669 op->contr->state=ST_PLAY_AGAIN;
670 op->chosen_skill = NULL;
671 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
672 /* a bit of a hack, but there are various places early in th
673 * player creation process that a user can quit (eg, roll
674 * stats) that isn't removing the player. Taking a quick
675 * look, there are many places that call play_again without
676 * removing the player - it probably makes more sense
677 * to leave it to play_again to remove the object in all
678 * cases.
679 */
680 if (!QUERY_FLAG(op, FLAG_REMOVED))
681 remove_ob(op);
682 /* Need to set this to null - otherwise, it could point to garbage,
683 * and draw() doesn't check to see if the player is removed, only if
684 * the map is null or not swapped out.
685 */
686 op->map = NULL;
687}
688
689
690int receive_play_again(object *op, char key)
691{
692 if(key=='q'||key=='Q') {
693 remove_friendly_object(op);
694 leave(op->contr,0); /* ericserver will draw the message */
695 return 2;
696 }
697 else if(key=='a'||key=='A') {
698 player *pl = op->contr;
699 shstr name = op->name;
700
701 remove_friendly_object(op);
702 free_object(op);
703 pl = get_player(pl);
704 op = pl->ob;
705 add_friendly_object(op);
706 op->contr->password[0]='~';
707 op->name = op->name_pl = 0;
708 /* Lets put a space in here */
709 new_draw_info(NDI_UNIQUE, 0, op, "\n");
710 get_name(op);
711 op->name = op->name_pl = name;
712 set_first_map(op);
713 } else {
714 /* user pressed something else so just ask again... */
715 play_again(op);
716 }
717 return 0;
718}
719
720void confirm_password(object *op) {
721
722 op->contr->write_buf[0]='\0';
723 op->contr->state=ST_CONFIRM_PASSWORD;
724 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
725}
726
727void get_party_password(object *op, partylist *party) { 758get_party_password (object *op, partylist *party)
759{
728 if (party == NULL) { 760 if (party == NULL)
761 {
729 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 762 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
730 return; 763 return;
731 } 764 }
765
732 op->contr->write_buf[0]='\0'; 766 op->contr->write_buf[0] = '\0';
733 op->contr->state=ST_GET_PARTY_PASSWORD; 767 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
734 op->contr->party_to_join = party; 768 op->contr->party_to_join = party;
735 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 769 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
736} 770}
737
738 771
739/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 772/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
773static int
740int roll_stat(void) { 774roll_stat (void)
775{
741 int a[4],i,j,k; 776 int a[4], i, j, k;
742 777
743 for(i=0;i<4;i++) 778 for (i = 0; i < 4; i++)
744 a[i]=(int)RANDOM()%6+1; 779 a[i] = (int) rndm (6) + 1;
745 780
746 for(i=0,j=0,k=7;i<4;i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
747 if(a[i]<k) 782 if (a[i] < k)
748 k=a[i],j=i; 783 k = a[i], j = i;
749 784
750 for(i=0,k=0;i<4;i++) { 785 for (i = 0, k = 0; i < 4; i++)
751 if(i!=j) 786 if (i != j)
752 k+=a[i]; 787 k += a[i];
753 } 788
754 return k; 789 return k;
755} 790}
756 791
757void roll_stats(object *op) { 792void
793object::roll_stats ()
794{
795 int statsort [NUM_STATS];
796
797 for (;;)
798 {
758 int sum=0; 799 int sum = 0;
759 int i = 0, j = 0; 800 for (int i = NUM_STATS; i--; )
760 int statsort[7]; 801 sum += statsort [i] = roll_stat ();
761 802
762 do { 803 if (sum >= 82 && sum <= 116)
763 op->stats.Str=roll_stat(); 804 break;
764 op->stats.Dex=roll_stat(); 805 }
765 op->stats.Int=roll_stat();
766 op->stats.Con=roll_stat();
767 op->stats.Wis=roll_stat();
768 op->stats.Pow=roll_stat();
769 op->stats.Cha=roll_stat();
770 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
771 op->stats.Con+op->stats.Wis+op->stats.Pow+
772 op->stats.Cha;
773 } while(sum<82||sum>116);
774 806
775 /* Sort the stats so that rerolling is easier... */ 807 // Sort the stats so that rerolling is easier...
776 statsort[0] = op->stats.Str; 808 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
777 statsort[1] = op->stats.Dex;
778 statsort[2] = op->stats.Int;
779 statsort[3] = op->stats.Con;
780 statsort[4] = op->stats.Wis;
781 statsort[5] = op->stats.Pow;
782 statsort[6] = op->stats.Cha;
783 809
784 /* a quick and dirty bubblesort? */ 810 for (int i = 0; i < NUM_STATS; ++i)
785 do {
786 if (statsort[i] < statsort[i + 1]) {
787 j = statsort[i];
788 statsort[i] = statsort[i + 1];
789 statsort[i + 1] = j;
790 i = 0;
791 } else {
792 i++;
793 }
794 } while (i < 6);
795
796 op->stats.Str = statsort[0]; 811 stats.stat (i) = statsort [i];
797 op->stats.Dex = statsort[1];
798 op->stats.Con = statsort[2];
799 op->stats.Int = statsort[3];
800 op->stats.Wis = statsort[4];
801 op->stats.Pow = statsort[5];
802 op->stats.Cha = statsort[6];
803 812
804
805 op->contr->orig_stats.Str=op->stats.Str;
806 op->contr->orig_stats.Dex=op->stats.Dex;
807 op->contr->orig_stats.Int=op->stats.Int;
808 op->contr->orig_stats.Con=op->stats.Con;
809 op->contr->orig_stats.Wis=op->stats.Wis;
810 op->contr->orig_stats.Pow=op->stats.Pow;
811 op->contr->orig_stats.Cha=op->stats.Cha;
812
813 op->level=1;
814 op->stats.exp=0; 813 stats.exp = 0;
815 op->stats.ac=0; 814 stats.ac = 0;
816 815
816 stats.hp = stats.maxhp;
817 stats.sp = stats.maxsp;
818 stats.grace = stats.maxgrace;
819
820 if (contr)
821 {
817 op->contr->levhp[1] = 9; 822 contr->levhp[1] = 9;
818 op->contr->levsp[1] = 6; 823 contr->levsp[1] = 6;
819 op->contr->levgrace[1] = 3; 824 contr->levgrace[1] = 3;
820 825
821 fix_player(op); 826 contr->orig_stats = stats;
827 }
828}
829
830void
831object::swap_stats (int a, int b)
832{
833 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
834
835 for (int i = 0; i < NUM_STATS; ++i)
836 stats.stat (i) = contr->orig_stats.stat (i);
837
838 //TODO: the following code looks so borked and should, at the very least,
839 // be merged with the similar code in roll_stats
840 stats.ac = 0;
841
842 level = 1;
843 stats.exp = 0;
844 stats.ac = 0;
845
822 op->stats.hp = op->stats.maxhp; 846 stats.hp = stats.maxhp;
823 op->stats.sp = op->stats.maxsp; 847 stats.sp = stats.maxsp;
824 op->stats.grace = op->stats.maxgrace; 848 stats.grace = stats.maxgrace;
849
850 if (contr)
851 {
852 contr->levhp[1] = 9;
853 contr->levsp[1] = 6;
854 contr->levgrace[1] = 3;
855
825 op->contr->orig_stats=op->stats; 856 contr->orig_stats = stats;
857 }
826} 858}
827 859
828void Roll_Again(object *op) 860static void
861start_info (object *op)
829{ 862{
830 esrv_new_player(op->contr, 0);
831 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
832}
833
834void Swap_Stat(object *op,int Swap_Second)
835{
836 signed char tmp;
837 char buf[MAX_BUF]; 863 char buf[MAX_BUF];
838 864
839 if ( op->contr->Swap_First == -1 ) { 865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
840 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
841 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
842 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
843 return;
844 }
845
846 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
847
848 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
849 get_attr_value(&op->contr->orig_stats, Swap_Second));
850
851 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
852
853 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
854 new_draw_info(NDI_UNIQUE, 0,op, buf); 866 new_draw_info (NDI_UNIQUE, 0, op, buf);
855 op->stats.Str = op->contr->orig_stats.Str; 867 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
856 op->stats.Dex = op->contr->orig_stats.Dex;
857 op->stats.Con = op->contr->orig_stats.Con;
858 op->stats.Int = op->contr->orig_stats.Int;
859 op->stats.Wis = op->contr->orig_stats.Wis;
860 op->stats.Pow = op->contr->orig_stats.Pow;
861 op->stats.Cha = op->contr->orig_stats.Cha;
862 op->stats.ac=0;
863
864 op->level=1;
865 op->stats.exp=0;
866 op->stats.ac=0;
867
868 op->contr->levhp[1] = 9;
869 op->contr->levsp[1] = 6;
870 op->contr->levgrace[1] = 3;
871
872 fix_player(op);
873 op->stats.hp = op->stats.maxhp;
874 op->stats.sp = op->stats.maxsp;
875 op->stats.grace = op->stats.maxgrace;
876 op->contr->orig_stats=op->stats;
877 op->contr->Swap_First=-1;
878}
879
880
881/* This code has been greatly reduced, because with set_attr_value
882 * and get_attr_value, the stats can be accessed just numeric
883 * ids. stat_trans is a table that translate the number entered
884 * into the actual stat. It is needed because the order the stats
885 * are displayed in the stat window is not the same as how
886 * the number's access that stat. The table does that translation.
887 */
888int key_roll_stat(object *op, char key)
889{
890 int keynum = key -'0';
891 char buf[MAX_BUF];
892 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
893
894 if (keynum>0 && keynum<=7) {
895 if (op->contr->Swap_First==-1) {
896 op->contr->Swap_First=stat_trans[keynum];
897 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
898 new_draw_info(NDI_UNIQUE, 0,op,buf); 868 //new_draw_info (NDI_UNIQUE, 0, op, " ");
899 }
900 else
901 Swap_Stat(op,stat_trans[keynum]);
902
903 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
904 return 1;
905 }
906 switch (key) {
907 case 'n':
908 case 'N': {
909 SET_FLAG(op, FLAG_WIZ);
910 if(op->map==NULL) {
911 LOG(llevError,"Map == NULL in state 2\n");
912 break;
913 }
914
915#if 0
916 /* So that enter_exit will put us at startx/starty */
917 op->x= -1;
918
919 enter_exit(op,NULL);
920#endif
921 SET_ANIMATION(op, 2); /* So player faces south */
922 /* Enter exit adds a player otherwise */
923 add_statbonus(op);
924 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
925 op->contr->state = ST_CHANGE_CLASS;
926 if (op->msg)
927 new_draw_info(NDI_BLUE, 0, op, op->msg);
928 return 0;
929 }
930 case 'y':
931 case 'Y':
932 roll_stats(op);
933 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
934 return 1;
935
936 case 'q':
937 case 'Q':
938 play_again(op);
939 return 1;
940
941 default:
942 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
943 return 0;
944 }
945 return 0;
946} 869}
947 870
948/* This function takes the key that is passed, and does the 871/* This function takes the key that is passed, and does the
949 * appropriate action with it (change race, or other things). 872 * appropriate action with it (change race, or other things).
950 * The function name is for historical reasons - now we have 873 * The function name is for historical reasons - now we have
951 * separate race and class; this actually changes the RACE, 874 * separate race and class; this actually changes the RACE,
952 * not the class. 875 * not the class.
953 */ 876 */
954 877void
955int key_change_class(object *op, char key) 878player::chargen_race_done ()
956{ 879{
957 int tmp_loop;
958
959 if(key=='q'||key=='Q') {
960 remove_ob(op);
961 play_again(op);
962 return 0;
963 }
964 if(key=='d'||key=='D') {
965 char buf[MAX_BUF];
966
967 /* this must before then initial items are given */ 880 /* this must before then initial items are given */
968 esrv_new_player(op->contr, op->weight+op->carrying); 881 esrv_new_player (ob->contr, ob->weight + ob->carrying);
969 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
970 882
883 treasurelist *tl = treasurelist::find ("starting_wealth");
884 if (tl)
885 create_treasure (tl, ob, 0, 0, 0);
886
971 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, ob->contr);
972 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, ob->contr);
973 889
974 op->contr->state=ST_PLAYING; 890 ob->contr->ns->state = ST_PLAYING;
975 891
976 if (op->msg) 892 if (ob->msg)
977 op->msg=NULL; 893 ob->msg = 0;
978 894
979 /* We create this now because some of the unique maps will need it 895 /* We create this now because some of the unique maps will need it
980 * to save here. 896 * to save here.
981 */
982 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
983 make_path_to_file(buf);
984
985#ifdef AUTOSAVE
986 op->contr->last_save_tick = pticks;
987#endif
988 start_info(op);
989 CLEAR_FLAG(op, FLAG_WIZ);
990 give_initial_items(op,op->randomitems);
991 link_player_skills(op);
992 esrv_send_inventory(op, op);
993 fix_player(op);
994
995 /* This moves the player to a different start map, if there
996 * is one for this race
997 */
998 if(*first_map_ext_path) {
999 object *tmp;
1000 mapstruct *oldmap = op->map;
1001 char mapname[MAX_BUF];
1002 snprintf(mapname, MAX_BUF-1, "%s/%s",
1003 first_map_ext_path, &op->arch->name);
1004 tmp=get_object();
1005 EXIT_PATH(tmp) = mapname;
1006 EXIT_X(tmp) = op->x;
1007 EXIT_Y(tmp) = op->y;
1008 enter_exit(op,tmp); /* we don't really care if it succeeded;
1009 * if the map isn't there, then stay on the
1010 * default initial map */
1011 free_object(tmp);
1012 } else {
1013 LOG(llevDebug,"first_map_ext_path not set\n");
1014 }
1015 return 0;
1016 }
1017
1018 /* Following actually changes the race - this is the default command
1019 * if we don't match with one of the options above.
1020 */ 897 */
1021 898 {
1022 tmp_loop = 0;
1023 while(!tmp_loop) {
1024 shstr name = op->name;
1025 int x = op->x, y = op->y;
1026 remove_statbonus(op);
1027 remove_ob (op);
1028 op->arch = get_player_archetype(op->arch);
1029 copy_object (&op->arch->clone, op);
1030 op->instantiate ();
1031 op->stats = op->contr->orig_stats;
1032 op->name = op->name_pl = name;
1033 op->x = x;
1034 op->y = y;
1035 SET_ANIMATION(op, 2); /* So player faces south */
1036 insert_ob_in_map (op, op->map, op,0);
1037 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1038 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1039 add_statbonus(op);
1040 tmp_loop=allowed_class(op);
1041 }
1042 update_object(op,UP_OBJ_FACE);
1043 esrv_update_item(UPD_FACE,op,op);
1044 fix_player(op);
1045 op->stats.hp=op->stats.maxhp;
1046 op->stats.sp=op->stats.maxsp;
1047 op->stats.grace=0;
1048 if (op->msg)
1049 new_draw_info(NDI_BLUE, 0, op, op->msg);
1050 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1051 return 0;
1052}
1053
1054int key_confirm_quit(object *op, char key)
1055{
1056 char buf[MAX_BUF]; 899 char buf[MAX_BUF];
1057
1058 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1059 op->contr->state=ST_PLAYING;
1060 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1061 return 1;
1062 }
1063
1064 INVOKE_PLAYER (LOGOUT, op->contr);
1065 INVOKE_PLAYER (QUIT , op->contr);
1066
1067 terminate_all_pets(op);
1068 leave_map(op);
1069 op->direction=0;
1070 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1071 "%s quits the game.", &op->name);
1072
1073 strcpy(op->contr->killer,"quit");
1074 check_score(op);
1075 op->contr->party=NULL;
1076 if (settings.set_title == TRUE)
1077 op->contr->own_title[0]='\0';
1078
1079 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1080 mapstruct *mp, *next;
1081
1082 /* We need to hunt for any per player unique maps in memory and
1083 * get rid of them. The trailing slash in the path is intentional,
1084 * so that players named 'Ab' won't match against players 'Abe' pathname
1085 */
1086 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1087 for (mp=first_map; mp!=NULL; mp=next) { 901 make_path_to_file (buf);
1088 next = mp->next; 902 }
1089 if (!strncmp(mp->path, buf, strlen(buf))) 903
1090 delete_map(mp); 904 start_info (ob);
1091 } 905 CLEAR_FLAG (ob, FLAG_WIZ);
1092 906 give_initial_items (ob, ob->randomitems);
1093 delete_character(op->name, 1); 907 link_player_skills (ob);
908 esrv_send_inventory (ob, ob);
909 ob->update_stats ();
910
911 /* This moves the player to a different start map, if there
912 * is one for this race
913 */
914 if (*first_map_ext_path)
1094 } 915 {
1095 play_again(op); 916 object *tmp;
1096 return 1; 917 char mapname[MAX_BUF];
1097}
1098 918
919 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
920 tmp = object::create ();
921 EXIT_PATH (tmp) = mapname;
922 EXIT_X (tmp) = ob->x;
923 EXIT_Y (tmp) = ob->y;
924 ob->enter_exit (tmp); /* we don't really care if it succeeded;
925 * if the map isn't there, then stay on the
926 * default initial map */
927 tmp->destroy ();
928 }
929 else
930 LOG (llevDebug, "first_map_ext_path not set\n");
931}
932
933void
934player::chargen_race_next ()
935{
936 /* Following actually changes the race - this is the default command
937 * if we don't match with one of the options above.
938 */
939
940 do
941 {
942 shstr name = ob->name;
943 int x = ob->x, y = ob->y;
944
945 ob->remove_statbonus ();
946 ob->remove ();
947 ob->arch = get_player_archetype (ob->arch);
948 ob->arch->clone.copy_to (ob);
949 ob->instantiate ();
950 ob->stats = ob->contr->orig_stats;
951 ob->name = ob->name_pl = name;
952 ob->x = x;
953 ob->y = y;
954 SET_ANIMATION (ob, 2); /* So player faces south */
955 insert_ob_in_map (ob, ob->map, ob, 0);
956 assign (ob->contr->title, ob->arch->clone.name);
957 ob->add_statbonus ();
958 }
959 while (!allowed_class (ob));
960
961 update_object (ob, UP_OBJ_FACE);
962 esrv_update_item (UPD_FACE, ob, ob);
963 ob->update_stats ();
964 ob->stats.hp = ob->stats.maxhp;
965 ob->stats.sp = ob->stats.maxsp;
966 ob->stats.grace = 0;
967}
968
969void
1099void flee_player(object *op) { 970flee_player (object *op)
971{
1100 int dir,diff; 972 int dir, diff;
1101 rv_vector rv; 973 rv_vector rv;
1102 974
1103 if(op->stats.hp < 0) { 975 if (op->stats.hp < 0)
976 {
1104 LOG(llevDebug, "Fleeing player is dead.\n"); 977 LOG (llevDebug, "Fleeing player is dead.\n");
1105 CLEAR_FLAG(op, FLAG_SCARED); 978 CLEAR_FLAG (op, FLAG_SCARED);
979 return;
980 }
981
982 if (op->enemy == NULL)
983 {
984 LOG (llevDebug, "Fleeing player had no enemy.\n");
985 CLEAR_FLAG (op, FLAG_SCARED);
986 return;
987 }
988
989 /* Seen some crashes here. Since we don't store an
990 * op->enemy_count, it is possible that something destroys the
991 * actual enemy, and the object is recycled.
992 */
993 if (op->enemy->map == NULL)
994 {
995 CLEAR_FLAG (op, FLAG_SCARED);
996 op->enemy = NULL;
997 return;
998 }
999
1000 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1001 {
1002 op->enemy = NULL;
1003 CLEAR_FLAG (op, FLAG_SCARED);
1004 return;
1005 }
1006
1007 get_rangevector (op, op->enemy, &rv, 0);
1008
1009 dir = absdir (4 + rv.direction);
1010 for (diff = 0; diff < 3; diff++)
1011 {
1012 int m = 1 - (RANDOM () & 2);
1013
1014 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1106 return; 1015 return;
1107 } 1016 }
1108 1017
1109 if(op->enemy==NULL) {
1110 LOG(llevDebug,"Fleeing player had no enemy.\n");
1111 CLEAR_FLAG(op, FLAG_SCARED);
1112 return;
1113 }
1114
1115 /* Seen some crashes here. Since we don't store an
1116 * op->enemy_count, it is possible that something destroys the
1117 * actual enemy, and the object is recycled.
1118 */
1119 if (op->enemy->map == NULL) {
1120 CLEAR_FLAG(op, FLAG_SCARED);
1121 op->enemy=NULL;
1122 return;
1123 }
1124
1125 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1126 op->enemy=NULL;
1127 CLEAR_FLAG(op, FLAG_SCARED);
1128 return;
1129 }
1130 get_rangevector(op, op->enemy, &rv, 0);
1131
1132 dir=absdir(4+rv.direction);
1133 for(diff=0;diff<3;diff++) {
1134 int m=1-(RANDOM()&2);
1135 if(move_ob(op,absdir(dir+diff*m),op)||
1136 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1137 return;
1138 }
1139 }
1140 /* Cornered, get rid of scared */ 1018 /* Cornered, get rid of scared */
1141 CLEAR_FLAG(op, FLAG_SCARED); 1019 CLEAR_FLAG (op, FLAG_SCARED);
1142 op->enemy=NULL; 1020 op->enemy = NULL;
1143} 1021}
1144
1145 1022
1146/* check_pick sees if there is stuff to be picked up/picks up stuff. 1023/* check_pick sees if there is stuff to be picked up/picks up stuff.
1147 * IT returns 1 if the player should keep on moving, 0 if he should 1024 * It returns 1 if the player should keep on moving, 0 if he should
1148 * stop. 1025 * stop.
1149 */ 1026 */
1027int
1150int check_pick(object *op) { 1028check_pick (object *op)
1029{
1151 object *tmp, *next; 1030 object *tmp, *next;
1152 tag_t next_tag=0, op_tag;
1153 int stop = 0; 1031 int stop = 0;
1154 int j, k, wvratio; 1032 int wvratio;
1155 char putstring[128], tmpstr[16]; 1033 char putstring[128];
1156
1157 1034
1158 /* if you're flying, you cna't pick up anything */ 1035 /* if you're flying, you cna't pick up anything */
1159 if (op->move_type & MOVE_FLYING) 1036 if (op->move_type & MOVE_FLYING)
1160 return 1; 1037 return 1;
1161 1038
1162 op_tag = op->count;
1163
1164 next = op->below; 1039 next = op->below;
1165 if (next)
1166 next_tag = next->count;
1167 1040
1168 /* loop while there are items on the floor that are not marked as 1041 /* loop while there are items on the floor that are not marked as
1169 * destroyed */ 1042 * destroyed */
1170 while (next && ! was_destroyed (next, next_tag)) 1043 while (next && !next->destroyed ())
1171 { 1044 {
1172 tmp = next; 1045 tmp = next;
1173 next = tmp->below; 1046 next = tmp->below;
1174 if (next)
1175 next_tag = next->count;
1176 1047
1177 if (was_destroyed (op, op_tag)) 1048 if (op->destroyed ())
1178 return 0; 1049 return 0;
1179 1050
1180 if ( ! can_pick (op, tmp)) 1051 if (!can_pick (op, tmp))
1181 continue; 1052 continue;
1182 1053
1183 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1054 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1184 { 1055 {
1185 if (item_matched_string (op, tmp, op->contr->search_str)) 1056 if (item_matched_string (op, tmp, op->contr->search_str))
1186 pick_up (op, tmp); 1057 pick_up (op, tmp);
1187 continue; 1058 continue;
1188 } 1059 }
1189 1060
1190 /* high not bit set? We're using the old autopickup model */ 1061 /* high not bit set? We're using the old autopickup model */
1191 if(!(op->contr->mode & PU_NEWMODE)) { 1062 if (!(op->contr->mode & PU_NEWMODE))
1063 {
1192 switch (op->contr->mode) { 1064 switch (op->contr->mode)
1065 {
1066 case 0:
1193 case 0: return 1; /* don't pick up */ 1067 return 1; /* don't pick up */
1068 case 1:
1194 case 1: pick_up (op, tmp); 1069 pick_up (op, tmp);
1195 return 1; 1070 return 1;
1071 case 2:
1196 case 2: pick_up (op, tmp); 1072 pick_up (op, tmp);
1197 return 0; 1073 return 0;
1074 case 3:
1198 case 3: return 0; /* stop before pickup */ 1075 return 0; /* stop before pickup */
1076 case 4:
1199 case 4: pick_up (op, tmp); 1077 pick_up (op, tmp);
1200 break; 1078 break;
1079 case 5:
1201 case 5: pick_up (op, tmp); 1080 pick_up (op, tmp);
1202 stop = 1; 1081 stop = 1;
1203 break; 1082 break;
1204 case 6: 1083 case 6:
1205 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1084 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1206 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1207 pick_up(op, tmp); 1085 pick_up (op, tmp);
1208 break; 1086 break;
1209 1087
1210 case 7: 1088 case 7:
1211 if (tmp->type == MONEY || tmp->type == GEM) 1089 if (tmp->type == MONEY || tmp->type == GEM)
1212 pick_up(op, tmp); 1090 pick_up (op, tmp);
1213 break; 1091 break;
1214 1092
1215 default: 1093 default:
1216 /* use value density */ 1094 /* use value density */
1217 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1095 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1218 && (query_cost (tmp, op, F_TRUE) * 100 1096 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1219 / (tmp->weight * MAX (tmp->nrof, 1)))
1220 >= op->contr->mode)
1221 pick_up(op,tmp); 1097 pick_up (op, tmp);
1222 }
1223 }
1224 else { /* old model */
1225 /* NEW pickup handling */
1226 if(op->contr->mode & PU_DEBUG)
1227 {
1228 /* some debugging code to figure out item information */
1229 if(tmp->name!=NULL)
1230 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1231 &tmp->name, tmp->type,
1232 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1233 else
1234 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1235 &tmp->arch->name, tmp->type,
1236 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1237 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1238
1239 sprintf(putstring,"...flags: ");
1240 for(k=0;k<4;k++)
1241 {
1242 for(j=0;j<32;j++)
1243 {
1244 if((tmp->flags[k]>>j)&0x01)
1245 {
1246 sprintf(tmpstr,"%d ",k*32+j);
1247 strcat(putstring, tmpstr);
1248 } 1098 }
1249 } 1099 }
1250 } 1100 else
1101 { /* old model */
1102 /* NEW pickup handling */
1103 if (op->contr->mode & PU_DEBUG)
1104 {
1105 /* some debugging code to figure out item information */
1106 if (tmp->name != NULL)
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109 else
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1114 }
1252 1115
1116 /* philosophy:
1117 * It's easy to grab an item type from a pile, as long as it's
1118 * generic. This takes no game-time. For more detailed pickups
1119 * and selections, select-items should be used. This is a
1120 * grab-as-you-run type mode that's really useful for arrows for
1121 * example.
1122 * The drawback: right now it has no frontend, so you need to
1123 * stick the bits you want into a calculator in hex mode and then
1124 * convert to decimal and then 'pickup <#>
1125 */
1126
1127 /* the first two modes are exclusive: if NOTHING we return, if
1128 * STOP then we stop. All the rest are applied sequentially,
1129 * meaning if any test passes, the item gets picked up. */
1130
1131 /* if mode is set to pick nothing up, return */
1132
1133 if (op->contr->mode & PU_NOTHING)
1134 return 1;
1135
1136 /* if mode is set to stop when encountering objects, return */
1137 /* take STOP before INHIBIT since it doesn't actually pick
1138 * anything up */
1139
1140 if (op->contr->mode & PU_STOP)
1141 return 0;
1142
1143 /* useful for going into stores and not losing your settings... */
1144 /* and for battles wher you don't want to get loaded down while
1145 * fighting */
1146 if (op->contr->mode & PU_INHIBIT)
1147 return 1;
1148
1149 /* prevent us from turning into auto-thieves :) */
1150 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1151 continue;
1152
1153 /* ignore known cursed objects */
1154 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1155 continue;
1156
1157 /* all food and drink if desired */
1158 /* question: don't pick up known-poisonous stuff? */
1159 if (op->contr->mode & PU_FOOD)
1160 if (tmp->type == FOOD)
1161 {
1162 pick_up (op, tmp);
1163 continue;
1164 }
1165
1166 if (op->contr->mode & PU_DRINK)
1167 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1168 {
1169 pick_up (op, tmp);
1170 continue;
1171 }
1172
1173 if (op->contr->mode & PU_POTION)
1174 if (tmp->type == POTION)
1175 {
1176 pick_up (op, tmp);
1177 continue;
1178 }
1179
1180 /* spellbooks, skillscrolls and normal books/scrolls */
1181 if (op->contr->mode & PU_SPELLBOOK)
1182 if (tmp->type == SPELLBOOK)
1183 {
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 if (op->contr->mode & PU_SKILLSCROLL)
1189 if (tmp->type == SKILLSCROLL)
1190 {
1191 pick_up (op, tmp);
1192 continue;
1193 }
1194
1195 if (op->contr->mode & PU_READABLES)
1196 if (tmp->type == BOOK || tmp->type == SCROLL)
1197 {
1198 pick_up (op, tmp);
1199 continue;
1200 }
1201
1202 /* wands/staves/rods/horns */
1203 if (op->contr->mode & PU_MAGIC_DEVICE)
1204 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1205 {
1206 pick_up (op, tmp);
1207 continue;
1208 }
1209
1210 /* pick up all magical items */
1211 if (op->contr->mode & PU_MAGICAL)
1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1213 {
1214 pick_up (op, tmp);
1215 continue;
1216 }
1217
1218 if (op->contr->mode & PU_VALUABLES)
1219 {
1220 if (tmp->type == MONEY || tmp->type == GEM)
1221 {
1222 pick_up (op, tmp);
1223 continue;
1224 }
1225 }
1226
1227 /* rings & amulets - talismans seems to be typed AMULET */
1228 if (op->contr->mode & PU_JEWELS)
1229 if (tmp->type == RING || tmp->type == AMULET)
1230 {
1231 pick_up (op, tmp);
1232 continue;
1233 }
1234
1235 /* we don't forget dragon food */
1236 if (op->contr->mode & PU_FLESH)
1237 if (tmp->type == FLESH)
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 /* bows and arrows. Bows are good for selling! */
1244 if (op->contr->mode & PU_BOW)
1245 if (tmp->type == BOW)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_ARROW)
1252 if (tmp->type == ARROW)
1253 {
1254 pick_up (op, tmp);
1255 continue;
1256 }
1257
1258 /* all kinds of armor etc. */
1259 if (op->contr->mode & PU_ARMOUR)
1260 if (tmp->type == ARMOUR)
1261 {
1262 pick_up (op, tmp);
1263 continue;
1264 }
1265
1266 if (op->contr->mode & PU_HELMET)
1267 if (tmp->type == HELMET)
1268 {
1269 pick_up (op, tmp);
1270 continue;
1271 }
1272
1273 if (op->contr->mode & PU_SHIELD)
1274 if (tmp->type == SHIELD)
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 if (op->contr->mode & PU_BOOTS)
1281 if (tmp->type == BOOTS)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 if (op->contr->mode & PU_GLOVES)
1288 if (tmp->type == GLOVES)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 if (op->contr->mode & PU_CLOAK)
1295 if (tmp->type == CLOAK)
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300
1301 /* hoping to catch throwing daggers here */
1302 if (op->contr->mode & PU_MISSILEWEAPON)
1303 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1304 {
1305 pick_up (op, tmp);
1306 continue;
1307 }
1308
1309 /* careful: chairs and tables are weapons! */
1310 if (op->contr->mode & PU_ALLWEAPON)
1311 {
1312 if (tmp->type == WEAPON && tmp->name != NULL)
1313 {
1314 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1315 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1316 {
1317 pick_up (op, tmp);
1318 continue;
1319 }
1320 }
1321
1322 if (tmp->type == WEAPON && tmp->name == NULL)
1323 {
1324 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1325 {
1326 pick_up (op, tmp);
1327 continue;
1328 }
1329 }
1330 }
1331
1332 /* misc stuff that's useful */
1333 if (op->contr->mode & PU_KEY)
1334 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1335 {
1336 pick_up (op, tmp);
1337 continue;
1338 }
1339
1340 /* any of the last 4 bits set means we use the ratio for value
1341 * pickups */
1342 if (op->contr->mode & PU_RATIO)
1343 {
1344 /* use value density to decide what else to grab */
1345 /* >=7 was >= op->contr->mode */
1346 /* >=7 is the old standard setting. Now we take the last 4 bits
1347 * and multiply them by 5, giving 0..15*5== 5..75 */
1348 wvratio = (op->contr->mode & PU_RATIO) * 5;
1349 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1350 {
1351 pick_up (op, tmp);
1253#if 0 1352#if 0
1254 /* print the flags too */ 1353 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1255 for(k=0;k<4;k++) 1354 if (tmp->name != NULL)
1256 { 1355 {
1257 fprintf(stderr,"%d [%d] ", k, k*32+31); 1356 fprintf (stderr, "%s", tmp->name);
1258 for(j=0;j<32;j++) 1357 }
1259 { 1358 else
1260 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1359 fprintf (stderr, "%s", tmp->arch->name);
1261 if(!((j+1)%4))fprintf(stderr," "); 1360 fprintf (stderr, ",%d] = ", tmp->type);
1262 } 1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1263 fprintf(stderr," [%d]\n", k*32);
1264 }
1265#endif 1362#endif
1266 } 1363 continue;
1267 /* philosophy: 1364 }
1268 * It's easy to grab an item type from a pile, as long as it's
1269 * generic. This takes no game-time. For more detailed pickups
1270 * and selections, select-items shoul dbe used. This is a
1271 * grab-as-you-run type mode that's really useful for arrows for
1272 * example.
1273 * The drawback: right now it has no frontend, so you need to
1274 * stick the bits you want into a calculator in hex mode and then
1275 * convert to decimal and then 'pickup <#>
1276 */
1277
1278 /* the first two modes are exclusive: if NOTHING we return, if
1279 * STOP then we stop. All the rest are applied sequentially,
1280 * meaning if any test passes, the item gets picked up. */
1281
1282 /* if mode is set to pick nothing up, return */
1283
1284 if(op->contr->mode & PU_NOTHING) return 1;
1285
1286 /* if mode is set to stop when encountering objects, return */
1287 /* take STOP before INHIBIT since it doesn't actually pick
1288 * anything up */
1289
1290 if(op->contr->mode & PU_STOP) return 0;
1291
1292 /* useful for going into stores and not losing your settings... */
1293 /* and for battles wher you don't want to get loaded down while
1294 * fighting */
1295 if(op->contr->mode & PU_INHIBIT) return 1;
1296
1297 /* prevent us from turning into auto-thieves :) */
1298 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1299
1300 /* ignore known cursed objects */
1301 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1302
1303 /* all food and drink if desired */
1304 /* question: don't pick up known-poisonous stuff? */
1305 if(op->contr->mode & PU_FOOD)
1306 if (tmp->type == FOOD)
1307 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1308 if(op->contr->mode & PU_DRINK)
1309 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1310 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1311
1312 if(op->contr->mode & PU_POTION)
1313 if (tmp->type == POTION)
1314 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1315
1316 /* spellbooks, skillscrolls and normal books/scrolls */
1317 if(op->contr->mode & PU_SPELLBOOK)
1318 if (tmp->type == SPELLBOOK)
1319 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1320 if(op->contr->mode & PU_SKILLSCROLL)
1321 if (tmp->type == SKILLSCROLL)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1323 if(op->contr->mode & PU_READABLES)
1324 if (tmp->type == BOOK || tmp->type == SCROLL)
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1326
1327 /* wands/staves/rods/horns */
1328 if (op->contr->mode & PU_MAGIC_DEVICE)
1329 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1330 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1331
1332 /* pick up all magical items */
1333 if(op->contr->mode & PU_MAGICAL)
1334 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1336
1337 if(op->contr->mode & PU_VALUABLES)
1338 {
1339 if (tmp->type == MONEY || tmp->type == GEM)
1340 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1341 }
1342
1343 /* rings & amulets - talismans seems to be typed AMULET */
1344 if(op->contr->mode & PU_JEWELS)
1345 if (tmp->type == RING || tmp->type == AMULET)
1346 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1347
1348 /* bows and arrows. Bows are good for selling! */
1349 if(op->contr->mode & PU_BOW)
1350 if (tmp->type == BOW)
1351 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1352 if(op->contr->mode & PU_ARROW)
1353 if (tmp->type == ARROW)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1355
1356 /* all kinds of armor etc. */
1357 if(op->contr->mode & PU_ARMOUR)
1358 if (tmp->type == ARMOUR)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1360 if(op->contr->mode & PU_HELMET)
1361 if (tmp->type == HELMET)
1362 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1363 if(op->contr->mode & PU_SHIELD)
1364 if (tmp->type == SHIELD)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1366 if(op->contr->mode & PU_BOOTS)
1367 if (tmp->type == BOOTS)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1369 if(op->contr->mode & PU_GLOVES)
1370 if (tmp->type == GLOVES)
1371 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1372 if(op->contr->mode & PU_CLOAK)
1373 if (tmp->type == CLOAK)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1375
1376 /* hoping to catch throwing daggers here */
1377 if(op->contr->mode & PU_MISSILEWEAPON)
1378 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1380
1381 /* careful: chairs and tables are weapons! */
1382 if(op->contr->mode & PU_ALLWEAPON)
1383 {
1384 if(tmp->type == WEAPON && tmp->name!=NULL)
1385 {
1386 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1387 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1389 }
1390 if(tmp->type == WEAPON && tmp->name==NULL)
1391 {
1392 if(strstr(tmp->arch->name,"table")==NULL &&
1393 strstr(tmp->arch->name,"chair")==NULL)
1394 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1395 }
1396 }
1397
1398 /* misc stuff that's useful */
1399 if(op->contr->mode & PU_KEY)
1400 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1402
1403 /* any of the last 4 bits set means we use the ratio for value
1404 * pickups */
1405 if(op->contr->mode & PU_RATIO)
1406 {
1407 /* use value density to decide what else to grab */
1408 /* >=7 was >= op->contr->mode */
1409 /* >=7 is the old standard setting. Now we take the last 4 bits
1410 * and multiply them by 5, giving 0..15*5== 5..75 */
1411 wvratio=(op->contr->mode & PU_RATIO) * 5;
1412 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1413 {
1414 pick_up(op, tmp);
1415#if 0
1416 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1417 if(tmp->name!=NULL) {
1418 fprintf(stderr,"%s", tmp->name);
1419 } 1365 }
1420 else fprintf(stderr,"%s",tmp->arch->name); 1366 } /* the new pickup model */
1421 fprintf(stderr,",%d] = ", tmp->type);
1422 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1423#endif
1424 continue;
1425 }
1426 } 1367 }
1427 } /* the new pickup model */ 1368
1428 }
1429 return ! stop; 1369 return !stop;
1430} 1370}
1431 1371
1432/* 1372/*
1433 * Find an arrow in the inventory and after that 1373 * Find an arrow in the inventory and after that
1434 * in the right type container (quiver). Pointer to the 1374 * in the right type container (quiver). Pointer to the
1435 * found object is returned. 1375 * found object is returned.
1436 */ 1376 */
1377object *
1437object *find_arrow(object *op, const char *type) 1378find_arrow (object *op, const char *type)
1438{ 1379{
1439 object *tmp = NULL; 1380 object *tmp = 0;
1440 1381
1441 for(op=op->inv; op; op=op->below) 1382 for (op = op->inv; op; op = op->below)
1442 if(!tmp && op->type==CONTAINER && op->race==type && 1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1443 QUERY_FLAG(op,FLAG_APPLIED))
1444 tmp = find_arrow (op, type); 1384 tmp = find_arrow (op, type);
1445 else if (op->type==ARROW && op->race==type) 1385 else if (op->type == ARROW && op->race == type)
1446 return op; 1386 return op;
1387
1447 return tmp; 1388 return tmp;
1448} 1389}
1449 1390
1450/* 1391/*
1451 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1392 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1452 * against the target. A full test is not performed, simply a basic test 1393 * against the target. A full test is not performed, simply a basic test
1453 * of resistances. The archer is making a quick guess at what he sees down 1394 * of resistances. The archer is making a quick guess at what he sees down
1454 * the hall. Failing that it does it's best to pick the highest plus arrow. 1395 * the hall. Failing that it does it's best to pick the highest plus arrow.
1455 */ 1396 */
1456 1397object *
1457object *find_better_arrow(object *op, object *target, const char *type, int *better) 1398find_better_arrow (object *op, object *target, const char *type, int *better)
1458{ 1399{
1459 object *tmp = NULL, *arrow, *ntmp; 1400 object *tmp = NULL, *arrow, *ntmp;
1460 int attacknum, attacktype, betterby=0, i; 1401 int attacknum, attacktype, betterby = 0, i;
1461 1402
1462 if (!type) 1403 if (!type)
1463 return NULL; 1404 return NULL;
1464 1405
1465 for (arrow=op->inv; arrow; arrow=arrow->below) { 1406 for (arrow = op->inv; arrow; arrow = arrow->below)
1466 if (arrow->type==CONTAINER && arrow->race==type && 1407 {
1467 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1408 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1409 {
1468 i = 0; 1410 i = 0;
1469 ntmp = find_better_arrow(arrow, target, type, &i); 1411 ntmp = find_better_arrow (arrow, target, type, &i);
1470 if (i > betterby) { 1412 if (i > betterby)
1413 {
1471 tmp = ntmp; 1414 tmp = ntmp;
1472 betterby = i; 1415 betterby = i;
1473 } 1416 }
1417 }
1474 } else if (arrow->type==ARROW && arrow->race==type) { 1418 else if (arrow->type == ARROW && arrow->race == type)
1419 {
1475 /* allways prefer assasination/slaying */ 1420 /* allways prefer assasination/slaying */
1476 if (target->race != NULL && arrow->slaying != NULL && 1421 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1477 strstr(arrow->slaying, target->race)) { 1422 {
1478 if (arrow->attacktype & AT_DEATH) { 1423 if (arrow->attacktype & AT_DEATH)
1424 {
1479 *better = 100; 1425 *better = 100;
1480 return arrow; 1426 return arrow;
1481 } else {
1482 tmp = arrow;
1483 betterby = (arrow->magic + arrow->stats.dam) * 2;
1484 } 1427 }
1485 } else { 1428 else
1486 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1487 attacktype = 1<<attacknum;
1488 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1489 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1490 tmp = arrow;
1491 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1492 }
1493 } 1429 {
1494 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1495 tmp = arrow; 1430 tmp = arrow;
1496 betterby = 2 + arrow->magic + arrow->stats.dam; 1431 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 }
1498 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1499 tmp = arrow;
1500 betterby = 1 + arrow->magic + arrow->stats.dam;
1501 } 1432 }
1502 } 1433 }
1434 else
1435 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 {
1438 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1441 {
1442 tmp = arrow;
1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1444 }
1445 }
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 {
1448 tmp = arrow;
1449 betterby = 2 + arrow->magic + arrow->stats.dam;
1450 }
1451 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1452 {
1453 tmp = arrow;
1454 betterby = 1 + arrow->magic + arrow->stats.dam;
1455 }
1503 } 1456 }
1457 }
1504 } 1458 }
1505 if (tmp == NULL && arrow == NULL) 1459 if (tmp == NULL && arrow == NULL)
1506 return find_arrow(op, type); 1460 return find_arrow (op, type);
1507 1461
1508 *better = betterby; 1462 *better = betterby;
1509 return tmp; 1463 return tmp;
1510} 1464}
1511 1465
1512/* looks in a given direction, finds the first valid target, and calls 1466/* looks in a given direction, finds the first valid target, and calls
1513 * find_better_arrow to find a decent arrow to use. 1467 * find_better_arrow to find a decent arrow to use.
1514 * op = the shooter 1468 * op = the shooter
1515 * type = bow->race 1469 * type = bow->race
1516 * dir = fire direction 1470 * dir = fire direction
1517 */ 1471 */
1518 1472object *
1519object *pick_arrow_target(object *op, const char *type, int dir) 1473pick_arrow_target (object *op, const char *type, int dir)
1520{ 1474{
1521 object *tmp = NULL; 1475 object *tmp = NULL;
1522 mapstruct *m; 1476 maptile *m;
1523 int i, mflags, found, number; 1477 int i, mflags, found, number;
1524 sint16 x, y; 1478 sint16 x, y;
1525 1479
1526 if (op->map == NULL) 1480 if (op->map == NULL)
1527 return find_arrow(op, type); 1481 return find_arrow (op, type);
1528 1482
1529 /* do a dex check */ 1483 /* do a dex check */
1530 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1484 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1531 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1485 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1532 return find_arrow(op, type); 1486 return find_arrow (op, type);
1533 1487
1534 m = op->map; 1488 m = op->map;
1535 x = op->x; 1489 x = op->x;
1536 y = op->y; 1490 y = op->y;
1537 1491
1538 /* find the first target */ 1492 /* find the first target */
1539 for (i=0, found=0; i<20; i++) { 1493 for (i = 0, found = 0; i < 20; i++)
1494 {
1540 x += freearr_x[dir]; 1495 x += freearr_x[dir];
1541 y += freearr_y[dir]; 1496 y += freearr_y[dir];
1542 mflags = get_map_flags(m, &m, x, y, &x, &y); 1497 mflags = get_map_flags (m, &m, x, y, &x, &y);
1543 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1498 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1499 {
1544 tmp = NULL; 1500 tmp = NULL;
1501 break;
1502 }
1503 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1504 {
1505 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1506 * perhaps a bad assumption.
1507 */
1508 tmp = NULL;
1509 break;
1510 }
1511 if (mflags & P_IS_ALIVE)
1512 {
1513 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1514 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1515 {
1516 found++;
1517 break;
1518 }
1519 if (found)
1545 break; 1520 break;
1546 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1547 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1548 * perhaps a bad assumption.
1549 */
1550 tmp = NULL;
1551 break;
1552 } 1521 }
1553 if (mflags & P_IS_ALIVE) {
1554 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1555 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1556 found++;
1557 break;
1558 }
1559 if (found)
1560 break;
1561 }
1562 } 1522 }
1563 if (tmp == NULL) 1523 if (tmp == NULL)
1564 return find_arrow(op, type); 1524 return find_arrow (op, type);
1565 1525
1566 if (tmp->head) 1526 if (tmp->head)
1567 tmp = tmp->head; 1527 tmp = tmp->head;
1568 1528
1569 return find_better_arrow(op, tmp, type, &i); 1529 return find_better_arrow (op, tmp, type, &i);
1570} 1530}
1571 1531
1572/* 1532/*
1573 * Creature fires a bow - op can be monster or player. Returns 1533 * Creature fires a bow - op can be monster or player. Returns
1574 * 1 if bow was actually fired, 0 otherwise. 1534 * 1 if bow was actually fired, 0 otherwise.
1577 * dir is the direction of fire. 1537 * dir is the direction of fire.
1578 * wc_mod is any special modifier to give (used in special player fire modes) 1538 * wc_mod is any special modifier to give (used in special player fire modes)
1579 * sx, sy are coordinates to fire arrow from - also used in some of the special 1539 * sx, sy are coordinates to fire arrow from - also used in some of the special
1580 * player fire modes. 1540 * player fire modes.
1581 */ 1541 */
1542int
1582int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1543fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1583 sint16 sx, sint16 sy)
1584{ 1544{
1585 object *left, *bow; 1545 object *left, *bow;
1586 tag_t left_tag, tag; 1546 int mflags;
1587 int bowspeed, mflags; 1547 maptile *m;
1588 mapstruct *m;
1589 1548
1590 if (!dir) { 1549 if (!dir)
1550 {
1591 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1551 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1592 return 0; 1552 return 0;
1553 }
1554
1555 if (op->contr)
1556 bow = op->current_weapon;
1557 else
1593 } 1558 {
1594 if (op->type == PLAYER)
1595 bow=op->contr->ranges[range_bow];
1596 else {
1597 for(bow=op->inv; bow; bow=bow->below) 1559 for (bow = op->inv; bow; bow = bow->below)
1598 /* Don't check for applied - monsters don't apply bows - in that way, they 1560 /* Don't check for applied - monsters don't apply bows - in that way, they
1599 * don't need to switch back and forth between bows and weapons. 1561 * don't need to switch back and forth between bows and weapons.
1600 */ 1562 */
1601 if(bow->type==BOW) 1563 if (bow->type == BOW)
1602 break; 1564 break;
1603 1565
1604 if (!bow) { 1566 if (!bow)
1567 {
1605 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1606 return 0; 1569 return 0;
1570 }
1571
1572 // optimisation: move object to top so we will find it quickly again
1573 if (bow->below)
1607 } 1574 {
1575 bow->remove ();
1576 op->insert (bow);
1577 }
1578
1608 } 1579 }
1580
1609 if( !bow->race || !bow->skill) { 1581 if (!bow->race || !bow->skill)
1582 {
1610 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1611 return 0; 1584 return 0;
1612 } 1585 }
1613 1586
1614 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1615
1616 /* penalize ROF for bestarrow */
1617 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1618 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1619 if (bowspeed < 1)
1620 bowspeed = 1;
1621
1622 if (arrow == NULL) { 1587 if (arrow == NULL)
1588 {
1623 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1589 if ((arrow = find_arrow (op, bow->race)) == NULL)
1590 {
1624 if (op->type == PLAYER) 1591 if (op->type == PLAYER)
1625 new_draw_info_format(NDI_UNIQUE, 0, op, 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1626 "You have no %s left.", &bow->race);
1627 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1593 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1628 else 1594 else
1629 CLEAR_FLAG(op, FLAG_READY_BOW); 1595 CLEAR_FLAG (op, FLAG_READY_BOW);
1596
1630 return 0; 1597 return 0;
1631 } 1598 }
1632 } 1599 }
1600
1633 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1601 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1634 if (mflags & P_OUT_OF_MAP) { 1602 if (mflags & P_OUT_OF_MAP)
1635 return 0; 1603 return 0;
1636 } 1604
1637 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1605 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1606 {
1638 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1607 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1639 return 0; 1608 return 0;
1640 } 1609 }
1641 1610
1642 /* this should not happen, but sometimes does */ 1611 /* this should not happen, but sometimes does */
1643 if (arrow->nrof==0) { 1612 if (arrow->nrof == 0)
1644 remove_ob(arrow); 1613 {
1645 free_object(arrow); 1614 arrow->destroy ();
1646 return 0; 1615 return 0;
1647 } 1616 }
1648 1617
1649 left = arrow; /* these are arrows left to the player */ 1618 left = arrow; /* these are arrows left to the player */
1650 left_tag = left->count;
1651 arrow = get_split_ob(arrow, 1); 1619 arrow = get_split_ob (arrow, 1);
1652 if (arrow == NULL) { 1620 if (!arrow)
1621 {
1653 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1622 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1654 return 0; 1623 return 0;
1655 } 1624 }
1656 set_owner(arrow, op); 1625
1626 arrow->set_owner (op);
1657 arrow->skill = bow->skill; 1627 arrow->skill = bow->skill;
1658
1659 arrow->direction=dir; 1628 arrow->direction = dir;
1660 arrow->x = sx;
1661 arrow->y = sy;
1662 1629
1663 if (op->type == PLAYER) {
1664 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1665 fix_player(op);
1666 }
1667
1668 SET_ANIMATION(arrow, arrow->direction);
1669 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1630 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1670 arrow->stats.hp = arrow->stats.dam; 1631 arrow->stats.hp = arrow->stats.dam;
1671 arrow->stats.grace = arrow->attacktype; 1632 arrow->stats.grace = arrow->attacktype;
1633
1672 if (arrow->slaying != NULL) 1634 if (arrow->slaying)
1673 arrow->spellarg = strdup_local(arrow->slaying); 1635 arrow->spellarg = strdup (arrow->slaying);
1674 1636
1675 /* Note that this was different for monsters - they got their level 1637 if (player *pl = op->contr)
1676 * added to the damage. I think the strength bonus is more proper.
1677 */
1678 1638 {
1679 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1639 if (!pl->has_hit)
1680 0 : dam_bonus[op->stats.Str]) + 1640 {
1681 bow->stats.dam + bow->magic + arrow->magic; 1641 pl->has_hit = 1;
1642 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1643 }
1644#if 0
1645 float speed = pl->weapon_sp;
1682 1646
1647 /* penalize ROF for bestarrow */
1648 if (pl->bowtype == bow_bestarrow)
1649 speed *= .9f;
1650 else
1651 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1652
1653 op->speed_left += speed - op->speed;
1654#endif
1655 }
1656
1657 SET_ANIMATION (arrow, arrow->direction);
1658
1683 /* update the speed */ 1659 /* update the speed */
1684 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1685 0 : dam_bonus[op->stats.Str]) +
1686 bow->magic + arrow->magic) / 5.0 +
1687 (float)bow->stats.dam / 7.0; 1661 + bow->stats.dam / 7.0;
1688 1662
1689 if (arrow->speed < 1.0) 1663 arrow->set_speed (max (arrow->speed, 2.0));
1690 arrow->speed = 1.0;
1691 update_ob_speed(arrow);
1692 arrow->speed_left = 0; 1664 arrow->speed_left = 0;
1693 1665
1666 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667
1694 if (op->type == PLAYER) { 1668 if (op->type == PLAYER)
1695 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1669 {
1696 (op->chosen_skill?op->chosen_skill->level:op->level) -
1697 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1698 arrow->stats.wc - bow->stats.wc + wc_mod;
1699
1700 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1670 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1701 } else { 1671 wc -= dex_bonus[op->stats.Dex];
1702 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1703 arrow->stats.wc + wc_mod;
1704 1672
1673 if (!arrow->slaying)
1674 arrow->slaying = op->slaying;
1675
1676 arrow->attacktype |= op->attacktype;
1677 }
1678 else
1679 {
1705 arrow->level = op->level; 1680 arrow->level = op->level;
1706 } 1681 arrow->stats.wc -= bow->magic;
1707 if (arrow->attacktype == AT_PHYSICAL) 1682
1708 arrow->attacktype |= bow->attacktype; 1683 if (!arrow->slaying)
1709 if (bow->slaying != NULL)
1710 arrow->slaying = bow->slaying; 1684 arrow->slaying = bow->slaying;
1711 1685
1712 arrow->map = m; 1686 arrow->attacktype |= bow->attacktype;
1687 }
1688
1689 wc -= arrow->level;
1690 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1691
1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1713 arrow->move_type = MOVE_FLY_LOW; 1693 arrow->move_type = MOVE_FLY_LOW;
1714 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1715 1695
1716 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1696 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1717 tag = arrow->count; 1697 m->insert (arrow, sx, sy, op);
1718 insert_ob_in_map(arrow, m, op, 0);
1719 1698
1720 if (!was_destroyed(arrow, tag)) 1699 if (!arrow->destroyed ())
1721 move_arrow(arrow); 1700 move_arrow (arrow);
1722 1701
1723 if (op->type == PLAYER) { 1702 if (op->type == PLAYER)
1724 if (was_destroyed (left, left_tag)) 1703 {
1704 if (left->destroyed ())
1725 esrv_del_item(op->contr, left_tag); 1705 esrv_del_item (op->contr, left->count);
1726 else 1706 else
1727 esrv_send_item(op, left); 1707 esrv_send_item (op, left);
1728 } 1708 }
1709
1729 return 1; 1710 return 1;
1730} 1711}
1731 1712
1732/* Special fire code for players - this takes into 1713/* Special fire code for players - this takes into
1733 * account the special fire modes players can have 1714 * account the special fire modes players can have
1734 * but monsters can't. Putting that code here 1715 * but monsters can't. Putting that code here
1735 * makes the fire_bow code much cleaner. 1716 * makes the fire_bow code much cleaner.
1736 * this function should only be called if 'op' is a player, 1717 * this function should only be called if 'op' is a player,
1737 * hence the function name. 1718 * hence the function name.
1738 */ 1719 */
1720int
1739int player_fire_bow(object *op, int dir) 1721player_fire_bow (object *op, int dir)
1740{ 1722{
1741 int ret=0, wcmod=0; 1723 int ret = 0, wcmod = 0;
1742 1724
1743 if (op->contr->bowtype == bow_bestarrow) { 1725 if (op->contr->bowtype == bow_bestarrow)
1744 ret = fire_bow(op, op, 1726 {
1745 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1727 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1746 dir, 0, op->x, op->y); 1728 }
1747 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1729 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1730 {
1748 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1731 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1749 wcmod =-1; 1732 wcmod = -1;
1733
1750 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1734 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1751 op->x, op->y); 1735 }
1752 } else if (op->contr->bowtype == bow_threewide) { 1736 else if (op->contr->bowtype == bow_threewide)
1737 {
1753 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1738 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1754 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1739 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1755 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1740 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1741 }
1756 } else if (op->contr->bowtype == bow_spreadshot) { 1742 else if (op->contr->bowtype == bow_spreadshot)
1743 {
1757 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1744 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1758 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1745 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1759 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1746 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1760 1747 }
1761 } else { 1748 else
1749 {
1762 /* Simple case */ 1750 /* Simple case */
1763 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1751 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1764 } 1752 }
1753
1765 return ret; 1754 return ret;
1766} 1755}
1767
1768 1756
1769/* Fires a misc (wand/rod/horn) object in 'dir'. 1757/* Fires a misc (wand/rod/horn) object in 'dir'.
1770 * Broken apart from 'fire' to keep it more readable. 1758 * Broken apart from 'fire' to keep it more readable.
1771 */ 1759 */
1760void
1772void fire_misc_object(object *op, int dir) 1761fire_misc_object (object *op, int dir)
1773{ 1762{
1774 object *item; 1763 object *item = op->contr->ranged_ob;
1775 1764
1776 if (!op->contr->ranges[range_misc]) { 1765 if (!item)
1766 {
1777 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1767 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1778 return; 1768 return;
1779 } 1769 }
1780 1770
1781 item = op->contr->ranges[range_misc];
1782 if (!item->inv) { 1771 if (!item->inv)
1772 {
1783 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1773 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1784 return; 1774 return;
1785 } 1775 }
1776
1777 if (!op->change_weapon (item))
1778 return;
1779
1786 if (item->type == WAND) { 1780 if (item->type == WAND)
1781 {
1787 if(item->stats.food<=0) { 1782 if (item->stats.food <= 0)
1783 {
1788 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1789 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1786
1790 return; 1787 return;
1791 } 1788 }
1789 }
1792 } else if (item->type == ROD || item->type==HORN) { 1790 else if (item->type == ROD || item->type == HORN)
1791 {
1793 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1792 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1793 {
1794 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1795
1795 if (item->type== ROD) 1796 if (item->type == ROD)
1796 new_draw_info_format(NDI_UNIQUE, 0,op,
1797 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1797 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1798 else 1798 else
1799 new_draw_info_format(NDI_UNIQUE, 0,op, 1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1800 "The %s needs more time to charge.", query_base_name(item,0)); 1800
1801 return; 1801 return;
1802 } 1802 }
1803 } 1803 }
1804 1804
1805 if(cast_spell(op,item,dir,item->inv,NULL)) { 1805 if (cast_spell (op, item, dir, item->inv, NULL))
1806 {
1806 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1807 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1807 if (item->type == WAND) { 1808 if (item->type == WAND)
1809 {
1808 if (!(--item->stats.food)) { 1810 if (!(--item->stats.food))
1811 {
1809 object *tmp; 1812 object *tmp;
1813
1810 if (item->arch) { 1814 if (item->arch)
1815 {
1811 CLEAR_FLAG(item, FLAG_ANIMATE); 1816 CLEAR_FLAG (item, FLAG_ANIMATE);
1812 item->face = item->arch->clone.face; 1817 item->face = item->arch->clone.face;
1813 item->speed = 0; 1818 item->set_speed (0);
1814 update_ob_speed(item);
1815 } 1819 }
1820
1816 if ((tmp=is_player_inv(item))) 1821 if ((tmp = item->in_player ()))
1817 esrv_update_item(UPD_ANIM, tmp, item); 1822 esrv_update_item (UPD_ANIM, tmp, item);
1818 } 1823 }
1819 } 1824 }
1820 else if (item->type == ROD || item->type==HORN) { 1825 else if (item->type == ROD || item->type == HORN)
1821 drain_rod_charge(item); 1826 drain_rod_charge (item);
1822 }
1823 } 1827 }
1824} 1828}
1825 1829
1826/* Received a fire command for the player - go and do it. 1830/* Received a fire command for the player - go and do it.
1827 */ 1831 */
1832void
1828void fire(object *op,int dir) { 1833fire (object *op, int dir)
1834{
1829 int spellcost=0; 1835 int spellcost = 0;
1830 1836
1831 /* check for loss of invisiblity/hide */ 1837 /* check for loss of invisiblity/hide */
1832 if (action_makes_visible(op)) make_visible(op); 1838 if (action_makes_visible (op))
1839 make_visible (op);
1833 1840
1834 switch(op->contr->shoottype) { 1841 player *pl = op->contr;
1835 case range_none: 1842
1843 if (pl->golem)
1844 {
1845 control_golem (op->contr->golem, dir);
1836 return; 1846 return;
1847 }
1837 1848
1838 case range_bow: 1849 object *ob = pl->ranged_ob;
1850
1851 if (!ob)
1852 return;
1853
1854 if (!op->change_weapon (ob))
1855 return;
1856
1857 switch (ob->type)
1858 {
1859 case BOW:
1839 player_fire_bow(op, dir); 1860 player_fire_bow (op, dir);
1840 return; 1861 break;
1841 1862
1842 case range_magic: /* Casting spells */ 1863 case SPELL:
1843 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1844 return; 1865 break;
1845 1866
1846 case range_misc: 1867 case BUILDER:
1847 fire_misc_object(op, dir);
1848 return;
1849
1850 case range_golem: /* Control summoned monsters from scrolls */
1851 if(op->contr->ranges[range_golem]==NULL ||
1852 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1853 op->contr->ranges[range_golem] = NULL;
1854 op->contr->shoottype=range_none;
1855 op->contr->golem_count = 0;
1856 }
1857 else
1858 control_golem(op->contr->ranges[range_golem], dir);
1859 return;
1860
1861 case range_skill:
1862 if(!op->chosen_skill) {
1863 if(op->type==PLAYER)
1864 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1865 return;
1866 }
1867 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1868 return;
1869 case range_builder:
1870 apply_map_builder( op, dir ); 1868 apply_map_builder (op, dir);
1871 return; 1869 break;
1870
1871 case SKILL:
1872 do_skill (op, op, ob, dir, 0);
1873 break;
1874
1872 default: 1875 default:
1873 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1876 fire_misc_object (op, dir);
1874 return; 1877 break;
1875 } 1878 }
1876} 1879}
1877
1878
1879 1880
1880/* find_key 1881/* find_key
1881 * We try to find a key for the door as passed. If we find a key 1882 * We try to find a key for the door as passed. If we find a key
1882 * and successfully use it, we return the key, otherwise NULL 1883 * and successfully use it, we return the key, otherwise NULL
1883 * This function merges both normal and locked door, since the logic 1884 * This function merges both normal and locked door, since the logic
1885 * pl is the player, 1886 * pl is the player,
1886 * inv is the objects inventory to searched 1887 * inv is the objects inventory to searched
1887 * door is the door we are trying to match against. 1888 * door is the door we are trying to match against.
1888 * This function can be called recursively to search containers. 1889 * This function can be called recursively to search containers.
1889 */ 1890 */
1890 1891object *
1891object * find_key(object *pl, object *container, object *door) 1892find_key (object *pl, object *container, object *door)
1892{ 1893{
1893 object *tmp,*key; 1894 object *tmp, *key;
1894 1895
1895 /* Should not happen, but sanity checking is never bad */ 1896 /* Should not happen, but sanity checking is never bad */
1896 if (container->inv == NULL) return NULL; 1897 if (!container->inv)
1898 return 0;
1897 1899
1898 /* First, lets try to find a key in the top level inventory */ 1900 /* First, lets try to find a key in the top level inventory */
1899 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1901 for (tmp = container->inv; tmp; tmp = tmp->below)
1902 {
1900 if (door->type==DOOR && tmp->type==KEY) break; 1903 if (door->type == DOOR && tmp->type == KEY)
1904 break;
1901 /* For sanity, we should really check door type, but other stuff 1905 /* For sanity, we should really check door type, but other stuff
1902 * (like containers) can be locked with special keys 1906 * (like containers) can be locked with special keys
1903 */ 1907 */
1904 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1905 tmp->slaying==door->slaying) break; 1909 break;
1906 } 1910 }
1911
1907 /* No key found - lets search inventories now */ 1912 /* No key found - lets search inventories now */
1908 /* If we find and use a key in an inventory, return at that time. 1913 /* If we find and use a key in an inventory, return at that time.
1909 * otherwise, if we search all the inventories and still don't find 1914 * otherwise, if we search all the inventories and still don't find
1910 * a key, return 1915 * a key, return
1911 */ 1916 */
1912 if (!tmp) { 1917 if (!tmp)
1918 {
1913 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1919 for (tmp = container->inv; tmp; tmp = tmp->below)
1920 {
1914 /* No reason to search empty containers */ 1921 /* No reason to search empty containers */
1915 if (tmp->type==CONTAINER && tmp->inv) { 1922 if (tmp->type == CONTAINER && tmp->inv)
1923 {
1916 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1924 if ((key = find_key (pl, tmp, door)))
1925 return key;
1917 } 1926 }
1918 } 1927 }
1928
1929 if (!tmp)
1919 if (!tmp) return NULL; 1930 return NULL;
1920 } 1931 }
1932
1921 /* We get down here if we have found a key. Now if its in a container, 1933 /* We get down here if we have found a key. Now if its in a container,
1922 * see if we actually want to use it 1934 * see if we actually want to use it
1923 */ 1935 */
1924 if (pl!=container) { 1936 if (pl != container)
1937 {
1925 /* Only let players use keys in containers */ 1938 /* Only let players use keys in containers */
1926 if (!pl->contr) return NULL; 1939 if (!pl->contr)
1940 return NULL;
1927 /* cases where this fails: 1941 /* cases where this fails:
1928 * If we only search the player inventory, return now since we 1942 * If we only search the player inventory, return now since we
1929 * are not in the players inventory. 1943 * are not in the players inventory.
1930 * If the container is not active, return now since only active 1944 * If the container is not active, return now since only active
1931 * containers can be used. 1945 * containers can be used.
1932 * If we only search keyrings and the container does not have 1946 * If we only search keyrings and the container does not have
1933 * a race/isn't a keyring. 1947 * a race/isn't a keyring.
1934 * No checking for all containers - to fall through past here, 1948 * No checking for all containers - to fall through past here,
1935 * inv must have been an container and must have been active. 1949 * inv must have been an container and must have been active.
1936 * 1950 *
1937 * Change the color so that the message doesn't disappear with 1951 * Change the color so that the message doesn't disappear with
1938 * all the others. 1952 * all the others.
1939 */ 1953 */
1940 if (pl->contr->usekeys == key_inventory || 1954 if (pl->contr->usekeys == key_inventory ||
1941 !QUERY_FLAG(container, FLAG_APPLIED) || 1955 !QUERY_FLAG (container, FLAG_APPLIED) ||
1942 (pl->contr->usekeys == keyrings &&
1943 (!container->race || strcmp(container->race, "keys"))) 1956 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1944 ) { 1957 {
1945 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1958 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1946 "The %s in your %s vibrates as you approach the door", 1959 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1947 query_name(tmp), query_name(container));
1948 return NULL; 1960 return NULL;
1949 } 1961 }
1950 } 1962 }
1963
1951 return tmp; 1964 return tmp;
1952} 1965}
1953 1966
1954/* moved door processing out of move_player_attack. 1967/* moved door processing out of move_player_attack.
1955 * returns 1 if player has opened the door with a key 1968 * returns 1 if player has opened the door with a key
1956 * such that the caller should not do anything more, 1969 * such that the caller should not do anything more,
1957 * 0 otherwise 1970 * 0 otherwise
1958 */ 1971 */
1972static int
1959static int player_attack_door(object *op, object *door) 1973player_attack_door (object *op, object *door)
1960{ 1974{
1961
1962 /* If its a door, try to find a use a key. If we do destroy the door, 1975 /* If its a door, try to find a use a key. If we do destroy the door,
1963 * might as well return immediately as there is nothing more to do - 1976 * might as well return immediately as there is nothing more to do -
1964 * otherwise, we fall through to the rest of the code. 1977 * otherwise, we fall through to the rest of the code.
1965 */ 1978 */
1966 object *key=find_key(op, op, door); 1979 object *key = find_key (op, op, door);
1967 1980
1968 /* IF we found a key, do some extra work */ 1981 /* IF we found a key, do some extra work */
1969 if (key) { 1982 if (key)
1983 {
1970 object *container=key->env; 1984 object *container = key->env;
1971 1985
1972 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987
1973 if(action_makes_visible(op)) make_visible(op); 1988 if (action_makes_visible (op))
1989 make_visible (op);
1990
1974 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1992 spring_trap (door->inv, op);
1993
1975 if (door->type == DOOR) { 1994 if (door->type == DOOR)
1976 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1995 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1977 }
1978 else if(door->type==LOCKED_DOOR) { 1996 else if (door->type == LOCKED_DOOR)
1979 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1997 {
1980 "You open the door with the %s", query_short_name(key)); 1998 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1981 remove_door2(door); /* remove door without violence ;-) */ 1999 remove_door2 (door); /* remove door without violence ;-) */
1982 } 2000 }
2001
1983 /* Do this after we print the message */ 2002 /* Do this after we print the message */
1984 decrease_ob(key); /* Use up one of the keys */ 2003 decrease_ob (key); /* Use up one of the keys */
1985 /* Need to update the weight the container the key was in */ 2004 /* Need to update the weight the container the key was in */
1986 if (container != op) 2005 if (container != op)
1987 esrv_update_item(UPD_WEIGHT, op, container); 2006 esrv_update_item (UPD_WEIGHT, op, container);
2007
1988 return 1; /* Nothing more to do below */ 2008 return 1; /* Nothing more to do below */
2009 }
1989 } else if (door->type==LOCKED_DOOR) { 2010 else if (door->type == LOCKED_DOOR)
2011 {
1990 /* Might as well return now - no other way to open this */ 2012 /* Might as well return now - no other way to open this */
1991 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1992 return 1; 2014 return 1;
1993 } 2015 }
2016
1994 return 0; 2017 return 0;
1995} 2018}
1996 2019
1997/* This function is just part of a breakup from move_player. 2020/* This function is just part of a breakup from move_player.
1998 * It should keep the code cleaner. 2021 * It should keep the code cleaner.
1999 * When this is called, the players direction has been updated 2022 * When this is called, the players direction has been updated
2000 * (taking into account confusion.) The player is also actually 2023 * (taking into account confusion.) The player is also actually
2001 * going to try and move (not fire weapons). 2024 * going to try and move (not fire weapons).
2002 */ 2025 */
2003 2026void
2004void move_player_attack(object *op, int dir) 2027move_player_attack (object *op, int dir)
2005{ 2028{
2006 object *tmp, *mon; 2029 object *tmp, *mon;
2007 sint16 nx, ny;
2008 int on_battleground; 2030 int on_battleground;
2009 mapstruct *m; 2031 maptile *m;
2010 2032
2011 nx=freearr_x[dir]+op->x; 2033 sint16 nx = freearr_x[dir] + op->x;
2012 ny=freearr_y[dir]+op->y; 2034 sint16 ny = freearr_y[dir] + op->y;
2013 2035
2014 on_battleground = op_on_battleground(op, NULL, NULL); 2036 on_battleground = op_on_battleground (op, 0, 0);
2015 2037
2016 /* If braced, or can't move to the square, and it is not out of the 2038 /* If braced, or can't move to the square, and it is not out of the
2017 * map, attack it. Note order of if statement is important - don't 2039 * map, attack it. Note order of if statement is important - don't
2018 * want to be calling move_ob if braced, because move_ob will move the 2040 * want to be calling move_ob if braced, because move_ob will move the
2019 * player. This is a pretty nasty hack, because if we could 2041 * player. This is a pretty nasty hack, because if we could
2020 * move to some space, it then means that if we are braced, we should 2042 * move to some space, it then means that if we are braced, we should
2021 * do nothing at all. As it is, if we are braced, we go through 2043 * do nothing at all. As it is, if we are braced, we go through
2022 * quite a bit of processing. However, it probably is less than what 2044 * quite a bit of processing. However, it probably is less than what
2023 * move_ob uses. 2045 * move_ob uses.
2024 */ 2046 */
2025 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2047 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2048 {
2026 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2049 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2027 m = get_map_from_coord(op->map, &nx, &ny);
2028 if (!m) return; /* Don't think this should happen */
2029 } 2050 {
2051 m = op->map->xy_find (nx, ny);
2052 if (!m)
2053 return; /* Don't think this should happen */
2054 }
2055 else
2030 else m =op->map; 2056 m = op->map;
2031 2057
2032 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2058 if (!(tmp = m->at (nx, ny).bot))
2033 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2059 return;
2060
2061 mon = 0;
2062 /* Go through all the objects, and find ones of interest. Only stop if
2063 * we find a monster - that is something we know we want to attack.
2064 * if its a door or barrel (can roll) see if there may be monsters
2065 * on the space
2066 */
2067 while (tmp)
2068 {
2069 if (tmp == op)
2070 {
2071 tmp = tmp->above;
2072 continue;
2073 }
2074
2075 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2076 {
2077 mon = tmp;
2078 break;
2079 }
2080
2081 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2082 mon = tmp;
2083
2084 tmp = tmp->above;
2085 }
2086
2087 if (!mon) /* This happens anytime the player tries to move */
2088 return; /* into a wall */
2089
2090 if (mon->head)
2091 mon = mon->head;
2092
2093 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2094 if (player_attack_door (op, mon))
2095 return;
2096
2097 /* The following deals with possibly attacking peaceful
2098 * or frienddly creatures. Basically, all players are considered
2099 * unaggressive. If the moving player has peaceful set, then the
2100 * object should be pushed instead of attacked. It is assumed that
2101 * if you are braced, you will not attack friends accidently,
2102 * and thus will not push them.
2103 */
2104
2105 /* If the creature is a pet, push it even if the player is not
2106 * peaceful. Our assumption is the creature is a pet if the
2107 * player owns it and it is either friendly or unagressive.
2108 */
2109 if ((op->type == PLAYER)
2110#if COZY_SERVER
2111 &&
2112 ((mon->owner && mon->owner->contr
2113 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2114#else
2115 && mon->owner == op
2116#endif
2117 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2118 {
2119 /* If we're braced, we don't want to switch places with it */
2120 if (op->contr->braced)
2034 return; 2121 return;
2035 }
2036 2122
2037 mon = NULL; 2123 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2038 /* Go through all the objects, and find ones of interest. Only stop if 2124 push_ob (mon, dir, op);
2039 * we find a monster - that is something we know we want to attack. 2125 if (op->contr->tmp_invis || op->hide)
2040 * if its a door or barrel (can roll) see if there may be monsters 2126 make_visible (op);
2041 * on the space 2127
2128 return;
2129 }
2130
2131 /* in certain circumstances, you shouldn't attack friendly
2132 * creatures. Note that if you are braced, you can't push
2133 * someone, but put it inside this loop so that you won't
2134 * attack them either.
2042 */ 2135 */
2043 while (tmp!=NULL) { 2136 if ((mon->type == PLAYER || mon->enemy != op) &&
2044 if (tmp == op) { 2137 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2045 tmp=tmp->above; 2138#ifdef PROHIBIT_PLAYERKILL
2046 continue; 2139 (op->contr->peaceful
2140 || (mon->type == PLAYER
2141 && mon->contr->
2142 peaceful)) &&
2143#else
2144 op->contr->peaceful &&
2145#endif
2146 !on_battleground))
2147 {
2148 if (!op->contr->braced)
2149 {
2150 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2151 push_ob (mon, dir, op);
2047 } 2152 }
2048 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2153 else
2049 mon = tmp; 2154 new_draw_info (0, 0, op, "You withhold your attack");
2050 break; 2155
2156 if (op->contr->tmp_invis || op->hide)
2157 make_visible (op);
2158 }
2159
2160 /* If the object is a boulder or other rollable object, then
2161 * roll it if not braced. You can't roll it if you are braced.
2162 */
2163 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2164 {
2165 recursive_roll (mon, dir, op);
2166 if (action_makes_visible (op))
2167 make_visible (op);
2168 }
2169
2170 /* Any generic living creature. Including things like doors.
2171 * Way it works is like this: First, it must have some hit points
2172 * and be living. Then, it must be one of the following:
2173 * 1) Not a player, 2) A player, but of a different party. Note
2174 * that party_number -1 is no party, so attacks can still happen.
2175 */
2176 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2177 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2178 {
2179 if (!op->contr->has_hit)
2180 {
2181 op->contr->has_hit = 1;
2182 op->speed_left += op->contr->weapon_speed () - op->speed;
2051 } 2183 }
2052 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2053 mon = tmp;
2054 tmp=tmp->above;
2055 }
2056
2057 if (mon==NULL) /* This happens anytime the player tries to move */
2058 return; /* into a wall */
2059 2184
2060 if(mon->head != NULL) 2185 skill_attack (mon, op, 0, 0, 0);
2061 mon = mon->head;
2062 2186
2063 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2187 /* If attacking another player, that player gets automatic
2064 if (player_attack_door(op, mon)) return; 2188 * hitback, and doesn't loose luck either.
2065 2189 * Disable hitback on the battleground or if the target is
2066 /* The following deals with possibly attacking peaceful 2190 * the wiz.
2067 * or frienddly creatures. Basically, all players are considered
2068 * unaggressive. If the moving player has peaceful set, then the
2069 * object should be pushed instead of attacked. It is assumed that
2070 * if you are braced, you will not attack friends accidently,
2071 * and thus will not push them.
2072 */ 2191 */
2073 2192 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2074 /* If the creature is a pet, push it even if the player is not
2075 * peaceful. Our assumption is the creature is a pet if the
2076 * player owns it and it is either friendly or unagressive.
2077 */
2078 if ((op->type==PLAYER)
2079#if COZY_SERVER
2080 &&
2081 (
2082 (get_owner(mon) && get_owner(mon)->contr
2083 && same_party (get_owner(mon)->contr->party, op->contr->party))
2084 || get_owner(mon) == op
2085 )
2086#else
2087 && get_owner(mon)==op
2088#endif
2089 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2090 {
2091 /* If we're braced, we don't want to switch places with it */
2092 if (op->contr->braced) return;
2093 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2094 (void) push_ob(mon,dir,op);
2095 if(op->contr->tmp_invis||op->hide) make_visible(op);
2096 return;
2097 }
2098
2099 /* in certain circumstances, you shouldn't attack friendly
2100 * creatures. Note that if you are braced, you can't push
2101 * someone, but put it inside this loop so that you won't
2102 * attack them either.
2103 */
2104 if ((mon->type==PLAYER || mon->enemy != op) &&
2105 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2106 (
2107#ifdef PROHIBIT_PLAYERKILL
2108 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2109#else
2110 op->contr->peaceful &&
2111#endif
2112 !on_battleground
2113 )) { 2193 {
2114 if (!op->contr->braced) { 2194 short luck = mon->stats.luck;
2115 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2195
2116 (void) push_ob(mon,dir,op); 2196 mon->contr->has_hit = 1;
2117 } else { 2197 skill_attack (op, mon, 0, 0, 0);
2118 new_draw_info(0, 0,op,"You withhold your attack"); 2198 mon->stats.luck = luck;
2119 } 2199 }
2120 if(op->contr->tmp_invis||op->hide) make_visible(op);
2121 }
2122 2200
2123 /* If the object is a boulder or other rollable object, then
2124 * roll it if not braced. You can't roll it if you are braced.
2125 */
2126 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2127 recursive_roll(mon,dir,op);
2128 if(action_makes_visible(op)) make_visible(op); 2201 if (action_makes_visible (op))
2129 } 2202 make_visible (op);
2130
2131 /* Any generic living creature. Including things like doors.
2132 * Way it works is like this: First, it must have some hit points
2133 * and be living. Then, it must be one of the following:
2134 * 1) Not a player, 2) A player, but of a different party. Note
2135 * that party_number -1 is no party, so attacks can still happen.
2136 */
2137
2138 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2139 ((mon->type!=PLAYER || op->contr->party==NULL ||
2140 op->contr->party!=mon->contr->party))) {
2141
2142 /* If the player hasn't hit something this tick, and does
2143 * so, give them speed boost based on weapon speed. Doing
2144 * it here is better than process_players2, which basically
2145 * incurred a 1 tick offset.
2146 */
2147 if (!op->contr->has_hit) {
2148 op->speed_left += op->speed / op->contr->weapon_sp;
2149
2150 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2151 } 2203 }
2152
2153 skill_attack(mon, op, 0, NULL, NULL);
2154
2155 /* If attacking another player, that player gets automatic
2156 * hitback, and doesn't loose luck either.
2157 * Disable hitback on the battleground or if the target is
2158 * the wiz.
2159 */
2160 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2161 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2162 short luck = mon->stats.luck;
2163 mon->contr->has_hit = 1;
2164 skill_attack(op, mon, 0, NULL, NULL);
2165 mon->stats.luck = luck;
2166 }
2167 if(action_makes_visible(op)) make_visible(op);
2168 }
2169 } /* if player should attack something */ 2204 } /* if player should attack something */
2170} 2205}
2171 2206
2207int
2172int move_player(object *op,int dir) { 2208move_player (object *op, int dir)
2209{
2173 int pick; 2210 int pick;
2174 2211
2175 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2212 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2176 return 0;
2177
2178 /* Sanity check: make sure dir is valid */
2179 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2180 LOG( llevError, "move_player: invalid direction %d\n", dir);
2181 return 0;
2182 }
2183
2184 /* peterm: added following line */
2185 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2186 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2187
2188 op->facing = dir;
2189
2190 if(op->hide) do_hidden_move(op);
2191
2192 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2193 /*nop*/;
2194 else if (op->contr->fire_on)
2195 fire (op, dir);
2196 else
2197 {
2198 move_player_attack (op, dir);
2199 pick = check_pick(op);
2200 }
2201
2202 /* Add special check for newcs players and fire on - this way, the
2203 * server can handle repeat firing.
2204 */
2205 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2206 op->direction = dir;
2207 } else {
2208 op->direction=0;
2209 }
2210 /* Update how the player looks. Use the facing, so direction may
2211 * get reset to zero. This allows for full animation capabilities
2212 * for players.
2213 */
2214 animate_object(op, op->facing);
2215 return 0; 2213 return 0;
2214
2215 /* Sanity check: make sure dir is valid */
2216 if ((dir < 0) || (dir >= 9))
2217 {
2218 LOG (llevError, "move_player: invalid direction %d\n", dir);
2219 return 0;
2220 }
2221
2222 /* peterm: added following line */
2223 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2224 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2225
2226 op->facing = dir;
2227
2228 if (op->hide)
2229 do_hidden_move (op);
2230
2231 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2232 /*nop */ ;
2233 else if (op->contr->fire_on)
2234 fire (op, dir);
2235 else
2236 {
2237 move_player_attack (op, dir);
2238 pick = check_pick (op);
2239 }
2240
2241 /* Add special check for newcs players and fire on - this way, the
2242 * server can handle repeat firing.
2243 */
2244 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2245 op->direction = dir;
2246 else
2247 op->direction = 0;
2248
2249 /* Update how the player looks. Use the facing, so direction may
2250 * get reset to zero. This allows for full animation capabilities
2251 * for players.
2252 */
2253 animate_object (op, op->facing);
2254 return 0;
2216} 2255}
2217 2256
2218/* This is similar to handle_player, below, but is only used by the 2257/* This is similar to handle_player, below, but is only used by the
2219 * new client/server stuff. 2258 * new client/server stuff.
2220 * This is sort of special, in that the new client/server actually uses 2259 * This is sort of special, in that the new client/server actually uses
2221 * the new speed values for commands. 2260 * the new speed values for commands.
2222 * 2261 *
2223 * Returns true if there are more actions we can do. 2262 * Returns true if there are more actions we can do.
2224 */ 2263 */
2264int
2225int handle_newcs_player(object *op) 2265handle_newcs_player (object *op)
2226{ 2266{
2227 if (op->contr->hidden) {
2228 op->invisible = 1000;
2229 /* the socket code flashes the player visible/invisible
2230 * depending on the value of invisible, so we need to
2231 * alternate it here for it to work correctly.
2232 */
2233 if (pticks & 2) op->invisible--;
2234 }
2235 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2236 op->invisible--;
2237 if(!op->invisible) {
2238 make_visible(op);
2239 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2240 }
2241 }
2242
2243 if (QUERY_FLAG(op, FLAG_SCARED)) { 2267 if (QUERY_FLAG (op, FLAG_SCARED))
2268 {
2244 flee_player(op); 2269 flee_player (op);
2270
2245 /* If player is still scared, that is his action for this tick */ 2271 /* If player is still scared, that is his action for this tick */
2246 if (QUERY_FLAG(op, FLAG_SCARED)) { 2272 if (op->flag [FLAG_SCARED])
2273 {
2247 op->speed_left--; 2274 --op->speed_left;
2248 return 0; 2275 return 0;
2249 } 2276 }
2250 } 2277 }
2251 2278
2252 /* I've been seeing crashes where the golem has been destroyed, but
2253 * the player object still points to the defunct golem. The code that
2254 * destroys the golem looks correct, and it doesn't always happen, so
2255 * put this in a a workaround to clean up the golem pointer.
2256 */
2257 if (op->contr->ranges[range_golem] &&
2258 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2259 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2260 op->contr->ranges[range_golem] = NULL;
2261 op->contr->golem_count = 0;
2262 }
2263
2264 /* call this here - we also will call this in do_ericserver, but 2279 /* call this here - we also will call this in do_ericserver, but
2265 * the players time has been increased when doericserver has been 2280 * the players time has been increased when doericserver has been
2266 * called, so we recheck it here. 2281 * called, so we recheck it here.
2267 */ 2282 */
2268 HandleClient(&op->contr->socket, op->contr); 2283 if (op->contr->ns->handle_command ())
2269 if (op->speed_left<0) return 0; 2284 return 1;
2270 2285
2286 if (op->speed_left > 0.f)
2287 {
2271 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2288 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2289 {
2272 /* All move commands take 1 tick, at least for now */ 2290 /* All move commands take 1 tick, at least for now */
2273 op->speed_left--; 2291 --op->speed_left;
2274 2292
2275 /* Instead of all the stuff below, let move_player take care 2293 /* Instead of all the stuff below, let move_player take care
2276 * of it. Also, some of the skill stuff is only put in 2294 * of it. Also, some of the skill stuff is only put in
2277 * there, as well as the confusion stuff. 2295 * there, as well as the confusion stuff.
2278 */ 2296 */
2279 move_player(op, op->direction); 2297 move_player (op, op->direction);
2280 if (op->speed_left>0) return 1; 2298
2281 else return 0; 2299 return op->speed_left > 0.f;
2300 }
2282 } 2301 }
2302
2303 return 0;
2304}
2305
2306int
2307save_life (object *op)
2308{
2309 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2283 return 0; 2310 return 0;
2284}
2285 2311
2286int save_life(object *op) {
2287 object *tmp;
2288
2289 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2290 return 0;
2291
2292 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2312 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2293 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2313 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2314 {
2294 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2315 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2295 new_draw_info_format(NDI_UNIQUE, 0,op, 2316 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2296 "Your %s vibrates violently, then evaporates.", 2317
2297 query_name(tmp));
2298 if (op->contr) 2318 if (op->contr)
2299 esrv_del_item(op->contr, tmp->count); 2319 esrv_del_item (op->contr, tmp->count);
2300 remove_ob(tmp); 2320
2301 free_object(tmp); 2321 tmp->destroy ();
2302 CLEAR_FLAG(op, FLAG_LIFESAVE); 2322 CLEAR_FLAG (op, FLAG_LIFESAVE);
2323
2303 if(op->stats.hp<0) 2324 if (op->stats.hp < 0)
2304 op->stats.hp = op->stats.maxhp; 2325 op->stats.hp = op->stats.maxhp;
2326
2305 if(op->stats.food<0) 2327 if (op->stats.food < 0)
2306 op->stats.food = 999; 2328 op->stats.food = 999;
2307 fix_player(op); 2329
2330 op->update_stats ();
2308 return 1; 2331 return 1;
2309 } 2332 }
2333
2310 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2334 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2311 CLEAR_FLAG(op, FLAG_LIFESAVE); 2335 CLEAR_FLAG (op, FLAG_LIFESAVE);
2312 enter_player_savebed(op); /* bring him home. */ 2336 enter_player_savebed (op); /* bring him home. */
2313 return 0; 2337 return 0;
2314} 2338}
2315 2339
2316/* This goes throws the inventory and removes unpaid objects, and puts them 2340/* This goes throws the inventory and removes unpaid objects, and puts them
2317 * back in the map (location and map determined by values of env). This 2341 * back in the map (location and map determined by values of env). This
2318 * function will descend into containers. op is the object to start the search 2342 * function will descend into containers. op is the object to start the search
2319 * from. 2343 * from.
2320 */ 2344 */
2345void
2321void remove_unpaid_objects(object *op, object *env) 2346remove_unpaid_objects (object *op, object *env)
2322{ 2347{
2323 object *next;
2324
2325 while (op) { 2348 while (op)
2349 {
2326 next=op->below; /* Make sure we have a good value, in case 2350 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2327 * we remove object 'op' 2351
2328 */
2329 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2352 if (QUERY_FLAG (op, FLAG_UNPAID))
2330 remove_ob(op); 2353 {
2331 op->x = env->x;
2332 op->y = env->y;
2333 if (env->type == PLAYER) 2354 if (env->type == PLAYER)
2334 esrv_del_item(env->contr, op->count); 2355 esrv_del_item (env->contr, op->count);
2335 insert_ob_in_map(op, env->map, NULL,0); 2356
2357 op->insert_at (env);
2336 } 2358 }
2359 else if (op->inv)
2337 else if (op->inv) remove_unpaid_objects(op->inv, env); 2360 remove_unpaid_objects (op->inv, env);
2361
2338 op=next; 2362 op = next;
2339 } 2363 }
2340} 2364}
2341
2342 2365
2343/* 2366/*
2344 * Returns pointer a static string containing gravestone text 2367 * Returns pointer a static string containing gravestone text
2345 * Moved from apply.c to player.c - player.c is what 2368 * Moved from apply.c to player.c - player.c is what
2346 * actually uses this function. player.c may not be quite the 2369 * actually uses this function. player.c may not be quite the
2347 * best, a misc file for object actions is probably better, 2370 * best, a misc file for object actions is probably better,
2348 * but there isn't one in the server directory. 2371 * but there isn't one in the server directory.
2349 */ 2372 */
2373char *
2350char *gravestone_text (object *op) 2374gravestone_text (object *op)
2351{ 2375{
2352 static char buf2[MAX_BUF]; 2376 static char buf2[MAX_BUF];
2353 char buf[MAX_BUF]; 2377 char buf[MAX_BUF];
2354 time_t now = time (NULL); 2378 time_t now = time (NULL);
2355 2379
2356 strcpy (buf2, " R.I.P.\n\n"); 2380 strcpy (buf2, " R.I.P.\n\n");
2357 if (op->type == PLAYER) 2381 if (op->type == PLAYER)
2358 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2382 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2359 else 2383 else
2360 sprintf (buf, "%s\n", &op->name); 2384 sprintf (buf, "%s\n", &op->name);
2385
2361 strncat (buf2, " ", 20 - strlen (buf) / 2); 2386 strncat (buf2, " ", 20 - strlen (buf) / 2);
2362 strcat (buf2, buf); 2387 strcat (buf2, buf);
2363 if (op->type == PLAYER) 2388 if (op->type == PLAYER)
2364 sprintf (buf, "who was in level %d when killed\n", op->level); 2389 sprintf (buf, "who was in level %d when killed\n", op->level);
2365 else 2390 else
2366 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2391 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2392
2367 strncat (buf2, " ", 20 - strlen (buf) / 2); 2393 strncat (buf2, " ", 20 - strlen (buf) / 2);
2368 strcat (buf2, buf); 2394 strcat (buf2, buf);
2369 if (op->type == PLAYER) { 2395 if (op->type == PLAYER)
2396 {
2370 sprintf (buf, "by %s.\n\n", op->contr->killer); 2397 sprintf (buf, "by %s.\n\n", op->contr->killer);
2371 strncat (buf2, " ", 21 - strlen (buf) / 2); 2398 strncat (buf2, " ", 21 - strlen (buf) / 2);
2372 strcat (buf2, buf); 2399 strcat (buf2, buf);
2373 } 2400 }
2401
2374 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2402 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2375 strncat (buf2, " ", 20 - strlen (buf) / 2); 2403 strncat (buf2, " ", 20 - strlen (buf) / 2);
2376 strcat (buf2, buf); 2404 strcat (buf2, buf);
2405
2377 return buf2; 2406 return buf2;
2378} 2407}
2379 2408
2380 2409void
2381
2382void do_some_living(object *op) { 2410do_some_living (object *op)
2411{
2383 int last_food=op->stats.food; 2412 int last_food = op->stats.food;
2384 int gen_hp, gen_sp, gen_grace; 2413 int gen_hp, gen_sp, gen_grace;
2385 int over_hp, over_sp, over_grace; 2414 int over_hp, over_sp, over_grace;
2386 int i; 2415 int i;
2387 int rate_hp = 1200; 2416 int rate_hp = 1200;
2388 int rate_sp = 2500; 2417 int rate_sp = 2500;
2389 int rate_grace = 2000; 2418 int rate_grace = 2000;
2390 const int max_hp = 1; 2419 const int max_hp = 1;
2391 const int max_sp = 1; 2420 const int max_sp = 1;
2392 const int max_grace = 1; 2421 const int max_grace = 1;
2393 2422
2394 if (op->contr->outputs_sync) { 2423 if (op->contr->hidden)
2395 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2424 {
2396 if (op->contr->outputs[i].buf!=NULL && 2425 op->invisible = 1000;
2397 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2426 /* the socket code flashes the player visible/invisible
2398 flush_output_element(op, &op->contr->outputs[i]); 2427 * depending on the value of invisible, so we need to
2428 * alternate it here for it to work correctly.
2429 */
2430 if (pticks & 2)
2431 op->invisible--;
2399 } 2432 }
2433 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2434 {
2435 if (!op->invisible--)
2436 {
2437 make_visible (op);
2438 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2439 }
2440 }
2400 2441
2401 if(op->contr->state==ST_PLAYING) { 2442 if (op->contr->ns->state == ST_PLAYING)
2402 2443 {
2403 /* these next three if clauses make it possible to SLOW DOWN 2444 /* these next three if clauses make it possible to SLOW DOWN
2404 hp/grace/spellpoint regeneration. */ 2445 hp/grace/spellpoint regeneration. */
2405 if(op->contr->gen_hp >= 0 ) 2446 if (op->contr->gen_hp >= 0)
2406 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2447 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2407 else { 2448 else
2449 {
2408 gen_hp = op->stats.maxhp; 2450 gen_hp = op->stats.maxhp;
2409 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2451 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2410 } 2452 }
2453
2411 if(op->contr->gen_sp >= 0 ) 2454 if (op->contr->gen_sp >= 0)
2412 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2455 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2413 else { 2456 else
2457 {
2414 gen_sp = op->stats.maxsp; 2458 gen_sp = op->stats.maxsp;
2415 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2459 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2416 } 2460 }
2461
2417 if(op->contr->gen_grace >= 0) 2462 if (op->contr->gen_grace >= 0)
2418 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2463 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2419 else { 2464 else
2465 {
2420 gen_grace = op->stats.maxgrace; 2466 gen_grace = op->stats.maxgrace;
2421 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2467 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2422 } 2468 }
2423 2469
2424 /* Regenerate Spell Points */ 2470 /* Regenerate Spell Points */
2425 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2471 if (!op->contr->golem && --op->last_sp < 0)
2472 {
2426 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2473 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2427 if(op->stats.sp<op->stats.maxsp) {
2428 op->stats.sp++;
2429 /* dms do not consume food */
2430 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2431 op->stats.food--;
2432 if(op->contr->digestion<0)
2433 op->stats.food+=op->contr->digestion;
2434 else if(op->contr->digestion>0 &&
2435 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2436 op->stats.food=last_food;
2437 }
2438 }
2439 if (max_sp>1) {
2440 over_sp = (gen_sp+10)/rate_sp;
2441 if (over_sp > 0) {
2442 if(op->stats.sp<op->stats.maxsp) { 2474 if (op->stats.sp < op->stats.maxsp)
2443 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2475 {
2444 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2445 op->stats.sp--; 2476 op->stats.sp++;
2446 if(op->stats.sp>op->stats.maxsp) 2477 /* dms do not consume food */
2447 op->stats.sp=op->stats.maxsp; 2478 if (!QUERY_FLAG (op, FLAG_WIZ))
2479 {
2480 op->stats.food--;
2481 if (op->contr->digestion < 0)
2482 op->stats.food += op->contr->digestion;
2483 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2484 op->stats.food = last_food;
2448 } 2485 }
2449 op->last_sp=0;
2450 } else {
2451 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2452 }
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 }
2457
2458 /* Regenerate Grace */
2459 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2460 if(--op->last_grace<0) {
2461 if(op->stats.grace<op->stats.maxgrace/2)
2462 op->stats.grace++; /* no penalty in food for regaining grace */
2463 if(max_grace>1) {
2464 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2465 if (over_grace > 0) {
2466 op->stats.sp += over_grace
2467 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2468 op->last_grace=0;
2469 } else {
2470 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2471 } 2486 }
2487
2488 if (max_sp > 1)
2489 {
2490 over_sp = (gen_sp + 10) / rate_sp;
2491 if (over_sp > 0)
2492 {
2493 if (op->stats.sp < op->stats.maxsp)
2494 {
2495 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2496
2497 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2498 op->stats.sp--;
2499
2500 if (op->stats.sp > op->stats.maxsp)
2501 op->stats.sp = op->stats.maxsp;
2502 }
2503 op->last_sp = 0;
2504 }
2505 else
2506 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2507 }
2472 } else { 2508 else
2509 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2510 }
2511
2512 /* Regenerate Grace */
2513 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2514 if (--op->last_grace < 0)
2515 {
2516 if (op->stats.grace < op->stats.maxgrace / 2)
2517 op->stats.grace++; /* no penalty in food for regaining grace */
2518
2519 if (max_grace > 1)
2520 {
2521 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2522 if (over_grace > 0)
2523 {
2524 op->stats.sp += over_grace
2525 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2526 op->last_grace = 0;
2527 }
2528 else
2529 {
2530 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2531 }
2532 }
2533 else
2534 {
2473 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2535 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2474 } 2536 }
2475 /* wearing stuff doesn't detract from grace generation. */ 2537 /* wearing stuff doesn't detract from grace generation. */
2476 } 2538 }
2477 2539
2478 /* Regenerate Hit Points */ 2540 /* Regenerate Hit Points */
2479 if(--op->last_heal<0) { 2541 if (--op->last_heal < 0)
2542 {
2480 if(op->stats.hp<op->stats.maxhp) { 2543 if (op->stats.hp < op->stats.maxhp)
2544 {
2481 op->stats.hp++; 2545 op->stats.hp++;
2482 /* dms do not consume food */ 2546 /* dms do not consume food */
2483 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2547 if (!QUERY_FLAG (op, FLAG_WIZ))
2484 op->stats.food--; 2548 {
2549 op->stats.food--;
2485 if(op->contr->digestion<0) 2550 if (op->contr->digestion < 0)
2486 op->stats.food+=op->contr->digestion; 2551 op->stats.food += op->contr->digestion;
2487 else if(op->contr->digestion>0 && 2552 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2488 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2489 op->stats.food=last_food; 2553 op->stats.food = last_food;
2554 }
2555 }
2556
2557 if (max_hp > 1)
2558 {
2559 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2560 if (over_hp > 0)
2561 {
2562 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2563 op->last_heal = 0;
2564 }
2565 else
2566 {
2567 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2568 }
2569 }
2570 else
2571 {
2572 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2573 }
2490 } 2574 }
2491 }
2492 if(max_hp>1) {
2493 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2494 if (over_hp > 0) {
2495 op->stats.sp += over_hp
2496 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2497 op->last_heal=0;
2498 } else {
2499 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2500 }
2501 } else {
2502 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2503 }
2504 }
2505 2575
2506 /* Digestion */ 2576 /* Digestion */
2507 if(--op->last_eat<0) { 2577 if (--op->last_eat < 0)
2578 {
2508#ifdef COZY_SERVER 2579#ifdef COZY_SERVER
2509 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2580 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2510 int bonus=dg>0?dg:0, 2581 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2511 penalty=dg<0?-dg:0;
2512#else 2582#else
2513 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2583 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2514 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2515#endif 2584#endif
2516 2585
2517 if(op->contr->gen_hp > 0) 2586 if (op->contr->gen_hp > 0)
2518 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2587 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2519 else 2588 else
2520 op->last_eat=25*(1+bonus)/(penalty +1); 2589 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2590
2521 /* dms do not consume food */ 2591 /* dms do not consume food */
2522 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2592 if (!QUERY_FLAG (op, FLAG_WIZ))
2523 } 2593 op->stats.food--;
2524 } 2594 }
2525 2595
2526 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2596 if (op->stats.food < 0 && op->stats.hp >= 0)
2597 {
2527 object *tmp, *flesh=NULL; 2598 object *tmp, *flesh = 0;
2528 2599
2529 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2600 for (tmp = op->inv; tmp; tmp = tmp->below)
2601 {
2530 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2602 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2603 {
2531 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2604 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2605 {
2532 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2606 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2533 manual_apply(op,tmp,0); 2607 manual_apply (op, tmp, 0);
2534 if(op->stats.food>=0||op->stats.hp<0) 2608 if (op->stats.food >= 0 || op->stats.hp < 0)
2535 break; 2609 break;
2536 } 2610 }
2537 else if (tmp->type==FLESH) flesh=tmp; 2611 else if (tmp->type == FLESH)
2612 flesh = tmp;
2538 } /* End if paid for object */ 2613 } /* End if paid for object */
2539 } /* end of for loop */ 2614 } /* end of for loop */
2615
2540 /* If player is still starving, it means they don't have any food, so 2616 /* If player is still starving, it means they don't have any food, so
2541 * eat flesh instead. 2617 * eat flesh instead.
2542 */ 2618 */
2543 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2619 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2620 {
2544 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2621 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2545 manual_apply(op,flesh,0); 2622 manual_apply (op, flesh, 0);
2546 } 2623 }
2547 } /* end if player is starving */ 2624 }
2548 2625
2549 while(op->stats.food<0&&op->stats.hp>0) 2626 while (op->stats.food < 0 && op->stats.hp >= 0)
2550 op->stats.food++,op->stats.hp--; 2627 op->stats.food++, op->stats.hp--;
2551 2628
2552 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2629 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2553 kill_player(op); 2630 kill_player (op);
2631 }
2554} 2632}
2555
2556
2557 2633
2558/* If the player should die (lack of hp, food, etc), we call this. 2634/* If the player should die (lack of hp, food, etc), we call this.
2559 * op is the player in jeopardy. If the player can not be saved (not 2635 * op is the player in jeopardy. If the player can not be saved (not
2560 * permadeath, no lifesave), this will take care of removing the player 2636 * permadeath, no lifesave), this will take care of removing the player
2561 * file. 2637 * file.
2562 */ 2638 */
2639void
2563void kill_player(object *op) 2640kill_player (object *op)
2564{ 2641{
2565 char buf[MAX_BUF]; 2642 char buf[MAX_BUF];
2566 int x,y,i; 2643 int x, y;
2644
2645 //int i;
2567 mapstruct *map; /* this is for resurrection */ 2646 maptile *map; /* this is for resurrection */
2647
2568 int z; 2648 /* int z;
2569 int num_stats_lose; 2649 int num_stats_lose;
2570 int lost_a_stat; 2650 int lost_a_stat;
2571 int lose_this_stat; 2651 int lose_this_stat;
2572 int this_stat; 2652 int this_stat; */
2573 int will_kill_again; 2653 int will_kill_again;
2574 archetype *at; 2654 archetype *at;
2575 object *tmp; 2655 object *tmp;
2576 2656
2577 if(save_life(op)) 2657 if (save_life (op))
2578 return; 2658 return;
2579 2659
2580 2660
2581 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2661 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2582 * in cities ONLY!!! It is very important that this doesn't get abused. 2662 * in cities ONLY!!! It is very important that this doesn't get abused.
2583 * Look at op_on_battleground() for more info --AndreasV 2663 * Look at op_on_battleground() for more info --AndreasV
2584 */ 2664 */
2585 if (op_on_battleground(op, &x, &y)) { 2665 if (op_on_battleground (op, &x, &y))
2586 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2666 {
2587 "You have been defeated in combat!"); 2667 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2588 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2668 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2589 "Local medics have saved your life..."); 2669
2590
2591 /* restore player */ 2670 /* restore player */
2592 at = find_archetype("poisoning"); 2671 at = archetype::find ("poisoning");
2593 tmp=present_arch_in_ob(at,op); 2672 if (object *tmp = present_arch_in_ob (at, op))
2594 if (tmp) { 2673 {
2595 remove_ob(tmp); 2674 tmp->destroy ();
2596 free_object(tmp);
2597 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2675 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2676 }
2677
2678 at = archetype::find ("confusion");
2679 if (object *tmp = present_arch_in_ob (at, op))
2598 } 2680 {
2599 2681 tmp->destroy ();
2600 at = find_archetype("confusion");
2601 tmp=present_arch_in_ob(at,op);
2602 if (tmp) {
2603 remove_ob(tmp);
2604 free_object(tmp);
2605 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2682 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2606 } 2683 }
2607 2684
2608 cure_disease(op,0); /* remove any disease */ 2685 cure_disease (op, 0); /* remove any disease */
2609 op->stats.hp=op->stats.maxhp; 2686 op->stats.hp = op->stats.maxhp;
2610 if (op->stats.food<=0) op->stats.food=999; 2687 if (op->stats.food <= 0)
2611 2688 op->stats.food = 999;
2689
2612 /* create a bodypart-trophy to make the winner happy */ 2690 /* create a bodypart-trophy to make the winner happy */
2613 tmp=arch_to_object(find_archetype("finger")); 2691 if (object *tmp = arch_to_object (archetype::find ("finger")))
2614 if (tmp != NULL)
2615 { 2692 {
2616 sprintf(buf,"%s's finger", &op->name); 2693 sprintf (buf, "%s's finger", &op->name);
2617 tmp->name = buf; 2694 tmp->name = buf;
2618 sprintf(buf," This finger has been cut off %s\n" 2695 sprintf (buf, " This finger has been cut off %s\n"
2619 " the %s, when he was defeated at\n level %d by %s.\n", 2696 " the %s, when he was defeated at\n level %d by %s.\n",
2620 &op->name, op->contr->title, (int)(op->level), 2697 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2621 op->contr->killer);
2622 tmp->msg=buf; 2698 tmp->msg = buf;
2623 tmp->value=0, tmp->material=0, tmp->type=0; 2699 tmp->value = 0, tmp->type = 0;
2624 tmp->materialname = NULL; 2700 tmp->materialname = "organics";
2625 tmp->x = op->x, tmp->y = op->y; 2701 tmp->insert_at (op, tmp);
2626 insert_ob_in_map(tmp,op->map,op,0);
2627 }
2628 2702 }
2703
2629 /* teleport defeated player to new destination*/ 2704 /* teleport defeated player to new destination */
2630 transfer_ob(op, x, y, 0, NULL); 2705 transfer_ob (op, x, y, 0, NULL);
2631 op->contr->braced=0; 2706 op->contr->braced = 0;
2632 return; 2707 return;
2633 } 2708 }
2634 2709
2635 INVOKE_PLAYER (DEATH, op->contr); 2710 INVOKE_PLAYER (DEATH, op->contr);
2636 2711
2637 command_kill_pets (op, 0); 2712 command_kill_pets (op, 0);
2638 2713
2639 if(op->stats.food<0) { 2714 if (op->stats.food < 0)
2640 if (op->contr->explore) { 2715 {
2641 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2642 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2643 op->stats.food=999;
2644 return;
2645 }
2646 sprintf(buf,"%s starved to death.",&op->name); 2716 sprintf (buf, "%s starved to death.", &op->name);
2647 strcpy(op->contr->killer,"starvation"); 2717 strcpy (op->contr->killer, "starvation");
2648 } 2718 }
2649 else { 2719 else
2650 if (op->contr->explore) {
2651 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2652 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2653 op->stats.hp=op->stats.maxhp;
2654 return;
2655 }
2656 sprintf(buf,"%s died.", &op->name); 2720 sprintf (buf, "%s died.", &op->name);
2657 } 2721
2658 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2722 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2659 2723
2660 /* save the map location for corpse, gravestone*/ 2724 /* save the map location for corpse, gravestone */
2661 x=op->x;y=op->y;map=op->map; 2725 x = op->x;
2726 y = op->y;
2727 map = op->map;
2662 2728
2663
2664 if (settings.not_permadeth == TRUE) {
2665 /* NOT_PERMADEATH code. This basically brings the character back to 2729 /* NOT_PERMADEATH code. This basically brings the character back to
2666 * life if they are dead - it takes some exp and a random stat. 2730 * life if they are dead - it takes some exp and a random stat.
2667 * See the config.h file for a little more in depth detail about this. 2731 * See the config.h file for a little more in depth detail about this.
2668 */ 2732 */
2669 2733
2670 /* Basically two ways to go - remove a stat permanently, or just 2734 /* Basically two ways to go - remove a stat permanently, or just
2671 * make it depletion. This bunch of code deals with that aspect 2735 * make it depletion. This bunch of code deals with that aspect
2672 * of death. 2736 * of death.
2673 */ 2737 */
2674#ifndef COZY_SERVER 2738#ifndef COZY_SERVER
2675 if (settings.balanced_stat_loss) { 2739 if (settings.balanced_stat_loss)
2740 {
2676 /* If stat loss is permanent, lose one stat only. */ 2741 /* If stat loss is permanent, lose one stat only. */
2677 /* Lower level chars don't lose as many stats because they suffer 2742 /* Lower level chars don't lose as many stats because they suffer
2678 more if they do. */ 2743 more if they do. */
2679 /* Higher level characters can afford things such as potions of 2744 /* Higher level characters can afford things such as potions of
2680 restoration, or better, stat potions. So we slug them that 2745 restoration, or better, stat potions. So we slug them that
2681 little bit harder. */ 2746 little bit harder. */
2682 /* GD */ 2747 /* GD */
2683 if (settings.stat_loss_on_death) 2748 if (settings.stat_loss_on_death)
2684 num_stats_lose = 1;
2685 else
2686 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2687 } else {
2688 num_stats_lose = 1; 2749 num_stats_lose = 1;
2689 } 2750 else
2751 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2752 }
2753 else
2754 num_stats_lose = 1;
2755
2690 lost_a_stat = 0; 2756 lost_a_stat = 0;
2691 2757
2692 for (z=0; z<num_stats_lose; z++) { 2758 for (z = 0; z < num_stats_lose; z++)
2759 {
2693 i = RANDOM() % NUM_STATS; 2760 i = RANDOM () % NUM_STATS;
2694 2761
2695 if (settings.stat_loss_on_death) { 2762 if (settings.stat_loss_on_death)
2763 {
2696 /* Pick a random stat and take a point off it. Tell the player 2764 /* Pick a random stat and take a point off it. Tell the player
2697 * what he lost. 2765 * what he lost.
2698 */ 2766 */
2699 change_attr_value(&(op->stats), i,-1); 2767 change_attr_value (&(op->stats), i, -1);
2700 check_stat_bounds(&(op->stats)); 2768 check_stat_bounds (&(op->stats));
2701 change_attr_value(&(op->contr->orig_stats), i,-1); 2769 change_attr_value (&(op->contr->orig_stats), i, -1);
2702 check_stat_bounds(&(op->contr->orig_stats)); 2770 check_stat_bounds (&(op->contr->orig_stats));
2703 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2771 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2704 lost_a_stat = 1; 2772 lost_a_stat = 1;
2705 } else { 2773 }
2774 else
2775 {
2706 /* deplete a stat */ 2776 /* deplete a stat */
2707 archetype *deparch=find_archetype("depletion"); 2777 archetype *deparch = archetype::find ("depletion");
2708 object *dep; 2778 object *dep;
2779
2780 dep = present_arch_in_ob (deparch, op);
2781 if (!dep)
2709 2782 {
2710 dep = present_arch_in_ob(deparch,op);
2711 if(!dep) {
2712 dep = arch_to_object(deparch); 2783 dep = arch_to_object (deparch);
2713 insert_ob_in_ob(dep, op); 2784 insert_ob_in_ob (dep, op);
2714 } 2785 }
2715 lose_this_stat = 1; 2786 lose_this_stat = 1;
2716 if (settings.balanced_stat_loss) { 2787 if (settings.balanced_stat_loss)
2788 {
2717 /* GD */ 2789 /* GD */
2718 /* Get the stat that we're about to deplete. */ 2790 /* Get the stat that we're about to deplete. */
2719 this_stat = get_attr_value(&(dep->stats), i); 2791 this_stat = get_attr_value (&(dep->stats), i);
2720 if (this_stat < 0) { 2792 if (this_stat < 0)
2793 {
2721 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2794 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2722 int keep_chance = this_stat * this_stat; 2795 int keep_chance = this_stat * this_stat;
2796
2723 /* Yes, I am paranoid. Sue me. */ 2797 /* Yes, I am paranoid. Sue me. */
2724 if (keep_chance < 1) 2798 if (keep_chance < 1)
2725 keep_chance = 1; 2799 keep_chance = 1;
2726 2800
2727 /* There is a maximum depletion total per level. */ 2801 /* There is a maximum depletion total per level. */
2728 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2802 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2803 {
2729 lose_this_stat = 0; 2804 lose_this_stat = 0;
2730 /* Take loss chance vs keep chance to see if we 2805 /* Take loss chance vs keep chance to see if we
2731 retain the stat. */ 2806 retain the stat. */
2732 } else {
2733 if (random_roll(0, loss_chance + keep_chance-1,
2734 op, PREFER_LOW) < keep_chance)
2735 lose_this_stat = 0;
2736 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2737 this_stat, keep_chance, loss_chance,
2738 lose_this_stat?"LOSE":"KEEP"); */
2739 }
2740 } 2807 }
2741 } 2808 else
2742
2743 if (lose_this_stat) {
2744 this_stat = get_attr_value(&(dep->stats), i);
2745 /* We could try to do something clever like find another
2746 * stat to reduce if this fails. But chances are, if
2747 * stats have been depleted to -50, all are pretty low
2748 * and should be roughly the same, so it shouldn't make a
2749 * difference.
2750 */ 2809 {
2751 if (this_stat>=-50) { 2810 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2752 change_attr_value(&(dep->stats), i, -1);
2753 SET_FLAG(dep, FLAG_APPLIED);
2754 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2755 fix_player(op);
2756 lost_a_stat = 1; 2811 lose_this_stat = 0;
2812 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2813 this_stat, keep_chance, loss_chance,
2814 lose_this_stat?"LOSE":"KEEP"); */
2757 } 2815 }
2758 } 2816 }
2759 } 2817 }
2760 } 2818
2761 /* If no stat lost, tell the player. */
2762 if (!lost_a_stat) 2819 if (lose_this_stat)
2820 {
2821 this_stat = get_attr_value (&(dep->stats), i);
2822 /* We could try to do something clever like find another
2823 * stat to reduce if this fails. But chances are, if
2824 * stats have been depleted to -50, all are pretty low
2825 * and should be roughly the same, so it shouldn't make a
2826 * difference.
2827 */
2828 if (this_stat >= -50)
2763 { 2829 {
2764 /* determine_god() seems to not work sometimes... why is this? 2830 change_attr_value (&(dep->stats), i, -1);
2765 Should I be using something else? GD */ 2831 SET_FLAG (dep, FLAG_APPLIED);
2766 const char *god = determine_god(op);
2767 if (god && (strcmp(god, "none")))
2768 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2832 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2769 "moment you feel the holy presence of %s protecting" 2833 op->update_stats ();
2770 " you.", god); 2834 lost_a_stat = 1;
2771 else 2835 }
2772 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2773 " feel a holy presence protecting you.");
2774 } 2836 }
2837 }
2838 }
2839 /* If no stat lost, tell the player. */
2840 if (!lost_a_stat)
2841 {
2842 /* determine_god() seems to not work sometimes... why is this?
2843 Should I be using something else? GD */
2844 const char *god = determine_god (op);
2845
2846 if (god && (strcmp (god, "none")))
2847 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2848 else
2849 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2850 }
2851#else
2852 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2775#endif 2853#endif
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2777 " feel a holy presence protecting you from losing yourself completely.");
2778 2854
2779 /* Put a gravestone up where the character 'almost' died. List the 2855 /* Put a gravestone up where the character 'almost' died. List the
2780 * exp loss on the stone. 2856 * exp loss on the stone.
2781 */ 2857 */
2782 tmp=arch_to_object(find_archetype("gravestone")); 2858 tmp = arch_to_object (archetype::find ("gravestone"));
2783 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2859 sprintf (buf, "%s's gravestone", &op->name);
2860 tmp->name = buf;
2784 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2861 sprintf (buf, "%s's gravestones", &op->name);
2785 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2862 tmp->name_pl = buf;
2786 "who was killed\n" 2863 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2787 "by %s.\n",
2788 &op->name, op->contr->title,
2789 op->contr->killer);
2790 tmp->msg = buf; 2864 tmp->msg = buf;
2791 tmp->x=op->x,tmp->y=op->y; 2865 tmp->x = op->x, tmp->y = op->y;
2792 insert_ob_in_map (tmp, op->map, NULL,0); 2866 insert_ob_in_map (tmp, op->map, NULL, 0);
2793 2867
2794 /**************************************/ 2868 /**************************************/
2795 /* */ 2869 /* */
2796 /* Subtract the experience points, */ 2870 /* Subtract the experience points, */
2797 /* if we died cause of food, give us */ 2871 /* if we died cause of food, give us */
2798 /* food, and reset HP's... */ 2872 /* food, and reset HP's... */
2799 /* */ 2873 /* */
2800 /**************************************/ 2874 /**************************************/
2801 2875
2802 /* remove any poisoning and confusion the character may be suffering.*/ 2876 /* remove any poisoning and confusion the character may be suffering. */
2803 /* restore player */ 2877 /* restore player */
2804 at = find_archetype("poisoning"); 2878 at = archetype::find ("poisoning");
2805 tmp=present_arch_in_ob(at,op); 2879 tmp = present_arch_in_ob (at, op);
2806 if (tmp) { 2880
2807 remove_ob(tmp); 2881 if (tmp)
2808 free_object(tmp); 2882 {
2883 tmp->destroy ();
2809 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2884 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2810 } 2885 }
2811 2886
2812 at = find_archetype("confusion"); 2887 at = archetype::find ("confusion");
2813 tmp=present_arch_in_ob(at,op); 2888 tmp = present_arch_in_ob (at, op);
2814 if (tmp) { 2889 if (tmp)
2815 remove_ob(tmp); 2890 {
2816 free_object(tmp); 2891 tmp->destroy ();
2817 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2892 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2818 } 2893 }
2894
2819 cure_disease(op,0); /* remove any disease */ 2895 cure_disease (op, 0); /* remove any disease */
2820 2896
2821 /*add_exp(op, (op->stats.exp * -0.20)); */ 2897 /*add_exp(op, (op->stats.exp * -0.20)); */
2822 apply_death_exp_penalty(op); 2898 apply_death_exp_penalty (op);
2823 if(op->stats.food < 100) op->stats.food = 900; 2899 if (op->stats.food < 100)
2900 op->stats.food = 900;
2824 op->stats.hp = op->stats.maxhp; 2901 op->stats.hp = op->stats.maxhp;
2825 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2902 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2826 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2903 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2827 2904
2828 /* 2905 /*
2829 * Check to see if the player is in a shop. IF so, then check to see if 2906 * Check to see if the player has any unpaid items. If so, remove them
2830 * the player has any unpaid items. If so, remove them and put them back 2907 * and put them back in the map.
2831 * in the map. 2908 */
2832 */
2833
2834 if (is_in_shop (op))
2835 remove_unpaid_objects(op->inv, op); 2909 remove_unpaid_objects (op->inv, op);
2836 2910
2837 /****************************************/ 2911 /****************************************/
2838 /* */ 2912 /* */
2839 /* Move player to his current respawn- */ 2913 /* Move player to his current respawn- */
2840 /* position (usually last savebed) */ 2914 /* position (usually last savebed) */
2841 /* */ 2915 /* */
2842 /****************************************/ 2916 /****************************************/
2843 2917
2844 enter_player_savebed(op); 2918 enter_player_savebed (op);
2845 2919
2846 /* Save the player before inserting the force to reduce
2847 * chance of abuse.
2848 */
2849 op->contr->braced=0; 2920 op->contr->braced = 0;
2850 save_player(op,1);
2851 2921
2852 /* it is possible that the player has blown something up 2922 /* it is possible that the player has blown something up
2853 * at his savebed location, and that can have long lasting 2923 * at his savebed location, and that can have long lasting
2854 * spell effects. So first see if there is a spell effect 2924 * spell effects. So first see if there is a spell effect
2855 * on the space that might harm the player. 2925 * on the space that might harm the player.
2856 */ 2926 */
2857 will_kill_again=0; 2927 will_kill_again = 0;
2858 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2928 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2859 if (tmp->type ==SPELL_EFFECT) 2929 if (tmp->type == SPELL_EFFECT)
2860 will_kill_again|=tmp->attacktype; 2930 will_kill_again |= tmp->attacktype;
2861 } 2931
2862 if (will_kill_again) { 2932 if (will_kill_again)
2933 {
2863 object *force; 2934 object *force;
2864 int at; 2935 int at;
2865 2936
2866 force=get_archetype(FORCE_NAME); 2937 force = get_archetype (FORCE_NAME);
2867 /* 50 ticks should be enough time for the spell to abate */ 2938 /* 50 ticks should be enough time for the spell to abate */
2868 force->speed=0.1; 2939 force->speed = 0.1f;
2869 force->speed_left=-5.0; 2940 force->speed_left = -5.f;
2870 SET_FLAG(force, FLAG_APPLIED); 2941 SET_FLAG (force, FLAG_APPLIED);
2871 for (at=0; at<NROFATTACKS; at++) { 2942 for (at = 0; at < NROFATTACKS; at++)
2872 if (will_kill_again & (1 << at)) 2943 if (will_kill_again & (1 << at))
2873 force->resist[at] = 100; 2944 force->resist[at] = 100;
2945
2946 insert_ob_in_ob (force, op);
2947 op->update_stats ();
2948
2949 }
2950
2951 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2952}
2953
2954void
2955loot_object (object *op)
2956{ /* Grab and destroy some treasure */
2957 object *tmp, *tmp2, *next;
2958
2959 op->close_container (); /* close open sack first */
2960
2961 for (tmp = op->inv; tmp; tmp = next)
2962 {
2963 next = tmp->below;
2964
2965 if (tmp->invisible)
2966 continue;
2967
2968 tmp->remove ();
2969 tmp->x = op->x, tmp->y = op->y;
2970
2971 if (tmp->type == CONTAINER)
2972 loot_object (tmp); /* empty container to ground */
2973
2974 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2975 {
2976 if (tmp->nrof > 1)
2977 {
2978 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2979 tmp2->destroy ();
2980 insert_ob_in_map (tmp, op->map, NULL, 0);
2874 } 2981 }
2875 insert_ob_in_ob(force, op);
2876 fix_player(op);
2877
2878 }
2879 /**************************************/
2880 /* */
2881 /* Repaint the characters inv, and */
2882 /* stats, and show a nasty message ;) */
2883 /* */
2884 /**************************************/
2885
2886 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2887 return;
2888 } /* NOT_PERMADETH */
2889 else {
2890 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2891 * should probably be embedded in an else statement.
2892 */
2893
2894 op->contr->party=NULL;
2895 if (settings.set_title == TRUE)
2896 op->contr->own_title[0]='\0';
2897 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2898 check_score(op);
2899 if(op->contr->ranges[range_golem]!=NULL) {
2900 remove_friendly_object(op->contr->ranges[range_golem]);
2901 remove_ob(op->contr->ranges[range_golem]);
2902 free_object(op->contr->ranges[range_golem]);
2903 op->contr->ranges[range_golem]=NULL;
2904 op->contr->golem_count=0;
2905 }
2906 loot_object(op); /* Remove some of the items for good */
2907 remove_ob(op);
2908 op->direction=0;
2909
2910 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2911 delete_character(op->name,0);
2912 if (settings.resurrection == TRUE) {
2913 /* save playerfile sans equipment when player dies
2914 ** then save it as player.pl.dead so that future resurrection
2915 ** type spells will work on them nicely
2916 */
2917 delete_character(op->name,0);
2918 op->stats.hp = op->stats.maxhp;
2919 op->stats.food = 999;
2920
2921 /* set the location of where the person will reappear when */
2922 /* maybe resurrection code should fix map also */
2923 strcpy(op->contr->maplevel, settings.emergency_mapname);
2924 if(op->map!=NULL)
2925 op->map = NULL;
2926 op->x = settings.emergency_x;
2927 op->y = settings.emergency_y;
2928 save_player(op,0);
2929 op->map = map;
2930 /* please see resurrection.c: peterm */
2931 dead_player(op);
2932 } else { 2982 else
2933 delete_character(op->name,1); 2983 tmp->destroy ();
2934 } 2984 }
2935 } 2985 else
2936 play_again(op);
2937
2938 /* peterm: added to create a corpse at deathsite. */
2939 tmp=arch_to_object(find_archetype("corpse_pl"));
2940 sprintf(buf,"%s", &op->name);
2941 tmp->name = tmp->name_pl = buf;
2942 tmp->level=op->level;
2943 tmp->x=x;tmp->y=y;
2944 tmp->msg = gravestone_text(op);
2945 SET_FLAG (tmp, FLAG_UNIQUE);
2946 insert_ob_in_map (tmp, map, NULL,0);
2947 }
2948}
2949
2950
2951void loot_object(object *op) { /* Grab and destroy some treasure */
2952 object *tmp,*tmp2,*next;
2953
2954 if (op->container) { /* close open sack first */
2955 esrv_apply_container (op, op->container);
2956 }
2957
2958 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2959 next=tmp->below;
2960 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2961 remove_ob(tmp);
2962 tmp->x=op->x,tmp->y=op->y;
2963 if (tmp->type == CONTAINER) { /* empty container to ground */
2964 loot_object(tmp);
2965 }
2966 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2967 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2968 if(tmp->nrof>1) {
2969 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2970 free_object(tmp2);
2971 insert_ob_in_map(tmp,op->map,NULL,0); 2986 insert_ob_in_map (tmp, op->map, NULL, 0);
2972 } else
2973 free_object(tmp);
2974 } else
2975 insert_ob_in_map(tmp,op->map,NULL,0);
2976 } 2987 }
2977} 2988}
2978 2989
2979/* 2990/*
2980 * fix_weight(): Check recursively the weight of all players, and fix 2991 * fix_weight(): Check recursively the weight of all players, and fix
2981 * what needs to be fixed. Refresh windows and fix speed if anything 2992 * what needs to be fixed. Refresh windows and fix speed if anything
2982 * was changed. 2993 * was changed.
2983 */ 2994 */
2984 2995void
2985void fix_weight(void) { 2996fix_weight (void)
2986 player *pl; 2997{
2987 for (pl = first_player; pl != NULL; pl = pl->next) { 2998 for_all_players (pl)
2999 {
2988 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3000 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3001
2989 if(old == sum) 3002 if (old == sum)
2990 continue; 3003 continue;
2991 fix_player(pl->ob); 3004 pl->ob->update_stats ();
2992 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3005 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2993 &pl->ob->name, old, sum);
2994 } 3006 }
2995} 3007}
2996 3008
3009void
2997void fix_luck(void) { 3010fix_luck (void)
2998 player *pl; 3011{
2999 for (pl = first_player; pl != NULL; pl = pl->next) 3012 for_all_players (pl)
3000 if (!pl->ob->contr->state) 3013 if (!pl->ob->contr->ns->state)
3001 change_luck(pl->ob, 0); 3014 pl->ob->change_luck (0);
3002} 3015}
3003
3004 3016
3005/* cast_dust() - handles op throwing objects of type 'DUST'. 3017/* cast_dust() - handles op throwing objects of type 'DUST'.
3006 * This is much simpler in the new spell code - we basically 3018 * This is much simpler in the new spell code - we basically
3007 * just treat this as any other spell casting object. 3019 * just treat this as any other spell casting object.
3008 */ 3020 */
3009
3010void 3021void
3011cast_dust (object * op, object * throw_ob, int dir) 3022cast_dust (object *op, object *throw_ob, int dir)
3012{ 3023{
3013 object *skop, *spob; 3024 object *skop, *spob;
3014 3025
3015 skop = find_skill_by_name (op, throw_ob->skill); 3026 skop = find_skill_by_name (op, throw_ob->skill);
3016 3027
3017 /* casting POTION 'dusts' is really a use_magic_item skill */ 3028 /* casting POTION 'dusts' is really a use_magic_item skill */
3018 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3029 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3019 { 3030 {
3020 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3031 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3021 &op->name);
3022 return; 3032 return;
3023 } 3033 }
3024 3034
3025 spob = throw_ob->inv; 3035 spob = throw_ob->inv;
3026 3036
3027 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3037 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3028 // not pass NULL to cast_spell (which did indeed check itself, but 3038 // not pass NULL to cast_spell (which did indeed check itself, but
3029 // errors should be reported as early as possible IMHO) 3039 // errors should be reported as early as possible IMHO)
3030 if (!spob) 3040 if (!spob)
3031 { 3041 {
3032 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3042 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3033 &throw_ob->name, &op->name);
3034 return; 3043 return;
3035 } 3044 }
3036 3045
3037 if (op->type == PLAYER) 3046 if (op->type == PLAYER)
3038 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3047 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3039 3048
3040 cast_spell (op, throw_ob, dir, spob, NULL); 3049 cast_spell (op, throw_ob, dir, spob, NULL);
3041 3050
3042 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3051 throw_ob->destroy ();
3043 remove_ob (throw_ob);
3044 free_object (throw_ob);
3045} 3052}
3046 3053
3054void
3047void make_visible (object *op) { 3055make_visible (object *op)
3056{
3048 op->hide = 0; 3057 op->hide = 0;
3049 op->invisible = 0; 3058 op->invisible = 0;
3050 if(op->type==PLAYER) { 3059 if (op->type == PLAYER)
3060 {
3051 op->contr->tmp_invis = 0; 3061 op->contr->tmp_invis = 0;
3052 op->contr->invis_race = 0; 3062 op->contr->invis_race = 0;
3053 } 3063 }
3064
3054 update_object(op,UP_OBJ_FACE); 3065 update_object (op, UP_OBJ_CHANGE);
3055} 3066}
3056 3067
3068int
3057int is_true_undead(object *op) { 3069is_true_undead (object *op)
3058 object *tmp=NULL; 3070{
3059
3060 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3071 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3072 return 1;
3061 3073
3062 if(op->type==PLAYER)
3063 for(tmp=op->inv;tmp;tmp=tmp->below)
3064 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3065 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3066 return 0; 3074 return 0;
3067} 3075}
3068 3076
3069/* look at the surrounding terrain to determine 3077/* look at the surrounding terrain to determine
3070 * the hideability of this object. Positive levels 3078 * the hideability of this object. Positive levels
3071 * indicate greater hideability. 3079 * indicate greater hideability.
3072 */ 3080 */
3073 3081
3082int
3074int hideability(object *ob) { 3083hideability (object *ob)
3084{
3075 int i,level=0, mflag; 3085 int i, level = 0, mflag;
3076 sint16 x,y; 3086 sint16 x, y;
3077 3087
3078 if(!ob||!ob->map) return 0; 3088 if (!ob || !ob->map)
3089 return 0;
3079 3090
3080 /* so, on normal lighted maps, its hard to hide */ 3091 /* so, on normal lighted maps, its hard to hide */
3081 level=ob->map->darkness - 2; 3092 level = ob->map->darkness - 2;
3082 3093
3083 /* this also picks up whether the object is glowing. 3094 /* this also picks up whether the object is glowing.
3084 * If you carry a light on a non-dark map, its not 3095 * If you carry a light on a non-dark map, its not
3085 * as bad as carrying a light on a pitch dark map */ 3096 * as bad as carrying a light on a pitch dark map */
3086 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3097 if (has_carried_lights (ob))
3098 level = -(10 + (2 * ob->map->darkness));
3087 3099
3088 /* scan through all nearby squares for terrain to hide in */ 3100 /* scan through all nearby squares for terrain to hide in */
3089 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3101 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3102 {
3090 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3103 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3091 if (mflag & P_OUT_OF_MAP) { continue; } 3104 if (mflag & P_OUT_OF_MAP)
3105 {
3106 continue;
3107 }
3092 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3108 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3093 level += 2; 3109 level += 2;
3094 else /* open terrain! */ 3110 else /* open terrain! */
3095 level -= 1; 3111 level -= 1;
3096 } 3112 }
3097 3113
3098#if 0 3114#if 0
3099 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3115 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3100#endif 3116#endif
3101 return level; 3117 return level;
3102} 3118}
3103 3119
3104/* For Hidden creatures - a chance of becoming 'unhidden' 3120/* For Hidden creatures - a chance of becoming 'unhidden'
3105 * every time they move - as we subtract off 'invisibility' 3121 * every time they move - as we subtract off 'invisibility'
3106 * AND, for players, if they move into a ridiculously unhideable 3122 * AND, for players, if they move into a ridiculously unhideable
3107 * spot (surrounded by clear terrain in broad daylight). -b.t. 3123 * spot (surrounded by clear terrain in broad daylight). -b.t.
3108 */ 3124 */
3109 3125
3126void
3110void do_hidden_move (object *op) { 3127do_hidden_move (object *op)
3128{
3111 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3129 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3112 object *skop; 3130 object *skop;
3113 3131
3114 if(!op || !op->map) return; 3132 if (!op || !op->map)
3133 return;
3115 3134
3116 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3135 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3117 3136
3118 /* its *extremely* hard to run and sneak/hide at the same time! */ 3137 /* its *extremely* hard to run and sneak/hide at the same time! */
3119 if(op->type==PLAYER && op->contr->run_on) { 3138 if (op->type == PLAYER && op->contr->run_on)
3120 if(!skop || num >= skop->level) { 3139 if (!skop || num >= skop->level)
3140 {
3121 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3141 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3122 make_visible(op);
3123 return;
3124 } else num += 20;
3125 }
3126 num += op->map->difficulty;
3127 hide = hideability(op); /* modify by terrain hidden level */
3128 num -= hide;
3129 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3130 make_visible(op); 3142 make_visible (op);
3131 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3143 return;
3132 "You moved out of hiding! You are visible!");
3133 } 3144 }
3145 else
3146 num += 20;
3147
3148 num += op->map->difficulty;
3149 hide = hideability (op); /* modify by terrain hidden level */
3150 num -= hide;
3151
3152 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3153 {
3154 make_visible (op);
3155 if (op->type == PLAYER)
3156 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3157 }
3134 else if (op->type == PLAYER && skop) { 3158 else if (op->type == PLAYER && skop)
3135 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3159 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3136 }
3137} 3160}
3138 3161
3139/* determine if who is standing near a hostile creature. */ 3162/* determine if who is standing near a hostile creature. */
3140 3163
3164int
3141int stand_near_hostile( object *who ) { 3165stand_near_hostile (object *who)
3166{
3142 object *tmp=NULL; 3167 object *tmp = NULL;
3143 int i,friendly=0,player=0, mflags; 3168 int i, friendly = 0, player = 0, mflags;
3144 mapstruct *m; 3169 maptile *m;
3145 sint16 x,y; 3170 sint16 x, y;
3146 3171
3147 if(!who) return 0; 3172 if (!who)
3173 return 0;
3148 3174
3149 if(who->type==PLAYER) player=1; 3175 if (who->type == PLAYER)
3176 player = 1;
3177
3178 else
3150 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3179 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3151 3180
3152 /* search adjacent squares */ 3181 /* search adjacent squares */
3153 for(i=1;i<9;i++) { 3182 for (i = 1; i < 9; i++)
3183 {
3154 x = who->x+freearr_x[i]; 3184 x = who->x + freearr_x[i];
3155 y = who->y+freearr_y[i]; 3185 y = who->y + freearr_y[i];
3156 m = who->map; 3186 m = who->map;
3157 mflags = get_map_flags(m, &m, x, y, &x, &y); 3187 mflags = get_map_flags (m, &m, x, y, &x, &y);
3158 /* space must be blocked if there is a monster. If not 3188 /* space must be blocked if there is a monster. If not
3159 * blocked, don't need to check this space. 3189 * blocked, don't need to check this space.
3160 */ 3190 */
3161 if (mflags & P_OUT_OF_MAP) continue; 3191 if (mflags & P_OUT_OF_MAP)
3192 continue;
3162 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3193 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3163 3194 continue;
3164 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3195
3165 if((player||friendly) 3196 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3197 {
3166 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3198 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3199 return 1;
3200 else if (tmp->type == PLAYER)
3201 {
3202 /*don't let a hidden DM prevent you from hiding */
3203 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3167 return 1; 3204 return 1;
3168 else if(tmp->type==PLAYER)
3169 {
3170 /*don't let a hidden DM prevent you from hiding*/
3171 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3172 return 1;
3173 } 3205 }
3174 } 3206 }
3175 } 3207 }
3176 return 0; 3208 return 0;
3177} 3209}
3178 3210
3179/* check the player los field for viewability of the 3211/* check the player los field for viewability of the
3180 * object op. This function works fine for monsters, 3212 * object op. This function works fine for monsters,
3181 * but we dont worry if the object isnt the top one in 3213 * but we dont worry if the object isnt the top one in
3188 * for them to differ. Sigh, this fctn could get a bit more complex. 3220 * for them to differ. Sigh, this fctn could get a bit more complex.
3189 * -b.t. 3221 * -b.t.
3190 * This function is now map tiling safe. 3222 * This function is now map tiling safe.
3191 */ 3223 */
3192 3224
3225int
3193int player_can_view (object *pl,object *op) { 3226player_can_view (object *pl, object *op)
3227{
3194 rv_vector rv; 3228 rv_vector rv;
3195 int dx,dy; 3229 int dx, dy;
3196 3230
3197 if(pl->type!=PLAYER) { 3231 if (pl->type != PLAYER)
3232 {
3198 LOG(llevError,"player_can_view() called for non-player object\n"); 3233 LOG (llevError, "player_can_view() called for non-player object\n");
3199 return -1; 3234 return -1;
3200 } 3235 }
3201 if (!pl || !op) return 0;
3202 3236
3203 if(op->head) { op = op->head; } 3237 if (!pl || !op)
3204 get_rangevector(pl, op, &rv, 0x1);
3205
3206 /* starting with the 'head' part, lets loop
3207 * through the object and find if it has any
3208 * part that is in the los array but isnt on
3209 * a blocked los square.
3210 * we use the archetype to figure out offsets.
3211 */
3212 while(op) {
3213 dx = rv.distance_x + op->arch->clone.x;
3214 dy = rv.distance_y + op->arch->clone.y;
3215
3216 /* only the viewable area the player sees is updated by LOS
3217 * code, so we need to restrict ourselves to that range of values
3218 * for any meaningful values.
3219 */
3220 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3221 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3222 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3223 return 1;
3224 op = op->more;
3225 }
3226 return 0; 3238 return 0;
3239
3240 op = op->head_ ();
3241
3242 get_rangevector (pl, op, &rv, 0x1);
3243
3244 /* starting with the 'head' part, lets loop
3245 * through the object and find if it has any
3246 * part that is in the los array but isnt on
3247 * a blocked los square.
3248 * we use the archetype to figure out offsets.
3249 */
3250 while (op)
3251 {
3252 dx = rv.distance_x + op->arch->clone.x;
3253 dy = rv.distance_y + op->arch->clone.y;
3254
3255 /* only the viewable area the player sees is updated by LOS
3256 * code, so we need to restrict ourselves to that range of values
3257 * for any meaningful values.
3258 */
3259 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3260 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3261 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3262 return 1;
3263 op = op->more;
3264 }
3265 return 0;
3227} 3266}
3228 3267
3229/* routine for both players and monsters. We call this when 3268/* routine for both players and monsters. We call this when
3230 * there is a possibility for our action distrubing our hiding 3269 * there is a possibility for our action distrubing our hiding
3231 * place or invisiblity spell. Artefact invisiblity is not 3270 * place or invisiblity spell. Artefact invisiblity is not
3232 * effected by this. If we arent invisible to begin with, we 3271 * effected by this. If we arent invisible to begin with, we
3233 * return 0. 3272 * return 0.
3234 */ 3273 */
3274int
3235int action_makes_visible (object *op) { 3275action_makes_visible (object *op)
3276{
3236 3277
3237 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3278 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3279 {
3238 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3280 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3239 return 0; 3281 return 0;
3240 3282
3241 if (op->contr && op->contr->tmp_invis == 0) return 0; 3283 if (op->contr && op->contr->tmp_invis == 0)
3284 return 0;
3242 3285
3243 /* If monsters, they should become visible */ 3286 /* If monsters, they should become visible */
3244 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3287 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3288 {
3245 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3289 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3246 return 1; 3290 return 1;
3247 } 3291 }
3248 } 3292 }
3249 return 0; 3293 return 0;
3250} 3294}
3251 3295
3252/* op_on_battleground - checks if the given object op (usually 3296/* op_on_battleground - checks if the given object op (usually
3253 * a player) is standing on a valid battleground-tile, 3297 * a player) is standing on a valid battleground-tile,
3254 * function returns TRUE/FALSE. If true x, y returns the battleground 3298 * function returns TRUE/FALSE. If true x, y returns the battleground
3255 * -exit-coord. (and if x, y not NULL) 3299 * -exit-coord. (and if x, y not NULL)
3256 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3300 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3257 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3301 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3258 * Default is to do the same as before, so only people wanting to have different points need worry about this 3302 * Default is to do the same as before, so only people wanting to have different points need worry about this
3259 */ 3303 */
3304int
3260int op_on_battleground (object *op, int *x, int *y) { 3305op_on_battleground (object *op, int *x, int *y)
3306{
3261 object *tmp; 3307 object *tmp;
3262 3308
3263 /* A battleground-tile needs the following attributes to be valid: 3309 /* A battleground-tile needs the following attributes to be valid:
3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3310 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3311 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3266 * and the exit-coordinates sp/hp must both be > 0. 3312 * and the exit-coordinates sp/hp must both be > 0.
3267 * => The intention here is to prevent abuse of the battleground- 3313 * => The intention here is to prevent abuse of the battleground-
3268 * feature (like pickable or hidden battleground tiles). */ 3314 * feature (like pickable or hidden battleground tiles). */
3269 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3315 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3316 {
3270 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3317 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3318 {
3271 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3319 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3272 strcmp(tmp->name, "battleground")==0 && 3320 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3273 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3321 {
3274 /*before we assign the exit, check if this is a teambattle*/ 3322 /*before we assign the exit, check if this is a teambattle */
3275 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3323 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3324 {
3276 object *invtmp; 3325 object *invtmp;
3326
3277 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3327 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3278 if(invtmp->type==FORCE && invtmp->slaying && 3328 {
3279 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3329 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3330 {
3280 if (x != NULL && y != NULL) 3331 if (x != NULL && y != NULL)
3281 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3332 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3282 return 1; 3333 return 1;
3334 }
3283 } 3335 }
3284 } 3336 }
3285 }
3286 if (x != NULL && y != NULL) 3337 if (x != NULL && y != NULL)
3287 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3338 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3288 return 1; 3339 return 1;
3340 }
3289 } 3341 }
3290 }
3291 } 3342 }
3292 /* If we got here, did not find a battleground */ 3343 /* If we got here, did not find a battleground */
3293 return 0; 3344 return 0;
3294} 3345}
3295 3346
3296/* 3347/*
3300 * attributes: 3351 * attributes:
3301 * object *who the dragon player 3352 * object *who the dragon player
3302 * int atnr the attack-number of the ability focus 3353 * int atnr the attack-number of the ability focus
3303 * int level ability level 3354 * int level ability level
3304 */ 3355 */
3356void
3305void dragon_ability_gain(object *who, int atnr, int level) { 3357dragon_ability_gain (object *who, int atnr, int level)
3358{
3306 treasurelist *trlist = NULL; /* treasurelist */ 3359 treasurelist *trlist = NULL; /* treasurelist */
3307 treasure *tr; /* treasure */ 3360 treasure *tr; /* treasure */
3308 object *tmp,*skop; /* tmp. object */ 3361 object *tmp, *skop; /* tmp. object */
3309 object *item; /* treasure object */ 3362 object *item; /* treasure object */
3310 char buf[MAX_BUF]; /* tmp. string buffer */ 3363 char buf[MAX_BUF]; /* tmp. string buffer */
3311 int i=0, j=0; 3364 int i = 0, j = 0;
3312 3365
3313 /* get the appropriate treasurelist */ 3366 /* get the appropriate treasurelist */
3314 if (atnr == ATNR_FIRE) 3367 if (atnr == ATNR_FIRE)
3315 trlist = find_treasurelist("dragon_ability_fire"); 3368 trlist = treasurelist::find ("dragon_ability_fire");
3316 else if (atnr == ATNR_COLD) 3369 else if (atnr == ATNR_COLD)
3317 trlist = find_treasurelist("dragon_ability_cold"); 3370 trlist = treasurelist::find ("dragon_ability_cold");
3318 else if (atnr == ATNR_ELECTRICITY) 3371 else if (atnr == ATNR_ELECTRICITY)
3319 trlist = find_treasurelist("dragon_ability_elec"); 3372 trlist = treasurelist::find ("dragon_ability_elec");
3320 else if (atnr == ATNR_POISON) 3373 else if (atnr == ATNR_POISON)
3321 trlist = find_treasurelist("dragon_ability_poison"); 3374 trlist = treasurelist::find ("dragon_ability_poison");
3322 3375
3323 if (trlist == NULL || who->type != PLAYER) 3376 if (trlist == NULL || who->type != PLAYER)
3377 return;
3378
3379 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3380
3381 if (!tr || !tr->item)
3382 {
3383 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3384 return;
3385 }
3386
3387 /* everything seems okay - now bring on the gift: */
3388 item = &(tr->item->clone);
3389
3390 if (item->type == SPELL)
3391 {
3392 if (check_spell_known (who, item->name))
3324 return; 3393 return;
3325 3394
3326 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3395 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3327 tr = tr->next, i++); 3396 do_learn_spell (who, item, 0);
3328 3397 return;
3329 if (tr == NULL || tr->item == NULL) { 3398 }
3330 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3399
3400 /* grant direct spell */
3401 if (item->type == SPELLBOOK)
3402 {
3403 if (!item->inv)
3404 {
3405 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3406 return;
3407 }
3408 if (check_spell_known (who, item->inv->name))
3331 return; 3409 return;
3332 }
3333
3334 /* everything seems okay - now bring on the gift: */
3335 item = &(tr->item->clone);
3336
3337 if (item->type == SPELL) {
3338 if (check_spell_known (who, item->name))
3339 return;
3340
3341 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3342 do_learn_spell (who, item, 0);
3343 return;
3344 }
3345
3346 /* grant direct spell */
3347 if (item->type == SPELLBOOK) {
3348 if (!item->inv) {
3349 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3350 return;
3351 }
3352 if (check_spell_known (who, item->inv->name))
3353 return;
3354 if (item->invisible) { 3410 if (item->invisible)
3411 {
3355 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); 3412 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3356 do_learn_spell (who, item->inv, 0); 3413 do_learn_spell (who, item->inv, 0);
3357 return; 3414 return;
3358 } 3415 }
3359 } 3416 }
3360 else if (item->type == SKILL_TOOL && item->invisible) { 3417 else if (item->type == SKILL_TOOL && item->invisible)
3418 {
3361 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3419 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3420 {
3362 3421
3363 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3422 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3364 * in this way, if the player is missing any of the attacktypes, he gets 3423 * in this way, if the player is missing any of the attacktypes, he gets
3365 * them. As it is now, if the player has any that match the granted skill, 3424 * them. As it is now, if the player has any that match the granted skill,
3366 * but not all of them, he gets nothing. 3425 * but not all of them, he gets nothing.
3367 */ 3426 */
3368 if (!(skop->attacktype & item->attacktype)) { 3427 if (!(skop->attacktype & item->attacktype))
3428 {
3369 /* Give new attacktype */ 3429 /* Give new attacktype */
3370 skop->attacktype |= item->attacktype; 3430 skop->attacktype |= item->attacktype;
3371 3431
3372 /* always add physical if there's none */ 3432 /* always add physical if there's none */
3373 skop->attacktype |= AT_PHYSICAL; 3433 skop->attacktype |= AT_PHYSICAL;
3374 3434
3375 if (item->msg != NULL) 3435 if (item->msg != NULL)
3376 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3436 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3377 3437
3378 /* Give player new face */ 3438 /* Give player new face */
3379 if (item->animation_id) { 3439 if (item->animation_id)
3440 {
3380 who->face = skop->face; 3441 who->face = skop->face;
3381 who->animation_id = item->animation_id; 3442 who->animation_id = item->animation_id;
3382 who->anim_speed = item->anim_speed; 3443 who->anim_speed = item->anim_speed;
3383 who->last_anim = 0; 3444 who->last_anim = 0;
3384 who->state = 0; 3445 who->state = 0;
3385 animate_object(who, who->direction); 3446 animate_object (who, who->direction);
3386 } 3447 }
3387 } 3448 }
3388 } 3449 }
3389 } 3450 }
3390 else if (item->type == FORCE) { 3451 else if (item->type == FORCE)
3452 {
3391 /* forces in the treasurelist can alter the player's stats */ 3453 /* forces in the treasurelist can alter the player's stats */
3392 object *skin; 3454 object *skin;
3455
3393 /* first get the dragon skin force */ 3456 /* first get the dragon skin force */
3394 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3457 shstr_cmp dragon_skin_force ("dragon_skin_force");
3395 skin=skin->below); 3458 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3396 if (skin == NULL) return; 3459 ;
3397 3460
3461 if (!skin)
3462 return;
3463
3398 /* adding new spellpath attunements */ 3464 /* adding new spellpath attunements */
3399 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3465 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3466 {
3400 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3467 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3401 3468
3402 /* print message */ 3469 /* print message */
3403 sprintf(buf, "You feel attuned to "); 3470 sprintf (buf, "You feel attuned to ");
3404 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3471 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3472 {
3405 if(item->path_attuned & (1<<i)) { 3473 if (item->path_attuned & (1 << i))
3474 {
3406 if (j) 3475 if (j)
3407 strcat(buf," and "); 3476 strcat (buf, " and ");
3408 else 3477 else
3409 j = 1; 3478 j = 1;
3410 strcat(buf, spellpathnames[i]); 3479 strcat (buf, spellpathnames[i]);
3411 } 3480 }
3412 } 3481 }
3413 strcat(buf,"."); 3482 strcat (buf, ".");
3414 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3483 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3415 } 3484 }
3416 3485
3417 /* evtl. adding flags: */ 3486 /* evtl. adding flags: */
3418 if(QUERY_FLAG(item, FLAG_XRAYS)) 3487 if (QUERY_FLAG (item, FLAG_XRAYS))
3419 SET_FLAG(skin, FLAG_XRAYS); 3488 SET_FLAG (skin, FLAG_XRAYS);
3420 if(QUERY_FLAG(item, FLAG_STEALTH)) 3489 if (QUERY_FLAG (item, FLAG_STEALTH))
3421 SET_FLAG(skin, FLAG_STEALTH); 3490 SET_FLAG (skin, FLAG_STEALTH);
3422 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3491 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3423 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3492 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3424 3493
3425 /* print message if there is one */ 3494 /* print message if there is one */
3426 if (item->msg != NULL) 3495 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3496 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3497 }
3498 else
3428 } 3499 {
3429 else {
3430 /* generate misc. treasure */ 3500 /* generate misc. treasure */
3431 tmp = arch_to_object (tr->item); 3501 tmp = arch_to_object (tr->item);
3432 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3502 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3433 tmp = insert_ob_in_ob (tmp, who); 3503 tmp = insert_ob_in_ob (tmp, who);
3434 if (who->type == PLAYER) 3504 if (who->type == PLAYER)
3435 esrv_send_item(who, tmp); 3505 esrv_send_item (who, tmp);
3436 } 3506 }
3437} 3507}
3438 3508
3439/** 3509/**
3440 * Unready an object for a player. This function does nothing if the object was 3510 * Unready an object for a player. This function does nothing if the object was
3441 * not readied. 3511 * not readied.
3442 */ 3512 */
3513void
3443void player_unready_range_ob(player *pl, object *ob) { 3514player_unready_range_ob (player *pl, object *ob)
3444 rangetype i; 3515{
3516 if (pl->ob->current_weapon == ob)
3517 pl->ob->current_weapon = 0;
3445 3518
3446 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3519 if (pl->combat_ob == ob)
3447 if (pl->ranges[i] == ob) { 3520 pl->combat_ob = 0;
3448 pl->ranges[i] = NULL; 3521
3449 if (pl->shoottype == i) { 3522 if (pl->ranged_ob == ob)
3450 pl->shoottype = range_none; 3523 pl->ranged_ob = 0;
3451 }
3452 }
3453 }
3454} 3524}
3525
3526sint8
3527player::visibility_at (maptile *map, int x, int y) const
3528{
3529 if (!ns)
3530 return 0;
3531
3532 int dx, dy;
3533 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3534 return 0;
3535
3536 x += dx - ns->current_x + ns->mapx / 2;
3537 y += dy - ns->current_y + ns->mapy / 2;
3538
3539 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3540 return 0;
3541
3542 return 100 - blocked_los [x][y];
3543}

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