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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 1.148 by root, Mon Jun 4 12:19:09 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: player.C,v 1.16 2006/09/05 18:18:09 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * under the terms of the GNU General Public License as published by the Free
10 * Software Foundation; either version 2 of the License, or (at your option)
11 * any later version.
12 *
13 * This program is distributed in the hope that it will be useful, but
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * for more details.
17 *
18 * You should have received a copy of the GNU General Public License along
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 *
22 * The authors 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)
89 {
90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
91 break;
92 }
93
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)
72 { 138 {
73 if ( found ) 139 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
74 return NULL; 140 break;
75
76 found = pl;
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) { 152/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 153static void
107 char rules[HUGE_BUF]; 154set_first_map (object *op)
108 FILE *fp; 155{
109 int comp; 156 op->contr->maplevel = first_map_path;
110 int size; 157 op->x = -1;
111 158 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 159}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 160
161void
162player::activate ()
163{
164 if (active)
114 return; 165 return;
166
167 players.insert (this);
168 ob->remove ();
169 ob->map = 0;
170 ob->activate_recursive ();
171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
172 add_friendly_object (ob);
173}
174
175void
176player::deactivate ()
177{
178 if (!active)
179 return;
180
181 terminate_all_pets (ob);
182 remove_friendly_object (ob);
183 ob->deactivate_recursive ();
184
185 if (ob->map)
186 maplevel = ob->map->path;
187
188 ob->remove ();
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
199void
200player::connect (client *ns)
201{
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (this);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->clone.race;
219
220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->clone.name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
115 } 229 {
116 rules[0]='\0'; 230 object *tmp, *abil = 0, *skin = 0;
117 size=0; 231
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 232 shstr_cmp dragon_ability_force ("dragon_ability_force");
119 if( *buf == '#') 233 shstr_cmp dragon_skin_force ("dragon_skin_force");
120 continue; 234
121 if (size + strlen(buf)>=HUGE_BUF) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE)
237 if (tmp->arch->archname == dragon_ability_force)
238 abil = tmp;
239 else if (tmp->arch->archname == dragon_skin_force)
240 skin = tmp;
241
242 set_dragon_name (ob, abil, skin);
243 }
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this, ob->weight + ob->carrying);
248
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
252
253 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED])
255 switch (op->type)
122 { 256 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 257 case SKILL:
124 break; 258 ob->flag [FLAG_APPLIED] = false;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132
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; 259 break;
167 } 260
168 strncat(news+size,buf,HUGE_BUF-size); 261 case WAND:
169 size+=strlen(buf); 262 case ROD:
263 case HORN:
264 case BOW:
265 ranged_ob = op;
266 break;
267
268 case WEAPON:
269 combat_ob = op;
270 break;
170 } 271 }
171 } 272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats ();
275
276 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288}
289
290void
291player::disconnect ()
292{
293 if (ns)
172 294 {
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 295 if (active)
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 296 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}
180 297
181int playername_ok(const char *cp) { 298 INVOKE_PLAYER (DISCONNECT, this);
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184 299
185 for(;*cp!='\0';cp++) 300 ns->reset_stats ();
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_') 301 ns->pl = 0;
187 return 0; 302 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 { 303 }
210 p = new player;
211 304
212 /* This adds the player in the linked list. There is extra 305 if (ob)
213 * complexity here because we want to add the new player at the 306 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;
225 307
226 p->next = NULL; 308 deactivate ();
227 } 309}
228 310
229 /* Clears basically the entire player structure except 311// the need for this function can be explained
230 * for next and socket. 312// by load_object not returning the object
231 */ 313void
232 p->clear (); 314player::set_object (object *op)
315{
316 ob = observe = op;
317 ob->contr = this; /* this aren't yet in archetype */
233 318
319 ob->speed = 1.0f;
320 ob->speed_left = 0.5f;
321
322 ob->direction = 5; /* So player faces south */
323}
324
325void
326player::set_observe (object *op)
327{
328 observe = op ? op : ob;
329 do_los = 1;
330}
331
332player::player ()
333{
234 /* There are some elements we want initialized to non zero value - 334 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 335 * we deal with that below this point.
236 */ 336 */
237 p->party = NULL; 337 outputs_sync = 4;
238 p->outputs_sync = 16; /* Every 2 seconds */ 338 outputs_count = 4;
239 p->outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 339 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 340
243#ifdef AUTOSAVE
244 p->last_save_tick = 9999999;
245#endif
246
247 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 341 savebed_map = first_map_path; /* Init. respawn position */
248 342
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; 343 gen_sp_armour = 10;
263 p->last_speed = -1;
264 p->shoottype = range_none;
265 p->bowtype = bow_normal; 344 bowtype = bow_normal;
266 p->petmode = pet_normal; 345 petmode = pet_normal;
267 p->listening = 10; 346 listening = 10;
268 p->usekeys = containers; 347 usekeys = containers;
269 p->last_weapon_sp = -1;
270 p->peaceful = 1; /* default peaceful */ 348 peaceful = 1; /* default peaceful */
271 p->do_los = 1; 349 do_los = 1;
272 p->explore = 0;
273 p->no_shout = 0; /* default can shout */
274 350
275 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 351 weapon_sp = 1.0f;
276 p->title[sizeof (p->title) - 1] = '\0'; 352 weapon_sp_left = 0.5f;
277 op->race = op->arch->clone.race; 353}
278 354
279 CLEAR_FLAG (op, FLAG_READY_SKILL); 355void
356player::do_destroy ()
357{
358 disconnect ();
280 359
281 /* we need to clear these to -1 and not zero - otherwise, 360 attachable::do_destroy ();
282 * if a player quits and starts a new character, we wont 361
283 * send new values to the client, as things like exp start 362 if (ob)
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->archname);
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 } 1098 }
1226 } 1099 }
1227 else { /* old model */ 1100 else
1101 { /* old model */
1228 /* NEW pickup handling */ 1102 /* NEW pickup handling */
1229 if(op->contr->mode & PU_DEBUG) 1103 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 { 1104 {
1249 sprintf(tmpstr,"%d ",k*32+j); 1105 /* some debugging code to figure out item information */
1250 strcat(putstring, tmpstr); 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->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112
1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1251 } 1114 }
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 }
1252 } 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->archname, "table") == NULL &&
1315 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "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->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1325 {
1326 pick_up (op, tmp);
1327 continue;
1328 }
1329 }
1253 } 1330 }
1254 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1255 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->archname);
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 0
1679 * added to the damage. I think the strength bonus is more proper. 1638 if (player *pl = op->contr)
1680 */
1681 1639 {
1682 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1640 float speed = pl->weapon_sp;
1683 0 : dam_bonus[op->stats.Str]) +
1684 bow->stats.dam + bow->magic + arrow->magic;
1685 1641
1642 /* penalize ROF for bestarrow */
1643 if (pl->bowtype == bow_bestarrow)
1644 speed *= .9f;
1645 else
1646 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1647
1648 op->speed_left += speed - op->speed;
1649 }
1650#endif
1651
1652 SET_ANIMATION (arrow, arrow->direction);
1653
1686 /* update the speed */ 1654 /* update the speed */
1687 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1655 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1688 0 : dam_bonus[op->stats.Str]) +
1689 bow->magic + arrow->magic) / 5.0 +
1690 (float)bow->stats.dam / 7.0; 1656 + bow->stats.dam / 7.f;
1691 1657
1692 if (arrow->speed < 1.0) 1658 arrow->set_speed (max (arrow->speed, 2.f));
1693 arrow->speed = 1.0;
1694 update_ob_speed(arrow);
1695 arrow->speed_left = 0; 1659 arrow->speed_left = 0;
1696 1660
1661 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1662
1697 if (op->type == PLAYER) { 1663 if (op->type == PLAYER)
1698 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1664 {
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; 1665 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1704 } else { 1666 wc -= dex_bonus[op->stats.Dex];
1705 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1706 arrow->stats.wc + wc_mod;
1707 1667
1668 if (!arrow->slaying)
1669 arrow->slaying = op->slaying;
1670
1671 arrow->attacktype |= op->attacktype;
1672 }
1673 else
1674 {
1708 arrow->level = op->level; 1675 arrow->level = op->level;
1709 } 1676 arrow->stats.wc -= bow->magic;
1710 if (arrow->attacktype == AT_PHYSICAL) 1677
1711 arrow->attacktype |= bow->attacktype; 1678 if (!arrow->slaying)
1712 if (bow->slaying != NULL)
1713 arrow->slaying = bow->slaying; 1679 arrow->slaying = bow->slaying;
1714 1680
1715 arrow->map = m; 1681 arrow->attacktype |= bow->attacktype;
1682 }
1683
1684 wc -= arrow->level;
1685 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1686
1687 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1716 arrow->move_type = MOVE_FLY_LOW; 1688 arrow->move_type = MOVE_FLY_LOW;
1717 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1689 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1718 1690
1719 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1691 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1720 tag = arrow->count; 1692 m->insert (arrow, sx, sy, op);
1721 insert_ob_in_map(arrow, m, op, 0);
1722 1693
1723 if (!was_destroyed(arrow, tag)) 1694 if (!arrow->destroyed ())
1724 move_arrow(arrow); 1695 move_arrow (arrow);
1725 1696
1726 if (op->type == PLAYER) { 1697 if (op->type == PLAYER)
1727 if (was_destroyed (left, left_tag)) 1698 {
1699 if (left->destroyed ())
1728 esrv_del_item(op->contr, left_tag); 1700 esrv_del_item (op->contr, left->count);
1729 else 1701 else
1730 esrv_send_item(op, left); 1702 esrv_send_item (op, left);
1731 } 1703 }
1704
1732 return 1; 1705 return 1;
1733} 1706}
1734 1707
1735/* Special fire code for players - this takes into 1708/* Special fire code for players - this takes into
1736 * account the special fire modes players can have 1709 * account the special fire modes players can have
1737 * but monsters can't. Putting that code here 1710 * but monsters can't. Putting that code here
1738 * makes the fire_bow code much cleaner. 1711 * makes the fire_bow code much cleaner.
1739 * this function should only be called if 'op' is a player, 1712 * this function should only be called if 'op' is a player,
1740 * hence the function name. 1713 * hence the function name.
1741 */ 1714 */
1715int
1742int player_fire_bow(object *op, int dir) 1716player_fire_bow (object *op, int dir)
1743{ 1717{
1744 int ret=0, wcmod=0; 1718 int ret = 0, wcmod = 0;
1745 1719
1746 if (op->contr->bowtype == bow_bestarrow) { 1720 if (op->contr->bowtype == bow_bestarrow)
1747 ret = fire_bow(op, op, 1721 {
1748 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1722 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); 1723 }
1750 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1724 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1725 {
1751 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1726 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1752 wcmod =-1; 1727 wcmod = -1;
1728
1753 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1729 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1754 op->x, op->y); 1730 }
1755 } else if (op->contr->bowtype == bow_threewide) { 1731 else if (op->contr->bowtype == bow_threewide)
1732 {
1756 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1733 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1757 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1734 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)]); 1735 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1736 }
1759 } else if (op->contr->bowtype == bow_spreadshot) { 1737 else if (op->contr->bowtype == bow_spreadshot)
1738 {
1760 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1739 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); 1740 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); 1741 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1763 1742 }
1764 } else { 1743 else
1744 {
1765 /* Simple case */ 1745 /* Simple case */
1766 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1746 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1767 } 1747 }
1748
1768 return ret; 1749 return ret;
1769} 1750}
1770
1771 1751
1772/* Fires a misc (wand/rod/horn) object in 'dir'. 1752/* Fires a misc (wand/rod/horn) object in 'dir'.
1773 * Broken apart from 'fire' to keep it more readable. 1753 * Broken apart from 'fire' to keep it more readable.
1774 */ 1754 */
1755void
1775void fire_misc_object(object *op, int dir) 1756fire_misc_object (object *op, int dir)
1776{ 1757{
1777 object *item; 1758 object *item = op->contr->ranged_ob;
1778 1759
1779 if (!op->contr->ranges[range_misc]) { 1760 if (!item)
1761 {
1780 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1762 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1781 return; 1763 return;
1782 } 1764 }
1783 1765
1784 item = op->contr->ranges[range_misc];
1785 if (!item->inv) { 1766 if (!item->inv)
1767 {
1786 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1768 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1787 return; 1769 return;
1788 } 1770 }
1771
1772 if (!op->change_weapon (item))
1773 return;
1774
1789 if (item->type == WAND) { 1775 if (item->type == WAND)
1776 {
1790 if(item->stats.food<=0) { 1777 if (item->stats.food <= 0)
1778 {
1791 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1779 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)); 1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1781
1793 return; 1782 return;
1794 } 1783 }
1784 }
1795 } else if (item->type == ROD || item->type==HORN) { 1785 else if (item->type == ROD || item->type == HORN)
1786 {
1796 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1787 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1788 {
1797 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1790
1798 if (item->type== ROD) 1791 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)); 1792 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1801 else 1793 else
1802 new_draw_info_format(NDI_UNIQUE, 0,op, 1794 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)); 1795
1804 return; 1796 return;
1805 } 1797 }
1806 } 1798 }
1807 1799
1808 if(cast_spell(op,item,dir,item->inv,NULL)) { 1800 if (cast_spell (op, item, dir, item->inv, NULL))
1801 {
1809 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1802 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1810 if (item->type == WAND) { 1803 if (item->type == WAND)
1804 {
1811 if (!(--item->stats.food)) { 1805 if (!(--item->stats.food))
1806 {
1812 object *tmp; 1807 object *tmp;
1808
1813 if (item->arch) { 1809 if (item->arch)
1810 {
1814 CLEAR_FLAG(item, FLAG_ANIMATE); 1811 CLEAR_FLAG (item, FLAG_ANIMATE);
1815 item->face = item->arch->clone.face; 1812 item->face = item->arch->clone.face;
1816 item->speed = 0; 1813 item->set_speed (0);
1817 update_ob_speed(item);
1818 } 1814 }
1815
1819 if ((tmp=is_player_inv(item))) 1816 if ((tmp = item->in_player ()))
1820 esrv_update_item(UPD_ANIM, tmp, item); 1817 esrv_update_item (UPD_ANIM, tmp, item);
1821 } 1818 }
1822 } 1819 }
1823 else if (item->type == ROD || item->type==HORN) { 1820 else if (item->type == ROD || item->type == HORN)
1824 drain_rod_charge(item); 1821 drain_rod_charge (item);
1825 }
1826 } 1822 }
1827} 1823}
1828 1824
1829/* Received a fire command for the player - go and do it. 1825/* Received a fire command for the player - go and do it.
1830 */ 1826 */
1827bool
1831void fire(object *op,int dir) { 1828fire (object *op, int dir)
1829{
1832 int spellcost=0; 1830 int spellcost = 0;
1833 1831
1834 /* check for loss of invisiblity/hide */ 1832 /* check for loss of invisiblity/hide */
1835 if (action_makes_visible(op)) make_visible(op); 1833 if (action_makes_visible (op))
1834 make_visible (op);
1836 1835
1837 switch(op->contr->shoottype) { 1836 player *pl = op->contr;
1838 case range_none:
1839 return;
1840 1837
1841 case range_bow: 1838 if (pl->golem)
1839 {
1840 control_golem (op->contr->golem, dir);
1841 return false;
1842 }
1843
1844 object *ob = pl->ranged_ob;
1845
1846 if (!ob)
1847 return false;
1848
1849 if (!op->change_weapon (ob))
1850 return false;
1851
1852 if (op->speed_left > 0.f)
1853 --op->speed_left;
1854 else
1855 return false;
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}
1880 1879
1881 1880 return true;
1881}
1882 1882
1883/* find_key 1883/* find_key
1884 * We try to find a key for the door as passed. If we find a key 1884 * 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 1885 * and successfully use it, we return the key, otherwise NULL
1886 * This function merges both normal and locked door, since the logic 1886 * This function merges both normal and locked door, since the logic
1888 * pl is the player, 1888 * pl is the player,
1889 * inv is the objects inventory to searched 1889 * inv is the objects inventory to searched
1890 * door is the door we are trying to match against. 1890 * door is the door we are trying to match against.
1891 * This function can be called recursively to search containers. 1891 * This function can be called recursively to search containers.
1892 */ 1892 */
1893 1893object *
1894object * find_key(object *pl, object *container, object *door) 1894find_key (object *pl, object *container, object *door)
1895{ 1895{
1896 object *tmp,*key; 1896 object *tmp, *key;
1897 1897
1898 /* Should not happen, but sanity checking is never bad */ 1898 /* Should not happen, but sanity checking is never bad */
1899 if (container->inv == NULL) return NULL; 1899 if (!container->inv)
1900 return 0;
1900 1901
1901 /* First, lets try to find a key in the top level inventory */ 1902 /* First, lets try to find a key in the top level inventory */
1902 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1903 for (tmp = container->inv; tmp; tmp = tmp->below)
1904 {
1903 if (door->type==DOOR && tmp->type==KEY) break; 1905 if (door->type == DOOR && tmp->type == KEY)
1906 break;
1904 /* For sanity, we should really check door type, but other stuff 1907 /* For sanity, we should really check door type, but other stuff
1905 * (like containers) can be locked with special keys 1908 * (like containers) can be locked with special keys
1906 */ 1909 */
1907 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1910 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1908 tmp->slaying==door->slaying) break; 1911 break;
1909 } 1912 }
1913
1910 /* No key found - lets search inventories now */ 1914 /* No key found - lets search inventories now */
1911 /* If we find and use a key in an inventory, return at that time. 1915 /* 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 1916 * otherwise, if we search all the inventories and still don't find
1913 * a key, return 1917 * a key, return
1914 */ 1918 */
1915 if (!tmp) { 1919 if (!tmp)
1920 {
1916 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1921 for (tmp = container->inv; tmp; tmp = tmp->below)
1922 {
1917 /* No reason to search empty containers */ 1923 /* No reason to search empty containers */
1918 if (tmp->type==CONTAINER && tmp->inv) { 1924 if (tmp->type == CONTAINER && tmp->inv)
1925 {
1919 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1926 if ((key = find_key (pl, tmp, door)))
1927 return key;
1920 } 1928 }
1921 } 1929 }
1930
1931 if (!tmp)
1922 if (!tmp) return NULL; 1932 return NULL;
1923 } 1933 }
1934
1924 /* We get down here if we have found a key. Now if its in a container, 1935 /* 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 1936 * see if we actually want to use it
1926 */ 1937 */
1927 if (pl!=container) { 1938 if (pl != container)
1939 {
1928 /* Only let players use keys in containers */ 1940 /* Only let players use keys in containers */
1929 if (!pl->contr) return NULL; 1941 if (!pl->contr)
1942 return NULL;
1930 /* cases where this fails: 1943 /* cases where this fails:
1931 * If we only search the player inventory, return now since we 1944 * If we only search the player inventory, return now since we
1932 * are not in the players inventory. 1945 * are not in the players inventory.
1933 * If the container is not active, return now since only active 1946 * If the container is not active, return now since only active
1934 * containers can be used. 1947 * containers can be used.
1935 * If we only search keyrings and the container does not have 1948 * If we only search keyrings and the container does not have
1936 * a race/isn't a keyring. 1949 * a race/isn't a keyring.
1937 * No checking for all containers - to fall through past here, 1950 * No checking for all containers - to fall through past here,
1938 * inv must have been an container and must have been active. 1951 * inv must have been an container and must have been active.
1939 * 1952 *
1940 * Change the color so that the message doesn't disappear with 1953 * Change the color so that the message doesn't disappear with
1941 * all the others. 1954 * all the others.
1942 */ 1955 */
1943 if (pl->contr->usekeys == key_inventory || 1956 if (pl->contr->usekeys == key_inventory ||
1944 !QUERY_FLAG(container, FLAG_APPLIED) || 1957 !QUERY_FLAG (container, FLAG_APPLIED) ||
1945 (pl->contr->usekeys == keyrings &&
1946 (!container->race || strcmp(container->race, "keys"))) 1958 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1947 ) { 1959 {
1948 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1960 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1949 "The %s in your %s vibrates as you approach the door", 1961 "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; 1962 return NULL;
1952 } 1963 }
1953 } 1964 }
1965
1954 return tmp; 1966 return tmp;
1955} 1967}
1956 1968
1957/* moved door processing out of move_player_attack. 1969/* moved door processing out of move_player_attack.
1958 * returns 1 if player has opened the door with a key 1970 * returns 1 if player has opened the door with a key
1959 * such that the caller should not do anything more, 1971 * such that the caller should not do anything more,
1960 * 0 otherwise 1972 * 0 otherwise
1961 */ 1973 */
1974static int
1962static int player_attack_door(object *op, object *door) 1975player_attack_door (object *op, object *door)
1963{ 1976{
1964
1965 /* If its a door, try to find a use a key. If we do destroy the door, 1977 /* If its a door, try to find a key. If we do destroy the door,
1966 * might as well return immediately as there is nothing more to do - 1978 * might as well return immediately as there is nothing more to do -
1967 * otherwise, we fall through to the rest of the code. 1979 * otherwise, we fall through to the rest of the code.
1968 */ 1980 */
1969 object *key=find_key(op, op, door); 1981 object *key = find_key (op, op, door);
1970 1982
1971 /* IF we found a key, do some extra work */ 1983 /* If we found a key, do some extra work */
1972 if (key) { 1984 if (key)
1985 {
1973 object *container=key->env; 1986 object *container = key->env;
1974 1987
1975 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1988 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989
1976 if(action_makes_visible(op)) make_visible(op); 1990 if (action_makes_visible (op))
1991 make_visible (op);
1992
1977 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1993 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1994 spring_trap (door->inv, op);
1995
1978 if (door->type == DOOR) { 1996 if (door->type == DOOR)
1979 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1997 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1980 }
1981 else if(door->type==LOCKED_DOOR) { 1998 else if (door->type == LOCKED_DOOR)
1982 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1999 {
1983 "You open the door with the %s", query_short_name(key)); 2000 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 ;-) */ 2001 remove_door2 (door); /* remove door without violence ;-) */
1985 } 2002 }
2003
1986 /* Do this after we print the message */ 2004 /* Do this after we print the message */
1987 decrease_ob(key); /* Use up one of the keys */ 2005 decrease_ob (key); /* Use up one of the keys */
1988 /* Need to update the weight the container the key was in */ 2006 /* Need to update the weight the container the key was in */
1989 if (container != op) 2007 if (container != op)
1990 esrv_update_item(UPD_WEIGHT, op, container); 2008 esrv_update_item (UPD_WEIGHT, op, container);
2009
1991 return 1; /* Nothing more to do below */ 2010 return 1; /* Nothing more to do below */
2011 }
1992 } else if (door->type==LOCKED_DOOR) { 2012 else if (door->type == LOCKED_DOOR)
2013 {
1993 /* Might as well return now - no other way to open this */ 2014 /* Might as well return now - no other way to open this */
1994 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2015 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1995 return 1; 2016 return 1;
1996 } 2017 }
2018
1997 return 0; 2019 return 0;
1998} 2020}
1999 2021
2000/* This function is just part of a breakup from move_player. 2022/* This function is just part of a breakup from move_player.
2001 * It should keep the code cleaner. 2023 * It should keep the code cleaner.
2002 * When this is called, the players direction has been updated 2024 * When this is called, the players direction has been updated
2003 * (taking into account confusion.) The player is also actually 2025 * (taking into account confusion.) The player is also actually
2004 * going to try and move (not fire weapons). 2026 * going to try and move (not fire weapons).
2005 */ 2027 */
2006 2028bool
2007void move_player_attack(object *op, int dir) 2029move_player_attack (object *op, int dir)
2008{ 2030{
2009 object *tmp, *mon;
2010 sint16 nx, ny;
2011 int on_battleground; 2031 int on_battleground;
2012 mapstruct *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
2038 if (out_of_map (op->map, nx, ny))
2039 return false;
2040
2041 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2042 {
2043 --op->speed_left;
2044 return true;
2045 }
2046
2019 /* If braced, or can't move to the square, and it is not out of the 2047 /* 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 2048 * 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 2049 * 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 2050 * 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 2051 * 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 2052 * 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 2053 * quite a bit of processing. However, it probably is less than what
2026 * move_ob uses. 2054 * move_ob uses.
2027 */ 2055 */
2028 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2056 maptile *m = op->map->xy_find (nx, ny);
2029 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 }
2033 else m =op->map;
2034
2035 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2036 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2037 return;
2038 }
2039 2057
2040 mon = NULL;
2041 /* Go through all the objects, and find ones of interest. Only stop if 2058 /* Go through all the objects, and find ones of interest. Only stop if
2042 * we find a monster - that is something we know we want to attack. 2059 * we find a monster - that is something we know we want to attack.
2043 * if its a door or barrel (can roll) see if there may be monsters 2060 * if its a door or barrel (can roll) see if there may be monsters
2044 * on the space 2061 * on the space
2062 */
2063 object *mon;
2064 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2065 {
2066 if ((mon->flag [FLAG_ALIVE]
2067 || mon->type == LOCKED_DOOR
2068 || mon->flag [FLAG_CAN_ROLL])
2069 && mon != op)
2070 break;
2071 }
2072
2073 if (!mon) /* This happens anytime the player tries to move */
2074 return false; /* into a wall */
2075
2076 mon = mon->head_ ();
2077
2078 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2079 if (op->contr->weapon_sp_left > 0.f)
2080 if (player_attack_door (op, mon))
2045 */ 2081 {
2046 while (tmp!=NULL) { 2082 --op->contr->weapon_sp_left;
2047 if (tmp == op) { 2083 return true;
2048 tmp=tmp->above; 2084 }
2049 continue; 2085
2086 /* The following deals with possibly attacking peaceful
2087 * or friendly creatures. Basically, all players are considered
2088 * unaggressive. If the moving player has peaceful set, then the
2089 * object should be pushed instead of attacked. It is assumed that
2090 * if you are braced, you will not attack friends accidently,
2091 * and thus will not push them.
2092 */
2093
2094 /* If the creature is a pet, push it even if the player is not
2095 * peaceful. Our assumption is the creature is a pet if the
2096 * player owns it and it is either friendly or unagressive.
2097 */
2098 if (op->type == PLAYER
2099 && ((mon->owner && mon->owner->contr
2100 && same_party (mon->owner->contr->party, op->contr->party))
2101 || mon->owner == op)
2102 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2103 {
2104 /* If we're braced, we don't want to switch places with it */
2105 if (op->contr->braced)
2106 return false;
2107
2108 if (op->speed_left > 0.f)
2109 {
2110 --op->speed_left;
2111
2112 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2113 push_ob (mon, dir, op);
2114
2115 if (op->contr->tmp_invis || op->hide)
2116 make_visible (op);
2117
2118 return true;
2119 }
2120 else
2121 return false;
2122 }
2123
2124 /* in certain circumstances, you shouldn't attack friendly
2125 * creatures. Note that if you are braced, you can't push
2126 * someone, but put it inside this loop so that you won't
2127 * attack them either.
2128 */
2129 if ((mon->type == PLAYER || mon->enemy != op)
2130 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2131 && ((op->contr->peaceful
2132 || (mon->type == PLAYER && mon->contr->peaceful))
2133 && !on_battleground))
2134 {
2135 if (op->speed_left > 0.f)
2136 {
2137 --op->speed_left;
2138
2139 if (!op->contr->braced)
2140 {
2141 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2142 push_ob (mon, dir, op);
2050 } 2143 }
2051 if (QUERY_FLAG(tmp,FLAG_ALIVE)) {
2052 mon = tmp;
2053 break;
2054 }
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
2063 if(mon->head != NULL)
2064 mon = mon->head;
2065
2066 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR))
2067 if (player_attack_door(op, mon)) return;
2068
2069 /* The following deals with possibly attacking peaceful
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 */
2076
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 )) {
2117 if (!op->contr->braced) {
2118 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2119 (void) push_ob(mon,dir,op);
2120 } else { 2144 else
2121 new_draw_info(0, 0,op,"You withhold your attack"); 2145 new_draw_info (0, 0, op, "You withhold your attack");
2146
2147 if (op->contr->tmp_invis || op->hide)
2148 make_visible (op);
2149
2150 return true;
2122 } 2151 }
2123 if(op->contr->tmp_invis||op->hide) make_visible(op); 2152 }
2124 }
2125
2126 /* If the object is a boulder or other rollable object, then 2153 /* 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. 2154 * roll it if not braced. You can't roll it if you are braced.
2128 */ 2155 */
2129 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2156 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2157 {
2158 if (op->speed_left > 0.f)
2159 {
2160 --op->speed_left;
2161
2130 recursive_roll(mon,dir,op); 2162 recursive_roll (mon, dir, op);
2131 if(action_makes_visible(op)) make_visible(op); 2163 if (action_makes_visible (op))
2132 } 2164 make_visible (op);
2133 2165
2166 return true;
2167 }
2168 }
2134 /* Any generic living creature. Including things like doors. 2169 /* Any generic living creature. Including things like doors.
2135 * Way it works is like this: First, it must have some hit points 2170 * 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: 2171 * 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 2172 * 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. 2173 * that party_number -1 is no party, so attacks can still happen.
2139 */ 2174 */
2140
2141 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2175 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2142 ((mon->type!=PLAYER || op->contr->party==NULL || 2176 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2143 op->contr->party!=mon->contr->party))) { 2177 {
2144 2178 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
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 }
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 } 2179 {
2172 } /* if player should attack something */ 2180 --op->contr->weapon_sp_left;
2173}
2174 2181
2182 skill_attack (mon, op, 0, 0, 0);
2183
2184 if (action_makes_visible (op))
2185 make_visible (op);
2186
2187 return true;
2188 }
2189 }
2190
2191 return false;
2192}
2193
2194bool
2175int move_player(object *op,int dir) { 2195move_player (object *op, int dir)
2196{
2176 int pick; 2197 int pick;
2177 2198
2178 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2199 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; 2200 return 0;
2201
2202 /* Sanity check: make sure dir is valid */
2203 if ((dir < 0) || (dir >= 9))
2204 {
2205 LOG (llevError, "move_player: invalid direction %d\n", dir);
2206 return 0;
2207 }
2208
2209 /* peterm: added following line */
2210 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2211 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2212
2213 op->facing = dir;
2214
2215 if (op->hide)
2216 do_hidden_move (op);
2217
2218 bool retval;
2219
2220 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2221 retval = RESULT_INT (0);
2222 else if (op->contr->fire_on)
2223 retval = fire (op, dir);
2224 else
2225 {
2226 retval = move_player_attack (op, dir);
2227 pick = check_pick (op);
2228 }
2229
2230 /* Add special check for newcs players and fire on - this way, the
2231 * server can handle repeat firing.
2232 */
2233 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2234 op->direction = dir;
2235 else
2236 op->direction = 0;
2237
2238 /* Update how the player looks. Use the facing, so direction may
2239 * get reset to zero. This allows for full animation capabilities
2240 * for players.
2241 */
2242 animate_object (op, op->facing);
2243
2244 return retval;
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. Should not do
2253 * many actions in a row, as that would be too unfair to other
2254 * players.
2227 */ 2255 */
2256bool
2228int handle_newcs_player(object *op) 2257handle_newcs_player (object *op)
2229{ 2258{
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)) { 2259 if (QUERY_FLAG (op, FLAG_SCARED))
2260 {
2261 if (op->speed_left > 0.f)
2262 {
2263 --op->speed_left;
2247 flee_player(op); 2264 flee_player (op);
2248 /* If player is still scared, that is his action for this tick */ 2265
2249 if (QUERY_FLAG(op, FLAG_SCARED)) {
2250 op->speed_left--;
2251 return 0; 2266 return true;
2252 } 2267 }
2268 else
2269 return false;
2253 } 2270 }
2254 2271
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 2272 /* call this here - we also will call this in do_ericserver, but
2268 * the players time has been increased when doericserver has been 2273 * the players time has been increased when doericserver has been
2269 * called, so we recheck it here. 2274 * called, so we recheck it here.
2270 */ 2275 */
2271 HandleClient(&op->contr->socket, op->contr); 2276 if (op->contr->ns->handle_command ())
2272 if (op->speed_left<0) return 0; 2277 return true;
2273 2278
2274 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2279 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2275 /* All move commands take 1 tick, at least for now */
2276 op->speed_left--;
2277
2278 /* Instead of all the stuff below, let move_player take care
2279 * of it. Also, some of the skill stuff is only put in
2280 * there, as well as the confusion stuff.
2281 */
2282 move_player(op, op->direction); 2280 return move_player (op, op->direction);
2283 if (op->speed_left>0) return 1; 2281
2284 else return 0; 2282 return false;
2285 } 2283}
2284
2285int
2286save_life (object *op)
2287{
2288 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2286 return 0; 2289 return 0;
2287}
2288 2290
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) 2291 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2296 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2292 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2293 {
2297 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2294 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2298 new_draw_info_format(NDI_UNIQUE, 0,op, 2295 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2299 "Your %s vibrates violently, then evaporates.", 2296
2300 query_name(tmp));
2301 if (op->contr) 2297 if (op->contr)
2302 esrv_del_item(op->contr, tmp->count); 2298 esrv_del_item (op->contr, tmp->count);
2303 remove_ob(tmp); 2299
2304 free_object(tmp); 2300 tmp->destroy ();
2305 CLEAR_FLAG(op, FLAG_LIFESAVE); 2301 CLEAR_FLAG (op, FLAG_LIFESAVE);
2302
2306 if(op->stats.hp<0) 2303 if (op->stats.hp < 0)
2307 op->stats.hp = op->stats.maxhp; 2304 op->stats.hp = op->stats.maxhp;
2305
2308 if(op->stats.food<0) 2306 if (op->stats.food < 0)
2309 op->stats.food = 999; 2307 op->stats.food = 999;
2310 fix_player(op); 2308
2309 op->update_stats ();
2311 return 1; 2310 return 1;
2312 } 2311 }
2312
2313 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2313 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2314 CLEAR_FLAG(op, FLAG_LIFESAVE); 2314 CLEAR_FLAG (op, FLAG_LIFESAVE);
2315 enter_player_savebed(op); /* bring him home. */ 2315 enter_player_savebed (op); /* bring him home. */
2316 return 0; 2316 return 0;
2317} 2317}
2318 2318
2319/* This goes throws the inventory and removes unpaid objects, and puts them 2319/* 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 2320 * 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 2321 * function will descend into containers. op is the object to start the search
2322 * from. 2322 * from.
2323 */ 2323 */
2324void
2324void remove_unpaid_objects(object *op, object *env) 2325remove_unpaid_objects (object *op, object *env)
2325{ 2326{
2326 object *next;
2327
2328 while (op) { 2327 while (op)
2328 {
2329 next=op->below; /* Make sure we have a good value, in case 2329 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2330 * we remove object 'op' 2330
2331 */
2332 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2331 if (QUERY_FLAG (op, FLAG_UNPAID))
2333 remove_ob(op); 2332 {
2334 op->x = env->x;
2335 op->y = env->y;
2336 if (env->type == PLAYER) 2333 if (env->type == PLAYER)
2337 esrv_del_item(env->contr, op->count); 2334 esrv_del_item (env->contr, op->count);
2338 insert_ob_in_map(op, env->map, NULL,0); 2335
2336 op->insert_at (env);
2339 } 2337 }
2338 else if (op->inv)
2340 else if (op->inv) remove_unpaid_objects(op->inv, env); 2339 remove_unpaid_objects (op->inv, env);
2340
2341 op=next; 2341 op = next;
2342 } 2342 }
2343} 2343}
2344
2345 2344
2346/* 2345/*
2347 * Returns pointer a static string containing gravestone text 2346 * Returns pointer a static string containing gravestone text
2348 * Moved from apply.c to player.c - player.c is what 2347 * Moved from apply.c to player.c - player.c is what
2349 * actually uses this function. player.c may not be quite the 2348 * actually uses this function. player.c may not be quite the
2350 * best, a misc file for object actions is probably better, 2349 * best, a misc file for object actions is probably better,
2351 * but there isn't one in the server directory. 2350 * but there isn't one in the server directory.
2352 */ 2351 */
2352char *
2353char *gravestone_text (object *op) 2353gravestone_text (object *op)
2354{ 2354{
2355 static char buf2[MAX_BUF]; 2355 static char buf2[MAX_BUF];
2356 char buf[MAX_BUF]; 2356 char buf[MAX_BUF];
2357 time_t now = time (NULL); 2357 time_t now = time (NULL);
2358 2358
2359 strcpy (buf2, " R.I.P.\n\n"); 2359 strcpy (buf2, " R.I.P.\n\n");
2360 if (op->type == PLAYER) 2360 if (op->type == PLAYER)
2361 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2361 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2362 else 2362 else
2363 sprintf (buf, "%s\n", &op->name); 2363 sprintf (buf, "%s\n", &op->name);
2364
2364 strncat (buf2, " ", 20 - strlen (buf) / 2); 2365 strncat (buf2, " ", 20 - strlen (buf) / 2);
2365 strcat (buf2, buf); 2366 strcat (buf2, buf);
2366 if (op->type == PLAYER) 2367 if (op->type == PLAYER)
2367 sprintf (buf, "who was in level %d when killed\n", op->level); 2368 sprintf (buf, "who was in level %d when killed\n", op->level);
2368 else 2369 else
2369 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2370 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2371
2370 strncat (buf2, " ", 20 - strlen (buf) / 2); 2372 strncat (buf2, " ", 20 - strlen (buf) / 2);
2371 strcat (buf2, buf); 2373 strcat (buf2, buf);
2372 if (op->type == PLAYER) { 2374 if (op->type == PLAYER)
2375 {
2373 sprintf (buf, "by %s.\n\n", op->contr->killer); 2376 sprintf (buf, "by %s.\n\n", op->contr->killer);
2374 strncat (buf2, " ", 21 - strlen (buf) / 2); 2377 strncat (buf2, " ", 21 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2378 strcat (buf2, buf);
2376 } 2379 }
2380
2377 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2381 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2378 strncat (buf2, " ", 20 - strlen (buf) / 2); 2382 strncat (buf2, " ", 20 - strlen (buf) / 2);
2379 strcat (buf2, buf); 2383 strcat (buf2, buf);
2384
2380 return buf2; 2385 return buf2;
2381} 2386}
2382 2387
2383 2388void
2384
2385void do_some_living(object *op) { 2389do_some_living (object *op)
2390{
2386 int last_food=op->stats.food; 2391 int last_food = op->stats.food;
2387 int gen_hp, gen_sp, gen_grace; 2392 int gen_hp, gen_sp, gen_grace;
2388 int over_hp, over_sp, over_grace; 2393 int over_hp, over_sp, over_grace;
2389 int i; 2394 int i;
2390 int rate_hp = 1200; 2395 int rate_hp = 1200;
2391 int rate_sp = 2500; 2396 int rate_sp = 2500;
2392 int rate_grace = 2000; 2397 int rate_grace = 2000;
2393 const int max_hp = 1; 2398 const int max_hp = 1;
2394 const int max_sp = 1; 2399 const int max_sp = 1;
2395 const int max_grace = 1; 2400 const int max_grace = 1;
2396 2401
2397 if (op->contr->outputs_sync) { 2402 if (op->contr->hidden)
2398 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2403 {
2399 if (op->contr->outputs[i].buf!=NULL && 2404 op->invisible = 1000;
2400 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2405 /* the socket code flashes the player visible/invisible
2401 flush_output_element(op, &op->contr->outputs[i]); 2406 * depending on the value of invisible, so we need to
2407 * alternate it here for it to work correctly.
2408 */
2409 if (pticks & 2)
2410 op->invisible--;
2402 } 2411 }
2412 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2413 {
2414 if (!op->invisible--)
2415 {
2416 make_visible (op);
2417 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2418 }
2419 }
2403 2420
2404 if(op->contr->state==ST_PLAYING) { 2421 if (op->contr->ns->state == ST_PLAYING)
2405 2422 {
2406 /* these next three if clauses make it possible to SLOW DOWN 2423 /* these next three if clauses make it possible to SLOW DOWN
2407 hp/grace/spellpoint regeneration. */ 2424 hp/grace/spellpoint regeneration. */
2408 if(op->contr->gen_hp >= 0 ) 2425 if (op->contr->gen_hp >= 0)
2409 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2426 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2410 else { 2427 else
2428 {
2411 gen_hp = op->stats.maxhp; 2429 gen_hp = op->stats.maxhp;
2412 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2430 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2413 } 2431 }
2432
2414 if(op->contr->gen_sp >= 0 ) 2433 if (op->contr->gen_sp >= 0)
2415 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2434 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2416 else { 2435 else
2436 {
2417 gen_sp = op->stats.maxsp; 2437 gen_sp = op->stats.maxsp;
2418 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2438 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2419 } 2439 }
2440
2420 if(op->contr->gen_grace >= 0) 2441 if (op->contr->gen_grace >= 0)
2421 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2442 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2422 else { 2443 else
2444 {
2423 gen_grace = op->stats.maxgrace; 2445 gen_grace = op->stats.maxgrace;
2424 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2446 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2425 } 2447 }
2426 2448
2427 /* Regenerate Spell Points */ 2449 /* Regenerate Spell Points */
2428 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2450 if (!op->contr->golem && --op->last_sp < 0)
2451 {
2429 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2452 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) { 2453 if (op->stats.sp < op->stats.maxsp)
2446 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2454 {
2447 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2448 op->stats.sp--; 2455 op->stats.sp++;
2449 if(op->stats.sp>op->stats.maxsp) 2456 /* dms do not consume food */
2450 op->stats.sp=op->stats.maxsp; 2457 if (!QUERY_FLAG (op, FLAG_WIZ))
2458 {
2459 op->stats.food--;
2460 if (op->contr->digestion < 0)
2461 op->stats.food += op->contr->digestion;
2462 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2463 op->stats.food = last_food;
2451 } 2464 }
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 } 2465 }
2466
2467 if (max_sp > 1)
2468 {
2469 over_sp = (gen_sp + 10) / rate_sp;
2470 if (over_sp > 0)
2471 {
2472 if (op->stats.sp < op->stats.maxsp)
2473 {
2474 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2475
2476 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2477 op->stats.sp--;
2478
2479 if (op->stats.sp > op->stats.maxsp)
2480 op->stats.sp = op->stats.maxsp;
2481 }
2482 op->last_sp = 0;
2483 }
2484 else
2485 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2486 }
2475 } else { 2487 else
2488 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2489 }
2490
2491 /* Regenerate Grace */
2492 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2493 if (--op->last_grace < 0)
2494 {
2495 if (op->stats.grace < op->stats.maxgrace / 2)
2496 op->stats.grace++; /* no penalty in food for regaining grace */
2497
2498 if (max_grace > 1)
2499 {
2500 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2501 if (over_grace > 0)
2502 {
2503 op->stats.sp += over_grace
2504 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2505 op->last_grace = 0;
2506 }
2507 else
2508 {
2509 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2510 }
2511 }
2512 else
2513 {
2476 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2514 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2477 } 2515 }
2478 /* wearing stuff doesn't detract from grace generation. */ 2516 /* wearing stuff doesn't detract from grace generation. */
2479 } 2517 }
2480 2518
2481 /* Regenerate Hit Points */ 2519 /* Regenerate Hit Points */
2482 if(--op->last_heal<0) { 2520 if (--op->last_heal < 0)
2521 {
2483 if(op->stats.hp<op->stats.maxhp) { 2522 if (op->stats.hp < op->stats.maxhp)
2523 {
2484 op->stats.hp++; 2524 op->stats.hp++;
2485 /* dms do not consume food */ 2525 /* dms do not consume food */
2486 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2526 if (!QUERY_FLAG (op, FLAG_WIZ))
2487 op->stats.food--; 2527 {
2528 op->stats.food--;
2488 if(op->contr->digestion<0) 2529 if (op->contr->digestion < 0)
2489 op->stats.food+=op->contr->digestion; 2530 op->stats.food += op->contr->digestion;
2490 else if(op->contr->digestion>0 && 2531 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; 2532 op->stats.food = last_food;
2533 }
2534 }
2535
2536 if (max_hp > 1)
2537 {
2538 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2539 if (over_hp > 0)
2540 {
2541 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2542 op->last_heal = 0;
2543 }
2544 else
2545 {
2546 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2547 }
2548 }
2549 else
2550 {
2551 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2552 }
2493 } 2553 }
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 2554
2509 /* Digestion */ 2555 /* Digestion */
2510 if(--op->last_eat<0) { 2556 if (--op->last_eat < 0)
2511#ifdef COZY_SERVER 2557 {
2512 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2558 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 2559
2520 if(op->contr->gen_hp > 0) 2560 if (op->contr->gen_hp > 0)
2521 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2561 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2522 else 2562 else
2523 op->last_eat=25*(1+bonus)/(penalty +1); 2563 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2564
2524 /* dms do not consume food */ 2565 /* dms do not consume food */
2525 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2566 if (!QUERY_FLAG (op, FLAG_WIZ))
2526 } 2567 op->stats.food--;
2527 } 2568 }
2528 2569
2529 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2570 if (op->stats.food < 0 && op->stats.hp >= 0)
2571 {
2530 object *tmp, *flesh=NULL; 2572 object *tmp, *flesh = 0;
2531 2573
2532 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2574 for (tmp = op->inv; tmp; tmp = tmp->below)
2575 {
2533 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2576 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2577 {
2534 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2578 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2579 {
2535 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2580 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2536 manual_apply(op,tmp,0); 2581 manual_apply (op, tmp, 0);
2537 if(op->stats.food>=0||op->stats.hp<0) 2582 if (op->stats.food >= 0 || op->stats.hp < 0)
2538 break; 2583 break;
2539 } 2584 }
2540 else if (tmp->type==FLESH) flesh=tmp; 2585 else if (tmp->type == FLESH)
2586 flesh = tmp;
2541 } /* End if paid for object */ 2587 } /* End if paid for object */
2542 } /* end of for loop */ 2588 } /* end of for loop */
2589
2543 /* If player is still starving, it means they don't have any food, so 2590 /* If player is still starving, it means they don't have any food, so
2544 * eat flesh instead. 2591 * eat flesh instead.
2545 */ 2592 */
2546 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2593 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2594 {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2595 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2548 manual_apply(op,flesh,0); 2596 manual_apply (op, flesh, 0);
2549 } 2597 }
2550 } /* end if player is starving */ 2598 }
2551 2599
2552 while(op->stats.food<0&&op->stats.hp>0) 2600 while (op->stats.food < 0 && op->stats.hp >= 0)
2553 op->stats.food++,op->stats.hp--; 2601 op->stats.food++, op->stats.hp--;
2554 2602
2555 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2603 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2556 kill_player(op); 2604 kill_player (op);
2605 }
2557} 2606}
2558
2559
2560 2607
2561/* If the player should die (lack of hp, food, etc), we call this. 2608/* 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 2609 * 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 2610 * permadeath, no lifesave), this will take care of removing the player
2564 * file. 2611 * file.
2565 */ 2612 */
2613void
2566void kill_player(object *op) 2614kill_player (object *op)
2567{ 2615{
2568 char buf[MAX_BUF]; 2616 char buf[MAX_BUF];
2569 int x,y,i; 2617 int x, y;
2618
2619 //int i;
2570 mapstruct *map; /* this is for resurrection */ 2620 maptile *map; /* this is for resurrection */
2621
2571 int z; 2622 /* int z;
2572 int num_stats_lose; 2623 int num_stats_lose;
2573 int lost_a_stat; 2624 int lost_a_stat;
2574 int lose_this_stat; 2625 int lose_this_stat;
2575 int this_stat; 2626 int this_stat; */
2576 int will_kill_again; 2627 int will_kill_again;
2577 archetype *at; 2628 archetype *at;
2578 object *tmp; 2629 object *tmp;
2579 2630
2580 if(save_life(op)) 2631 if (save_life (op))
2581 return; 2632 return;
2582 2633
2583 2634
2584 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2635 /* 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. 2636 * in cities ONLY!!! It is very important that this doesn't get abused.
2586 * Look at op_on_battleground() for more info --AndreasV 2637 * Look at op_on_battleground() for more info --AndreasV
2587 */ 2638 */
2588 if (op_on_battleground(op, &x, &y)) { 2639 if (op_on_battleground (op, &x, &y))
2589 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2640 {
2590 "You have been defeated in combat!"); 2641 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, 2642 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2592 "Local medics have saved your life..."); 2643
2593
2594 /* restore player */ 2644 /* restore player */
2595 at = find_archetype("poisoning"); 2645 at = archetype::find ("poisoning");
2596 tmp=present_arch_in_ob(at,op); 2646 if (object *tmp = present_arch_in_ob (at, op))
2597 if (tmp) { 2647 {
2598 remove_ob(tmp); 2648 tmp->destroy ();
2599 free_object(tmp);
2600 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2649 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2650 }
2651
2652 at = archetype::find ("confusion");
2653 if (object *tmp = present_arch_in_ob (at, op))
2601 } 2654 {
2602 2655 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"); 2656 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2609 } 2657 }
2610 2658
2611 cure_disease(op,0); /* remove any disease */ 2659 cure_disease (op, 0); /* remove any disease */
2612 op->stats.hp=op->stats.maxhp; 2660 op->stats.hp = op->stats.maxhp;
2613 if (op->stats.food<=0) op->stats.food=999; 2661 if (op->stats.food <= 0)
2614 2662 op->stats.food = 999;
2663
2615 /* create a bodypart-trophy to make the winner happy */ 2664 /* create a bodypart-trophy to make the winner happy */
2616 tmp=arch_to_object(find_archetype("finger")); 2665 if (object *tmp = arch_to_object (archetype::find ("finger")))
2617 if (tmp != NULL)
2618 { 2666 {
2619 sprintf(buf,"%s's finger", &op->name); 2667 sprintf (buf, "%s's finger", &op->name);
2620 tmp->name = buf; 2668 tmp->name = buf;
2621 sprintf(buf," This finger has been cut off %s\n" 2669 sprintf (buf, " This finger has been cut off %s\n"
2622 " the %s, when he was defeated at\n level %d by %s.\n", 2670 " the %s, when he was defeated at\n level %d by %s.\n",
2623 &op->name, op->contr->title, (int)(op->level), 2671 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2624 op->contr->killer);
2625 tmp->msg=buf; 2672 tmp->msg = buf;
2626 tmp->value=0, tmp->material=0, tmp->type=0; 2673 tmp->value = 0, tmp->type = 0;
2627 tmp->materialname = NULL; 2674 tmp->materialname = "organics";
2628 tmp->x = op->x, tmp->y = op->y; 2675 tmp->insert_at (op, tmp);
2629 insert_ob_in_map(tmp,op->map,op,0);
2630 }
2631 2676 }
2677
2632 /* teleport defeated player to new destination*/ 2678 /* teleport defeated player to new destination */
2633 transfer_ob(op, x, y, 0, NULL); 2679 transfer_ob (op, x, y, 0, NULL);
2634 op->contr->braced=0; 2680 op->contr->braced = 0;
2635 return; 2681 return;
2636 } 2682 }
2637 2683
2638 INVOKE_PLAYER (DEATH, op->contr); 2684 INVOKE_PLAYER (DEATH, op->contr);
2639 2685
2640 command_kill_pets (op, 0); 2686 command_kill_pets (op, 0);
2641 2687
2642 if(op->stats.food<0) { 2688 if (op->stats.food < 0)
2643 if (op->contr->explore) { 2689 {
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); 2690 sprintf (buf, "%s starved to death.", &op->name);
2650 strcpy(op->contr->killer,"starvation"); 2691 strcpy (op->contr->killer, "starvation");
2651 } 2692 }
2652 else { 2693 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); 2694 sprintf (buf, "%s died.", &op->name);
2660 } 2695
2661 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2696 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2662 2697
2663 /* save the map location for corpse, gravestone*/ 2698 /* save the map location for corpse, gravestone */
2664 x=op->x;y=op->y;map=op->map; 2699 x = op->x;
2700 y = op->y;
2701 map = op->map;
2665 2702
2666
2667 if (settings.not_permadeth == TRUE) {
2668 /* NOT_PERMADEATH code. This basically brings the character back to 2703 /* NOT_PERMADEATH code. This basically brings the character back to
2669 * life if they are dead - it takes some exp and a random stat. 2704 * 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. 2705 * See the config.h file for a little more in depth detail about this.
2671 */ 2706 */
2672 2707
2673 /* Basically two ways to go - remove a stat permanently, or just 2708 /* Basically two ways to go - remove a stat permanently, or just
2674 * make it depletion. This bunch of code deals with that aspect 2709 * make it depletion. This bunch of code deals with that aspect
2675 * of death. 2710 * of death.
2676 */ 2711 */
2677#ifndef COZY_SERVER 2712#ifndef COZY_SERVER
2678 if (settings.balanced_stat_loss) { 2713 if (settings.balanced_stat_loss)
2714 {
2679 /* If stat loss is permanent, lose one stat only. */ 2715 /* If stat loss is permanent, lose one stat only. */
2680 /* Lower level chars don't lose as many stats because they suffer 2716 /* Lower level chars don't lose as many stats because they suffer
2681 more if they do. */ 2717 more if they do. */
2682 /* Higher level characters can afford things such as potions of 2718 /* Higher level characters can afford things such as potions of
2683 restoration, or better, stat potions. So we slug them that 2719 restoration, or better, stat potions. So we slug them that
2684 little bit harder. */ 2720 little bit harder. */
2685 /* GD */ 2721 /* GD */
2686 if (settings.stat_loss_on_death) 2722 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; 2723 num_stats_lose = 1;
2692 } 2724 else
2725 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2726 }
2727 else
2728 num_stats_lose = 1;
2729
2693 lost_a_stat = 0; 2730 lost_a_stat = 0;
2694 2731
2695 for (z=0; z<num_stats_lose; z++) { 2732 for (z = 0; z < num_stats_lose; z++)
2733 {
2696 i = RANDOM() % NUM_STATS; 2734 i = RANDOM () % NUM_STATS;
2697 2735
2698 if (settings.stat_loss_on_death) { 2736 if (settings.stat_loss_on_death)
2737 {
2699 /* Pick a random stat and take a point off it. Tell the player 2738 /* Pick a random stat and take a point off it. Tell the player
2700 * what he lost. 2739 * what he lost.
2701 */ 2740 */
2702 change_attr_value(&(op->stats), i,-1); 2741 change_attr_value (&(op->stats), i, -1);
2703 check_stat_bounds(&(op->stats)); 2742 check_stat_bounds (&(op->stats));
2704 change_attr_value(&(op->contr->orig_stats), i,-1); 2743 change_attr_value (&(op->contr->orig_stats), i, -1);
2705 check_stat_bounds(&(op->contr->orig_stats)); 2744 check_stat_bounds (&(op->contr->orig_stats));
2706 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2745 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2707 lost_a_stat = 1; 2746 lost_a_stat = 1;
2708 } else { 2747 }
2748 else
2749 {
2709 /* deplete a stat */ 2750 /* deplete a stat */
2710 archetype *deparch=find_archetype("depletion"); 2751 archetype *deparch = archetype::find ("depletion");
2711 object *dep; 2752 object *dep;
2753
2754 dep = present_arch_in_ob (deparch, op);
2755 if (!dep)
2712 2756 {
2713 dep = present_arch_in_ob(deparch,op);
2714 if(!dep) {
2715 dep = arch_to_object(deparch); 2757 dep = arch_to_object (deparch);
2716 insert_ob_in_ob(dep, op); 2758 insert_ob_in_ob (dep, op);
2717 } 2759 }
2718 lose_this_stat = 1; 2760 lose_this_stat = 1;
2719 if (settings.balanced_stat_loss) { 2761 if (settings.balanced_stat_loss)
2762 {
2720 /* GD */ 2763 /* GD */
2721 /* Get the stat that we're about to deplete. */ 2764 /* Get the stat that we're about to deplete. */
2722 this_stat = get_attr_value(&(dep->stats), i); 2765 this_stat = get_attr_value (&(dep->stats), i);
2723 if (this_stat < 0) { 2766 if (this_stat < 0)
2767 {
2724 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2768 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2725 int keep_chance = this_stat * this_stat; 2769 int keep_chance = this_stat * this_stat;
2770
2726 /* Yes, I am paranoid. Sue me. */ 2771 /* Yes, I am paranoid. Sue me. */
2727 if (keep_chance < 1) 2772 if (keep_chance < 1)
2728 keep_chance = 1; 2773 keep_chance = 1;
2729 2774
2730 /* There is a maximum depletion total per level. */ 2775 /* There is a maximum depletion total per level. */
2731 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2776 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2777 {
2732 lose_this_stat = 0; 2778 lose_this_stat = 0;
2733 /* Take loss chance vs keep chance to see if we 2779 /* Take loss chance vs keep chance to see if we
2734 retain the stat. */ 2780 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 } 2781 }
2744 } 2782 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 */ 2783 {
2754 if (this_stat>=-50) { 2784 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; 2785 lose_this_stat = 0;
2786 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2787 this_stat, keep_chance, loss_chance,
2788 lose_this_stat?"LOSE":"KEEP"); */
2760 } 2789 }
2761 } 2790 }
2762 } 2791 }
2763 } 2792
2764 /* If no stat lost, tell the player. */
2765 if (!lost_a_stat) 2793 if (lose_this_stat)
2766 { 2794 {
2767 /* determine_god() seems to not work sometimes... why is this? 2795 this_stat = get_attr_value (&(dep->stats), i);
2768 Should I be using something else? GD */ 2796 /* We could try to do something clever like find another
2769 const char *god = determine_god(op); 2797 * stat to reduce if this fails. But chances are, if
2770 if (god && (strcmp(god, "none"))) 2798 * stats have been depleted to -50, all are pretty low
2771 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2799 * and should be roughly the same, so it shouldn't make a
2772 "moment you feel the holy presence of %s protecting" 2800 * difference.
2773 " you.", god); 2801 */
2802 if (this_stat >= -50)
2774 else 2803 {
2775 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2804 change_attr_value (&(dep->stats), i, -1);
2776 " feel a holy presence protecting you."); 2805 SET_FLAG (dep, FLAG_APPLIED);
2806 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2807 op->update_stats ();
2808 lost_a_stat = 1;
2809 }
2777 } 2810 }
2811 }
2812 }
2813 /* If no stat lost, tell the player. */
2814 if (!lost_a_stat)
2815 {
2816 /* determine_god() seems to not work sometimes... why is this?
2817 Should I be using something else? GD */
2818 const char *god = determine_god (op);
2819
2820 if (god && (strcmp (god, "none")))
2821 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2822 else
2823 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2824 }
2825#else
2826 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2778#endif 2827#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 2828
2782 /* Put a gravestone up where the character 'almost' died. List the 2829 /* Put a gravestone up where the character 'almost' died. List the
2783 * exp loss on the stone. 2830 * exp loss on the stone.
2784 */ 2831 */
2785 tmp=arch_to_object(find_archetype("gravestone")); 2832 tmp = arch_to_object (archetype::find ("gravestone"));
2786 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2833 sprintf (buf, "%s's gravestone", &op->name);
2834 tmp->name = buf;
2787 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2835 sprintf (buf, "%s's gravestones", &op->name);
2788 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2836 tmp->name_pl = buf;
2789 "who was killed\n" 2837 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; 2838 tmp->msg = buf;
2794 tmp->x=op->x,tmp->y=op->y; 2839 tmp->x = op->x, tmp->y = op->y;
2795 insert_ob_in_map (tmp, op->map, NULL,0); 2840 insert_ob_in_map (tmp, op->map, NULL, 0);
2796 2841
2797 /**************************************/ 2842 /**************************************/
2798 /* */ 2843 /* */
2799 /* Subtract the experience points, */ 2844 /* Subtract the experience points, */
2800 /* if we died cause of food, give us */ 2845 /* if we died cause of food, give us */
2801 /* food, and reset HP's... */ 2846 /* food, and reset HP's... */
2802 /* */ 2847 /* */
2803 /**************************************/ 2848 /**************************************/
2804 2849
2805 /* remove any poisoning and confusion the character may be suffering.*/ 2850 /* remove any poisoning and confusion the character may be suffering. */
2806 /* restore player */ 2851 /* restore player */
2807 at = find_archetype("poisoning"); 2852 at = archetype::find ("poisoning");
2808 tmp=present_arch_in_ob(at,op); 2853 tmp = present_arch_in_ob (at, op);
2809 if (tmp) { 2854
2810 remove_ob(tmp); 2855 if (tmp)
2811 free_object(tmp); 2856 {
2857 tmp->destroy ();
2812 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2858 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2813 } 2859 }
2814 2860
2815 at = find_archetype("confusion"); 2861 at = archetype::find ("confusion");
2816 tmp=present_arch_in_ob(at,op); 2862 tmp = present_arch_in_ob (at, op);
2817 if (tmp) { 2863 if (tmp)
2818 remove_ob(tmp); 2864 {
2819 free_object(tmp); 2865 tmp->destroy ();
2820 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2866 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2821 } 2867 }
2868
2822 cure_disease(op,0); /* remove any disease */ 2869 cure_disease (op, 0); /* remove any disease */
2823 2870
2824 /*add_exp(op, (op->stats.exp * -0.20)); */ 2871 /*add_exp(op, (op->stats.exp * -0.20)); */
2825 apply_death_exp_penalty(op); 2872 apply_death_exp_penalty (op);
2826 if(op->stats.food < 100) op->stats.food = 900; 2873 if (op->stats.food < 100)
2874 op->stats.food = 900;
2827 op->stats.hp = op->stats.maxhp; 2875 op->stats.hp = op->stats.maxhp;
2828 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2876 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2829 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2877 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2830 2878
2831 /* 2879 /*
2832 * Check to see if the player is in a shop. IF so, then check to see if 2880 * 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 2881 * and put them back in the map.
2834 * in the map. 2882 */
2835 */
2836
2837 if (is_in_shop (op))
2838 remove_unpaid_objects(op->inv, op); 2883 remove_unpaid_objects (op->inv, op);
2839 2884
2840 /****************************************/ 2885 /****************************************/
2841 /* */ 2886 /* */
2842 /* Move player to his current respawn- */ 2887 /* Move player to his current respawn- */
2843 /* position (usually last savebed) */ 2888 /* position (usually last savebed) */
2844 /* */ 2889 /* */
2845 /****************************************/ 2890 /****************************************/
2846 2891
2847 enter_player_savebed(op); 2892 enter_player_savebed (op);
2848 2893
2849 /* Save the player before inserting the force to reduce
2850 * chance of abuse.
2851 */
2852 op->contr->braced=0; 2894 op->contr->braced = 0;
2853 save_player(op,1);
2854 2895
2855 /* it is possible that the player has blown something up 2896 /* it is possible that the player has blown something up
2856 * at his savebed location, and that can have long lasting 2897 * at his savebed location, and that can have long lasting
2857 * spell effects. So first see if there is a spell effect 2898 * spell effects. So first see if there is a spell effect
2858 * on the space that might harm the player. 2899 * on the space that might harm the player.
2859 */ 2900 */
2860 will_kill_again=0; 2901 will_kill_again = 0;
2861 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2902 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2862 if (tmp->type ==SPELL_EFFECT) 2903 if (tmp->type == SPELL_EFFECT)
2863 will_kill_again|=tmp->attacktype; 2904 will_kill_again |= tmp->attacktype;
2864 } 2905
2865 if (will_kill_again) { 2906 if (will_kill_again)
2907 {
2866 object *force; 2908 object *force;
2867 int at; 2909 int at;
2868 2910
2869 force=get_archetype(FORCE_NAME); 2911 force = get_archetype (FORCE_NAME);
2870 /* 50 ticks should be enough time for the spell to abate */ 2912 /* 50 ticks should be enough time for the spell to abate */
2871 force->speed=0.1; 2913 force->speed = 0.1f;
2872 force->speed_left=-5.0; 2914 force->speed_left = -5.f;
2873 SET_FLAG(force, FLAG_APPLIED); 2915 SET_FLAG (force, FLAG_APPLIED);
2874 for (at=0; at<NROFATTACKS; at++) { 2916 for (at = 0; at < NROFATTACKS; at++)
2875 if (will_kill_again & (1 << at)) 2917 if (will_kill_again & (1 << at))
2876 force->resist[at] = 100; 2918 force->resist[at] = 100;
2919
2920 insert_ob_in_ob (force, op);
2921 op->update_stats ();
2922
2923 }
2924
2925 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2926}
2927
2928void
2929loot_object (object *op)
2930{ /* Grab and destroy some treasure */
2931 object *tmp, *tmp2, *next;
2932
2933 op->close_container (); /* close open sack first */
2934
2935 for (tmp = op->inv; tmp; tmp = next)
2936 {
2937 next = tmp->below;
2938
2939 if (tmp->invisible)
2940 continue;
2941
2942 tmp->remove ();
2943 tmp->x = op->x, tmp->y = op->y;
2944
2945 if (tmp->type == CONTAINER)
2946 loot_object (tmp); /* empty container to ground */
2947
2948 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2949 {
2950 if (tmp->nrof > 1)
2951 {
2952 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2953 tmp2->destroy ();
2954 insert_ob_in_map (tmp, op->map, NULL, 0);
2877 } 2955 }
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 { 2956 else
2936 delete_character(op->name,1); 2957 tmp->destroy ();
2937 } 2958 }
2938 } 2959 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); 2960 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 } 2961 }
2980} 2962}
2981 2963
2982/* 2964/*
2983 * fix_weight(): Check recursively the weight of all players, and fix 2965 * fix_weight(): Check recursively the weight of all players, and fix
2984 * what needs to be fixed. Refresh windows and fix speed if anything 2966 * what needs to be fixed. Refresh windows and fix speed if anything
2985 * was changed. 2967 * was changed.
2986 */ 2968 */
2987 2969void
2988void fix_weight(void) { 2970fix_weight (void)
2989 player *pl; 2971{
2990 for (pl = first_player; pl != NULL; pl = pl->next) { 2972 for_all_players (pl)
2973 {
2991 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2974 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2975
2992 if(old == sum) 2976 if (old == sum)
2993 continue; 2977 continue;
2994 fix_player(pl->ob); 2978 pl->ob->update_stats ();
2995 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2979 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2996 &pl->ob->name, old, sum);
2997 } 2980 }
2998} 2981}
2999 2982
2983void
3000void fix_luck(void) { 2984fix_luck (void)
3001 player *pl; 2985{
3002 for (pl = first_player; pl != NULL; pl = pl->next) 2986 for_all_players (pl)
3003 if (!pl->ob->contr->state) 2987 if (!pl->ob->contr->ns->state)
3004 change_luck(pl->ob, 0); 2988 pl->ob->change_luck (0);
3005} 2989}
3006
3007 2990
3008/* cast_dust() - handles op throwing objects of type 'DUST'. 2991/* cast_dust() - handles op throwing objects of type 'DUST'.
3009 * This is much simpler in the new spell code - we basically 2992 * This is much simpler in the new spell code - we basically
3010 * just treat this as any other spell casting object. 2993 * just treat this as any other spell casting object.
3011 */ 2994 */
3012
3013void 2995void
3014cast_dust (object * op, object * throw_ob, int dir) 2996cast_dust (object *op, object *throw_ob, int dir)
3015{ 2997{
3016 object *skop, *spob; 2998 object *skop, *spob;
3017 2999
3018 skop = find_skill_by_name (op, throw_ob->skill); 3000 skop = find_skill_by_name (op, throw_ob->skill);
3019 3001
3020 /* casting POTION 'dusts' is really a use_magic_item skill */ 3002 /* casting POTION 'dusts' is really a use_magic_item skill */
3021 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3003 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3022 { 3004 {
3023 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3005 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3024 &op->name);
3025 return; 3006 return;
3026 } 3007 }
3027 3008
3028 spob = throw_ob->inv; 3009 spob = throw_ob->inv;
3029 3010
3030 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3011 // 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 3012 // not pass NULL to cast_spell (which did indeed check itself, but
3032 // errors should be reported as early as possible IMHO) 3013 // errors should be reported as early as possible IMHO)
3033 if (!spob) 3014 if (!spob)
3034 { 3015 {
3035 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3016 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; 3017 return;
3038 } 3018 }
3039 3019
3040 if (op->type == PLAYER) 3020 if (op->type == PLAYER)
3041 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3021 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3042 3022
3043 cast_spell (op, throw_ob, dir, spob, NULL); 3023 cast_spell (op, throw_ob, dir, spob, NULL);
3044 3024
3045 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3025 throw_ob->destroy ();
3046 remove_ob (throw_ob);
3047 free_object (throw_ob);
3048} 3026}
3049 3027
3028void
3050void make_visible (object *op) { 3029make_visible (object *op)
3030{
3051 op->hide = 0; 3031 op->hide = 0;
3052 op->invisible = 0; 3032 op->invisible = 0;
3053 if(op->type==PLAYER) { 3033 if (op->type == PLAYER)
3034 {
3054 op->contr->tmp_invis = 0; 3035 op->contr->tmp_invis = 0;
3055 op->contr->invis_race = 0; 3036 op->contr->invis_race = 0;
3056 } 3037 }
3038
3057 update_object(op,UP_OBJ_FACE); 3039 update_object (op, UP_OBJ_CHANGE);
3058} 3040}
3059 3041
3042int
3060int is_true_undead(object *op) { 3043is_true_undead (object *op)
3061 object *tmp=NULL; 3044{
3062
3063 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3045 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3046 return 1;
3064 3047
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; 3048 return 0;
3070} 3049}
3071 3050
3072/* look at the surrounding terrain to determine 3051/* look at the surrounding terrain to determine
3073 * the hideability of this object. Positive levels 3052 * the hideability of this object. Positive levels
3074 * indicate greater hideability. 3053 * indicate greater hideability.
3075 */ 3054 */
3076 3055
3056int
3077int hideability(object *ob) { 3057hideability (object *ob)
3058{
3078 int i,level=0, mflag; 3059 int i, level = 0, mflag;
3079 sint16 x,y; 3060 sint16 x, y;
3080 3061
3081 if(!ob||!ob->map) return 0; 3062 if (!ob || !ob->map)
3063 return 0;
3082 3064
3083 /* so, on normal lighted maps, its hard to hide */ 3065 /* so, on normal lighted maps, its hard to hide */
3084 level=ob->map->darkness - 2; 3066 level = ob->map->darkness - 2;
3085 3067
3086 /* this also picks up whether the object is glowing. 3068 /* this also picks up whether the object is glowing.
3087 * If you carry a light on a non-dark map, its not 3069 * If you carry a light on a non-dark map, its not
3088 * as bad as carrying a light on a pitch dark map */ 3070 * as bad as carrying a light on a pitch dark map */
3089 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3071 if (has_carried_lights (ob))
3072 level = -(10 + (2 * ob->map->darkness));
3090 3073
3091 /* scan through all nearby squares for terrain to hide in */ 3074 /* 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]) { 3075 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3076 {
3093 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3077 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3094 if (mflag & P_OUT_OF_MAP) { continue; } 3078 if (mflag & P_OUT_OF_MAP)
3079 {
3080 continue;
3081 }
3095 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3082 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3096 level += 2; 3083 level += 2;
3097 else /* open terrain! */ 3084 else /* open terrain! */
3098 level -= 1; 3085 level -= 1;
3099 } 3086 }
3100 3087
3101#if 0 3088#if 0
3102 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3089 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3103#endif 3090#endif
3104 return level; 3091 return level;
3105} 3092}
3106 3093
3107/* For Hidden creatures - a chance of becoming 'unhidden' 3094/* For Hidden creatures - a chance of becoming 'unhidden'
3108 * every time they move - as we subtract off 'invisibility' 3095 * every time they move - as we subtract off 'invisibility'
3109 * AND, for players, if they move into a ridiculously unhideable 3096 * AND, for players, if they move into a ridiculously unhideable
3110 * spot (surrounded by clear terrain in broad daylight). -b.t. 3097 * spot (surrounded by clear terrain in broad daylight). -b.t.
3111 */ 3098 */
3112 3099void
3113void do_hidden_move (object *op) { 3100do_hidden_move (object *op)
3101{
3114 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3102 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3115 object *skop; 3103 object *skop;
3116 3104
3117 if(!op || !op->map) return; 3105 if (!op || !op->map)
3106 return;
3118 3107
3119 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3108 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3120 3109
3121 /* its *extremely* hard to run and sneak/hide at the same time! */ 3110 /* its *extremely* hard to run and sneak/hide at the same time! */
3122 if(op->type==PLAYER && op->contr->run_on) { 3111 if (op->type == PLAYER && op->contr->run_on)
3123 if(!skop || num >= skop->level) { 3112 if (!skop || num >= skop->level)
3113 {
3124 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3114 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); 3115 make_visible (op);
3134 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3116 return;
3135 "You moved out of hiding! You are visible!");
3136 } 3117 }
3118 else
3119 num += 20;
3120
3121 num += op->map->difficulty;
3122 hide = hideability (op); /* modify by terrain hidden level */
3123 num -= hide;
3124
3125 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3126 {
3127 make_visible (op);
3128 if (op->type == PLAYER)
3129 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3130 }
3137 else if (op->type == PLAYER && skop) { 3131 else if (op->type == PLAYER && skop)
3138 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3132 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3139 }
3140} 3133}
3141 3134
3142/* determine if who is standing near a hostile creature. */ 3135/* determine if who is standing near a hostile creature. */
3143 3136
3137int
3144int stand_near_hostile( object *who ) { 3138stand_near_hostile (object *who)
3139{
3145 object *tmp=NULL; 3140 object *tmp = NULL;
3146 int i,friendly=0,player=0, mflags; 3141 int i, friendly = 0, player = 0, mflags;
3147 mapstruct *m; 3142 maptile *m;
3148 sint16 x,y; 3143 sint16 x, y;
3149 3144
3150 if(!who) return 0; 3145 if (!who)
3146 return 0;
3151 3147
3152 if(who->type==PLAYER) player=1; 3148 if (who->type == PLAYER)
3149 player = 1;
3150
3151 else
3153 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3152 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3154 3153
3155 /* search adjacent squares */ 3154 /* search adjacent squares */
3156 for(i=1;i<9;i++) { 3155 for (i = 1; i < 9; i++)
3156 {
3157 x = who->x+freearr_x[i]; 3157 x = who->x + freearr_x[i];
3158 y = who->y+freearr_y[i]; 3158 y = who->y + freearr_y[i];
3159 m = who->map; 3159 m = who->map;
3160 mflags = get_map_flags(m, &m, x, y, &x, &y); 3160 mflags = get_map_flags (m, &m, x, y, &x, &y);
3161 /* space must be blocked if there is a monster. If not 3161 /* space must be blocked if there is a monster. If not
3162 * blocked, don't need to check this space. 3162 * blocked, don't need to check this space.
3163 */ 3163 */
3164 if (mflags & P_OUT_OF_MAP) continue; 3164 if (mflags & P_OUT_OF_MAP)
3165 continue;
3165 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3166 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3166 3167 continue;
3167 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3168
3168 if((player||friendly) 3169 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3170 {
3169 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3171 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3172 return 1;
3173 else if (tmp->type == PLAYER)
3174 {
3175 /*don't let a hidden DM prevent you from hiding */
3176 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3170 return 1; 3177 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 } 3178 }
3177 } 3179 }
3178 } 3180 }
3179 return 0; 3181 return 0;
3180} 3182}
3181 3183
3182/* check the player los field for viewability of the 3184/* check the player los field for viewability of the
3183 * object op. This function works fine for monsters, 3185 * object op. This function works fine for monsters,
3184 * but we dont worry if the object isnt the top one in 3186 * 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. 3193 * for them to differ. Sigh, this fctn could get a bit more complex.
3192 * -b.t. 3194 * -b.t.
3193 * This function is now map tiling safe. 3195 * This function is now map tiling safe.
3194 */ 3196 */
3195 3197
3198int
3196int player_can_view (object *pl,object *op) { 3199player_can_view (object *pl, object *op)
3200{
3197 rv_vector rv; 3201 rv_vector rv;
3198 int dx,dy; 3202 int dx, dy;
3199 3203
3200 if(pl->type!=PLAYER) { 3204 if (pl->type != PLAYER)
3205 {
3201 LOG(llevError,"player_can_view() called for non-player object\n"); 3206 LOG (llevError, "player_can_view() called for non-player object\n");
3202 return -1; 3207 return -1;
3203 } 3208 }
3204 if (!pl || !op) return 0;
3205 3209
3206 if(op->head) { op = op->head; } 3210 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; 3211 return 0;
3212
3213 op = op->head_ ();
3214
3215 get_rangevector (pl, op, &rv, 0x1);
3216
3217 /* starting with the 'head' part, lets loop
3218 * through the object and find if it has any
3219 * part that is in the los array but isnt on
3220 * a blocked los square.
3221 * we use the archetype to figure out offsets.
3222 */
3223 while (op)
3224 {
3225 dx = rv.distance_x + op->arch->clone.x;
3226 dy = rv.distance_y + op->arch->clone.y;
3227
3228 /* only the viewable area the player sees is updated by LOS
3229 * code, so we need to restrict ourselves to that range of values
3230 * for any meaningful values.
3231 */
3232 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3233 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3234 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3235 return 1;
3236 op = op->more;
3237 }
3238 return 0;
3230} 3239}
3231 3240
3232/* routine for both players and monsters. We call this when 3241/* routine for both players and monsters. We call this when
3233 * there is a possibility for our action distrubing our hiding 3242 * there is a possibility for our action distrubing our hiding
3234 * place or invisiblity spell. Artefact invisiblity is not 3243 * place or invisiblity spell. Artefact invisiblity is not
3235 * effected by this. If we arent invisible to begin with, we 3244 * effected by this. If we arent invisible to begin with, we
3236 * return 0. 3245 * return 0.
3237 */ 3246 */
3247int
3238int action_makes_visible (object *op) { 3248action_makes_visible (object *op)
3249{
3239 3250
3240 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3251 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3252 {
3241 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3253 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3242 return 0; 3254 return 0;
3243 3255
3244 if (op->contr && op->contr->tmp_invis == 0) return 0; 3256 if (op->contr && op->contr->tmp_invis == 0)
3257 return 0;
3245 3258
3246 /* If monsters, they should become visible */ 3259 /* If monsters, they should become visible */
3247 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3260 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3261 {
3248 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3262 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3249 return 1; 3263 return 1;
3250 } 3264 }
3251 } 3265 }
3252 return 0; 3266 return 0;
3253} 3267}
3254 3268
3255/* op_on_battleground - checks if the given object op (usually 3269/* op_on_battleground - checks if the given object op (usually
3256 * a player) is standing on a valid battleground-tile, 3270 * a player) is standing on a valid battleground-tile,
3257 * function returns TRUE/FALSE. If true x, y returns the battleground 3271 * function returns TRUE/FALSE. If true x, y returns the battleground
3258 * -exit-coord. (and if x, y not NULL) 3272 * -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 3273 * 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 3274 * 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 3275 * Default is to do the same as before, so only people wanting to have different points need worry about this
3262 */ 3276 */
3277int
3263int op_on_battleground (object *op, int *x, int *y) { 3278op_on_battleground (object *op, int *x, int *y)
3279{
3264 object *tmp; 3280 object *tmp;
3265 3281
3266 /* A battleground-tile needs the following attributes to be valid: 3282 /* 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), 3283 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3268 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3284 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3269 * and the exit-coordinates sp/hp must both be > 0. 3285 * and the exit-coordinates sp/hp must both be > 0.
3270 * => The intention here is to prevent abuse of the battleground- 3286 * => The intention here is to prevent abuse of the battleground-
3271 * feature (like pickable or hidden battleground tiles). */ 3287 * feature (like pickable or hidden battleground tiles). */
3272 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3288 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3289 {
3273 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3291 {
3274 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3292 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3275 strcmp(tmp->name, "battleground")==0 && 3293 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3276 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3294 {
3277 /*before we assign the exit, check if this is a teambattle*/ 3295 /*before we assign the exit, check if this is a teambattle */
3278 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3296 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3297 {
3279 object *invtmp; 3298 object *invtmp;
3299
3280 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3300 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3281 if(invtmp->type==FORCE && invtmp->slaying && 3301 {
3282 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3302 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3303 {
3283 if (x != NULL && y != NULL) 3304 if (x != NULL && y != NULL)
3284 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3305 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3285 return 1; 3306 return 1;
3307 }
3286 } 3308 }
3287 } 3309 }
3288 }
3289 if (x != NULL && y != NULL) 3310 if (x != NULL && y != NULL)
3290 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3311 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3291 return 1; 3312 return 1;
3313 }
3292 } 3314 }
3293 }
3294 } 3315 }
3295 /* If we got here, did not find a battleground */ 3316 /* If we got here, did not find a battleground */
3296 return 0; 3317 return 0;
3297} 3318}
3298 3319
3299/* 3320/*
3303 * attributes: 3324 * attributes:
3304 * object *who the dragon player 3325 * object *who the dragon player
3305 * int atnr the attack-number of the ability focus 3326 * int atnr the attack-number of the ability focus
3306 * int level ability level 3327 * int level ability level
3307 */ 3328 */
3329void
3308void dragon_ability_gain(object *who, int atnr, int level) { 3330dragon_ability_gain (object *who, int atnr, int level)
3331{
3309 treasurelist *trlist = NULL; /* treasurelist */ 3332 treasurelist *trlist = NULL; /* treasurelist */
3310 treasure *tr; /* treasure */ 3333 treasure *tr; /* treasure */
3311 object *tmp,*skop; /* tmp. object */ 3334 object *tmp, *skop; /* tmp. object */
3312 object *item; /* treasure object */ 3335 object *item; /* treasure object */
3313 char buf[MAX_BUF]; /* tmp. string buffer */ 3336 char buf[MAX_BUF]; /* tmp. string buffer */
3314 int i=0, j=0; 3337 int i = 0, j = 0;
3315 3338
3316 /* get the appropriate treasurelist */ 3339 /* get the appropriate treasurelist */
3317 if (atnr == ATNR_FIRE) 3340 if (atnr == ATNR_FIRE)
3318 trlist = find_treasurelist("dragon_ability_fire"); 3341 trlist = treasurelist::find ("dragon_ability_fire");
3319 else if (atnr == ATNR_COLD) 3342 else if (atnr == ATNR_COLD)
3320 trlist = find_treasurelist("dragon_ability_cold"); 3343 trlist = treasurelist::find ("dragon_ability_cold");
3321 else if (atnr == ATNR_ELECTRICITY) 3344 else if (atnr == ATNR_ELECTRICITY)
3322 trlist = find_treasurelist("dragon_ability_elec"); 3345 trlist = treasurelist::find ("dragon_ability_elec");
3323 else if (atnr == ATNR_POISON) 3346 else if (atnr == ATNR_POISON)
3324 trlist = find_treasurelist("dragon_ability_poison"); 3347 trlist = treasurelist::find ("dragon_ability_poison");
3325 3348
3326 if (trlist == NULL || who->type != PLAYER) 3349 if (trlist == NULL || who->type != PLAYER)
3350 return;
3351
3352 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3353
3354 if (!tr || !tr->item)
3355 {
3356 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3357 return;
3358 }
3359
3360 /* everything seems okay - now bring on the gift: */
3361 item = &(tr->item->clone);
3362
3363 if (item->type == SPELL)
3364 {
3365 if (check_spell_known (who, item->name))
3327 return; 3366 return;
3328 3367
3329 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3368 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3330 tr = tr->next, i++); 3369 do_learn_spell (who, item, 0);
3331 3370 return;
3332 if (tr == NULL || tr->item == NULL) { 3371 }
3333 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3372
3373 /* grant direct spell */
3374 if (item->type == SPELLBOOK)
3375 {
3376 if (!item->inv)
3377 {
3378 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3379 return;
3380 }
3381 if (check_spell_known (who, item->inv->name))
3334 return; 3382 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) { 3383 if (item->invisible)
3384 {
3358 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); 3385 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); 3386 do_learn_spell (who, item->inv, 0);
3360 return; 3387 return;
3361 } 3388 }
3362 } 3389 }
3363 else if (item->type == SKILL_TOOL && item->invisible) { 3390 else if (item->type == SKILL_TOOL && item->invisible)
3391 {
3364 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3392 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3393 {
3365 3394
3366 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3395 /* 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 3396 * 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, 3397 * them. As it is now, if the player has any that match the granted skill,
3369 * but not all of them, he gets nothing. 3398 * but not all of them, he gets nothing.
3370 */ 3399 */
3371 if (!(skop->attacktype & item->attacktype)) { 3400 if (!(skop->attacktype & item->attacktype))
3401 {
3372 /* Give new attacktype */ 3402 /* Give new attacktype */
3373 skop->attacktype |= item->attacktype; 3403 skop->attacktype |= item->attacktype;
3374 3404
3375 /* always add physical if there's none */ 3405 /* always add physical if there's none */
3376 skop->attacktype |= AT_PHYSICAL; 3406 skop->attacktype |= AT_PHYSICAL;
3377 3407
3378 if (item->msg != NULL) 3408 if (item->msg != NULL)
3379 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3409 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3380 3410
3381 /* Give player new face */ 3411 /* Give player new face */
3382 if (item->animation_id) { 3412 if (item->animation_id)
3413 {
3383 who->face = skop->face; 3414 who->face = skop->face;
3384 who->animation_id = item->animation_id; 3415 who->animation_id = item->animation_id;
3385 who->anim_speed = item->anim_speed; 3416 who->anim_speed = item->anim_speed;
3386 who->last_anim = 0; 3417 who->last_anim = 0;
3387 who->state = 0; 3418 who->state = 0;
3388 animate_object(who, who->direction); 3419 animate_object (who, who->direction);
3389 } 3420 }
3390 } 3421 }
3391 } 3422 }
3392 } 3423 }
3393 else if (item->type == FORCE) { 3424 else if (item->type == FORCE)
3425 {
3394 /* forces in the treasurelist can alter the player's stats */ 3426 /* forces in the treasurelist can alter the player's stats */
3395 object *skin; 3427 object *skin;
3428
3396 /* first get the dragon skin force */ 3429 /* first get the dragon skin force */
3397 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3430 shstr_cmp dragon_skin_force ("dragon_skin_force");
3398 skin=skin->below); 3431 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3399 if (skin == NULL) return; 3432 ;
3400 3433
3434 if (!skin)
3435 return;
3436
3401 /* adding new spellpath attunements */ 3437 /* adding new spellpath attunements */
3402 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3438 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3439 {
3403 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3440 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3404 3441
3405 /* print message */ 3442 /* print message */
3406 sprintf(buf, "You feel attuned to "); 3443 sprintf (buf, "You feel attuned to ");
3407 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3444 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3445 {
3408 if(item->path_attuned & (1<<i)) { 3446 if (item->path_attuned & (1 << i))
3447 {
3409 if (j) 3448 if (j)
3410 strcat(buf," and "); 3449 strcat (buf, " and ");
3411 else 3450 else
3412 j = 1; 3451 j = 1;
3413 strcat(buf, spellpathnames[i]); 3452 strcat (buf, spellpathnames[i]);
3414 } 3453 }
3415 } 3454 }
3416 strcat(buf,"."); 3455 strcat (buf, ".");
3417 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3456 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3418 } 3457 }
3419 3458
3420 /* evtl. adding flags: */ 3459 /* evtl. adding flags: */
3421 if(QUERY_FLAG(item, FLAG_XRAYS)) 3460 if (QUERY_FLAG (item, FLAG_XRAYS))
3422 SET_FLAG(skin, FLAG_XRAYS); 3461 SET_FLAG (skin, FLAG_XRAYS);
3423 if(QUERY_FLAG(item, FLAG_STEALTH)) 3462 if (QUERY_FLAG (item, FLAG_STEALTH))
3424 SET_FLAG(skin, FLAG_STEALTH); 3463 SET_FLAG (skin, FLAG_STEALTH);
3425 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3464 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3426 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3465 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3427 3466
3428 /* print message if there is one */ 3467 /* print message if there is one */
3429 if (item->msg != NULL) 3468 if (item->msg != NULL)
3430 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3469 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3470 }
3471 else
3431 } 3472 {
3432 else {
3433 /* generate misc. treasure */ 3473 /* generate misc. treasure */
3434 tmp = arch_to_object (tr->item); 3474 tmp = arch_to_object (tr->item);
3435 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3475 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); 3476 tmp = insert_ob_in_ob (tmp, who);
3437 if (who->type == PLAYER) 3477 if (who->type == PLAYER)
3438 esrv_send_item(who, tmp); 3478 esrv_send_item (who, tmp);
3439 } 3479 }
3440} 3480}
3441 3481
3442/** 3482/**
3443 * Unready an object for a player. This function does nothing if the object was 3483 * Unready an object for a player. This function does nothing if the object was
3444 * not readied. 3484 * not readied.
3445 */ 3485 */
3486void
3446void player_unready_range_ob(player *pl, object *ob) { 3487player_unready_range_ob (player *pl, object *ob)
3447 rangetype i; 3488{
3489 if (pl->ob->current_weapon == ob)
3490 pl->ob->current_weapon = 0;
3448 3491
3449 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3492 if (pl->combat_ob == ob)
3450 if (pl->ranges[i] == ob) { 3493 pl->combat_ob = 0;
3451 pl->ranges[i] = NULL; 3494
3452 if (pl->shoottype == i) { 3495 if (pl->ranged_ob == ob)
3453 pl->shoottype = range_none; 3496 pl->ranged_ob = 0;
3454 }
3455 }
3456 }
3457} 3497}
3498
3499sint8
3500player::visibility_at (maptile *map, int x, int y) const
3501{
3502 if (!ns)
3503 return 0;
3504
3505 int dx, dy;
3506 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3507 return 0;
3508
3509 x += dx - ns->current_x + ns->mapx / 2;
3510 y += dy - ns->current_y + ns->mapy / 2;
3511
3512 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3513 return 0;
3514
3515 return 100 - blocked_los [x][y];
3516}

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