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Comparing deliantra/server/server/player.C (file contents):
Revision 1.16 by root, Tue Sep 5 18:18:09 2006 UTC vs.
Revision 1.137 by root, Thu May 17 14:14:55 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * CrossFire, A Multiplayer game
3 * "$Id: player.C,v 1.16 2006/09/05 18:18:09 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 *
203get_player (player * p)
204{
205 object *op = arch_to_object (get_player_archetype (NULL));
206 int i;
207
208 if (!p)
209 { 314 }
210 p = new player;
211 315
212 /* This adds the player in the linked list. There is extra 316 if (ob)
213 * complexity here because we want to add the new player at the 317 ob->close_container (); //TODO: client-specific
214 * end of the list - there is in fact no compelling reason that
215 * that needs to be done except for things like output of
216 * 'who'.
217 */
218 player *tmp = first_player;
219 while (tmp != NULL && tmp->next != NULL)
220 tmp = tmp->next;
221 if (tmp != NULL)
222 tmp->next = p;
223 else
224 first_player = p;
225 318
226 p->next = NULL; 319 deactivate ();
227 } 320}
228 321
229 /* Clears basically the entire player structure except 322// the need for this function can be explained
230 * for next and socket. 323// by load_object not returning the object
231 */ 324void
232 p->clear (); 325player::set_object (object *op)
326{
327 ob = op;
328 ob->contr = this; /* this aren't yet in archetype */
233 329
330 ob->speed_left = 0.5f;
331 ob->speed = 1.0f;
332 ob->direction = 5; /* So player faces south */
333}
334
335player::player ()
336{
234 /* There are some elements we want initialized to non zero value - 337 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 338 * we deal with that below this point.
236 */ 339 */
237 p->party = NULL; 340 outputs_sync = 4;
238 p->outputs_sync = 16; /* Every 2 seconds */ 341 outputs_count = 4;
239 p->outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 342 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 343
243#ifdef AUTOSAVE
244 p->last_save_tick = 9999999;
245#endif
246
247 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 344 savebed_map = first_map_path; /* Init. respawn position */
248 345
249 op->contr = p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left = 0.5;
252 op->speed = 1.0;
253 op->direction = 5; /* So player faces south */
254 op->stats.wc = 2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257
258 roll_stats (op);
259 p->state = ST_ROLL_STAT;
260 clear_los (op);
261
262 p->gen_sp_armour = 10; 346 gen_sp_armour = 10;
263 p->last_speed = -1;
264 p->shoottype = range_none;
265 p->bowtype = bow_normal; 347 bowtype = bow_normal;
266 p->petmode = pet_normal; 348 petmode = pet_normal;
267 p->listening = 10; 349 listening = 10;
268 p->usekeys = containers; 350 usekeys = containers;
269 p->last_weapon_sp = -1;
270 p->peaceful = 1; /* default peaceful */ 351 peaceful = 1; /* default peaceful */
271 p->do_los = 1; 352 do_los = 1;
272 p->explore = 0; 353}
273 p->no_shout = 0; /* default can shout */
274 354
275 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 355void
276 p->title[sizeof (p->title) - 1] = '\0'; 356player::do_destroy ()
277 op->race = op->arch->clone.race; 357{
358 disconnect ();
278 359
279 CLEAR_FLAG (op, FLAG_READY_SKILL); 360 attachable::do_destroy ();
280 361
281 /* we need to clear these to -1 and not zero - otherwise, 362 if (ob)
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i = 0; i < NUM_SKILLS; i++)
287 {
288 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL;
290 } 363 {
291 for (i = 0; i < NROFATTACKS; i++) 364 ob->destroy_inv (false);
365 ob->destroy ();
292 { 366 }
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32) - 1;
297
298 p->socket.update_look = 0;
299 p->socket.look_position = 0;
300 return p;
301} 367}
302 368
303/* This loads the first map an puts the player on it. */ 369player::~player ()
304static void set_first_map(object *op)
305{ 370{
306 strcpy(op->contr->maplevel, first_map_path); 371 /* Clear item stack */
307 op->x = -1; 372 free (stack_items);
308 op->y = -1;
309 enter_exit(op, NULL);
310} 373}
311 374
312/* Tries to add player on the connection passwd in ns. 375/* Tries to add player on the connection passed in ns.
313 * All we can really get in this is some settings like host and display 376 * All we can really get in this is some settings like host and display
314 * mode. 377 * mode.
315 */ 378 */
379player *
380player::create ()
381{
382 player *pl = new player;
316 383
317int add_player(NewSocket *ns) { 384 pl->set_object (arch_to_object (get_player_archetype (0)));
318 player *p;
319 385
320 p=get_player(NULL); 386 pl->ob->roll_stats ();
321 p->socket = *ns; 387 pl->ob->stats.wc = 2;
322 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... */
323 if(p->socket.faces_sent == NULL) 389
324 fatal(OUT_OF_MEMORY);
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
326 /* Needed because the socket we just copied over needs to be cleared.
327 * Note that this can result in a client reset if there is partial data
328 * on the uncoming socket.
329 */
330 p->socket.inbuf.len = 0;
331 set_first_map(p->ob); 390 set_first_map (pl->ob);
332 391
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
334 add_friendly_object(p->ob);
335 send_rules(p->ob);
336 send_news(p->ob);
337 display_motd(p->ob);
338 get_name(p->ob);
339 return 0; 392 return pl;
340} 393}
341 394
342/* 395/*
343 * get_player_archetype() return next player archetype from archetype 396 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 397 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 398 * Note: there MUST be at least one player archetype!
346 */ 399 */
400archetype *
347archetype *get_player_archetype(archetype* at) 401get_player_archetype (archetype *at)
348{ 402{
349 archetype *start = at; 403 archetype *start = at;
404
350 for (;;) { 405 for (;;)
406 {
351 if (at==NULL || at->next==NULL) 407 if (at == NULL || at->next == NULL)
352 at=first_archetype; 408 at = first_archetype;
353 else 409 else
354 at=at->next; 410 at = at->next;
411
355 if(at->clone.type==PLAYER) 412 if (at->clone.type == PLAYER)
356 return at; 413 return at;
414
357 if (at == start) { 415 if (at == start)
416 {
358 LOG (llevError, "No Player archetypes\n"); 417 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 418 exit (-1);
360 } 419 }
361 } 420 }
362} 421}
363 422
364 423object *
365object *get_nearest_player(object *mon) { 424get_nearest_player (object *mon)
425{
366 object *op = NULL; 426 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 427 objectlink *ol;
369 unsigned lastdist; 428 unsigned lastdist;
370 rv_vector rv; 429 rv_vector rv;
371 430
372 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 {
373 /* 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
374 * does periodically happen. Given that, lets deal with it. 434 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 435 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 436 * list is also free, so encapsulate this in a while loop.
377 */ 437 */
378 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 {
379 object *tmp=ol->ob; 440 object *tmp = ol->ob;
380 441
381 /* 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
382 * itself will have been cleared. 443 * itself will have been cleared.
383 */ 444 */
384 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 ());
385 ol = ol->next; 447 ol = ol->next;
386 remove_friendly_object(tmp); 448 remove_friendly_object (tmp);
449 if (!ol)
387 if (!ol) return op; 450 return op;
388 } 451 }
389 452
390 /* 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
391 * 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
392 * complicated method of state checking would be needed in any case - 455 * complicated method of state checking would be needed in any case -
393 * as it was, a clever player could type quit, and the function would 456 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove 457 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 458 * on_same_map check, as can_detect_enemy also does this
396 */ 459 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 460 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 461 continue;
399 462
400 if(lastdist>rv.distance) { 463 if (lastdist > rv.distance)
464 {
401 op=ol->ob; 465 op = ol->ob;
402 lastdist=rv.distance; 466 lastdist = rv.distance;
403 } 467 }
404 } 468 }
405 for (pl=first_player; pl != NULL; pl=pl->next) { 469
470 for_all_players (pl)
406 if (can_detect_enemy(mon, pl->ob,&rv)) { 471 if (can_detect_enemy (mon, pl->ob, &rv))
407
408 if(lastdist>rv.distance) { 472 if (lastdist > rv.distance)
409 op=pl->ob;
410 lastdist=rv.distance;
411 }
412 } 473 {
413 } 474 op = pl->ob;
475 lastdist = rv.distance;
476 }
477
414#if 0 478#if 0
415 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)");
416#endif 480#endif
417 return op; 481 return op;
418} 482}
419 483
420/* 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
421 * 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
422 * detour a monster will take from the direction path when looking 486 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 500 * circling behaviour. Unfortunately, this function is also used to determined
437 * if the creature should cast a spell, so returning a direction in that case 501 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 502 * is probably not a good thing.
439 */ 503 */
440#define MAX_SPACES 50 504#define MAX_SPACES 50
441
442 505
443/* 506/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 507 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * modified to verify there is a path to the player. Does this by stepping towards 508 * modified to verify there is a path to the player. Does this by stepping towards
446 * player and if path is blocked then see if blockage is close enough to player that 509 * player and if path is blocked then see if blockage is close enough to player that
459 * monster can in fact move one space in that direction. 522 * monster can in fact move one space in that direction.
460 * 3) I'm not sure how good this code will be for moving multipart monsters, 523 * 3) I'm not sure how good this code will be for moving multipart monsters,
461 * since only simple checks to blocked are being called, which could mean the monster 524 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 525 * is blocking itself.
463 */ 526 */
527int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 528path_to_player (object *mon, object *pl, unsigned mindiff)
529{
465 rv_vector rv; 530 rv_vector rv;
466 sint16 x,y; 531 sint16 x, y;
467 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;
468 mapstruct *m ,*lastmap; 533 maptile *m, *lastmap;
469 534
470 get_rangevector(mon, pl, &rv, 0); 535 get_rangevector (mon, pl, &rv, 0);
471 536
472 if (rv.distance<mindiff) return 0; 537 if (rv.distance < mindiff)
538 return 0;
473 539
474 x=mon->x; 540 x = mon->x;
475 y=mon->y; 541 y = mon->y;
476 m=mon->map; 542 m = mon->map;
477 dir = rv.direction; 543 dir = rv.direction;
478 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 */
479 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
480 /* 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. */
481 if (diff>max) return 0; 548 if (diff > max)
549 return 0;
550
482 while (diff >1 && max>0) { 551 while (diff > 1 && max > 0)
552 {
483 lastx = x; 553 lastx = x;
484 lasty = y; 554 lasty = y;
485 lastmap = m; 555 lastmap = m;
486 x = lastx + freearr_x[dir]; 556 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir]; 557 y = lasty + freearr_y[dir];
488 558
489 mflags = get_map_flags(m, &m, x, y, &x, &y); 559 mflags = get_map_flags (m, &m, x, y, &x, &y);
490 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 560 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
491 561
492 /* Space is blocked - try changing direction a little */ 562 /* Space is blocked - try changing direction a little */
493 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))
494 && (m == mon->map && blocked_link(mon, m, x, y)))) { 564 && (m == mon->map && blocked_link (mon, m, x, y))))
565 {
495 /* recalculate direction from last good location. Possible 566 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before. 567 * we were not traversing ideal location before.
497 */ 568 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 569 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) { 570 if (rv.direction != dir)
571 {
500 /* OK - says direction should be different - lets reset the 572 /* OK - says direction should be different - lets reset the
501 * the values so it will try again. 573 * the values so it will try again.
502 */ 574 */
503 x = lastx; 575 x = lastx;
504 y = lasty; 576 y = lasty;
505 m = lastmap; 577 m = lastmap;
506 dir = firstdir = rv.direction; 578 dir = firstdir = rv.direction;
579 }
507 } else { 580 else
581 {
508 /* direct path is blocked - try taking a side step to 582 /* direct path is blocked - try taking a side step to
509 * either the left or right. 583 * either the left or right.
510 * Note increase the values in the loop below to be 584 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes 585 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting 586 * bigger detour. Have to be careful about these values getting
513 * too big (3 or maybe 4 or higher) as the monster may just try 587 * too big (3 or maybe 4 or higher) as the monster may just try
514 * stepping back and forth 588 * stepping back and forth
515 */ 589 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 590 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
591 {
592 if (i == 0)
517 if (i==0) continue; /* already did this, so skip it */ 593 continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise, 594 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in 595 * since the direction that the creature should move in
520 * may change, you could get infinite loops. 596 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only 597 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance, 598 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north, 599 * gets blocked, finds that it should move north,
524 * 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
525 * gets back to its original point. lastdir contains 601 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully 602 * the last direction the creature has successfully
527 * moved. 603 * moved.
528 */ 604 */
529 605
530 x = lastx + freearr_x[absdir(lastdir+i)]; 606 x = lastx + freearr_x[absdir (lastdir + i)];
531 y = lasty + freearr_y[absdir(lastdir+i)]; 607 y = lasty + freearr_y[absdir (lastdir + i)];
532 m = lastmap; 608 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y); 609 mflags = get_map_flags (m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue; 610 if (mflags & P_OUT_OF_MAP)
611 continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 612 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 613 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
614 continue;
537 if (mflags & P_BLOCKSVIEW) continue; 615 if (mflags & P_BLOCKSVIEW)
616 continue;
538 617
539 if (m == mon->map && blocked_link(mon, m, x, y)) break; 618 if (m == mon->map && blocked_link (mon, m, x, y))
619 break;
540 } 620 }
541 /* go through entire loop without finding a valid 621 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path. 622 * sidestep to take - thus, no valid path.
543 */ 623 */
544 if (i==(DETOUR_AMOUNT+1)) 624 if (i == (DETOUR_AMOUNT + 1))
545 return 0; 625 return 0;
546 diff--; 626 diff--;
547 lastdir=dir; 627 lastdir = dir;
548 max--; 628 max--;
549 if (!firstdir) firstdir = dir+i; 629 if (!firstdir)
630 firstdir = dir + i;
550 } /* else check alternate directions */ 631 } /* else check alternate directions */
551 } /* if blocked */ 632 } /* if blocked */
552 else { 633 else
634 {
553 /* we moved towards creature, so diff is less */ 635 /* we moved towards creature, so diff is less */
554 diff--; 636 diff--;
555 max--; 637 max--;
556 lastdir=dir; 638 lastdir = dir;
639 if (!firstdir)
557 if (!firstdir) firstdir = dir; 640 firstdir = dir;
641 }
642
643 if (diff <= 1)
558 } 644 {
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually 645 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance. 646 * headed toward player for entire distance.
562 */ 647 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 648 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
564 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 649 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
565 } 650 }
566 if (diff>max) return 0; 651
652 if (diff > max)
653 return 0;
567 } 654 }
655
568 /* 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 */
569 if (!max) return 0; 657 if (!max)
658 return 0;
570 659
571 return firstdir; 660 return firstdir;
572} 661}
573 662
663void
574void give_initial_items(object *pl,treasurelist *items) { 664give_initial_items (object *pl, treasurelist * items)
665{
575 object *op,*next=NULL; 666 object *op, *next = NULL;
576 667
577 if(pl->randomitems!=NULL) 668 if (pl->randomitems != NULL)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 669 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
579 670
580 for (op=pl->inv; op; op=next) { 671 for (op = pl->inv; op; op = next)
672 {
581 next = op->below; 673 next = op->below;
582 674
583 /* Forces get applied per default, unless they have the 675 /* Forces get applied per default, unless they have the
584 * 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
585 */ 677 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 678 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED); 679 SET_FLAG (op, FLAG_APPLIED);
588 680
589 /* we never give weapons/armour if these cannot be used 681 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions 682 * by this player due to race restrictions
591 */ 683 */
592 if (pl->type == PLAYER) { 684 if (pl->type == PLAYER)
685 {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 686 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
594 (op->type == ARMOUR || op->type == BOOTS || 687 (op->type == ARMOUR || op->type == BOOTS ||
595 op->type == CLOAK || op->type == HELMET || 688 op->type == CLOAK || op->type == HELMET ||
596 op->type == SHIELD || op->type == GLOVES || 689 op->type == SHIELD || op->type == GLOVES ||
597 op->type == BRACERS || op->type == GIRDLE)) || 690 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
599 remove_ob (op);
600 free_object (op);
601 continue;
602 } 691 {
603 } 692 op->destroy ();
604
605 /* This really needs to be better - we should really give
606 * a substitute spellbook. The problem is that we don't really
607 * have a good idea what to replace it with (need something like
608 * a first level treasurelist for each skill.)
609 * remove duplicate skills also
610 */
611 if(op->type==SPELLBOOK || op->type == SKILL) {
612 object *tmp;
613
614 for (tmp=op->below; tmp; tmp=tmp->below)
615 if (tmp->type == op->type && tmp->name == op->name) break;
616
617 if (tmp) {
618 remove_ob(op);
619 free_object(op);
620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 &tmp->name);
622 continue; 693 continue;
623 } 694 }
624 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)
625 } 704 {
705 object *tmp;
626 706
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
627 if (op->type == SPELLBOOK && op->inv) { 722 if (op->type == SPELLBOOK && op->inv)
723 {
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 724 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
629 } 725 }
630 726
631 /* Give starting characters identified, uncursed, and undamned 727 /* Give starting characters identified, uncursed, and undamned
632 * 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
633 * merged properly. 729 * merged properly.
634 */ 730 */
635 if (need_identify(op)) { 731 if (need_identify (op))
732 {
636 SET_FLAG(op, FLAG_IDENTIFIED); 733 SET_FLAG (op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED); 734 CLEAR_FLAG (op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED); 735 CLEAR_FLAG (op, FLAG_DAMNED);
736 }
737 if (op->type == SPELL)
639 } 738 {
640 if(op->type==SPELL) { 739 op->destroy ();
641 remove_ob(op);
642 free_object(op);
643 continue; 740 continue;
741 }
742 else if (op->type == SKILL)
644 } 743 {
645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL); 744 SET_FLAG (op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0; 745 op->stats.exp = 0;
648 op->level = 1; 746 op->level = 1;
649 } 747 }
650 /* lock all 'normal items by default */ 748 /* lock all 'normal items by default */
749 else
651 else SET_FLAG(op, FLAG_INV_LOCKED); 750 SET_FLAG (op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */ 751 } /* for loop of objects in player inv */
653 752
654 /* Need to set up the skill pointers */ 753 /* Need to set up the skill pointers */
655 link_player_skills(pl); 754 link_player_skills (pl);
656} 755}
657 756
658void get_name(object *op) { 757void
659 op->contr->write_buf[0]='\0';
660 op->contr->state=ST_GET_NAME;
661 send_query(&op->contr->socket,0,"What is your name?\n:");
662}
663
664void get_password(object *op) {
665 op->contr->write_buf[0]='\0';
666 op->contr->state=ST_GET_PASSWORD;
667 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
668}
669
670void play_again(object *op)
671{
672 op->contr->state=ST_PLAY_AGAIN;
673 op->chosen_skill = NULL;
674 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
675 /* a bit of a hack, but there are various places early in th
676 * player creation process that a user can quit (eg, roll
677 * stats) that isn't removing the player. Taking a quick
678 * look, there are many places that call play_again without
679 * removing the player - it probably makes more sense
680 * to leave it to play_again to remove the object in all
681 * cases.
682 */
683 if (!QUERY_FLAG(op, FLAG_REMOVED))
684 remove_ob(op);
685 /* Need to set this to null - otherwise, it could point to garbage,
686 * and draw() doesn't check to see if the player is removed, only if
687 * the map is null or not swapped out.
688 */
689 op->map = NULL;
690}
691
692
693int receive_play_again(object *op, char key)
694{
695 if(key=='q'||key=='Q') {
696 remove_friendly_object(op);
697 leave(op->contr,0); /* ericserver will draw the message */
698 return 2;
699 }
700 else if(key=='a'||key=='A') {
701 player *pl = op->contr;
702 shstr name = op->name;
703
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 op->name = op->name_pl = 0;
711 /* Lets put a space in here */
712 new_draw_info(NDI_UNIQUE, 0, op, "\n");
713 get_name(op);
714 op->name = op->name_pl = name;
715 set_first_map(op);
716 } else {
717 /* user pressed something else so just ask again... */
718 play_again(op);
719 }
720 return 0;
721}
722
723void confirm_password(object *op) {
724
725 op->contr->write_buf[0]='\0';
726 op->contr->state=ST_CONFIRM_PASSWORD;
727 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
728}
729
730void get_party_password(object *op, partylist *party) { 758get_party_password (object *op, partylist *party)
759{
731 if (party == NULL) { 760 if (party == NULL)
761 {
732 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);
733 return; 763 return;
734 } 764 }
765
735 op->contr->write_buf[0]='\0'; 766 op->contr->write_buf[0] = '\0';
736 op->contr->state=ST_GET_PARTY_PASSWORD; 767 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
737 op->contr->party_to_join = party; 768 op->contr->party_to_join = party;
738 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:");
739} 770}
740
741 771
742/* 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
743int roll_stat(void) { 774roll_stat (void)
775{
744 int a[4],i,j,k; 776 int a[4], i, j, k;
745 777
746 for(i=0;i<4;i++) 778 for (i = 0; i < 4; i++)
747 a[i]=(int)RANDOM()%6+1; 779 a[i] = (int) rndm (6) + 1;
748 780
749 for(i=0,j=0,k=7;i<4;i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
750 if(a[i]<k) 782 if (a[i] < k)
751 k=a[i],j=i; 783 k = a[i], j = i;
752 784
753 for(i=0,k=0;i<4;i++) { 785 for (i = 0, k = 0; i < 4; i++)
754 if(i!=j) 786 if (i != j)
755 k+=a[i]; 787 k += a[i];
756 } 788
757 return k; 789 return k;
758} 790}
759 791
760void roll_stats(object *op) { 792void
793object::roll_stats ()
794{
795 int statsort [NUM_STATS];
796
797 for (;;)
798 {
761 int sum=0; 799 int sum = 0;
762 int i = 0, j = 0; 800 for (int i = NUM_STATS; i--; )
763 int statsort[7]; 801 sum += statsort [i] = roll_stat ();
764 802
765 do { 803 if (sum >= 82 && sum <= 116)
766 op->stats.Str=roll_stat(); 804 break;
767 op->stats.Dex=roll_stat(); 805 }
768 op->stats.Int=roll_stat();
769 op->stats.Con=roll_stat();
770 op->stats.Wis=roll_stat();
771 op->stats.Pow=roll_stat();
772 op->stats.Cha=roll_stat();
773 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
774 op->stats.Con+op->stats.Wis+op->stats.Pow+
775 op->stats.Cha;
776 } while(sum<82||sum>116);
777 806
778 /* Sort the stats so that rerolling is easier... */ 807 // Sort the stats so that rerolling is easier...
779 statsort[0] = op->stats.Str; 808 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
780 statsort[1] = op->stats.Dex;
781 statsort[2] = op->stats.Int;
782 statsort[3] = op->stats.Con;
783 statsort[4] = op->stats.Wis;
784 statsort[5] = op->stats.Pow;
785 statsort[6] = op->stats.Cha;
786 809
787 /* a quick and dirty bubblesort? */ 810 for (int i = 0; i < NUM_STATS; ++i)
788 do {
789 if (statsort[i] < statsort[i + 1]) {
790 j = statsort[i];
791 statsort[i] = statsort[i + 1];
792 statsort[i + 1] = j;
793 i = 0;
794 } else {
795 i++;
796 }
797 } while (i < 6);
798
799 op->stats.Str = statsort[0]; 811 stats.stat (i) = statsort [i];
800 op->stats.Dex = statsort[1];
801 op->stats.Con = statsort[2];
802 op->stats.Int = statsort[3];
803 op->stats.Wis = statsort[4];
804 op->stats.Pow = statsort[5];
805 op->stats.Cha = statsort[6];
806 812
807
808 op->contr->orig_stats.Str=op->stats.Str;
809 op->contr->orig_stats.Dex=op->stats.Dex;
810 op->contr->orig_stats.Int=op->stats.Int;
811 op->contr->orig_stats.Con=op->stats.Con;
812 op->contr->orig_stats.Wis=op->stats.Wis;
813 op->contr->orig_stats.Pow=op->stats.Pow;
814 op->contr->orig_stats.Cha=op->stats.Cha;
815
816 op->level=1;
817 op->stats.exp=0; 813 stats.exp = 0;
818 op->stats.ac=0; 814 stats.ac = 0;
819 815
816 stats.hp = stats.maxhp;
817 stats.sp = stats.maxsp;
818 stats.grace = stats.maxgrace;
819
820 if (contr)
821 {
820 op->contr->levhp[1] = 9; 822 contr->levhp[1] = 9;
821 op->contr->levsp[1] = 6; 823 contr->levsp[1] = 6;
822 op->contr->levgrace[1] = 3; 824 contr->levgrace[1] = 3;
823 825
824 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
825 op->stats.hp = op->stats.maxhp; 846 stats.hp = stats.maxhp;
826 op->stats.sp = op->stats.maxsp; 847 stats.sp = stats.maxsp;
827 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
828 op->contr->orig_stats=op->stats; 856 contr->orig_stats = stats;
857 }
829} 858}
830 859
831void Roll_Again(object *op) 860static void
861start_info (object *op)
832{ 862{
833 esrv_new_player(op->contr, 0);
834 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
835}
836
837void Swap_Stat(object *op,int Swap_Second)
838{
839 signed char tmp;
840 char buf[MAX_BUF]; 863 char buf[MAX_BUF];
841 864
842 if ( op->contr->Swap_First == -1 ) { 865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
843 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
844 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
845 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
846 return;
847 }
848
849 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
850
851 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
852 get_attr_value(&op->contr->orig_stats, Swap_Second));
853
854 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
855
856 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
857 new_draw_info(NDI_UNIQUE, 0,op, buf); 866 new_draw_info (NDI_UNIQUE, 0, op, buf);
858 op->stats.Str = op->contr->orig_stats.Str; 867 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
859 op->stats.Dex = op->contr->orig_stats.Dex;
860 op->stats.Con = op->contr->orig_stats.Con;
861 op->stats.Int = op->contr->orig_stats.Int;
862 op->stats.Wis = op->contr->orig_stats.Wis;
863 op->stats.Pow = op->contr->orig_stats.Pow;
864 op->stats.Cha = op->contr->orig_stats.Cha;
865 op->stats.ac=0;
866
867 op->level=1;
868 op->stats.exp=0;
869 op->stats.ac=0;
870
871 op->contr->levhp[1] = 9;
872 op->contr->levsp[1] = 6;
873 op->contr->levgrace[1] = 3;
874
875 fix_player(op);
876 op->stats.hp = op->stats.maxhp;
877 op->stats.sp = op->stats.maxsp;
878 op->stats.grace = op->stats.maxgrace;
879 op->contr->orig_stats=op->stats;
880 op->contr->Swap_First=-1;
881}
882
883
884/* This code has been greatly reduced, because with set_attr_value
885 * and get_attr_value, the stats can be accessed just numeric
886 * ids. stat_trans is a table that translate the number entered
887 * into the actual stat. It is needed because the order the stats
888 * are displayed in the stat window is not the same as how
889 * the number's access that stat. The table does that translation.
890 */
891int key_roll_stat(object *op, char key)
892{
893 int keynum = key -'0';
894 char buf[MAX_BUF];
895 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
896
897 if (keynum>0 && keynum<=7) {
898 if (op->contr->Swap_First==-1) {
899 op->contr->Swap_First=stat_trans[keynum];
900 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
901 new_draw_info(NDI_UNIQUE, 0,op,buf); 868 //new_draw_info (NDI_UNIQUE, 0, op, " ");
902 }
903 else
904 Swap_Stat(op,stat_trans[keynum]);
905
906 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
907 return 1;
908 }
909 switch (key) {
910 case 'n':
911 case 'N': {
912 SET_FLAG(op, FLAG_WIZ);
913 if(op->map==NULL) {
914 LOG(llevError,"Map == NULL in state 2\n");
915 break;
916 }
917
918#if 0
919 /* So that enter_exit will put us at startx/starty */
920 op->x= -1;
921
922 enter_exit(op,NULL);
923#endif
924 SET_ANIMATION(op, 2); /* So player faces south */
925 /* Enter exit adds a player otherwise */
926 add_statbonus(op);
927 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
928 op->contr->state = ST_CHANGE_CLASS;
929 if (op->msg)
930 new_draw_info(NDI_BLUE, 0, op, op->msg);
931 return 0;
932 }
933 case 'y':
934 case 'Y':
935 roll_stats(op);
936 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
937 return 1;
938
939 case 'q':
940 case 'Q':
941 play_again(op);
942 return 1;
943
944 default:
945 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
946 return 0;
947 }
948 return 0;
949} 869}
950 870
951/* This function takes the key that is passed, and does the 871/* This function takes the key that is passed, and does the
952 * appropriate action with it (change race, or other things). 872 * appropriate action with it (change race, or other things).
953 * The function name is for historical reasons - now we have 873 * The function name is for historical reasons - now we have
954 * separate race and class; this actually changes the RACE, 874 * separate race and class; this actually changes the RACE,
955 * not the class. 875 * not the class.
956 */ 876 */
957 877void
958int key_change_class(object *op, char key) 878player::chargen_race_done ()
959{ 879{
960 int tmp_loop;
961
962 if(key=='q'||key=='Q') {
963 remove_ob(op);
964 play_again(op);
965 return 0;
966 }
967 if(key=='d'||key=='D') {
968 char buf[MAX_BUF];
969
970 /* this must before then initial items are given */ 880 /* this must before then initial items are given */
971 esrv_new_player(op->contr, op->weight+op->carrying); 881 esrv_new_player (ob->contr, ob->weight + ob->carrying);
972 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
973 882
883 treasurelist *tl = treasurelist::find ("starting_wealth");
884 if (tl)
885 create_treasure (tl, ob, 0, 0, 0);
886
974 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, ob->contr);
975 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, ob->contr);
976 889
977 op->contr->state=ST_PLAYING; 890 ob->contr->ns->state = ST_PLAYING;
978 891
979 if (op->msg) 892 if (ob->msg)
980 op->msg=NULL; 893 ob->msg = 0;
981 894
982 /* 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
983 * to save here. 896 * to save here.
984 */
985 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
986 make_path_to_file(buf);
987
988#ifdef AUTOSAVE
989 op->contr->last_save_tick = pticks;
990#endif
991 start_info(op);
992 CLEAR_FLAG(op, FLAG_WIZ);
993 give_initial_items(op,op->randomitems);
994 link_player_skills(op);
995 esrv_send_inventory(op, op);
996 fix_player(op);
997
998 /* This moves the player to a different start map, if there
999 * is one for this race
1000 */
1001 if(*first_map_ext_path) {
1002 object *tmp;
1003 mapstruct *oldmap = op->map;
1004 char mapname[MAX_BUF];
1005 snprintf(mapname, MAX_BUF-1, "%s/%s",
1006 first_map_ext_path, &op->arch->name);
1007 tmp=get_object();
1008 EXIT_PATH(tmp) = mapname;
1009 EXIT_X(tmp) = op->x;
1010 EXIT_Y(tmp) = op->y;
1011 enter_exit(op,tmp); /* we don't really care if it succeeded;
1012 * if the map isn't there, then stay on the
1013 * default initial map */
1014 free_object(tmp);
1015 } else {
1016 LOG(llevDebug,"first_map_ext_path not set\n");
1017 }
1018 return 0;
1019 }
1020
1021 /* Following actually changes the race - this is the default command
1022 * if we don't match with one of the options above.
1023 */ 897 */
1024 898 {
1025 tmp_loop = 0;
1026 while(!tmp_loop) {
1027 shstr name = op->name;
1028 int x = op->x, y = op->y;
1029 remove_statbonus(op);
1030 remove_ob (op);
1031 op->arch = get_player_archetype(op->arch);
1032 copy_object (&op->arch->clone, op);
1033 op->instantiate ();
1034 op->stats = op->contr->orig_stats;
1035 op->name = op->name_pl = name;
1036 op->x = x;
1037 op->y = y;
1038 SET_ANIMATION(op, 2); /* So player faces south */
1039 insert_ob_in_map (op, op->map, op,0);
1040 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1041 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1042 add_statbonus(op);
1043 tmp_loop=allowed_class(op);
1044 }
1045 update_object(op,UP_OBJ_FACE);
1046 esrv_update_item(UPD_FACE,op,op);
1047 fix_player(op);
1048 op->stats.hp=op->stats.maxhp;
1049 op->stats.sp=op->stats.maxsp;
1050 op->stats.grace=0;
1051 if (op->msg)
1052 new_draw_info(NDI_BLUE, 0, op, op->msg);
1053 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1054 return 0;
1055}
1056
1057int key_confirm_quit(object *op, char key)
1058{
1059 char buf[MAX_BUF]; 899 char buf[MAX_BUF];
1060
1061 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1062 op->contr->state=ST_PLAYING;
1063 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1064 return 1;
1065 }
1066
1067 INVOKE_PLAYER (LOGOUT, op->contr);
1068 INVOKE_PLAYER (QUIT , op->contr);
1069
1070 terminate_all_pets(op);
1071 leave_map(op);
1072 op->direction=0;
1073 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1074 "%s quits the game.", &op->name);
1075
1076 strcpy(op->contr->killer,"quit");
1077 check_score(op);
1078 op->contr->party=NULL;
1079 if (settings.set_title == TRUE)
1080 op->contr->own_title[0]='\0';
1081
1082 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1083 mapstruct *mp, *next;
1084
1085 /* We need to hunt for any per player unique maps in memory and
1086 * get rid of them. The trailing slash in the path is intentional,
1087 * so that players named 'Ab' won't match against players 'Abe' pathname
1088 */
1089 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1090 for (mp=first_map; mp!=NULL; mp=next) { 901 make_path_to_file (buf);
1091 next = mp->next; 902 }
1092 if (!strncmp(mp->path, buf, strlen(buf))) 903
1093 delete_map(mp); 904 start_info (ob);
1094 } 905 CLEAR_FLAG (ob, FLAG_WIZ);
1095 906 give_initial_items (ob, ob->randomitems);
1096 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)
1097 } 915 {
1098 play_again(op); 916 object *tmp;
1099 return 1; 917 char mapname[MAX_BUF];
1100}
1101 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
1102void flee_player(object *op) { 970flee_player (object *op)
971{
1103 int dir,diff; 972 int dir, diff;
1104 rv_vector rv; 973 rv_vector rv;
1105 974
1106 if(op->stats.hp < 0) { 975 if (op->stats.hp < 0)
976 {
1107 LOG(llevDebug, "Fleeing player is dead.\n"); 977 LOG (llevDebug, "Fleeing player is dead.\n");
1108 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)))
1109 return; 1015 return;
1110 } 1016 }
1111 1017
1112 if(op->enemy==NULL) {
1113 LOG(llevDebug,"Fleeing player had no enemy.\n");
1114 CLEAR_FLAG(op, FLAG_SCARED);
1115 return;
1116 }
1117
1118 /* Seen some crashes here. Since we don't store an
1119 * op->enemy_count, it is possible that something destroys the
1120 * actual enemy, and the object is recycled.
1121 */
1122 if (op->enemy->map == NULL) {
1123 CLEAR_FLAG(op, FLAG_SCARED);
1124 op->enemy=NULL;
1125 return;
1126 }
1127
1128 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1129 op->enemy=NULL;
1130 CLEAR_FLAG(op, FLAG_SCARED);
1131 return;
1132 }
1133 get_rangevector(op, op->enemy, &rv, 0);
1134
1135 dir=absdir(4+rv.direction);
1136 for(diff=0;diff<3;diff++) {
1137 int m=1-(RANDOM()&2);
1138 if(move_ob(op,absdir(dir+diff*m),op)||
1139 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1140 return;
1141 }
1142 }
1143 /* Cornered, get rid of scared */ 1018 /* Cornered, get rid of scared */
1144 CLEAR_FLAG(op, FLAG_SCARED); 1019 CLEAR_FLAG (op, FLAG_SCARED);
1145 op->enemy=NULL; 1020 op->enemy = NULL;
1146} 1021}
1147
1148 1022
1149/* 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.
1150 * 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
1151 * stop. 1025 * stop.
1152 */ 1026 */
1027int
1153int check_pick(object *op) { 1028check_pick (object *op)
1029{
1154 object *tmp, *next; 1030 object *tmp, *next;
1155 tag_t next_tag=0, op_tag;
1156 int stop = 0; 1031 int stop = 0;
1157 int j, k, wvratio; 1032 int wvratio;
1158 char putstring[128], tmpstr[16]; 1033 char putstring[128];
1159
1160 1034
1161 /* if you're flying, you cna't pick up anything */ 1035 /* if you're flying, you cna't pick up anything */
1162 if (op->move_type & MOVE_FLYING) 1036 if (op->move_type & MOVE_FLYING)
1163 return 1; 1037 return 1;
1164 1038
1165 op_tag = op->count;
1166
1167 next = op->below; 1039 next = op->below;
1168 if (next)
1169 next_tag = next->count;
1170 1040
1171 /* 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
1172 * destroyed */ 1042 * destroyed */
1173 while (next && ! was_destroyed (next, next_tag)) 1043 while (next && !next->destroyed ())
1174 { 1044 {
1175 tmp = next; 1045 tmp = next;
1176 next = tmp->below; 1046 next = tmp->below;
1177 if (next)
1178 next_tag = next->count;
1179 1047
1180 if (was_destroyed (op, op_tag)) 1048 if (op->destroyed ())
1181 return 0; 1049 return 0;
1182 1050
1183 if ( ! can_pick (op, tmp)) 1051 if (!can_pick (op, tmp))
1184 continue; 1052 continue;
1185 1053
1186 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1054 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1187 { 1055 {
1188 if (item_matched_string (op, tmp, op->contr->search_str)) 1056 if (item_matched_string (op, tmp, op->contr->search_str))
1189 pick_up (op, tmp); 1057 pick_up (op, tmp);
1190 continue; 1058 continue;
1191 } 1059 }
1192 1060
1193 /* high not bit set? We're using the old autopickup model */ 1061 /* high not bit set? We're using the old autopickup model */
1194 if(!(op->contr->mode & PU_NEWMODE)) { 1062 if (!(op->contr->mode & PU_NEWMODE))
1063 {
1195 switch (op->contr->mode) { 1064 switch (op->contr->mode)
1065 {
1066 case 0:
1196 case 0: return 1; /* don't pick up */ 1067 return 1; /* don't pick up */
1068 case 1:
1197 case 1: pick_up (op, tmp); 1069 pick_up (op, tmp);
1198 return 1; 1070 return 1;
1071 case 2:
1199 case 2: pick_up (op, tmp); 1072 pick_up (op, tmp);
1200 return 0; 1073 return 0;
1074 case 3:
1201 case 3: return 0; /* stop before pickup */ 1075 return 0; /* stop before pickup */
1076 case 4:
1202 case 4: pick_up (op, tmp); 1077 pick_up (op, tmp);
1203 break; 1078 break;
1079 case 5:
1204 case 5: pick_up (op, tmp); 1080 pick_up (op, tmp);
1205 stop = 1; 1081 stop = 1;
1206 break; 1082 break;
1207 case 6: 1083 case 6:
1208 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1084 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1209 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1210 pick_up(op, tmp); 1085 pick_up (op, tmp);
1211 break; 1086 break;
1212 1087
1213 case 7: 1088 case 7:
1214 if (tmp->type == MONEY || tmp->type == GEM) 1089 if (tmp->type == MONEY || tmp->type == GEM)
1215 pick_up(op, tmp); 1090 pick_up (op, tmp);
1216 break; 1091 break;
1217 1092
1218 default: 1093 default:
1219 /* use value density */ 1094 /* use value density */
1220 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1095 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1221 && (query_cost (tmp, op, F_TRUE) * 100 1096 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1222 / (tmp->weight * MAX (tmp->nrof, 1)))
1223 >= op->contr->mode)
1224 pick_up(op,tmp); 1097 pick_up (op, tmp);
1225 }
1226 }
1227 else { /* old model */
1228 /* NEW pickup handling */
1229 if(op->contr->mode & PU_DEBUG)
1230 {
1231 /* some debugging code to figure out item information */
1232 if(tmp->name!=NULL)
1233 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1234 &tmp->name, tmp->type,
1235 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1236 else
1237 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1238 &tmp->arch->name, tmp->type,
1239 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1240 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1241
1242 sprintf(putstring,"...flags: ");
1243 for(k=0;k<4;k++)
1244 {
1245 for(j=0;j<32;j++)
1246 {
1247 if((tmp->flags[k]>>j)&0x01)
1248 {
1249 sprintf(tmpstr,"%d ",k*32+j);
1250 strcat(putstring, tmpstr);
1251 } 1098 }
1252 } 1099 }
1253 } 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
1254 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1114 }
1255 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);
1256#if 0 1352#if 0
1257 /* print the flags too */ 1353 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1258 for(k=0;k<4;k++) 1354 if (tmp->name != NULL)
1259 { 1355 {
1260 fprintf(stderr,"%d [%d] ", k, k*32+31); 1356 fprintf (stderr, "%s", tmp->name);
1261 for(j=0;j<32;j++) 1357 }
1262 { 1358 else
1263 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1359 fprintf (stderr, "%s", tmp->arch->name);
1264 if(!((j+1)%4))fprintf(stderr," "); 1360 fprintf (stderr, ",%d] = ", tmp->type);
1265 } 1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1266 fprintf(stderr," [%d]\n", k*32);
1267 }
1268#endif 1362#endif
1269 } 1363 continue;
1270 /* philosophy: 1364 }
1271 * It's easy to grab an item type from a pile, as long as it's
1272 * generic. This takes no game-time. For more detailed pickups
1273 * and selections, select-items shoul dbe used. This is a
1274 * grab-as-you-run type mode that's really useful for arrows for
1275 * example.
1276 * The drawback: right now it has no frontend, so you need to
1277 * stick the bits you want into a calculator in hex mode and then
1278 * convert to decimal and then 'pickup <#>
1279 */
1280
1281 /* the first two modes are exclusive: if NOTHING we return, if
1282 * STOP then we stop. All the rest are applied sequentially,
1283 * meaning if any test passes, the item gets picked up. */
1284
1285 /* if mode is set to pick nothing up, return */
1286
1287 if(op->contr->mode & PU_NOTHING) return 1;
1288
1289 /* if mode is set to stop when encountering objects, return */
1290 /* take STOP before INHIBIT since it doesn't actually pick
1291 * anything up */
1292
1293 if(op->contr->mode & PU_STOP) return 0;
1294
1295 /* useful for going into stores and not losing your settings... */
1296 /* and for battles wher you don't want to get loaded down while
1297 * fighting */
1298 if(op->contr->mode & PU_INHIBIT) return 1;
1299
1300 /* prevent us from turning into auto-thieves :) */
1301 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1302
1303 /* ignore known cursed objects */
1304 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1305
1306 /* all food and drink if desired */
1307 /* question: don't pick up known-poisonous stuff? */
1308 if(op->contr->mode & PU_FOOD)
1309 if (tmp->type == FOOD)
1310 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1311 if(op->contr->mode & PU_DRINK)
1312 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1313 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1314
1315 if(op->contr->mode & PU_POTION)
1316 if (tmp->type == POTION)
1317 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1318
1319 /* spellbooks, skillscrolls and normal books/scrolls */
1320 if(op->contr->mode & PU_SPELLBOOK)
1321 if (tmp->type == SPELLBOOK)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1323 if(op->contr->mode & PU_SKILLSCROLL)
1324 if (tmp->type == SKILLSCROLL)
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1326 if(op->contr->mode & PU_READABLES)
1327 if (tmp->type == BOOK || tmp->type == SCROLL)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1329
1330 /* wands/staves/rods/horns */
1331 if (op->contr->mode & PU_MAGIC_DEVICE)
1332 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1334
1335 /* pick up all magical items */
1336 if(op->contr->mode & PU_MAGICAL)
1337 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1339
1340 if(op->contr->mode & PU_VALUABLES)
1341 {
1342 if (tmp->type == MONEY || tmp->type == GEM)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1344 }
1345
1346 /* rings & amulets - talismans seems to be typed AMULET */
1347 if(op->contr->mode & PU_JEWELS)
1348 if (tmp->type == RING || tmp->type == AMULET)
1349 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1350
1351 /* bows and arrows. Bows are good for selling! */
1352 if(op->contr->mode & PU_BOW)
1353 if (tmp->type == BOW)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1355 if(op->contr->mode & PU_ARROW)
1356 if (tmp->type == ARROW)
1357 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1358
1359 /* all kinds of armor etc. */
1360 if(op->contr->mode & PU_ARMOUR)
1361 if (tmp->type == ARMOUR)
1362 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1363 if(op->contr->mode & PU_HELMET)
1364 if (tmp->type == HELMET)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1366 if(op->contr->mode & PU_SHIELD)
1367 if (tmp->type == SHIELD)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1369 if(op->contr->mode & PU_BOOTS)
1370 if (tmp->type == BOOTS)
1371 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1372 if(op->contr->mode & PU_GLOVES)
1373 if (tmp->type == GLOVES)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1375 if(op->contr->mode & PU_CLOAK)
1376 if (tmp->type == CLOAK)
1377 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1378
1379 /* hoping to catch throwing daggers here */
1380 if(op->contr->mode & PU_MISSILEWEAPON)
1381 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1383
1384 /* careful: chairs and tables are weapons! */
1385 if(op->contr->mode & PU_ALLWEAPON)
1386 {
1387 if(tmp->type == WEAPON && tmp->name!=NULL)
1388 {
1389 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1390 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1391 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1392 }
1393 if(tmp->type == WEAPON && tmp->name==NULL)
1394 {
1395 if(strstr(tmp->arch->name,"table")==NULL &&
1396 strstr(tmp->arch->name,"chair")==NULL)
1397 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1398 }
1399 }
1400
1401 /* misc stuff that's useful */
1402 if(op->contr->mode & PU_KEY)
1403 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1404 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1405
1406 /* any of the last 4 bits set means we use the ratio for value
1407 * pickups */
1408 if(op->contr->mode & PU_RATIO)
1409 {
1410 /* use value density to decide what else to grab */
1411 /* >=7 was >= op->contr->mode */
1412 /* >=7 is the old standard setting. Now we take the last 4 bits
1413 * and multiply them by 5, giving 0..15*5== 5..75 */
1414 wvratio=(op->contr->mode & PU_RATIO) * 5;
1415 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1416 {
1417 pick_up(op, tmp);
1418#if 0
1419 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1420 if(tmp->name!=NULL) {
1421 fprintf(stderr,"%s", tmp->name);
1422 } 1365 }
1423 else fprintf(stderr,"%s",tmp->arch->name); 1366 } /* the new pickup model */
1424 fprintf(stderr,",%d] = ", tmp->type);
1425 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1426#endif
1427 continue;
1428 }
1429 } 1367 }
1430 } /* the new pickup model */ 1368
1431 }
1432 return ! stop; 1369 return !stop;
1433} 1370}
1434 1371
1435/* 1372/*
1436 * Find an arrow in the inventory and after that 1373 * Find an arrow in the inventory and after that
1437 * in the right type container (quiver). Pointer to the 1374 * in the right type container (quiver). Pointer to the
1438 * found object is returned. 1375 * found object is returned.
1439 */ 1376 */
1377object *
1440object *find_arrow(object *op, const char *type) 1378find_arrow (object *op, const char *type)
1441{ 1379{
1442 object *tmp = NULL; 1380 object *tmp = 0;
1443 1381
1444 for(op=op->inv; op; op=op->below) 1382 for (op = op->inv; op; op = op->below)
1445 if(!tmp && op->type==CONTAINER && op->race==type && 1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1446 QUERY_FLAG(op,FLAG_APPLIED))
1447 tmp = find_arrow (op, type); 1384 tmp = find_arrow (op, type);
1448 else if (op->type==ARROW && op->race==type) 1385 else if (op->type == ARROW && op->race == type)
1449 return op; 1386 return op;
1387
1450 return tmp; 1388 return tmp;
1451} 1389}
1452 1390
1453/* 1391/*
1454 * 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
1455 * 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
1456 * 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
1457 * 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.
1458 */ 1396 */
1459 1397object *
1460object *find_better_arrow(object *op, object *target, const char *type, int *better) 1398find_better_arrow (object *op, object *target, const char *type, int *better)
1461{ 1399{
1462 object *tmp = NULL, *arrow, *ntmp; 1400 object *tmp = NULL, *arrow, *ntmp;
1463 int attacknum, attacktype, betterby=0, i; 1401 int attacknum, attacktype, betterby = 0, i;
1464 1402
1465 if (!type) 1403 if (!type)
1466 return NULL; 1404 return NULL;
1467 1405
1468 for (arrow=op->inv; arrow; arrow=arrow->below) { 1406 for (arrow = op->inv; arrow; arrow = arrow->below)
1469 if (arrow->type==CONTAINER && arrow->race==type && 1407 {
1470 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1408 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1409 {
1471 i = 0; 1410 i = 0;
1472 ntmp = find_better_arrow(arrow, target, type, &i); 1411 ntmp = find_better_arrow (arrow, target, type, &i);
1473 if (i > betterby) { 1412 if (i > betterby)
1413 {
1474 tmp = ntmp; 1414 tmp = ntmp;
1475 betterby = i; 1415 betterby = i;
1476 } 1416 }
1417 }
1477 } else if (arrow->type==ARROW && arrow->race==type) { 1418 else if (arrow->type == ARROW && arrow->race == type)
1419 {
1478 /* allways prefer assasination/slaying */ 1420 /* allways prefer assasination/slaying */
1479 if (target->race != NULL && arrow->slaying != NULL && 1421 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1480 strstr(arrow->slaying, target->race)) { 1422 {
1481 if (arrow->attacktype & AT_DEATH) { 1423 if (arrow->attacktype & AT_DEATH)
1424 {
1482 *better = 100; 1425 *better = 100;
1483 return arrow; 1426 return arrow;
1484 } else {
1485 tmp = arrow;
1486 betterby = (arrow->magic + arrow->stats.dam) * 2;
1487 } 1427 }
1488 } else { 1428 else
1489 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1490 attacktype = 1<<attacknum;
1491 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1492 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1493 tmp = arrow;
1494 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1495 }
1496 } 1429 {
1497 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1498 tmp = arrow; 1430 tmp = arrow;
1499 betterby = 2 + arrow->magic + arrow->stats.dam; 1431 betterby = (arrow->magic + arrow->stats.dam) * 2;
1500 }
1501 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1502 tmp = arrow;
1503 betterby = 1 + arrow->magic + arrow->stats.dam;
1504 } 1432 }
1505 } 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 }
1506 } 1456 }
1457 }
1507 } 1458 }
1508 if (tmp == NULL && arrow == NULL) 1459 if (tmp == NULL && arrow == NULL)
1509 return find_arrow(op, type); 1460 return find_arrow (op, type);
1510 1461
1511 *better = betterby; 1462 *better = betterby;
1512 return tmp; 1463 return tmp;
1513} 1464}
1514 1465
1515/* 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
1516 * find_better_arrow to find a decent arrow to use. 1467 * find_better_arrow to find a decent arrow to use.
1517 * op = the shooter 1468 * op = the shooter
1518 * type = bow->race 1469 * type = bow->race
1519 * dir = fire direction 1470 * dir = fire direction
1520 */ 1471 */
1521 1472object *
1522object *pick_arrow_target(object *op, const char *type, int dir) 1473pick_arrow_target (object *op, const char *type, int dir)
1523{ 1474{
1524 object *tmp = NULL; 1475 object *tmp = NULL;
1525 mapstruct *m; 1476 maptile *m;
1526 int i, mflags, found, number; 1477 int i, mflags, found, number;
1527 sint16 x, y; 1478 sint16 x, y;
1528 1479
1529 if (op->map == NULL) 1480 if (op->map == NULL)
1530 return find_arrow(op, type); 1481 return find_arrow (op, type);
1531 1482
1532 /* do a dex check */ 1483 /* do a dex check */
1533 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1484 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1534 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)))
1535 return find_arrow(op, type); 1486 return find_arrow (op, type);
1536 1487
1537 m = op->map; 1488 m = op->map;
1538 x = op->x; 1489 x = op->x;
1539 y = op->y; 1490 y = op->y;
1540 1491
1541 /* find the first target */ 1492 /* find the first target */
1542 for (i=0, found=0; i<20; i++) { 1493 for (i = 0, found = 0; i < 20; i++)
1494 {
1543 x += freearr_x[dir]; 1495 x += freearr_x[dir];
1544 y += freearr_y[dir]; 1496 y += freearr_y[dir];
1545 mflags = get_map_flags(m, &m, x, y, &x, &y); 1497 mflags = get_map_flags (m, &m, x, y, &x, &y);
1546 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1498 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1499 {
1547 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)
1548 break; 1520 break;
1549 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1550 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1551 * perhaps a bad assumption.
1552 */
1553 tmp = NULL;
1554 break;
1555 } 1521 }
1556 if (mflags & P_IS_ALIVE) {
1557 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1558 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1559 found++;
1560 break;
1561 }
1562 if (found)
1563 break;
1564 }
1565 } 1522 }
1566 if (tmp == NULL) 1523 if (tmp == NULL)
1567 return find_arrow(op, type); 1524 return find_arrow (op, type);
1568 1525
1569 if (tmp->head) 1526 if (tmp->head)
1570 tmp = tmp->head; 1527 tmp = tmp->head;
1571 1528
1572 return find_better_arrow(op, tmp, type, &i); 1529 return find_better_arrow (op, tmp, type, &i);
1573} 1530}
1574 1531
1575/* 1532/*
1576 * Creature fires a bow - op can be monster or player. Returns 1533 * Creature fires a bow - op can be monster or player. Returns
1577 * 1 if bow was actually fired, 0 otherwise. 1534 * 1 if bow was actually fired, 0 otherwise.
1580 * dir is the direction of fire. 1537 * dir is the direction of fire.
1581 * 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)
1582 * 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
1583 * player fire modes. 1540 * player fire modes.
1584 */ 1541 */
1542int
1585int 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)
1586 sint16 sx, sint16 sy)
1587{ 1544{
1588 object *left, *bow; 1545 object *left, *bow;
1589 tag_t left_tag, tag; 1546 int mflags;
1590 int bowspeed, mflags; 1547 maptile *m;
1591 mapstruct *m;
1592 1548
1593 if (!dir) { 1549 if (!dir)
1550 {
1594 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!");
1595 return 0; 1552 return 0;
1553 }
1554
1555 if (op->contr)
1556 bow = op->current_weapon;
1557 else
1596 } 1558 {
1597 if (op->type == PLAYER)
1598 bow=op->contr->ranges[range_bow];
1599 else {
1600 for(bow=op->inv; bow; bow=bow->below) 1559 for (bow = op->inv; bow; bow = bow->below)
1601 /* 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
1602 * 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.
1603 */ 1562 */
1604 if(bow->type==BOW) 1563 if (bow->type == BOW)
1605 break; 1564 break;
1606 1565
1607 if (!bow) { 1566 if (!bow)
1567 {
1608 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1609 return 0; 1569 return 0;
1570 }
1571
1572 // optimisation: move object to top so we will find it quickly again
1573 if (bow->below)
1610 } 1574 {
1575 bow->remove ();
1576 op->insert (bow);
1577 }
1578
1611 } 1579 }
1580
1612 if( !bow->race || !bow->skill) { 1581 if (!bow->race || !bow->skill)
1582 {
1613 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);
1614 return 0; 1584 return 0;
1615 } 1585 }
1616 1586
1617 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1618
1619 /* penalize ROF for bestarrow */
1620 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1621 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1622 if (bowspeed < 1)
1623 bowspeed = 1;
1624
1625 if (arrow == NULL) { 1587 if (arrow == NULL)
1588 {
1626 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1589 if ((arrow = find_arrow (op, bow->race)) == NULL)
1590 {
1627 if (op->type == PLAYER) 1591 if (op->type == PLAYER)
1628 new_draw_info_format(NDI_UNIQUE, 0, op, 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1629 "You have no %s left.", &bow->race);
1630 /* 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 */
1631 else 1594 else
1632 CLEAR_FLAG(op, FLAG_READY_BOW); 1595 CLEAR_FLAG (op, FLAG_READY_BOW);
1596
1633 return 0; 1597 return 0;
1634 } 1598 }
1635 } 1599 }
1600
1636 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1601 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1637 if (mflags & P_OUT_OF_MAP) { 1602 if (mflags & P_OUT_OF_MAP)
1638 return 0; 1603 return 0;
1639 } 1604
1640 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1605 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1606 {
1641 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.");
1642 return 0; 1608 return 0;
1643 } 1609 }
1644 1610
1645 /* this should not happen, but sometimes does */ 1611 /* this should not happen, but sometimes does */
1646 if (arrow->nrof==0) { 1612 if (arrow->nrof == 0)
1647 remove_ob(arrow); 1613 {
1648 free_object(arrow); 1614 arrow->destroy ();
1649 return 0; 1615 return 0;
1650 } 1616 }
1651 1617
1652 left = arrow; /* these are arrows left to the player */ 1618 left = arrow; /* these are arrows left to the player */
1653 left_tag = left->count;
1654 arrow = get_split_ob(arrow, 1); 1619 arrow = get_split_ob (arrow, 1);
1655 if (arrow == NULL) { 1620 if (!arrow)
1621 {
1656 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);
1657 return 0; 1623 return 0;
1658 } 1624 }
1659 set_owner(arrow, op); 1625
1626 arrow->set_owner (op);
1660 arrow->skill = bow->skill; 1627 arrow->skill = bow->skill;
1661
1662 arrow->direction=dir; 1628 arrow->direction = dir;
1663 arrow->x = sx;
1664 arrow->y = sy;
1665 1629
1666 if (op->type == PLAYER) {
1667 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1668 fix_player(op);
1669 }
1670
1671 SET_ANIMATION(arrow, arrow->direction);
1672 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 */
1673 arrow->stats.hp = arrow->stats.dam; 1631 arrow->stats.hp = arrow->stats.dam;
1674 arrow->stats.grace = arrow->attacktype; 1632 arrow->stats.grace = arrow->attacktype;
1633
1675 if (arrow->slaying != NULL) 1634 if (arrow->slaying)
1676 arrow->spellarg = strdup_local(arrow->slaying); 1635 arrow->spellarg = strdup (arrow->slaying);
1677 1636
1678 /* Note that this was different for monsters - they got their level 1637 if (player *pl = op->contr)
1679 * added to the damage. I think the strength bonus is more proper.
1680 */
1681 1638 {
1682 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1639 if (!pl->has_hit)
1683 0 : dam_bonus[op->stats.Str]) + 1640 {
1684 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;
1685 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
1686 /* update the speed */ 1659 /* update the speed */
1687 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
1688 0 : dam_bonus[op->stats.Str]) +
1689 bow->magic + arrow->magic) / 5.0 +
1690 (float)bow->stats.dam / 7.0; 1661 + bow->stats.dam / 7.0;
1691 1662
1692 if (arrow->speed < 1.0) 1663 arrow->set_speed (max (arrow->speed, 2.0));
1693 arrow->speed = 1.0;
1694 update_ob_speed(arrow);
1695 arrow->speed_left = 0; 1664 arrow->speed_left = 0;
1696 1665
1666 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667
1697 if (op->type == PLAYER) { 1668 if (op->type == PLAYER)
1698 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1669 {
1699 (op->chosen_skill?op->chosen_skill->level:op->level) -
1700 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1701 arrow->stats.wc - bow->stats.wc + wc_mod;
1702
1703 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1670 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1704 } else { 1671 wc -= dex_bonus[op->stats.Dex];
1705 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1706 arrow->stats.wc + wc_mod;
1707 1672
1673 if (!arrow->slaying)
1674 arrow->slaying = op->slaying;
1675
1676 arrow->attacktype |= op->attacktype;
1677 }
1678 else
1679 {
1708 arrow->level = op->level; 1680 arrow->level = op->level;
1709 } 1681 arrow->stats.wc -= bow->magic;
1710 if (arrow->attacktype == AT_PHYSICAL) 1682
1711 arrow->attacktype |= bow->attacktype; 1683 if (!arrow->slaying)
1712 if (bow->slaying != NULL)
1713 arrow->slaying = bow->slaying; 1684 arrow->slaying = bow->slaying;
1714 1685
1715 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);
1716 arrow->move_type = MOVE_FLY_LOW; 1693 arrow->move_type = MOVE_FLY_LOW;
1717 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1718 1695
1719 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);
1720 tag = arrow->count; 1697 m->insert (arrow, sx, sy, op);
1721 insert_ob_in_map(arrow, m, op, 0);
1722 1698
1723 if (!was_destroyed(arrow, tag)) 1699 if (!arrow->destroyed ())
1724 move_arrow(arrow); 1700 move_arrow (arrow);
1725 1701
1726 if (op->type == PLAYER) { 1702 if (op->type == PLAYER)
1727 if (was_destroyed (left, left_tag)) 1703 {
1704 if (left->destroyed ())
1728 esrv_del_item(op->contr, left_tag); 1705 esrv_del_item (op->contr, left->count);
1729 else 1706 else
1730 esrv_send_item(op, left); 1707 esrv_send_item (op, left);
1731 } 1708 }
1709
1732 return 1; 1710 return 1;
1733} 1711}
1734 1712
1735/* Special fire code for players - this takes into 1713/* Special fire code for players - this takes into
1736 * account the special fire modes players can have 1714 * account the special fire modes players can have
1737 * but monsters can't. Putting that code here 1715 * but monsters can't. Putting that code here
1738 * makes the fire_bow code much cleaner. 1716 * makes the fire_bow code much cleaner.
1739 * this function should only be called if 'op' is a player, 1717 * this function should only be called if 'op' is a player,
1740 * hence the function name. 1718 * hence the function name.
1741 */ 1719 */
1720int
1742int player_fire_bow(object *op, int dir) 1721player_fire_bow (object *op, int dir)
1743{ 1722{
1744 int ret=0, wcmod=0; 1723 int ret = 0, wcmod = 0;
1745 1724
1746 if (op->contr->bowtype == bow_bestarrow) { 1725 if (op->contr->bowtype == bow_bestarrow)
1747 ret = fire_bow(op, op, 1726 {
1748 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);
1749 dir, 0, op->x, op->y); 1728 }
1750 } 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 {
1751 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1731 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1752 wcmod =-1; 1732 wcmod = -1;
1733
1753 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);
1754 op->x, op->y); 1735 }
1755 } else if (op->contr->bowtype == bow_threewide) { 1736 else if (op->contr->bowtype == bow_threewide)
1737 {
1756 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);
1757 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)]);
1758 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 }
1759 } else if (op->contr->bowtype == bow_spreadshot) { 1742 else if (op->contr->bowtype == bow_spreadshot)
1743 {
1760 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);
1761 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);
1762 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);
1763 1747 }
1764 } else { 1748 else
1749 {
1765 /* Simple case */ 1750 /* Simple case */
1766 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);
1767 } 1752 }
1753
1768 return ret; 1754 return ret;
1769} 1755}
1770
1771 1756
1772/* Fires a misc (wand/rod/horn) object in 'dir'. 1757/* Fires a misc (wand/rod/horn) object in 'dir'.
1773 * Broken apart from 'fire' to keep it more readable. 1758 * Broken apart from 'fire' to keep it more readable.
1774 */ 1759 */
1760void
1775void fire_misc_object(object *op, int dir) 1761fire_misc_object (object *op, int dir)
1776{ 1762{
1777 object *item; 1763 object *item = op->contr->ranged_ob;
1778 1764
1779 if (!op->contr->ranges[range_misc]) { 1765 if (!item)
1766 {
1780 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.");
1781 return; 1768 return;
1782 } 1769 }
1783 1770
1784 item = op->contr->ranges[range_misc];
1785 if (!item->inv) { 1771 if (!item->inv)
1772 {
1786 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1773 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1787 return; 1774 return;
1788 } 1775 }
1776
1777 if (!op->change_weapon (item))
1778 return;
1779
1789 if (item->type == WAND) { 1780 if (item->type == WAND)
1781 {
1790 if(item->stats.food<=0) { 1782 if (item->stats.food <= 0)
1783 {
1791 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1792 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
1793 return; 1787 return;
1794 } 1788 }
1789 }
1795 } else if (item->type == ROD || item->type==HORN) { 1790 else if (item->type == ROD || item->type == HORN)
1791 {
1796 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 {
1797 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1795
1798 if (item->type== ROD) 1796 if (item->type == ROD)
1799 new_draw_info_format(NDI_UNIQUE, 0,op,
1800 "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));
1801 else 1798 else
1802 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));
1803 "The %s needs more time to charge.", query_base_name(item,0)); 1800
1804 return; 1801 return;
1805 } 1802 }
1806 } 1803 }
1807 1804
1808 if(cast_spell(op,item,dir,item->inv,NULL)) { 1805 if (cast_spell (op, item, dir, item->inv, NULL))
1806 {
1809 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 */
1810 if (item->type == WAND) { 1808 if (item->type == WAND)
1809 {
1811 if (!(--item->stats.food)) { 1810 if (!(--item->stats.food))
1811 {
1812 object *tmp; 1812 object *tmp;
1813
1813 if (item->arch) { 1814 if (item->arch)
1815 {
1814 CLEAR_FLAG(item, FLAG_ANIMATE); 1816 CLEAR_FLAG (item, FLAG_ANIMATE);
1815 item->face = item->arch->clone.face; 1817 item->face = item->arch->clone.face;
1816 item->speed = 0; 1818 item->set_speed (0);
1817 update_ob_speed(item);
1818 } 1819 }
1820
1819 if ((tmp=is_player_inv(item))) 1821 if ((tmp = item->in_player ()))
1820 esrv_update_item(UPD_ANIM, tmp, item); 1822 esrv_update_item (UPD_ANIM, tmp, item);
1821 } 1823 }
1822 } 1824 }
1823 else if (item->type == ROD || item->type==HORN) { 1825 else if (item->type == ROD || item->type == HORN)
1824 drain_rod_charge(item); 1826 drain_rod_charge (item);
1825 }
1826 } 1827 }
1827} 1828}
1828 1829
1829/* Received a fire command for the player - go and do it. 1830/* Received a fire command for the player - go and do it.
1830 */ 1831 */
1832void
1831void fire(object *op,int dir) { 1833fire (object *op, int dir)
1834{
1832 int spellcost=0; 1835 int spellcost = 0;
1833 1836
1834 /* check for loss of invisiblity/hide */ 1837 /* check for loss of invisiblity/hide */
1835 if (action_makes_visible(op)) make_visible(op); 1838 if (action_makes_visible (op))
1839 make_visible (op);
1836 1840
1837 switch(op->contr->shoottype) { 1841 player *pl = op->contr;
1838 case range_none: 1842
1843 if (pl->golem)
1844 {
1845 control_golem (op->contr->golem, dir);
1839 return; 1846 return;
1847 }
1840 1848
1841 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:
1842 player_fire_bow(op, dir); 1860 player_fire_bow (op, dir);
1843 return; 1861 break;
1844 1862
1845 case range_magic: /* Casting spells */ 1863 case SPELL:
1846 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);
1847 return; 1865 break;
1848 1866
1849 case range_misc: 1867 case BUILDER:
1850 fire_misc_object(op, dir);
1851 return;
1852
1853 case range_golem: /* Control summoned monsters from scrolls */
1854 if(op->contr->ranges[range_golem]==NULL ||
1855 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1856 op->contr->ranges[range_golem] = NULL;
1857 op->contr->shoottype=range_none;
1858 op->contr->golem_count = 0;
1859 }
1860 else
1861 control_golem(op->contr->ranges[range_golem], dir);
1862 return;
1863
1864 case range_skill:
1865 if(!op->chosen_skill) {
1866 if(op->type==PLAYER)
1867 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1868 return;
1869 }
1870 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1871 return;
1872 case range_builder:
1873 apply_map_builder( op, dir ); 1868 apply_map_builder (op, dir);
1874 return; 1869 break;
1870
1871 case SKILL:
1872 do_skill (op, op, ob, dir, 0);
1873 break;
1874
1875 default: 1875 default:
1876 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1876 fire_misc_object (op, dir);
1877 return; 1877 break;
1878 } 1878 }
1879} 1879}
1880
1881
1882 1880
1883/* find_key 1881/* find_key
1884 * 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
1885 * and successfully use it, we return the key, otherwise NULL 1883 * and successfully use it, we return the key, otherwise NULL
1886 * This function merges both normal and locked door, since the logic 1884 * This function merges both normal and locked door, since the logic
1888 * pl is the player, 1886 * pl is the player,
1889 * inv is the objects inventory to searched 1887 * inv is the objects inventory to searched
1890 * door is the door we are trying to match against. 1888 * door is the door we are trying to match against.
1891 * This function can be called recursively to search containers. 1889 * This function can be called recursively to search containers.
1892 */ 1890 */
1893 1891object *
1894object * find_key(object *pl, object *container, object *door) 1892find_key (object *pl, object *container, object *door)
1895{ 1893{
1896 object *tmp,*key; 1894 object *tmp, *key;
1897 1895
1898 /* Should not happen, but sanity checking is never bad */ 1896 /* Should not happen, but sanity checking is never bad */
1899 if (container->inv == NULL) return NULL; 1897 if (!container->inv)
1898 return 0;
1900 1899
1901 /* 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 */
1902 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1901 for (tmp = container->inv; tmp; tmp = tmp->below)
1902 {
1903 if (door->type==DOOR && tmp->type==KEY) break; 1903 if (door->type == DOOR && tmp->type == KEY)
1904 break;
1904 /* For sanity, we should really check door type, but other stuff 1905 /* For sanity, we should really check door type, but other stuff
1905 * (like containers) can be locked with special keys 1906 * (like containers) can be locked with special keys
1906 */ 1907 */
1907 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1908 tmp->slaying==door->slaying) break; 1909 break;
1909 } 1910 }
1911
1910 /* No key found - lets search inventories now */ 1912 /* No key found - lets search inventories now */
1911 /* 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.
1912 * 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
1913 * a key, return 1915 * a key, return
1914 */ 1916 */
1915 if (!tmp) { 1917 if (!tmp)
1918 {
1916 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1919 for (tmp = container->inv; tmp; tmp = tmp->below)
1920 {
1917 /* No reason to search empty containers */ 1921 /* No reason to search empty containers */
1918 if (tmp->type==CONTAINER && tmp->inv) { 1922 if (tmp->type == CONTAINER && tmp->inv)
1923 {
1919 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1924 if ((key = find_key (pl, tmp, door)))
1925 return key;
1920 } 1926 }
1921 } 1927 }
1928
1929 if (!tmp)
1922 if (!tmp) return NULL; 1930 return NULL;
1923 } 1931 }
1932
1924 /* 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,
1925 * see if we actually want to use it 1934 * see if we actually want to use it
1926 */ 1935 */
1927 if (pl!=container) { 1936 if (pl != container)
1937 {
1928 /* Only let players use keys in containers */ 1938 /* Only let players use keys in containers */
1929 if (!pl->contr) return NULL; 1939 if (!pl->contr)
1940 return NULL;
1930 /* cases where this fails: 1941 /* cases where this fails:
1931 * If we only search the player inventory, return now since we 1942 * If we only search the player inventory, return now since we
1932 * are not in the players inventory. 1943 * are not in the players inventory.
1933 * If the container is not active, return now since only active 1944 * If the container is not active, return now since only active
1934 * containers can be used. 1945 * containers can be used.
1935 * If we only search keyrings and the container does not have 1946 * If we only search keyrings and the container does not have
1936 * a race/isn't a keyring. 1947 * a race/isn't a keyring.
1937 * No checking for all containers - to fall through past here, 1948 * No checking for all containers - to fall through past here,
1938 * inv must have been an container and must have been active. 1949 * inv must have been an container and must have been active.
1939 * 1950 *
1940 * Change the color so that the message doesn't disappear with 1951 * Change the color so that the message doesn't disappear with
1941 * all the others. 1952 * all the others.
1942 */ 1953 */
1943 if (pl->contr->usekeys == key_inventory || 1954 if (pl->contr->usekeys == key_inventory ||
1944 !QUERY_FLAG(container, FLAG_APPLIED) || 1955 !QUERY_FLAG (container, FLAG_APPLIED) ||
1945 (pl->contr->usekeys == keyrings &&
1946 (!container->race || strcmp(container->race, "keys"))) 1956 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1947 ) { 1957 {
1948 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1958 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1949 "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));
1950 query_name(tmp), query_name(container));
1951 return NULL; 1960 return NULL;
1952 } 1961 }
1953 } 1962 }
1963
1954 return tmp; 1964 return tmp;
1955} 1965}
1956 1966
1957/* moved door processing out of move_player_attack. 1967/* moved door processing out of move_player_attack.
1958 * returns 1 if player has opened the door with a key 1968 * returns 1 if player has opened the door with a key
1959 * such that the caller should not do anything more, 1969 * such that the caller should not do anything more,
1960 * 0 otherwise 1970 * 0 otherwise
1961 */ 1971 */
1972static int
1962static int player_attack_door(object *op, object *door) 1973player_attack_door (object *op, object *door)
1963{ 1974{
1964
1965 /* 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,
1966 * 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 -
1967 * otherwise, we fall through to the rest of the code. 1977 * otherwise, we fall through to the rest of the code.
1968 */ 1978 */
1969 object *key=find_key(op, op, door); 1979 object *key = find_key (op, op, door);
1970 1980
1971 /* IF we found a key, do some extra work */ 1981 /* IF we found a key, do some extra work */
1972 if (key) { 1982 if (key)
1983 {
1973 object *container=key->env; 1984 object *container = key->env;
1974 1985
1975 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
1976 if(action_makes_visible(op)) make_visible(op); 1988 if (action_makes_visible (op))
1989 make_visible (op);
1990
1977 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
1978 if (door->type == DOOR) { 1994 if (door->type == DOOR)
1979 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 */
1980 }
1981 else if(door->type==LOCKED_DOOR) { 1996 else if (door->type == LOCKED_DOOR)
1982 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1997 {
1983 "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));
1984 remove_door2(door); /* remove door without violence ;-) */ 1999 remove_door2 (door); /* remove door without violence ;-) */
1985 } 2000 }
2001
1986 /* Do this after we print the message */ 2002 /* Do this after we print the message */
1987 decrease_ob(key); /* Use up one of the keys */ 2003 decrease_ob (key); /* Use up one of the keys */
1988 /* Need to update the weight the container the key was in */ 2004 /* Need to update the weight the container the key was in */
1989 if (container != op) 2005 if (container != op)
1990 esrv_update_item(UPD_WEIGHT, op, container); 2006 esrv_update_item (UPD_WEIGHT, op, container);
2007
1991 return 1; /* Nothing more to do below */ 2008 return 1; /* Nothing more to do below */
2009 }
1992 } else if (door->type==LOCKED_DOOR) { 2010 else if (door->type == LOCKED_DOOR)
2011 {
1993 /* Might as well return now - no other way to open this */ 2012 /* Might as well return now - no other way to open this */
1994 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1995 return 1; 2014 return 1;
1996 } 2015 }
2016
1997 return 0; 2017 return 0;
1998} 2018}
1999 2019
2000/* This function is just part of a breakup from move_player. 2020/* This function is just part of a breakup from move_player.
2001 * It should keep the code cleaner. 2021 * It should keep the code cleaner.
2002 * When this is called, the players direction has been updated 2022 * When this is called, the players direction has been updated
2003 * (taking into account confusion.) The player is also actually 2023 * (taking into account confusion.) The player is also actually
2004 * going to try and move (not fire weapons). 2024 * going to try and move (not fire weapons).
2005 */ 2025 */
2006 2026void
2007void move_player_attack(object *op, int dir) 2027move_player_attack (object *op, int dir)
2008{ 2028{
2009 object *tmp, *mon; 2029 object *tmp, *mon;
2010 sint16 nx, ny;
2011 int on_battleground; 2030 int on_battleground;
2012 mapstruct *m; 2031 maptile *m;
2013 2032
2014 nx=freearr_x[dir]+op->x; 2033 sint16 nx = freearr_x[dir] + op->x;
2015 ny=freearr_y[dir]+op->y; 2034 sint16 ny = freearr_y[dir] + op->y;
2016 2035
2017 on_battleground = op_on_battleground(op, NULL, NULL); 2036 on_battleground = op_on_battleground (op, 0, 0);
2018 2037
2019 /* 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
2020 * 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
2021 * 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
2022 * player. This is a pretty nasty hack, because if we could 2041 * player. This is a pretty nasty hack, because if we could
2023 * 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
2024 * 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
2025 * 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
2026 * move_ob uses. 2045 * move_ob uses.
2027 */ 2046 */
2028 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 {
2029 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2049 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2030 m = get_map_from_coord(op->map, &nx, &ny);
2031 if (!m) return; /* Don't think this should happen */
2032 } 2050 {
2051 m = op->map->xy_find (nx, ny);
2052 if (!m)
2053 return; /* Don't think this should happen */
2054 }
2055 else
2033 else m =op->map; 2056 m = op->map;
2034 2057
2035 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2058 if (!(tmp = m->at (nx, ny).bot))
2036 /* 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 && ((mon->owner && mon->owner->contr
2111 && same_party (mon->owner->contr->party, op->contr->party))
2112 || mon->owner == op)
2113 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2114 {
2115 /* If we're braced, we don't want to switch places with it */
2116 if (op->contr->braced)
2037 return; 2117 return;
2038 }
2039 2118
2040 mon = NULL; 2119 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2041 /* Go through all the objects, and find ones of interest. Only stop if 2120 push_ob (mon, dir, op);
2042 * we find a monster - that is something we know we want to attack. 2121 if (op->contr->tmp_invis || op->hide)
2043 * if its a door or barrel (can roll) see if there may be monsters 2122 make_visible (op);
2044 * on the space 2123
2124 return;
2125 }
2126
2127 /* in certain circumstances, you shouldn't attack friendly
2128 * creatures. Note that if you are braced, you can't push
2129 * someone, but put it inside this loop so that you won't
2130 * attack them either.
2045 */ 2131 */
2046 while (tmp!=NULL) { 2132 if ((mon->type == PLAYER || mon->enemy != op)
2047 if (tmp == op) { 2133 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2048 tmp=tmp->above; 2134 && ((op->contr->peaceful
2049 continue; 2135 || (mon->type == PLAYER && mon->contr->peaceful))
2136 && !on_battleground))
2137 {
2138 if (!op->contr->braced)
2139 {
2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2141 push_ob (mon, dir, op);
2050 } 2142 }
2051 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2143 else
2052 mon = tmp; 2144 new_draw_info (0, 0, op, "You withhold your attack");
2053 break; 2145
2146 if (op->contr->tmp_invis || op->hide)
2147 make_visible (op);
2148 }
2149
2150 /* If the object is a boulder or other rollable object, then
2151 * roll it if not braced. You can't roll it if you are braced.
2152 */
2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2154 {
2155 recursive_roll (mon, dir, op);
2156 if (action_makes_visible (op))
2157 make_visible (op);
2158 }
2159
2160 /* Any generic living creature. Including things like doors.
2161 * Way it works is like this: First, it must have some hit points
2162 * and be living. Then, it must be one of the following:
2163 * 1) Not a player, 2) A player, but of a different party. Note
2164 * that party_number -1 is no party, so attacks can still happen.
2165 */
2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2168 {
2169 if (!op->contr->has_hit)
2170 {
2171 op->contr->has_hit = 1;
2172 op->speed_left += op->contr->weapon_speed () - op->speed;
2054 } 2173 }
2055 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2056 mon = tmp;
2057 tmp=tmp->above;
2058 }
2059
2060 if (mon==NULL) /* This happens anytime the player tries to move */
2061 return; /* into a wall */
2062 2174
2063 if(mon->head != NULL) 2175 skill_attack (mon, op, 0, 0, 0);
2064 mon = mon->head;
2065 2176
2066 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2177 /* If attacking another player, that player gets automatic
2067 if (player_attack_door(op, mon)) return; 2178 * hitback, and doesn't loose luck either.
2068 2179 * Disable hitback on the battleground or if the target is
2069 /* The following deals with possibly attacking peaceful 2180 * the wiz.
2070 * or frienddly creatures. Basically, all players are considered
2071 * unaggressive. If the moving player has peaceful set, then the
2072 * object should be pushed instead of attacked. It is assumed that
2073 * if you are braced, you will not attack friends accidently,
2074 * and thus will not push them.
2075 */ 2181 */
2076 2182 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2077 /* If the creature is a pet, push it even if the player is not
2078 * peaceful. Our assumption is the creature is a pet if the
2079 * player owns it and it is either friendly or unagressive.
2080 */
2081 if ((op->type==PLAYER)
2082#if COZY_SERVER
2083 &&
2084 (
2085 (get_owner(mon) && get_owner(mon)->contr
2086 && same_party (get_owner(mon)->contr->party, op->contr->party))
2087 || get_owner(mon) == op
2088 )
2089#else
2090 && get_owner(mon)==op
2091#endif
2092 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2093 {
2094 /* If we're braced, we don't want to switch places with it */
2095 if (op->contr->braced) return;
2096 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2097 (void) push_ob(mon,dir,op);
2098 if(op->contr->tmp_invis||op->hide) make_visible(op);
2099 return;
2100 }
2101
2102 /* in certain circumstances, you shouldn't attack friendly
2103 * creatures. Note that if you are braced, you can't push
2104 * someone, but put it inside this loop so that you won't
2105 * attack them either.
2106 */
2107 if ((mon->type==PLAYER || mon->enemy != op) &&
2108 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2109 (
2110#ifdef PROHIBIT_PLAYERKILL
2111 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2112#else
2113 op->contr->peaceful &&
2114#endif
2115 !on_battleground
2116 )) { 2183 {
2117 if (!op->contr->braced) { 2184 short luck = mon->stats.luck;
2118 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2185
2119 (void) push_ob(mon,dir,op); 2186 mon->contr->has_hit = 1;
2120 } else { 2187 skill_attack (op, mon, 0, 0, 0);
2121 new_draw_info(0, 0,op,"You withhold your attack"); 2188 mon->stats.luck = luck;
2122 } 2189 }
2123 if(op->contr->tmp_invis||op->hide) make_visible(op);
2124 }
2125 2190
2126 /* If the object is a boulder or other rollable object, then
2127 * roll it if not braced. You can't roll it if you are braced.
2128 */
2129 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2130 recursive_roll(mon,dir,op);
2131 if(action_makes_visible(op)) make_visible(op); 2191 if (action_makes_visible (op))
2132 } 2192 make_visible (op);
2133
2134 /* Any generic living creature. Including things like doors.
2135 * Way it works is like this: First, it must have some hit points
2136 * and be living. Then, it must be one of the following:
2137 * 1) Not a player, 2) A player, but of a different party. Note
2138 * that party_number -1 is no party, so attacks can still happen.
2139 */
2140
2141 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2142 ((mon->type!=PLAYER || op->contr->party==NULL ||
2143 op->contr->party!=mon->contr->party))) {
2144
2145 /* If the player hasn't hit something this tick, and does
2146 * so, give them speed boost based on weapon speed. Doing
2147 * it here is better than process_players2, which basically
2148 * incurred a 1 tick offset.
2149 */
2150 if (!op->contr->has_hit) {
2151 op->speed_left += op->speed / op->contr->weapon_sp;
2152
2153 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2154 } 2193 }
2155
2156 skill_attack(mon, op, 0, NULL, NULL);
2157
2158 /* If attacking another player, that player gets automatic
2159 * hitback, and doesn't loose luck either.
2160 * Disable hitback on the battleground or if the target is
2161 * the wiz.
2162 */
2163 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2164 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2165 short luck = mon->stats.luck;
2166 mon->contr->has_hit = 1;
2167 skill_attack(op, mon, 0, NULL, NULL);
2168 mon->stats.luck = luck;
2169 }
2170 if(action_makes_visible(op)) make_visible(op);
2171 }
2172 } /* if player should attack something */ 2194 } /* if player should attack something */
2173} 2195}
2174 2196
2197int
2175int move_player(object *op,int dir) { 2198move_player (object *op, int dir)
2199{
2176 int pick; 2200 int pick;
2177 2201
2178 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2202 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2179 return 0;
2180
2181 /* Sanity check: make sure dir is valid */
2182 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2183 LOG( llevError, "move_player: invalid direction %d\n", dir);
2184 return 0;
2185 }
2186
2187 /* peterm: added following line */
2188 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2189 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2190
2191 op->facing = dir;
2192
2193 if(op->hide) do_hidden_move(op);
2194
2195 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2196 /*nop*/;
2197 else if (op->contr->fire_on)
2198 fire (op, dir);
2199 else
2200 {
2201 move_player_attack (op, dir);
2202 pick = check_pick(op);
2203 }
2204
2205 /* Add special check for newcs players and fire on - this way, the
2206 * server can handle repeat firing.
2207 */
2208 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2209 op->direction = dir;
2210 } else {
2211 op->direction=0;
2212 }
2213 /* Update how the player looks. Use the facing, so direction may
2214 * get reset to zero. This allows for full animation capabilities
2215 * for players.
2216 */
2217 animate_object(op, op->facing);
2218 return 0; 2203 return 0;
2204
2205 /* Sanity check: make sure dir is valid */
2206 if ((dir < 0) || (dir >= 9))
2207 {
2208 LOG (llevError, "move_player: invalid direction %d\n", dir);
2209 return 0;
2210 }
2211
2212 /* peterm: added following line */
2213 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2214 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2215
2216 op->facing = dir;
2217
2218 if (op->hide)
2219 do_hidden_move (op);
2220
2221 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2222 /*nop */ ;
2223 else if (op->contr->fire_on)
2224 fire (op, dir);
2225 else
2226 {
2227 move_player_attack (op, dir);
2228 pick = check_pick (op);
2229 }
2230
2231 /* Add special check for newcs players and fire on - this way, the
2232 * server can handle repeat firing.
2233 */
2234 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2235 op->direction = dir;
2236 else
2237 op->direction = 0;
2238
2239 /* Update how the player looks. Use the facing, so direction may
2240 * get reset to zero. This allows for full animation capabilities
2241 * for players.
2242 */
2243 animate_object (op, op->facing);
2244 return 0;
2219} 2245}
2220 2246
2221/* This is similar to handle_player, below, but is only used by the 2247/* This is similar to handle_player, below, but is only used by the
2222 * new client/server stuff. 2248 * new client/server stuff.
2223 * This is sort of special, in that the new client/server actually uses 2249 * This is sort of special, in that the new client/server actually uses
2224 * the new speed values for commands. 2250 * the new speed values for commands.
2225 * 2251 *
2226 * Returns true if there are more actions we can do. 2252 * Returns true if there are more actions we can do.
2227 */ 2253 */
2254int
2228int handle_newcs_player(object *op) 2255handle_newcs_player (object *op)
2229{ 2256{
2230 if (op->contr->hidden) {
2231 op->invisible = 1000;
2232 /* the socket code flashes the player visible/invisible
2233 * depending on the value of invisible, so we need to
2234 * alternate it here for it to work correctly.
2235 */
2236 if (pticks & 2) op->invisible--;
2237 }
2238 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2239 op->invisible--;
2240 if(!op->invisible) {
2241 make_visible(op);
2242 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2243 }
2244 }
2245
2246 if (QUERY_FLAG(op, FLAG_SCARED)) { 2257 if (QUERY_FLAG (op, FLAG_SCARED))
2258 {
2247 flee_player(op); 2259 flee_player (op);
2260
2248 /* If player is still scared, that is his action for this tick */ 2261 /* If player is still scared, that is his action for this tick */
2249 if (QUERY_FLAG(op, FLAG_SCARED)) { 2262 if (op->flag [FLAG_SCARED])
2263 {
2250 op->speed_left--; 2264 --op->speed_left;
2251 return 0; 2265 return 0;
2252 } 2266 }
2253 } 2267 }
2254 2268
2255 /* I've been seeing crashes where the golem has been destroyed, but
2256 * the player object still points to the defunct golem. The code that
2257 * destroys the golem looks correct, and it doesn't always happen, so
2258 * put this in a a workaround to clean up the golem pointer.
2259 */
2260 if (op->contr->ranges[range_golem] &&
2261 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2262 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2263 op->contr->ranges[range_golem] = NULL;
2264 op->contr->golem_count = 0;
2265 }
2266
2267 /* call this here - we also will call this in do_ericserver, but 2269 /* call this here - we also will call this in do_ericserver, but
2268 * the players time has been increased when doericserver has been 2270 * the players time has been increased when doericserver has been
2269 * called, so we recheck it here. 2271 * called, so we recheck it here.
2270 */ 2272 */
2271 HandleClient(&op->contr->socket, op->contr); 2273 if (op->contr->ns->handle_command ())
2272 if (op->speed_left<0) return 0; 2274 return 1;
2273 2275
2276 if (op->speed_left > 0.f)
2277 {
2274 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2278 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2279 {
2275 /* All move commands take 1 tick, at least for now */ 2280 /* All move commands take 1 tick, at least for now */
2276 op->speed_left--; 2281 --op->speed_left;
2277 2282
2278 /* Instead of all the stuff below, let move_player take care 2283 /* Instead of all the stuff below, let move_player take care
2279 * of it. Also, some of the skill stuff is only put in 2284 * of it. Also, some of the skill stuff is only put in
2280 * there, as well as the confusion stuff. 2285 * there, as well as the confusion stuff.
2281 */ 2286 */
2282 move_player(op, op->direction); 2287 move_player (op, op->direction);
2283 if (op->speed_left>0) return 1; 2288
2284 else return 0; 2289 return op->speed_left > 0.f;
2290 }
2285 } 2291 }
2292
2293 return 0;
2294}
2295
2296int
2297save_life (object *op)
2298{
2299 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2286 return 0; 2300 return 0;
2287}
2288 2301
2289int save_life(object *op) {
2290 object *tmp;
2291
2292 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2293 return 0;
2294
2295 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2302 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2296 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2303 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2304 {
2297 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2305 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2298 new_draw_info_format(NDI_UNIQUE, 0,op, 2306 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2299 "Your %s vibrates violently, then evaporates.", 2307
2300 query_name(tmp));
2301 if (op->contr) 2308 if (op->contr)
2302 esrv_del_item(op->contr, tmp->count); 2309 esrv_del_item (op->contr, tmp->count);
2303 remove_ob(tmp); 2310
2304 free_object(tmp); 2311 tmp->destroy ();
2305 CLEAR_FLAG(op, FLAG_LIFESAVE); 2312 CLEAR_FLAG (op, FLAG_LIFESAVE);
2313
2306 if(op->stats.hp<0) 2314 if (op->stats.hp < 0)
2307 op->stats.hp = op->stats.maxhp; 2315 op->stats.hp = op->stats.maxhp;
2316
2308 if(op->stats.food<0) 2317 if (op->stats.food < 0)
2309 op->stats.food = 999; 2318 op->stats.food = 999;
2310 fix_player(op); 2319
2320 op->update_stats ();
2311 return 1; 2321 return 1;
2312 } 2322 }
2323
2313 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2324 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2314 CLEAR_FLAG(op, FLAG_LIFESAVE); 2325 CLEAR_FLAG (op, FLAG_LIFESAVE);
2315 enter_player_savebed(op); /* bring him home. */ 2326 enter_player_savebed (op); /* bring him home. */
2316 return 0; 2327 return 0;
2317} 2328}
2318 2329
2319/* This goes throws the inventory and removes unpaid objects, and puts them 2330/* This goes throws the inventory and removes unpaid objects, and puts them
2320 * back in the map (location and map determined by values of env). This 2331 * back in the map (location and map determined by values of env). This
2321 * function will descend into containers. op is the object to start the search 2332 * function will descend into containers. op is the object to start the search
2322 * from. 2333 * from.
2323 */ 2334 */
2335void
2324void remove_unpaid_objects(object *op, object *env) 2336remove_unpaid_objects (object *op, object *env)
2325{ 2337{
2326 object *next;
2327
2328 while (op) { 2338 while (op)
2339 {
2329 next=op->below; /* Make sure we have a good value, in case 2340 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2330 * we remove object 'op' 2341
2331 */
2332 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2342 if (QUERY_FLAG (op, FLAG_UNPAID))
2333 remove_ob(op); 2343 {
2334 op->x = env->x;
2335 op->y = env->y;
2336 if (env->type == PLAYER) 2344 if (env->type == PLAYER)
2337 esrv_del_item(env->contr, op->count); 2345 esrv_del_item (env->contr, op->count);
2338 insert_ob_in_map(op, env->map, NULL,0); 2346
2347 op->insert_at (env);
2339 } 2348 }
2349 else if (op->inv)
2340 else if (op->inv) remove_unpaid_objects(op->inv, env); 2350 remove_unpaid_objects (op->inv, env);
2351
2341 op=next; 2352 op = next;
2342 } 2353 }
2343} 2354}
2344
2345 2355
2346/* 2356/*
2347 * Returns pointer a static string containing gravestone text 2357 * Returns pointer a static string containing gravestone text
2348 * Moved from apply.c to player.c - player.c is what 2358 * Moved from apply.c to player.c - player.c is what
2349 * actually uses this function. player.c may not be quite the 2359 * actually uses this function. player.c may not be quite the
2350 * best, a misc file for object actions is probably better, 2360 * best, a misc file for object actions is probably better,
2351 * but there isn't one in the server directory. 2361 * but there isn't one in the server directory.
2352 */ 2362 */
2363char *
2353char *gravestone_text (object *op) 2364gravestone_text (object *op)
2354{ 2365{
2355 static char buf2[MAX_BUF]; 2366 static char buf2[MAX_BUF];
2356 char buf[MAX_BUF]; 2367 char buf[MAX_BUF];
2357 time_t now = time (NULL); 2368 time_t now = time (NULL);
2358 2369
2359 strcpy (buf2, " R.I.P.\n\n"); 2370 strcpy (buf2, " R.I.P.\n\n");
2360 if (op->type == PLAYER) 2371 if (op->type == PLAYER)
2361 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2372 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2362 else 2373 else
2363 sprintf (buf, "%s\n", &op->name); 2374 sprintf (buf, "%s\n", &op->name);
2375
2364 strncat (buf2, " ", 20 - strlen (buf) / 2); 2376 strncat (buf2, " ", 20 - strlen (buf) / 2);
2365 strcat (buf2, buf); 2377 strcat (buf2, buf);
2366 if (op->type == PLAYER) 2378 if (op->type == PLAYER)
2367 sprintf (buf, "who was in level %d when killed\n", op->level); 2379 sprintf (buf, "who was in level %d when killed\n", op->level);
2368 else 2380 else
2369 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2381 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2382
2370 strncat (buf2, " ", 20 - strlen (buf) / 2); 2383 strncat (buf2, " ", 20 - strlen (buf) / 2);
2371 strcat (buf2, buf); 2384 strcat (buf2, buf);
2372 if (op->type == PLAYER) { 2385 if (op->type == PLAYER)
2386 {
2373 sprintf (buf, "by %s.\n\n", op->contr->killer); 2387 sprintf (buf, "by %s.\n\n", op->contr->killer);
2374 strncat (buf2, " ", 21 - strlen (buf) / 2); 2388 strncat (buf2, " ", 21 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2389 strcat (buf2, buf);
2376 } 2390 }
2391
2377 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2392 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2378 strncat (buf2, " ", 20 - strlen (buf) / 2); 2393 strncat (buf2, " ", 20 - strlen (buf) / 2);
2379 strcat (buf2, buf); 2394 strcat (buf2, buf);
2395
2380 return buf2; 2396 return buf2;
2381} 2397}
2382 2398
2383 2399void
2384
2385void do_some_living(object *op) { 2400do_some_living (object *op)
2401{
2386 int last_food=op->stats.food; 2402 int last_food = op->stats.food;
2387 int gen_hp, gen_sp, gen_grace; 2403 int gen_hp, gen_sp, gen_grace;
2388 int over_hp, over_sp, over_grace; 2404 int over_hp, over_sp, over_grace;
2389 int i; 2405 int i;
2390 int rate_hp = 1200; 2406 int rate_hp = 1200;
2391 int rate_sp = 2500; 2407 int rate_sp = 2500;
2392 int rate_grace = 2000; 2408 int rate_grace = 2000;
2393 const int max_hp = 1; 2409 const int max_hp = 1;
2394 const int max_sp = 1; 2410 const int max_sp = 1;
2395 const int max_grace = 1; 2411 const int max_grace = 1;
2396 2412
2397 if (op->contr->outputs_sync) { 2413 if (op->contr->hidden)
2398 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2414 {
2399 if (op->contr->outputs[i].buf!=NULL && 2415 op->invisible = 1000;
2400 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2416 /* the socket code flashes the player visible/invisible
2401 flush_output_element(op, &op->contr->outputs[i]); 2417 * depending on the value of invisible, so we need to
2418 * alternate it here for it to work correctly.
2419 */
2420 if (pticks & 2)
2421 op->invisible--;
2402 } 2422 }
2423 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2424 {
2425 if (!op->invisible--)
2426 {
2427 make_visible (op);
2428 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2429 }
2430 }
2403 2431
2404 if(op->contr->state==ST_PLAYING) { 2432 if (op->contr->ns->state == ST_PLAYING)
2405 2433 {
2406 /* these next three if clauses make it possible to SLOW DOWN 2434 /* these next three if clauses make it possible to SLOW DOWN
2407 hp/grace/spellpoint regeneration. */ 2435 hp/grace/spellpoint regeneration. */
2408 if(op->contr->gen_hp >= 0 ) 2436 if (op->contr->gen_hp >= 0)
2409 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2437 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2410 else { 2438 else
2439 {
2411 gen_hp = op->stats.maxhp; 2440 gen_hp = op->stats.maxhp;
2412 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2441 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2413 } 2442 }
2443
2414 if(op->contr->gen_sp >= 0 ) 2444 if (op->contr->gen_sp >= 0)
2415 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2445 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2416 else { 2446 else
2447 {
2417 gen_sp = op->stats.maxsp; 2448 gen_sp = op->stats.maxsp;
2418 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2449 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2419 } 2450 }
2451
2420 if(op->contr->gen_grace >= 0) 2452 if (op->contr->gen_grace >= 0)
2421 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2453 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2422 else { 2454 else
2455 {
2423 gen_grace = op->stats.maxgrace; 2456 gen_grace = op->stats.maxgrace;
2424 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2457 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2425 } 2458 }
2426 2459
2427 /* Regenerate Spell Points */ 2460 /* Regenerate Spell Points */
2428 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2461 if (!op->contr->golem && --op->last_sp < 0)
2462 {
2429 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2463 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2430 if(op->stats.sp<op->stats.maxsp) {
2431 op->stats.sp++;
2432 /* dms do not consume food */
2433 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2434 op->stats.food--;
2435 if(op->contr->digestion<0)
2436 op->stats.food+=op->contr->digestion;
2437 else if(op->contr->digestion>0 &&
2438 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2439 op->stats.food=last_food;
2440 }
2441 }
2442 if (max_sp>1) {
2443 over_sp = (gen_sp+10)/rate_sp;
2444 if (over_sp > 0) {
2445 if(op->stats.sp<op->stats.maxsp) { 2464 if (op->stats.sp < op->stats.maxsp)
2446 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2465 {
2447 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2448 op->stats.sp--; 2466 op->stats.sp++;
2449 if(op->stats.sp>op->stats.maxsp) 2467 /* dms do not consume food */
2450 op->stats.sp=op->stats.maxsp; 2468 if (!QUERY_FLAG (op, FLAG_WIZ))
2469 {
2470 op->stats.food--;
2471 if (op->contr->digestion < 0)
2472 op->stats.food += op->contr->digestion;
2473 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2474 op->stats.food = last_food;
2451 } 2475 }
2452 op->last_sp=0;
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 } else {
2457 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2458 }
2459 }
2460
2461 /* Regenerate Grace */
2462 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2463 if(--op->last_grace<0) {
2464 if(op->stats.grace<op->stats.maxgrace/2)
2465 op->stats.grace++; /* no penalty in food for regaining grace */
2466 if(max_grace>1) {
2467 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2468 if (over_grace > 0) {
2469 op->stats.sp += over_grace
2470 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2471 op->last_grace=0;
2472 } else {
2473 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2474 } 2476 }
2477
2478 if (max_sp > 1)
2479 {
2480 over_sp = (gen_sp + 10) / rate_sp;
2481 if (over_sp > 0)
2482 {
2483 if (op->stats.sp < op->stats.maxsp)
2484 {
2485 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2486
2487 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2488 op->stats.sp--;
2489
2490 if (op->stats.sp > op->stats.maxsp)
2491 op->stats.sp = op->stats.maxsp;
2492 }
2493 op->last_sp = 0;
2494 }
2495 else
2496 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2497 }
2475 } else { 2498 else
2499 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2500 }
2501
2502 /* Regenerate Grace */
2503 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2504 if (--op->last_grace < 0)
2505 {
2506 if (op->stats.grace < op->stats.maxgrace / 2)
2507 op->stats.grace++; /* no penalty in food for regaining grace */
2508
2509 if (max_grace > 1)
2510 {
2511 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2512 if (over_grace > 0)
2513 {
2514 op->stats.sp += over_grace
2515 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2516 op->last_grace = 0;
2517 }
2518 else
2519 {
2520 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2521 }
2522 }
2523 else
2524 {
2476 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2525 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2477 } 2526 }
2478 /* wearing stuff doesn't detract from grace generation. */ 2527 /* wearing stuff doesn't detract from grace generation. */
2479 } 2528 }
2480 2529
2481 /* Regenerate Hit Points */ 2530 /* Regenerate Hit Points */
2482 if(--op->last_heal<0) { 2531 if (--op->last_heal < 0)
2532 {
2483 if(op->stats.hp<op->stats.maxhp) { 2533 if (op->stats.hp < op->stats.maxhp)
2534 {
2484 op->stats.hp++; 2535 op->stats.hp++;
2485 /* dms do not consume food */ 2536 /* dms do not consume food */
2486 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2537 if (!QUERY_FLAG (op, FLAG_WIZ))
2487 op->stats.food--; 2538 {
2539 op->stats.food--;
2488 if(op->contr->digestion<0) 2540 if (op->contr->digestion < 0)
2489 op->stats.food+=op->contr->digestion; 2541 op->stats.food += op->contr->digestion;
2490 else if(op->contr->digestion>0 && 2542 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2491 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2492 op->stats.food=last_food; 2543 op->stats.food = last_food;
2544 }
2545 }
2546
2547 if (max_hp > 1)
2548 {
2549 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2550 if (over_hp > 0)
2551 {
2552 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2553 op->last_heal = 0;
2554 }
2555 else
2556 {
2557 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2558 }
2559 }
2560 else
2561 {
2562 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2563 }
2493 } 2564 }
2494 }
2495 if(max_hp>1) {
2496 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2497 if (over_hp > 0) {
2498 op->stats.sp += over_hp
2499 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2500 op->last_heal=0;
2501 } else {
2502 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2503 }
2504 } else {
2505 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2506 }
2507 }
2508 2565
2509 /* Digestion */ 2566 /* Digestion */
2510 if(--op->last_eat<0) { 2567 if (--op->last_eat < 0)
2511#ifdef COZY_SERVER 2568 {
2512 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2569 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2513 int bonus=dg>0?dg:0,
2514 penalty=dg<0?-dg:0;
2515#else
2516 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2517 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2518#endif
2519 2570
2520 if(op->contr->gen_hp > 0) 2571 if (op->contr->gen_hp > 0)
2521 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2572 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2522 else 2573 else
2523 op->last_eat=25*(1+bonus)/(penalty +1); 2574 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2575
2524 /* dms do not consume food */ 2576 /* dms do not consume food */
2525 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2577 if (!QUERY_FLAG (op, FLAG_WIZ))
2526 } 2578 op->stats.food--;
2527 } 2579 }
2528 2580
2529 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2581 if (op->stats.food < 0 && op->stats.hp >= 0)
2582 {
2530 object *tmp, *flesh=NULL; 2583 object *tmp, *flesh = 0;
2531 2584
2532 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2585 for (tmp = op->inv; tmp; tmp = tmp->below)
2586 {
2533 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2587 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2588 {
2534 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2589 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2590 {
2535 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2591 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2536 manual_apply(op,tmp,0); 2592 manual_apply (op, tmp, 0);
2537 if(op->stats.food>=0||op->stats.hp<0) 2593 if (op->stats.food >= 0 || op->stats.hp < 0)
2538 break; 2594 break;
2539 } 2595 }
2540 else if (tmp->type==FLESH) flesh=tmp; 2596 else if (tmp->type == FLESH)
2597 flesh = tmp;
2541 } /* End if paid for object */ 2598 } /* End if paid for object */
2542 } /* end of for loop */ 2599 } /* end of for loop */
2600
2543 /* If player is still starving, it means they don't have any food, so 2601 /* If player is still starving, it means they don't have any food, so
2544 * eat flesh instead. 2602 * eat flesh instead.
2545 */ 2603 */
2546 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2604 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2605 {
2547 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.");
2548 manual_apply(op,flesh,0); 2607 manual_apply (op, flesh, 0);
2549 } 2608 }
2550 } /* end if player is starving */ 2609 }
2551 2610
2552 while(op->stats.food<0&&op->stats.hp>0) 2611 while (op->stats.food < 0 && op->stats.hp >= 0)
2553 op->stats.food++,op->stats.hp--; 2612 op->stats.food++, op->stats.hp--;
2554 2613
2555 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2614 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2556 kill_player(op); 2615 kill_player (op);
2616 }
2557} 2617}
2558
2559
2560 2618
2561/* If the player should die (lack of hp, food, etc), we call this. 2619/* If the player should die (lack of hp, food, etc), we call this.
2562 * op is the player in jeopardy. If the player can not be saved (not 2620 * op is the player in jeopardy. If the player can not be saved (not
2563 * permadeath, no lifesave), this will take care of removing the player 2621 * permadeath, no lifesave), this will take care of removing the player
2564 * file. 2622 * file.
2565 */ 2623 */
2624void
2566void kill_player(object *op) 2625kill_player (object *op)
2567{ 2626{
2568 char buf[MAX_BUF]; 2627 char buf[MAX_BUF];
2569 int x,y,i; 2628 int x, y;
2629
2630 //int i;
2570 mapstruct *map; /* this is for resurrection */ 2631 maptile *map; /* this is for resurrection */
2632
2571 int z; 2633 /* int z;
2572 int num_stats_lose; 2634 int num_stats_lose;
2573 int lost_a_stat; 2635 int lost_a_stat;
2574 int lose_this_stat; 2636 int lose_this_stat;
2575 int this_stat; 2637 int this_stat; */
2576 int will_kill_again; 2638 int will_kill_again;
2577 archetype *at; 2639 archetype *at;
2578 object *tmp; 2640 object *tmp;
2579 2641
2580 if(save_life(op)) 2642 if (save_life (op))
2581 return; 2643 return;
2582 2644
2583 2645
2584 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2646 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2585 * in cities ONLY!!! It is very important that this doesn't get abused. 2647 * in cities ONLY!!! It is very important that this doesn't get abused.
2586 * Look at op_on_battleground() for more info --AndreasV 2648 * Look at op_on_battleground() for more info --AndreasV
2587 */ 2649 */
2588 if (op_on_battleground(op, &x, &y)) { 2650 if (op_on_battleground (op, &x, &y))
2589 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2651 {
2590 "You have been defeated in combat!"); 2652 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2591 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2653 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2592 "Local medics have saved your life..."); 2654
2593
2594 /* restore player */ 2655 /* restore player */
2595 at = find_archetype("poisoning"); 2656 at = archetype::find ("poisoning");
2596 tmp=present_arch_in_ob(at,op); 2657 if (object *tmp = present_arch_in_ob (at, op))
2597 if (tmp) { 2658 {
2598 remove_ob(tmp); 2659 tmp->destroy ();
2599 free_object(tmp);
2600 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2660 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2661 }
2662
2663 at = archetype::find ("confusion");
2664 if (object *tmp = present_arch_in_ob (at, op))
2601 } 2665 {
2602 2666 tmp->destroy ();
2603 at = find_archetype("confusion");
2604 tmp=present_arch_in_ob(at,op);
2605 if (tmp) {
2606 remove_ob(tmp);
2607 free_object(tmp);
2608 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2667 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2609 } 2668 }
2610 2669
2611 cure_disease(op,0); /* remove any disease */ 2670 cure_disease (op, 0); /* remove any disease */
2612 op->stats.hp=op->stats.maxhp; 2671 op->stats.hp = op->stats.maxhp;
2613 if (op->stats.food<=0) op->stats.food=999; 2672 if (op->stats.food <= 0)
2614 2673 op->stats.food = 999;
2674
2615 /* create a bodypart-trophy to make the winner happy */ 2675 /* create a bodypart-trophy to make the winner happy */
2616 tmp=arch_to_object(find_archetype("finger")); 2676 if (object *tmp = arch_to_object (archetype::find ("finger")))
2617 if (tmp != NULL)
2618 { 2677 {
2619 sprintf(buf,"%s's finger", &op->name); 2678 sprintf (buf, "%s's finger", &op->name);
2620 tmp->name = buf; 2679 tmp->name = buf;
2621 sprintf(buf," This finger has been cut off %s\n" 2680 sprintf (buf, " This finger has been cut off %s\n"
2622 " the %s, when he was defeated at\n level %d by %s.\n", 2681 " the %s, when he was defeated at\n level %d by %s.\n",
2623 &op->name, op->contr->title, (int)(op->level), 2682 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2624 op->contr->killer);
2625 tmp->msg=buf; 2683 tmp->msg = buf;
2626 tmp->value=0, tmp->material=0, tmp->type=0; 2684 tmp->value = 0, tmp->type = 0;
2627 tmp->materialname = NULL; 2685 tmp->materialname = "organics";
2628 tmp->x = op->x, tmp->y = op->y; 2686 tmp->insert_at (op, tmp);
2629 insert_ob_in_map(tmp,op->map,op,0);
2630 }
2631 2687 }
2688
2632 /* teleport defeated player to new destination*/ 2689 /* teleport defeated player to new destination */
2633 transfer_ob(op, x, y, 0, NULL); 2690 transfer_ob (op, x, y, 0, NULL);
2634 op->contr->braced=0; 2691 op->contr->braced = 0;
2635 return; 2692 return;
2636 } 2693 }
2637 2694
2638 INVOKE_PLAYER (DEATH, op->contr); 2695 INVOKE_PLAYER (DEATH, op->contr);
2639 2696
2640 command_kill_pets (op, 0); 2697 command_kill_pets (op, 0);
2641 2698
2642 if(op->stats.food<0) { 2699 if (op->stats.food < 0)
2643 if (op->contr->explore) { 2700 {
2644 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2645 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2646 op->stats.food=999;
2647 return;
2648 }
2649 sprintf(buf,"%s starved to death.",&op->name); 2701 sprintf (buf, "%s starved to death.", &op->name);
2650 strcpy(op->contr->killer,"starvation"); 2702 strcpy (op->contr->killer, "starvation");
2651 } 2703 }
2652 else { 2704 else
2653 if (op->contr->explore) {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2655 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2656 op->stats.hp=op->stats.maxhp;
2657 return;
2658 }
2659 sprintf(buf,"%s died.", &op->name); 2705 sprintf (buf, "%s died.", &op->name);
2660 } 2706
2661 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2707 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2662 2708
2663 /* save the map location for corpse, gravestone*/ 2709 /* save the map location for corpse, gravestone */
2664 x=op->x;y=op->y;map=op->map; 2710 x = op->x;
2711 y = op->y;
2712 map = op->map;
2665 2713
2666
2667 if (settings.not_permadeth == TRUE) {
2668 /* NOT_PERMADEATH code. This basically brings the character back to 2714 /* NOT_PERMADEATH code. This basically brings the character back to
2669 * life if they are dead - it takes some exp and a random stat. 2715 * life if they are dead - it takes some exp and a random stat.
2670 * See the config.h file for a little more in depth detail about this. 2716 * See the config.h file for a little more in depth detail about this.
2671 */ 2717 */
2672 2718
2673 /* Basically two ways to go - remove a stat permanently, or just 2719 /* Basically two ways to go - remove a stat permanently, or just
2674 * make it depletion. This bunch of code deals with that aspect 2720 * make it depletion. This bunch of code deals with that aspect
2675 * of death. 2721 * of death.
2676 */ 2722 */
2677#ifndef COZY_SERVER 2723#ifndef COZY_SERVER
2678 if (settings.balanced_stat_loss) { 2724 if (settings.balanced_stat_loss)
2725 {
2679 /* If stat loss is permanent, lose one stat only. */ 2726 /* If stat loss is permanent, lose one stat only. */
2680 /* Lower level chars don't lose as many stats because they suffer 2727 /* Lower level chars don't lose as many stats because they suffer
2681 more if they do. */ 2728 more if they do. */
2682 /* Higher level characters can afford things such as potions of 2729 /* Higher level characters can afford things such as potions of
2683 restoration, or better, stat potions. So we slug them that 2730 restoration, or better, stat potions. So we slug them that
2684 little bit harder. */ 2731 little bit harder. */
2685 /* GD */ 2732 /* GD */
2686 if (settings.stat_loss_on_death) 2733 if (settings.stat_loss_on_death)
2687 num_stats_lose = 1;
2688 else
2689 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2690 } else {
2691 num_stats_lose = 1; 2734 num_stats_lose = 1;
2692 } 2735 else
2736 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2737 }
2738 else
2739 num_stats_lose = 1;
2740
2693 lost_a_stat = 0; 2741 lost_a_stat = 0;
2694 2742
2695 for (z=0; z<num_stats_lose; z++) { 2743 for (z = 0; z < num_stats_lose; z++)
2744 {
2696 i = RANDOM() % NUM_STATS; 2745 i = RANDOM () % NUM_STATS;
2697 2746
2698 if (settings.stat_loss_on_death) { 2747 if (settings.stat_loss_on_death)
2748 {
2699 /* Pick a random stat and take a point off it. Tell the player 2749 /* Pick a random stat and take a point off it. Tell the player
2700 * what he lost. 2750 * what he lost.
2701 */ 2751 */
2702 change_attr_value(&(op->stats), i,-1); 2752 change_attr_value (&(op->stats), i, -1);
2703 check_stat_bounds(&(op->stats)); 2753 check_stat_bounds (&(op->stats));
2704 change_attr_value(&(op->contr->orig_stats), i,-1); 2754 change_attr_value (&(op->contr->orig_stats), i, -1);
2705 check_stat_bounds(&(op->contr->orig_stats)); 2755 check_stat_bounds (&(op->contr->orig_stats));
2706 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2756 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2707 lost_a_stat = 1; 2757 lost_a_stat = 1;
2708 } else { 2758 }
2759 else
2760 {
2709 /* deplete a stat */ 2761 /* deplete a stat */
2710 archetype *deparch=find_archetype("depletion"); 2762 archetype *deparch = archetype::find ("depletion");
2711 object *dep; 2763 object *dep;
2764
2765 dep = present_arch_in_ob (deparch, op);
2766 if (!dep)
2712 2767 {
2713 dep = present_arch_in_ob(deparch,op);
2714 if(!dep) {
2715 dep = arch_to_object(deparch); 2768 dep = arch_to_object (deparch);
2716 insert_ob_in_ob(dep, op); 2769 insert_ob_in_ob (dep, op);
2717 } 2770 }
2718 lose_this_stat = 1; 2771 lose_this_stat = 1;
2719 if (settings.balanced_stat_loss) { 2772 if (settings.balanced_stat_loss)
2773 {
2720 /* GD */ 2774 /* GD */
2721 /* Get the stat that we're about to deplete. */ 2775 /* Get the stat that we're about to deplete. */
2722 this_stat = get_attr_value(&(dep->stats), i); 2776 this_stat = get_attr_value (&(dep->stats), i);
2723 if (this_stat < 0) { 2777 if (this_stat < 0)
2778 {
2724 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2779 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2725 int keep_chance = this_stat * this_stat; 2780 int keep_chance = this_stat * this_stat;
2781
2726 /* Yes, I am paranoid. Sue me. */ 2782 /* Yes, I am paranoid. Sue me. */
2727 if (keep_chance < 1) 2783 if (keep_chance < 1)
2728 keep_chance = 1; 2784 keep_chance = 1;
2729 2785
2730 /* There is a maximum depletion total per level. */ 2786 /* There is a maximum depletion total per level. */
2731 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2787 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2788 {
2732 lose_this_stat = 0; 2789 lose_this_stat = 0;
2733 /* Take loss chance vs keep chance to see if we 2790 /* Take loss chance vs keep chance to see if we
2734 retain the stat. */ 2791 retain the stat. */
2735 } else {
2736 if (random_roll(0, loss_chance + keep_chance-1,
2737 op, PREFER_LOW) < keep_chance)
2738 lose_this_stat = 0;
2739 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2740 this_stat, keep_chance, loss_chance,
2741 lose_this_stat?"LOSE":"KEEP"); */
2742 }
2743 } 2792 }
2744 } 2793 else
2745
2746 if (lose_this_stat) {
2747 this_stat = get_attr_value(&(dep->stats), i);
2748 /* We could try to do something clever like find another
2749 * stat to reduce if this fails. But chances are, if
2750 * stats have been depleted to -50, all are pretty low
2751 * and should be roughly the same, so it shouldn't make a
2752 * difference.
2753 */ 2794 {
2754 if (this_stat>=-50) { 2795 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2755 change_attr_value(&(dep->stats), i, -1);
2756 SET_FLAG(dep, FLAG_APPLIED);
2757 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2758 fix_player(op);
2759 lost_a_stat = 1; 2796 lose_this_stat = 0;
2797 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2798 this_stat, keep_chance, loss_chance,
2799 lose_this_stat?"LOSE":"KEEP"); */
2760 } 2800 }
2761 } 2801 }
2762 } 2802 }
2763 } 2803
2764 /* If no stat lost, tell the player. */
2765 if (!lost_a_stat) 2804 if (lose_this_stat)
2805 {
2806 this_stat = get_attr_value (&(dep->stats), i);
2807 /* We could try to do something clever like find another
2808 * stat to reduce if this fails. But chances are, if
2809 * stats have been depleted to -50, all are pretty low
2810 * and should be roughly the same, so it shouldn't make a
2811 * difference.
2812 */
2813 if (this_stat >= -50)
2766 { 2814 {
2767 /* determine_god() seems to not work sometimes... why is this? 2815 change_attr_value (&(dep->stats), i, -1);
2768 Should I be using something else? GD */ 2816 SET_FLAG (dep, FLAG_APPLIED);
2769 const char *god = determine_god(op);
2770 if (god && (strcmp(god, "none")))
2771 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2817 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2772 "moment you feel the holy presence of %s protecting" 2818 op->update_stats ();
2773 " you.", god); 2819 lost_a_stat = 1;
2774 else 2820 }
2775 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2776 " feel a holy presence protecting you.");
2777 } 2821 }
2822 }
2823 }
2824 /* If no stat lost, tell the player. */
2825 if (!lost_a_stat)
2826 {
2827 /* determine_god() seems to not work sometimes... why is this?
2828 Should I be using something else? GD */
2829 const char *god = determine_god (op);
2830
2831 if (god && (strcmp (god, "none")))
2832 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2833 else
2834 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2835 }
2836#else
2837 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2778#endif 2838#endif
2779 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2780 " feel a holy presence protecting you from losing yourself completely.");
2781 2839
2782 /* Put a gravestone up where the character 'almost' died. List the 2840 /* Put a gravestone up where the character 'almost' died. List the
2783 * exp loss on the stone. 2841 * exp loss on the stone.
2784 */ 2842 */
2785 tmp=arch_to_object(find_archetype("gravestone")); 2843 tmp = arch_to_object (archetype::find ("gravestone"));
2786 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2844 sprintf (buf, "%s's gravestone", &op->name);
2845 tmp->name = buf;
2787 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2846 sprintf (buf, "%s's gravestones", &op->name);
2788 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2847 tmp->name_pl = buf;
2789 "who was killed\n" 2848 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);
2790 "by %s.\n",
2791 &op->name, op->contr->title,
2792 op->contr->killer);
2793 tmp->msg = buf; 2849 tmp->msg = buf;
2794 tmp->x=op->x,tmp->y=op->y; 2850 tmp->x = op->x, tmp->y = op->y;
2795 insert_ob_in_map (tmp, op->map, NULL,0); 2851 insert_ob_in_map (tmp, op->map, NULL, 0);
2796 2852
2797 /**************************************/ 2853 /**************************************/
2798 /* */ 2854 /* */
2799 /* Subtract the experience points, */ 2855 /* Subtract the experience points, */
2800 /* if we died cause of food, give us */ 2856 /* if we died cause of food, give us */
2801 /* food, and reset HP's... */ 2857 /* food, and reset HP's... */
2802 /* */ 2858 /* */
2803 /**************************************/ 2859 /**************************************/
2804 2860
2805 /* remove any poisoning and confusion the character may be suffering.*/ 2861 /* remove any poisoning and confusion the character may be suffering. */
2806 /* restore player */ 2862 /* restore player */
2807 at = find_archetype("poisoning"); 2863 at = archetype::find ("poisoning");
2808 tmp=present_arch_in_ob(at,op); 2864 tmp = present_arch_in_ob (at, op);
2809 if (tmp) { 2865
2810 remove_ob(tmp); 2866 if (tmp)
2811 free_object(tmp); 2867 {
2868 tmp->destroy ();
2812 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2869 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2813 } 2870 }
2814 2871
2815 at = find_archetype("confusion"); 2872 at = archetype::find ("confusion");
2816 tmp=present_arch_in_ob(at,op); 2873 tmp = present_arch_in_ob (at, op);
2817 if (tmp) { 2874 if (tmp)
2818 remove_ob(tmp); 2875 {
2819 free_object(tmp); 2876 tmp->destroy ();
2820 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2877 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2821 } 2878 }
2879
2822 cure_disease(op,0); /* remove any disease */ 2880 cure_disease (op, 0); /* remove any disease */
2823 2881
2824 /*add_exp(op, (op->stats.exp * -0.20)); */ 2882 /*add_exp(op, (op->stats.exp * -0.20)); */
2825 apply_death_exp_penalty(op); 2883 apply_death_exp_penalty (op);
2826 if(op->stats.food < 100) op->stats.food = 900; 2884 if (op->stats.food < 100)
2885 op->stats.food = 900;
2827 op->stats.hp = op->stats.maxhp; 2886 op->stats.hp = op->stats.maxhp;
2828 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2887 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2829 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2888 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2830 2889
2831 /* 2890 /*
2832 * Check to see if the player is in a shop. IF so, then check to see if 2891 * Check to see if the player has any unpaid items. If so, remove them
2833 * the player has any unpaid items. If so, remove them and put them back 2892 * and put them back in the map.
2834 * in the map. 2893 */
2835 */
2836
2837 if (is_in_shop (op))
2838 remove_unpaid_objects(op->inv, op); 2894 remove_unpaid_objects (op->inv, op);
2839 2895
2840 /****************************************/ 2896 /****************************************/
2841 /* */ 2897 /* */
2842 /* Move player to his current respawn- */ 2898 /* Move player to his current respawn- */
2843 /* position (usually last savebed) */ 2899 /* position (usually last savebed) */
2844 /* */ 2900 /* */
2845 /****************************************/ 2901 /****************************************/
2846 2902
2847 enter_player_savebed(op); 2903 enter_player_savebed (op);
2848 2904
2849 /* Save the player before inserting the force to reduce
2850 * chance of abuse.
2851 */
2852 op->contr->braced=0; 2905 op->contr->braced = 0;
2853 save_player(op,1);
2854 2906
2855 /* it is possible that the player has blown something up 2907 /* it is possible that the player has blown something up
2856 * at his savebed location, and that can have long lasting 2908 * at his savebed location, and that can have long lasting
2857 * spell effects. So first see if there is a spell effect 2909 * spell effects. So first see if there is a spell effect
2858 * on the space that might harm the player. 2910 * on the space that might harm the player.
2859 */ 2911 */
2860 will_kill_again=0; 2912 will_kill_again = 0;
2861 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2913 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2862 if (tmp->type ==SPELL_EFFECT) 2914 if (tmp->type == SPELL_EFFECT)
2863 will_kill_again|=tmp->attacktype; 2915 will_kill_again |= tmp->attacktype;
2864 } 2916
2865 if (will_kill_again) { 2917 if (will_kill_again)
2918 {
2866 object *force; 2919 object *force;
2867 int at; 2920 int at;
2868 2921
2869 force=get_archetype(FORCE_NAME); 2922 force = get_archetype (FORCE_NAME);
2870 /* 50 ticks should be enough time for the spell to abate */ 2923 /* 50 ticks should be enough time for the spell to abate */
2871 force->speed=0.1; 2924 force->speed = 0.1f;
2872 force->speed_left=-5.0; 2925 force->speed_left = -5.f;
2873 SET_FLAG(force, FLAG_APPLIED); 2926 SET_FLAG (force, FLAG_APPLIED);
2874 for (at=0; at<NROFATTACKS; at++) { 2927 for (at = 0; at < NROFATTACKS; at++)
2875 if (will_kill_again & (1 << at)) 2928 if (will_kill_again & (1 << at))
2876 force->resist[at] = 100; 2929 force->resist[at] = 100;
2930
2931 insert_ob_in_ob (force, op);
2932 op->update_stats ();
2933
2934 }
2935
2936 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2937}
2938
2939void
2940loot_object (object *op)
2941{ /* Grab and destroy some treasure */
2942 object *tmp, *tmp2, *next;
2943
2944 op->close_container (); /* close open sack first */
2945
2946 for (tmp = op->inv; tmp; tmp = next)
2947 {
2948 next = tmp->below;
2949
2950 if (tmp->invisible)
2951 continue;
2952
2953 tmp->remove ();
2954 tmp->x = op->x, tmp->y = op->y;
2955
2956 if (tmp->type == CONTAINER)
2957 loot_object (tmp); /* empty container to ground */
2958
2959 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2960 {
2961 if (tmp->nrof > 1)
2962 {
2963 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2964 tmp2->destroy ();
2965 insert_ob_in_map (tmp, op->map, NULL, 0);
2877 } 2966 }
2878 insert_ob_in_ob(force, op);
2879 fix_player(op);
2880
2881 }
2882 /**************************************/
2883 /* */
2884 /* Repaint the characters inv, and */
2885 /* stats, and show a nasty message ;) */
2886 /* */
2887 /**************************************/
2888
2889 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2890 return;
2891 } /* NOT_PERMADETH */
2892 else {
2893 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2894 * should probably be embedded in an else statement.
2895 */
2896
2897 op->contr->party=NULL;
2898 if (settings.set_title == TRUE)
2899 op->contr->own_title[0]='\0';
2900 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2901 check_score(op);
2902 if(op->contr->ranges[range_golem]!=NULL) {
2903 remove_friendly_object(op->contr->ranges[range_golem]);
2904 remove_ob(op->contr->ranges[range_golem]);
2905 free_object(op->contr->ranges[range_golem]);
2906 op->contr->ranges[range_golem]=NULL;
2907 op->contr->golem_count=0;
2908 }
2909 loot_object(op); /* Remove some of the items for good */
2910 remove_ob(op);
2911 op->direction=0;
2912
2913 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2914 delete_character(op->name,0);
2915 if (settings.resurrection == TRUE) {
2916 /* save playerfile sans equipment when player dies
2917 ** then save it as player.pl.dead so that future resurrection
2918 ** type spells will work on them nicely
2919 */
2920 delete_character(op->name,0);
2921 op->stats.hp = op->stats.maxhp;
2922 op->stats.food = 999;
2923
2924 /* set the location of where the person will reappear when */
2925 /* maybe resurrection code should fix map also */
2926 strcpy(op->contr->maplevel, settings.emergency_mapname);
2927 if(op->map!=NULL)
2928 op->map = NULL;
2929 op->x = settings.emergency_x;
2930 op->y = settings.emergency_y;
2931 save_player(op,0);
2932 op->map = map;
2933 /* please see resurrection.c: peterm */
2934 dead_player(op);
2935 } else { 2967 else
2936 delete_character(op->name,1); 2968 tmp->destroy ();
2937 } 2969 }
2938 } 2970 else
2939 play_again(op);
2940
2941 /* peterm: added to create a corpse at deathsite. */
2942 tmp=arch_to_object(find_archetype("corpse_pl"));
2943 sprintf(buf,"%s", &op->name);
2944 tmp->name = tmp->name_pl = buf;
2945 tmp->level=op->level;
2946 tmp->x=x;tmp->y=y;
2947 tmp->msg = gravestone_text(op);
2948 SET_FLAG (tmp, FLAG_UNIQUE);
2949 insert_ob_in_map (tmp, map, NULL,0);
2950 }
2951}
2952
2953
2954void loot_object(object *op) { /* Grab and destroy some treasure */
2955 object *tmp,*tmp2,*next;
2956
2957 if (op->container) { /* close open sack first */
2958 esrv_apply_container (op, op->container);
2959 }
2960
2961 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2962 next=tmp->below;
2963 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2964 remove_ob(tmp);
2965 tmp->x=op->x,tmp->y=op->y;
2966 if (tmp->type == CONTAINER) { /* empty container to ground */
2967 loot_object(tmp);
2968 }
2969 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2970 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2971 if(tmp->nrof>1) {
2972 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2973 free_object(tmp2);
2974 insert_ob_in_map(tmp,op->map,NULL,0); 2971 insert_ob_in_map (tmp, op->map, NULL, 0);
2975 } else
2976 free_object(tmp);
2977 } else
2978 insert_ob_in_map(tmp,op->map,NULL,0);
2979 } 2972 }
2980} 2973}
2981 2974
2982/* 2975/*
2983 * fix_weight(): Check recursively the weight of all players, and fix 2976 * fix_weight(): Check recursively the weight of all players, and fix
2984 * what needs to be fixed. Refresh windows and fix speed if anything 2977 * what needs to be fixed. Refresh windows and fix speed if anything
2985 * was changed. 2978 * was changed.
2986 */ 2979 */
2987 2980void
2988void fix_weight(void) { 2981fix_weight (void)
2989 player *pl; 2982{
2990 for (pl = first_player; pl != NULL; pl = pl->next) { 2983 for_all_players (pl)
2984 {
2991 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2985 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2986
2992 if(old == sum) 2987 if (old == sum)
2993 continue; 2988 continue;
2994 fix_player(pl->ob); 2989 pl->ob->update_stats ();
2995 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2990 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2996 &pl->ob->name, old, sum);
2997 } 2991 }
2998} 2992}
2999 2993
2994void
3000void fix_luck(void) { 2995fix_luck (void)
3001 player *pl; 2996{
3002 for (pl = first_player; pl != NULL; pl = pl->next) 2997 for_all_players (pl)
3003 if (!pl->ob->contr->state) 2998 if (!pl->ob->contr->ns->state)
3004 change_luck(pl->ob, 0); 2999 pl->ob->change_luck (0);
3005} 3000}
3006
3007 3001
3008/* cast_dust() - handles op throwing objects of type 'DUST'. 3002/* cast_dust() - handles op throwing objects of type 'DUST'.
3009 * This is much simpler in the new spell code - we basically 3003 * This is much simpler in the new spell code - we basically
3010 * just treat this as any other spell casting object. 3004 * just treat this as any other spell casting object.
3011 */ 3005 */
3012
3013void 3006void
3014cast_dust (object * op, object * throw_ob, int dir) 3007cast_dust (object *op, object *throw_ob, int dir)
3015{ 3008{
3016 object *skop, *spob; 3009 object *skop, *spob;
3017 3010
3018 skop = find_skill_by_name (op, throw_ob->skill); 3011 skop = find_skill_by_name (op, throw_ob->skill);
3019 3012
3020 /* casting POTION 'dusts' is really a use_magic_item skill */ 3013 /* casting POTION 'dusts' is really a use_magic_item skill */
3021 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3014 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3022 { 3015 {
3023 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3016 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3024 &op->name);
3025 return; 3017 return;
3026 } 3018 }
3027 3019
3028 spob = throw_ob->inv; 3020 spob = throw_ob->inv;
3029 3021
3030 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3022 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3031 // not pass NULL to cast_spell (which did indeed check itself, but 3023 // not pass NULL to cast_spell (which did indeed check itself, but
3032 // errors should be reported as early as possible IMHO) 3024 // errors should be reported as early as possible IMHO)
3033 if (!spob) 3025 if (!spob)
3034 { 3026 {
3035 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3027 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3036 &throw_ob->name, &op->name);
3037 return; 3028 return;
3038 } 3029 }
3039 3030
3040 if (op->type == PLAYER) 3031 if (op->type == PLAYER)
3041 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3032 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3042 3033
3043 cast_spell (op, throw_ob, dir, spob, NULL); 3034 cast_spell (op, throw_ob, dir, spob, NULL);
3044 3035
3045 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3036 throw_ob->destroy ();
3046 remove_ob (throw_ob);
3047 free_object (throw_ob);
3048} 3037}
3049 3038
3039void
3050void make_visible (object *op) { 3040make_visible (object *op)
3041{
3051 op->hide = 0; 3042 op->hide = 0;
3052 op->invisible = 0; 3043 op->invisible = 0;
3053 if(op->type==PLAYER) { 3044 if (op->type == PLAYER)
3045 {
3054 op->contr->tmp_invis = 0; 3046 op->contr->tmp_invis = 0;
3055 op->contr->invis_race = 0; 3047 op->contr->invis_race = 0;
3056 } 3048 }
3049
3057 update_object(op,UP_OBJ_FACE); 3050 update_object (op, UP_OBJ_CHANGE);
3058} 3051}
3059 3052
3053int
3060int is_true_undead(object *op) { 3054is_true_undead (object *op)
3061 object *tmp=NULL; 3055{
3062
3063 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3056 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3057 return 1;
3064 3058
3065 if(op->type==PLAYER)
3066 for(tmp=op->inv;tmp;tmp=tmp->below)
3067 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3068 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3069 return 0; 3059 return 0;
3070} 3060}
3071 3061
3072/* look at the surrounding terrain to determine 3062/* look at the surrounding terrain to determine
3073 * the hideability of this object. Positive levels 3063 * the hideability of this object. Positive levels
3074 * indicate greater hideability. 3064 * indicate greater hideability.
3075 */ 3065 */
3076 3066
3067int
3077int hideability(object *ob) { 3068hideability (object *ob)
3069{
3078 int i,level=0, mflag; 3070 int i, level = 0, mflag;
3079 sint16 x,y; 3071 sint16 x, y;
3080 3072
3081 if(!ob||!ob->map) return 0; 3073 if (!ob || !ob->map)
3074 return 0;
3082 3075
3083 /* so, on normal lighted maps, its hard to hide */ 3076 /* so, on normal lighted maps, its hard to hide */
3084 level=ob->map->darkness - 2; 3077 level = ob->map->darkness - 2;
3085 3078
3086 /* this also picks up whether the object is glowing. 3079 /* this also picks up whether the object is glowing.
3087 * If you carry a light on a non-dark map, its not 3080 * If you carry a light on a non-dark map, its not
3088 * as bad as carrying a light on a pitch dark map */ 3081 * as bad as carrying a light on a pitch dark map */
3089 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3082 if (has_carried_lights (ob))
3083 level = -(10 + (2 * ob->map->darkness));
3090 3084
3091 /* scan through all nearby squares for terrain to hide in */ 3085 /* scan through all nearby squares for terrain to hide in */
3092 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3086 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3087 {
3093 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3088 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3094 if (mflag & P_OUT_OF_MAP) { continue; } 3089 if (mflag & P_OUT_OF_MAP)
3090 {
3091 continue;
3092 }
3095 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3093 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3096 level += 2; 3094 level += 2;
3097 else /* open terrain! */ 3095 else /* open terrain! */
3098 level -= 1; 3096 level -= 1;
3099 } 3097 }
3100 3098
3101#if 0 3099#if 0
3102 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3100 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3103#endif 3101#endif
3104 return level; 3102 return level;
3105} 3103}
3106 3104
3107/* For Hidden creatures - a chance of becoming 'unhidden' 3105/* For Hidden creatures - a chance of becoming 'unhidden'
3108 * every time they move - as we subtract off 'invisibility' 3106 * every time they move - as we subtract off 'invisibility'
3109 * AND, for players, if they move into a ridiculously unhideable 3107 * AND, for players, if they move into a ridiculously unhideable
3110 * spot (surrounded by clear terrain in broad daylight). -b.t. 3108 * spot (surrounded by clear terrain in broad daylight). -b.t.
3111 */ 3109 */
3112 3110
3111void
3113void do_hidden_move (object *op) { 3112do_hidden_move (object *op)
3113{
3114 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3114 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3115 object *skop; 3115 object *skop;
3116 3116
3117 if(!op || !op->map) return; 3117 if (!op || !op->map)
3118 return;
3118 3119
3119 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3120 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3120 3121
3121 /* its *extremely* hard to run and sneak/hide at the same time! */ 3122 /* its *extremely* hard to run and sneak/hide at the same time! */
3122 if(op->type==PLAYER && op->contr->run_on) { 3123 if (op->type == PLAYER && op->contr->run_on)
3123 if(!skop || num >= skop->level) { 3124 if (!skop || num >= skop->level)
3125 {
3124 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3126 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3125 make_visible(op);
3126 return;
3127 } else num += 20;
3128 }
3129 num += op->map->difficulty;
3130 hide = hideability(op); /* modify by terrain hidden level */
3131 num -= hide;
3132 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3133 make_visible(op); 3127 make_visible (op);
3134 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3128 return;
3135 "You moved out of hiding! You are visible!");
3136 } 3129 }
3130 else
3131 num += 20;
3132
3133 num += op->map->difficulty;
3134 hide = hideability (op); /* modify by terrain hidden level */
3135 num -= hide;
3136
3137 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3138 {
3139 make_visible (op);
3140 if (op->type == PLAYER)
3141 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3142 }
3137 else if (op->type == PLAYER && skop) { 3143 else if (op->type == PLAYER && skop)
3138 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3144 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3139 }
3140} 3145}
3141 3146
3142/* determine if who is standing near a hostile creature. */ 3147/* determine if who is standing near a hostile creature. */
3143 3148
3149int
3144int stand_near_hostile( object *who ) { 3150stand_near_hostile (object *who)
3151{
3145 object *tmp=NULL; 3152 object *tmp = NULL;
3146 int i,friendly=0,player=0, mflags; 3153 int i, friendly = 0, player = 0, mflags;
3147 mapstruct *m; 3154 maptile *m;
3148 sint16 x,y; 3155 sint16 x, y;
3149 3156
3150 if(!who) return 0; 3157 if (!who)
3158 return 0;
3151 3159
3152 if(who->type==PLAYER) player=1; 3160 if (who->type == PLAYER)
3161 player = 1;
3162
3163 else
3153 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3164 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3154 3165
3155 /* search adjacent squares */ 3166 /* search adjacent squares */
3156 for(i=1;i<9;i++) { 3167 for (i = 1; i < 9; i++)
3168 {
3157 x = who->x+freearr_x[i]; 3169 x = who->x + freearr_x[i];
3158 y = who->y+freearr_y[i]; 3170 y = who->y + freearr_y[i];
3159 m = who->map; 3171 m = who->map;
3160 mflags = get_map_flags(m, &m, x, y, &x, &y); 3172 mflags = get_map_flags (m, &m, x, y, &x, &y);
3161 /* space must be blocked if there is a monster. If not 3173 /* space must be blocked if there is a monster. If not
3162 * blocked, don't need to check this space. 3174 * blocked, don't need to check this space.
3163 */ 3175 */
3164 if (mflags & P_OUT_OF_MAP) continue; 3176 if (mflags & P_OUT_OF_MAP)
3177 continue;
3165 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3178 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3166 3179 continue;
3167 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3180
3168 if((player||friendly) 3181 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3182 {
3169 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3183 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3184 return 1;
3185 else if (tmp->type == PLAYER)
3186 {
3187 /*don't let a hidden DM prevent you from hiding */
3188 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3170 return 1; 3189 return 1;
3171 else if(tmp->type==PLAYER)
3172 {
3173 /*don't let a hidden DM prevent you from hiding*/
3174 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3175 return 1;
3176 } 3190 }
3177 } 3191 }
3178 } 3192 }
3179 return 0; 3193 return 0;
3180} 3194}
3181 3195
3182/* check the player los field for viewability of the 3196/* check the player los field for viewability of the
3183 * object op. This function works fine for monsters, 3197 * object op. This function works fine for monsters,
3184 * but we dont worry if the object isnt the top one in 3198 * but we dont worry if the object isnt the top one in
3191 * for them to differ. Sigh, this fctn could get a bit more complex. 3205 * for them to differ. Sigh, this fctn could get a bit more complex.
3192 * -b.t. 3206 * -b.t.
3193 * This function is now map tiling safe. 3207 * This function is now map tiling safe.
3194 */ 3208 */
3195 3209
3210int
3196int player_can_view (object *pl,object *op) { 3211player_can_view (object *pl, object *op)
3212{
3197 rv_vector rv; 3213 rv_vector rv;
3198 int dx,dy; 3214 int dx, dy;
3199 3215
3200 if(pl->type!=PLAYER) { 3216 if (pl->type != PLAYER)
3217 {
3201 LOG(llevError,"player_can_view() called for non-player object\n"); 3218 LOG (llevError, "player_can_view() called for non-player object\n");
3202 return -1; 3219 return -1;
3203 } 3220 }
3204 if (!pl || !op) return 0;
3205 3221
3206 if(op->head) { op = op->head; } 3222 if (!pl || !op)
3207 get_rangevector(pl, op, &rv, 0x1);
3208
3209 /* starting with the 'head' part, lets loop
3210 * through the object and find if it has any
3211 * part that is in the los array but isnt on
3212 * a blocked los square.
3213 * we use the archetype to figure out offsets.
3214 */
3215 while(op) {
3216 dx = rv.distance_x + op->arch->clone.x;
3217 dy = rv.distance_y + op->arch->clone.y;
3218
3219 /* only the viewable area the player sees is updated by LOS
3220 * code, so we need to restrict ourselves to that range of values
3221 * for any meaningful values.
3222 */
3223 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3224 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3225 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3226 return 1;
3227 op = op->more;
3228 }
3229 return 0; 3223 return 0;
3224
3225 op = op->head_ ();
3226
3227 get_rangevector (pl, op, &rv, 0x1);
3228
3229 /* starting with the 'head' part, lets loop
3230 * through the object and find if it has any
3231 * part that is in the los array but isnt on
3232 * a blocked los square.
3233 * we use the archetype to figure out offsets.
3234 */
3235 while (op)
3236 {
3237 dx = rv.distance_x + op->arch->clone.x;
3238 dy = rv.distance_y + op->arch->clone.y;
3239
3240 /* only the viewable area the player sees is updated by LOS
3241 * code, so we need to restrict ourselves to that range of values
3242 * for any meaningful values.
3243 */
3244 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3245 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3246 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3247 return 1;
3248 op = op->more;
3249 }
3250 return 0;
3230} 3251}
3231 3252
3232/* routine for both players and monsters. We call this when 3253/* routine for both players and monsters. We call this when
3233 * there is a possibility for our action distrubing our hiding 3254 * there is a possibility for our action distrubing our hiding
3234 * place or invisiblity spell. Artefact invisiblity is not 3255 * place or invisiblity spell. Artefact invisiblity is not
3235 * effected by this. If we arent invisible to begin with, we 3256 * effected by this. If we arent invisible to begin with, we
3236 * return 0. 3257 * return 0.
3237 */ 3258 */
3259int
3238int action_makes_visible (object *op) { 3260action_makes_visible (object *op)
3261{
3239 3262
3240 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3263 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3264 {
3241 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3265 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3242 return 0; 3266 return 0;
3243 3267
3244 if (op->contr && op->contr->tmp_invis == 0) return 0; 3268 if (op->contr && op->contr->tmp_invis == 0)
3269 return 0;
3245 3270
3246 /* If monsters, they should become visible */ 3271 /* If monsters, they should become visible */
3247 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3272 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3273 {
3248 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3274 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3249 return 1; 3275 return 1;
3250 } 3276 }
3251 } 3277 }
3252 return 0; 3278 return 0;
3253} 3279}
3254 3280
3255/* op_on_battleground - checks if the given object op (usually 3281/* op_on_battleground - checks if the given object op (usually
3256 * a player) is standing on a valid battleground-tile, 3282 * a player) is standing on a valid battleground-tile,
3257 * function returns TRUE/FALSE. If true x, y returns the battleground 3283 * function returns TRUE/FALSE. If true x, y returns the battleground
3258 * -exit-coord. (and if x, y not NULL) 3284 * -exit-coord. (and if x, y not NULL)
3259 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3285 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3260 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3286 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3261 * Default is to do the same as before, so only people wanting to have different points need worry about this 3287 * Default is to do the same as before, so only people wanting to have different points need worry about this
3262 */ 3288 */
3289int
3263int op_on_battleground (object *op, int *x, int *y) { 3290op_on_battleground (object *op, int *x, int *y)
3291{
3264 object *tmp; 3292 object *tmp;
3265 3293
3266 /* A battleground-tile needs the following attributes to be valid: 3294 /* A battleground-tile needs the following attributes to be valid:
3267 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3295 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3268 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3296 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3269 * and the exit-coordinates sp/hp must both be > 0. 3297 * and the exit-coordinates sp/hp must both be > 0.
3270 * => The intention here is to prevent abuse of the battleground- 3298 * => The intention here is to prevent abuse of the battleground-
3271 * feature (like pickable or hidden battleground tiles). */ 3299 * feature (like pickable or hidden battleground tiles). */
3272 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3300 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3301 {
3273 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3302 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3303 {
3274 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3304 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3275 strcmp(tmp->name, "battleground")==0 && 3305 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3276 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3306 {
3277 /*before we assign the exit, check if this is a teambattle*/ 3307 /*before we assign the exit, check if this is a teambattle */
3278 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3308 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3309 {
3279 object *invtmp; 3310 object *invtmp;
3311
3280 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3312 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3281 if(invtmp->type==FORCE && invtmp->slaying && 3313 {
3282 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3314 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3315 {
3283 if (x != NULL && y != NULL) 3316 if (x != NULL && y != NULL)
3284 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3317 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3285 return 1; 3318 return 1;
3319 }
3286 } 3320 }
3287 } 3321 }
3288 }
3289 if (x != NULL && y != NULL) 3322 if (x != NULL && y != NULL)
3290 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3323 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3291 return 1; 3324 return 1;
3325 }
3292 } 3326 }
3293 }
3294 } 3327 }
3295 /* If we got here, did not find a battleground */ 3328 /* If we got here, did not find a battleground */
3296 return 0; 3329 return 0;
3297} 3330}
3298 3331
3299/* 3332/*
3303 * attributes: 3336 * attributes:
3304 * object *who the dragon player 3337 * object *who the dragon player
3305 * int atnr the attack-number of the ability focus 3338 * int atnr the attack-number of the ability focus
3306 * int level ability level 3339 * int level ability level
3307 */ 3340 */
3341void
3308void dragon_ability_gain(object *who, int atnr, int level) { 3342dragon_ability_gain (object *who, int atnr, int level)
3343{
3309 treasurelist *trlist = NULL; /* treasurelist */ 3344 treasurelist *trlist = NULL; /* treasurelist */
3310 treasure *tr; /* treasure */ 3345 treasure *tr; /* treasure */
3311 object *tmp,*skop; /* tmp. object */ 3346 object *tmp, *skop; /* tmp. object */
3312 object *item; /* treasure object */ 3347 object *item; /* treasure object */
3313 char buf[MAX_BUF]; /* tmp. string buffer */ 3348 char buf[MAX_BUF]; /* tmp. string buffer */
3314 int i=0, j=0; 3349 int i = 0, j = 0;
3315 3350
3316 /* get the appropriate treasurelist */ 3351 /* get the appropriate treasurelist */
3317 if (atnr == ATNR_FIRE) 3352 if (atnr == ATNR_FIRE)
3318 trlist = find_treasurelist("dragon_ability_fire"); 3353 trlist = treasurelist::find ("dragon_ability_fire");
3319 else if (atnr == ATNR_COLD) 3354 else if (atnr == ATNR_COLD)
3320 trlist = find_treasurelist("dragon_ability_cold"); 3355 trlist = treasurelist::find ("dragon_ability_cold");
3321 else if (atnr == ATNR_ELECTRICITY) 3356 else if (atnr == ATNR_ELECTRICITY)
3322 trlist = find_treasurelist("dragon_ability_elec"); 3357 trlist = treasurelist::find ("dragon_ability_elec");
3323 else if (atnr == ATNR_POISON) 3358 else if (atnr == ATNR_POISON)
3324 trlist = find_treasurelist("dragon_ability_poison"); 3359 trlist = treasurelist::find ("dragon_ability_poison");
3325 3360
3326 if (trlist == NULL || who->type != PLAYER) 3361 if (trlist == NULL || who->type != PLAYER)
3362 return;
3363
3364 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3365
3366 if (!tr || !tr->item)
3367 {
3368 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3369 return;
3370 }
3371
3372 /* everything seems okay - now bring on the gift: */
3373 item = &(tr->item->clone);
3374
3375 if (item->type == SPELL)
3376 {
3377 if (check_spell_known (who, item->name))
3327 return; 3378 return;
3328 3379
3329 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3380 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3330 tr = tr->next, i++); 3381 do_learn_spell (who, item, 0);
3331 3382 return;
3332 if (tr == NULL || tr->item == NULL) { 3383 }
3333 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3384
3385 /* grant direct spell */
3386 if (item->type == SPELLBOOK)
3387 {
3388 if (!item->inv)
3389 {
3390 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3391 return;
3392 }
3393 if (check_spell_known (who, item->inv->name))
3334 return; 3394 return;
3335 }
3336
3337 /* everything seems okay - now bring on the gift: */
3338 item = &(tr->item->clone);
3339
3340 if (item->type == SPELL) {
3341 if (check_spell_known (who, item->name))
3342 return;
3343
3344 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3345 do_learn_spell (who, item, 0);
3346 return;
3347 }
3348
3349 /* grant direct spell */
3350 if (item->type == SPELLBOOK) {
3351 if (!item->inv) {
3352 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3353 return;
3354 }
3355 if (check_spell_known (who, item->inv->name))
3356 return;
3357 if (item->invisible) { 3395 if (item->invisible)
3396 {
3358 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); 3397 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3359 do_learn_spell (who, item->inv, 0); 3398 do_learn_spell (who, item->inv, 0);
3360 return; 3399 return;
3361 } 3400 }
3362 } 3401 }
3363 else if (item->type == SKILL_TOOL && item->invisible) { 3402 else if (item->type == SKILL_TOOL && item->invisible)
3403 {
3364 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3404 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3405 {
3365 3406
3366 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3407 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3367 * in this way, if the player is missing any of the attacktypes, he gets 3408 * in this way, if the player is missing any of the attacktypes, he gets
3368 * them. As it is now, if the player has any that match the granted skill, 3409 * them. As it is now, if the player has any that match the granted skill,
3369 * but not all of them, he gets nothing. 3410 * but not all of them, he gets nothing.
3370 */ 3411 */
3371 if (!(skop->attacktype & item->attacktype)) { 3412 if (!(skop->attacktype & item->attacktype))
3413 {
3372 /* Give new attacktype */ 3414 /* Give new attacktype */
3373 skop->attacktype |= item->attacktype; 3415 skop->attacktype |= item->attacktype;
3374 3416
3375 /* always add physical if there's none */ 3417 /* always add physical if there's none */
3376 skop->attacktype |= AT_PHYSICAL; 3418 skop->attacktype |= AT_PHYSICAL;
3377 3419
3378 if (item->msg != NULL) 3420 if (item->msg != NULL)
3379 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3421 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3380 3422
3381 /* Give player new face */ 3423 /* Give player new face */
3382 if (item->animation_id) { 3424 if (item->animation_id)
3425 {
3383 who->face = skop->face; 3426 who->face = skop->face;
3384 who->animation_id = item->animation_id; 3427 who->animation_id = item->animation_id;
3385 who->anim_speed = item->anim_speed; 3428 who->anim_speed = item->anim_speed;
3386 who->last_anim = 0; 3429 who->last_anim = 0;
3387 who->state = 0; 3430 who->state = 0;
3388 animate_object(who, who->direction); 3431 animate_object (who, who->direction);
3389 } 3432 }
3390 } 3433 }
3391 } 3434 }
3392 } 3435 }
3393 else if (item->type == FORCE) { 3436 else if (item->type == FORCE)
3437 {
3394 /* forces in the treasurelist can alter the player's stats */ 3438 /* forces in the treasurelist can alter the player's stats */
3395 object *skin; 3439 object *skin;
3440
3396 /* first get the dragon skin force */ 3441 /* first get the dragon skin force */
3397 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3442 shstr_cmp dragon_skin_force ("dragon_skin_force");
3398 skin=skin->below); 3443 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3399 if (skin == NULL) return; 3444 ;
3400 3445
3446 if (!skin)
3447 return;
3448
3401 /* adding new spellpath attunements */ 3449 /* adding new spellpath attunements */
3402 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3451 {
3403 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3452 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3404 3453
3405 /* print message */ 3454 /* print message */
3406 sprintf(buf, "You feel attuned to "); 3455 sprintf (buf, "You feel attuned to ");
3407 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3456 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3457 {
3408 if(item->path_attuned & (1<<i)) { 3458 if (item->path_attuned & (1 << i))
3459 {
3409 if (j) 3460 if (j)
3410 strcat(buf," and "); 3461 strcat (buf, " and ");
3411 else 3462 else
3412 j = 1; 3463 j = 1;
3413 strcat(buf, spellpathnames[i]); 3464 strcat (buf, spellpathnames[i]);
3414 } 3465 }
3415 } 3466 }
3416 strcat(buf,"."); 3467 strcat (buf, ".");
3417 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3468 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3418 } 3469 }
3419 3470
3420 /* evtl. adding flags: */ 3471 /* evtl. adding flags: */
3421 if(QUERY_FLAG(item, FLAG_XRAYS)) 3472 if (QUERY_FLAG (item, FLAG_XRAYS))
3422 SET_FLAG(skin, FLAG_XRAYS); 3473 SET_FLAG (skin, FLAG_XRAYS);
3423 if(QUERY_FLAG(item, FLAG_STEALTH)) 3474 if (QUERY_FLAG (item, FLAG_STEALTH))
3424 SET_FLAG(skin, FLAG_STEALTH); 3475 SET_FLAG (skin, FLAG_STEALTH);
3425 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3476 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3426 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3477 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3427 3478
3428 /* print message if there is one */ 3479 /* print message if there is one */
3429 if (item->msg != NULL) 3480 if (item->msg != NULL)
3430 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3481 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3482 }
3483 else
3431 } 3484 {
3432 else {
3433 /* generate misc. treasure */ 3485 /* generate misc. treasure */
3434 tmp = arch_to_object (tr->item); 3486 tmp = arch_to_object (tr->item);
3435 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3487 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3436 tmp = insert_ob_in_ob (tmp, who); 3488 tmp = insert_ob_in_ob (tmp, who);
3437 if (who->type == PLAYER) 3489 if (who->type == PLAYER)
3438 esrv_send_item(who, tmp); 3490 esrv_send_item (who, tmp);
3439 } 3491 }
3440} 3492}
3441 3493
3442/** 3494/**
3443 * Unready an object for a player. This function does nothing if the object was 3495 * Unready an object for a player. This function does nothing if the object was
3444 * not readied. 3496 * not readied.
3445 */ 3497 */
3498void
3446void player_unready_range_ob(player *pl, object *ob) { 3499player_unready_range_ob (player *pl, object *ob)
3447 rangetype i; 3500{
3501 if (pl->ob->current_weapon == ob)
3502 pl->ob->current_weapon = 0;
3448 3503
3449 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3504 if (pl->combat_ob == ob)
3450 if (pl->ranges[i] == ob) { 3505 pl->combat_ob = 0;
3451 pl->ranges[i] = NULL; 3506
3452 if (pl->shoottype == i) { 3507 if (pl->ranged_ob == ob)
3453 pl->shoottype = range_none; 3508 pl->ranged_ob = 0;
3454 }
3455 }
3456 }
3457} 3509}
3510
3511sint8
3512player::visibility_at (maptile *map, int x, int y) const
3513{
3514 if (!ns)
3515 return 0;
3516
3517 int dx, dy;
3518 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3519 return 0;
3520
3521 x += dx - ns->current_x + ns->mapx / 2;
3522 y += dy - ns->current_y + ns->mapy / 2;
3523
3524 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3525 return 0;
3526
3527 return 100 - blocked_los [x][y];
3528}

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