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Comparing deliantra/server/server/player.C (file contents):
Revision 1.14 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.152 by root, Sun Jul 1 05:00:20 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 1.14 2006/09/03 00:18:42 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
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
4 */ 22 */
5 23
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> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 25#include <sproto.h>
35#endif
36#include <sounds.h> 26#include <sounds.h>
37#include <living.h> 27#include <living.h>
38#include <object.h> 28#include <object.h>
39#include <spells.h> 29#include <spells.h>
40#include <skills.h> 30#include <skills.h>
41#include <newclient.h>
42 31
43#ifdef COZY_SERVER 32#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 33#include <functional>
45#endif
46 34
47player *find_player(const char *plname) 35playervec players;
36
37void
38display_motd (const object *op)
48{ 39{
49 player *pl; 40 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 41 char motd[HUGE_BUF];
51 { 42 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 48 return;
54 };
55 return NULL;
56}
57 49
58player* find_player_partial_name( const char* plname ) 50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
59 { 54 {
60 player* pl; 55 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; 56 continue;
67 57
68 if ( !strcmp( pl->ob->name, plname) ) 58 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 59 size += strlen (buf);
60 }
70 61
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 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 */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
72 { 137 {
73 if ( found ) 138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
74 return NULL; 139 break;
75
76 found = pl;
77 } 140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
78 } 143 }
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;
88 144 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 145
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 147 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); 148 close_and_delete (fp, comp);
103} 149}
104 150
105void send_rules(const object *op) { 151/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 152static void
107 char rules[HUGE_BUF]; 153set_first_map (object *op)
108 FILE *fp; 154{
109 int comp; 155 op->contr->maplevel = first_map_path;
110 int size; 156 op->x = -1;
111 157 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 158}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 159
160void
161player::activate ()
162{
163 if (active)
114 return; 164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->map = 0;
189 party = 0;
190
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192
193 players.erase (this);
194}
195
196// connect the player with a specific client
197// also changes, rationalises, and fixes some incorrect settings
198void
199player::connect (client *ns)
200{
201 this->ns = ns;
202 ns->pl = this;
203
204 run_on = 0;
205 fire_on = 0;
206 ob->close_container (); //TODO: client-specific
207
208 ns->update_look = 0;
209 ns->look_position = 0;
210
211 clear_los (this);
212
213 ns->reset_stats ();
214
215 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race;
218
219 ob->carrying = sum_weight (ob);
220 link_player_skills (ob);
221
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223
224 assign (title, ob->arch->object::name);
225
226 /* if it's a dragon player, set the correct title here */
227 if (is_dragon_pl (ob))
115 } 228 {
116 rules[0]='\0'; 229 object *tmp, *abil = 0, *skin = 0;
117 size=0; 230
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 231 shstr_cmp dragon_ability_force ("dragon_ability_force");
119 if( *buf == '#') 232 shstr_cmp dragon_skin_force ("dragon_skin_force");
120 continue; 233
121 if (size + strlen(buf)>=HUGE_BUF) 234 for (tmp = ob->inv; tmp; tmp = tmp->below)
235 if (tmp->type == FORCE)
236 if (tmp->arch->archname == dragon_ability_force)
237 abil = tmp;
238 else if (tmp->arch->archname == dragon_skin_force)
239 skin = tmp;
240
241 set_dragon_name (ob, abil, skin);
242 }
243
244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245
246 esrv_new_player (this, ob->weight + ob->carrying);
247
248 ob->flag [FLAG_READY_WEAPON] = false;
249 ob->flag [FLAG_READY_SKILL] = false;
250 ob->flag [FLAG_READY_BOW] = false;
251
252 for (object *op = ob->inv; op; op = op->below)
253 if (op->flag [FLAG_APPLIED])
254 switch (op->type)
122 { 255 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 256 case SKILL:
124 break; 257 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; 258 break;
167 } 259
168 strncat(news+size,buf,HUGE_BUF-size); 260 case WAND:
169 size+=strlen(buf); 261 case ROD:
262 case HORN:
263 case BOW:
264 ranged_ob = op;
265 break;
266
267 case WEAPON:
268 combat_ob = op;
269 break;
170 } 270 }
171 } 271
272 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
273 ob->update_stats ();
274
275 ns->floorbox_update ();
276 esrv_send_inventory (ob, ob);
277 esrv_add_spells (this, 0);
278
279 activate ();
280
281 send_rules (ob);
282 send_news (ob);
283 display_motd (ob);
284
285 INVOKE_PLAYER (CONNECT, this);
286 INVOKE_PLAYER (LOGIN, this);
287}
288
289void
290player::disconnect ()
291{
292 if (ns)
172 293 {
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 294 if (active)
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 295 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}
180 296
181int playername_ok(const char *cp) { 297 INVOKE_PLAYER (DISCONNECT, this);
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184 298
185 for(;*cp!='\0';cp++) 299 ns->reset_stats ();
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_') 300 ns->pl = 0;
187 return 0; 301 ns = 0;
188 return 1;
189}
190
191/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map.
194 */
195
196/* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 p = new player;
208
209 /* This adds the player in the linked list. There is extra
210 * complexity here because we want to add the new player at the
211 * end of the list - there is in fact no compelling reason that
212 * that needs to be done except for things like output of
213 * 'who'.
214 */
215 player *tmp = first_player;
216 while(tmp!=NULL&&tmp->next!=NULL)
217 tmp=tmp->next;
218 if(tmp!=NULL)
219 tmp->next=p;
220 else
221 first_player=p;
222
223 p->next = NULL;
224 } 302 }
225 303
226 /* Clears basically the entire player structure except 304 if (ob)
227 * for next and socket. 305 ob->close_container (); //TODO: client-specific
228 */
229 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
230 p->attachable_init (); //HACK
231 306
307 observe = ob;
308
309 deactivate ();
310}
311
312// the need for this function can be explained
313// by load_object not returning the object
314void
315player::set_object (object *op)
316{
317 ob = observe = op;
318 ob->contr = this; /* this aren't yet in archetype */
319
320 ob->speed = 1.0f;
321 ob->speed_left = 0.5f;
322
323 ob->direction = 5; /* So player faces south */
324}
325
326void
327player::set_observe (object *op)
328{
329 observe = op ? op : ob;
330 do_los = 1;
331}
332
333player::player ()
334{
232 /* There are some elements we want initialized to non zero value - 335 /* There are some elements we want initialised to non zero value -
233 * we deal with that below this point. 336 * we deal with that below this point.
234 */ 337 */
235 p->party=NULL; 338 outputs_sync = 4;
236 p->outputs_sync=16; /* Every 2 seconds */ 339 outputs_count = 4;
237 p->outputs_count=8; /* Keeps present behaviour */
238 p->unapply = unapply_nochoice; 340 unapply = unapply_nochoice;
239 p->Swap_First = -1;
240 341
241#ifdef AUTOSAVE 342 savebed_map = first_map_path; /* Init. respawn position */
242 p->last_save_tick = 9999999; 343
243#endif 344 gen_sp_armour = 10;
345 bowtype = bow_normal;
346 petmode = pet_normal;
347 listening = 10;
348 usekeys = containers;
349 peaceful = 1; /* default peaceful */
350 do_los = 1;
351
352 weapon_sp = 1.0f;
353 weapon_sp_left = 0.5f;
354}
355
356void
357player::do_destroy ()
358{
359 disconnect ();
360
361 attachable::do_destroy ();
362
363 if (ob)
244 364 {
245 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 365 ob->destroy_inv (false);
366 ob->destroy ();
246 367 }
247 op->contr=p; /* this aren't yet in archetype */
248 p->ob = op;
249 op->speed_left=0.5;
250 op->speed=1.0;
251 op->direction=5; /* So player faces south */
252 op->stats.wc=2;
253 op->run_away = 25; /* Then we panick... */
254 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
255 368
256 roll_stats(op); 369 ob = observe = 0;
257 p->state=ST_ROLL_STAT;
258 clear_los(op);
259
260 p->gen_sp_armour=10;
261 p->last_speed= -1;
262 p->shoottype=range_none;
263 p->bowtype=bow_normal;
264 p->petmode=pet_normal;
265 p->listening=10;
266 p->usekeys=containers;
267 p->last_weapon_sp= -1;
268 p->peaceful=1; /* default peaceful */
269 p->do_los=1;
270 p->explore=0;
271 p->no_shout=0; /* default can shout */
272
273 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
274 p->title[sizeof(p->title)-1] = '\0';
275 op->race = op->arch->clone.race;
276
277 CLEAR_FLAG(op,FLAG_READY_SKILL);
278
279 /* we need to clear these to -1 and not zero - otherwise,
280 * if a player quits and starts a new character, we wont
281 * send new values to the client, as things like exp start
282 * at zero.
283 */
284 for (i=0; i < NUM_SKILLS; i++) {
285 p->last_skill_exp[i] = -1;
286 p->last_skill_ob[i] = NULL;
287 }
288 for (i=0; i < NROFATTACKS; i++) {
289 p->last_resist[i] = -1;
290 }
291 p->last_stats.exp = -1;
292 p->last_weight = (uint32)-1;
293
294 p->socket.update_look=0;
295 p->socket.look_position=0;
296 return p;
297} 370}
298 371
299 372player::~player ()
300/* This loads the first map an puts the player on it. */
301static void set_first_map(object *op)
302{ 373{
303 strcpy(op->contr->maplevel, first_map_path); 374 /* Clear item stack */
304 op->x = -1; 375 free (stack_items);
305 op->y = -1;
306 enter_exit(op, NULL);
307} 376}
308 377
309/* Tries to add player on the connection passwd in ns. 378/* Tries to add player on the connection passed in ns.
310 * All we can really get in this is some settings like host and display 379 * All we can really get in this is some settings like host and display
311 * mode. 380 * mode.
312 */ 381 */
382player *
383player::create ()
384{
385 player *pl = new player;
313 386
314int add_player(NewSocket *ns) { 387 pl->set_object (arch_to_object (get_player_archetype (0)));
315 player *p;
316 388
317 p=get_player(NULL); 389 pl->ob->roll_stats ();
318 p->socket = *ns; 390 pl->ob->stats.wc = 2;
319 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 391 pl->ob->run_away = 25; /* Then we panick... */
320 if(p->socket.faces_sent == NULL) 392
321 fatal(OUT_OF_MEMORY);
322 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
323 /* Needed because the socket we just copied over needs to be cleared.
324 * Note that this can result in a client reset if there is partial data
325 * on the uncoming socket.
326 */
327 p->socket.inbuf.len = 0;
328 set_first_map(p->ob); 393 set_first_map (pl->ob);
329 394
330 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
331 add_friendly_object(p->ob);
332 send_rules(p->ob);
333 send_news(p->ob);
334 display_motd(p->ob);
335 get_name(p->ob);
336 return 0; 395 return pl;
337} 396}
338 397
339/* 398/*
340 * get_player_archetype() return next player archetype from archetype 399 * get_player_archetype() return next player archetype from archetype
341 * list. Not very efficient routine, but used only creating new players. 400 * list. Not very efficient routine, but used only creating new players.
342 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
343 */ 402 */
403archetype *
344archetype *get_player_archetype(archetype* at) 404get_player_archetype (archetype *at)
345{ 405{
346 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
407
347 for (;;) { 408 for (;;)
348 if (at==NULL || at->next==NULL)
349 at=first_archetype;
350 else
351 at=at->next;
352 if(at->clone.type==PLAYER)
353 return at;
354 if (at == start) {
355 LOG (llevError, "No Player archetypes\n");
356 exit (-1);
357 }
358 } 409 {
359} 410 if (++i == archetypes.end ())
411 i = archetypes.begin ();
412 else if (*i == at)
413 cleanup ("not a single player archetype found");
360 414
415 if ((*i)->type == PLAYER)
416 return *i;
417 }
418}
361 419
420object *
362object *get_nearest_player(object *mon) { 421get_nearest_player (object *mon)
422{
363 object *op = NULL; 423 object *op = NULL;
364 player *pl = NULL;
365 objectlink *ol; 424 objectlink *ol;
366 unsigned lastdist; 425 unsigned lastdist;
367 rv_vector rv; 426 rv_vector rv;
368 427
369 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
429 {
370 /* We should not find free objects on this friendly list, but it 430 /* We should not find free objects on this friendly list, but it
371 * does periodically happen. Given that, lets deal with it. 431 * does periodically happen. Given that, lets deal with it.
372 * While unlikely, it is possible the next object on the friendly 432 * While unlikely, it is possible the next object on the friendly
373 * list is also free, so encapsulate this in a while loop. 433 * list is also free, so encapsulate this in a while loop.
374 */ 434 */
375 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 435 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
436 {
376 object *tmp=ol->ob; 437 object *tmp = ol->ob;
377 438
378 /* Can't do much more other than log the fact, because the object 439 /* Can't do much more other than log the fact, because the object
379 * itself will have been cleared. 440 * itself will have been cleared.
380 */ 441 */
381 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 442 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
443 tmp->debug_desc ());
382 ol = ol->next; 444 ol = ol->next;
383 remove_friendly_object(tmp); 445 remove_friendly_object (tmp);
446 if (!ol)
384 if (!ol) return op; 447 return op;
385 } 448 }
386 449
387 /* Remove special check for player from this. First, it looks to cause 450 /* Remove special check for player from this. First, it looks to cause
388 * some crashes (ol->ob->contr not set properly?), but secondly, a more 451 * some crashes (ol->ob->contr not set properly?), but secondly, a more
389 * complicated method of state checking would be needed in any case - 452 * complicated method of state checking would be needed in any case -
390 * as it was, a clever player could type quit, and the function would 453 * as it was, a clever player could type quit, and the function would
391 * skip them over while waiting for confirmation. Remove 454 * skip them over while waiting for confirmation. Remove
392 * on_same_map check, as can_detect_enemy also does this 455 * on_same_map check, as can_detect_enemy also does this
393 */ 456 */
394 if (!can_detect_enemy(mon,ol->ob,&rv)) 457 if (!can_detect_enemy (mon, ol->ob, &rv))
395 continue; 458 continue;
396 459
397 if(lastdist>rv.distance) { 460 if (lastdist > rv.distance)
461 {
398 op=ol->ob; 462 op = ol->ob;
399 lastdist=rv.distance; 463 lastdist = rv.distance;
400 } 464 }
401 } 465 }
402 for (pl=first_player; pl != NULL; pl=pl->next) { 466
467 for_all_players (pl)
403 if (can_detect_enemy(mon, pl->ob,&rv)) { 468 if (can_detect_enemy (mon, pl->ob, &rv))
404
405 if(lastdist>rv.distance) { 469 if (lastdist > rv.distance)
406 op=pl->ob;
407 lastdist=rv.distance;
408 }
409 } 470 {
410 } 471 op = pl->ob;
472 lastdist = rv.distance;
473 }
474
411#if 0 475#if 0
412 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)"); 476 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
413#endif 477#endif
414 return op; 478 return op;
415} 479}
416 480
417/* I believe this can safely go to 2, 3 is questionable, 4 will likely 481/* I believe this can safely go to 2, 3 is questionable, 4 will likely
418 * result in a monster paths backtracking. It basically determines how large a 482 * result in a monster paths backtracking. It basically determines how large a
419 * detour a monster will take from the direction path when looking 483 * detour a monster will take from the direction path when looking
433 * circling behaviour. Unfortunately, this function is also used to determined 497 * circling behaviour. Unfortunately, this function is also used to determined
434 * if the creature should cast a spell, so returning a direction in that case 498 * if the creature should cast a spell, so returning a direction in that case
435 * is probably not a good thing. 499 * is probably not a good thing.
436 */ 500 */
437#define MAX_SPACES 50 501#define MAX_SPACES 50
438
439 502
440/* 503/*
441 * Returns the direction to the player, if valid. Returns 0 otherwise. 504 * Returns the direction to the player, if valid. Returns 0 otherwise.
442 * modified to verify there is a path to the player. Does this by stepping towards 505 * modified to verify there is a path to the player. Does this by stepping towards
443 * player and if path is blocked then see if blockage is close enough to player that 506 * player and if path is blocked then see if blockage is close enough to player that
456 * monster can in fact move one space in that direction. 519 * monster can in fact move one space in that direction.
457 * 3) I'm not sure how good this code will be for moving multipart monsters, 520 * 3) I'm not sure how good this code will be for moving multipart monsters,
458 * since only simple checks to blocked are being called, which could mean the monster 521 * since only simple checks to blocked are being called, which could mean the monster
459 * is blocking itself. 522 * is blocking itself.
460 */ 523 */
524int
461int path_to_player(object *mon, object *pl, unsigned mindiff) { 525path_to_player (object *mon, object *pl, unsigned mindiff)
526{
462 rv_vector rv; 527 rv_vector rv;
463 sint16 x,y; 528 sint16 x, y;
464 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 529 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
465 mapstruct *m ,*lastmap; 530 maptile *m, *lastmap;
466 531
467 get_rangevector(mon, pl, &rv, 0); 532 get_rangevector (mon, pl, &rv, 0);
468 533
469 if (rv.distance<mindiff) return 0; 534 if (rv.distance < mindiff)
535 return 0;
470 536
471 x=mon->x; 537 x = mon->x;
472 y=mon->y; 538 y = mon->y;
473 m=mon->map; 539 m = mon->map;
474 dir = rv.direction; 540 dir = rv.direction;
475 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 541 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
476 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 542 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
543
477 /* If we can't solve it within the search distance, return now. */ 544 /* If we can't solve it within the search distance, return now. */
478 if (diff>max) return 0; 545 if (diff > max)
546 return 0;
547
479 while (diff >1 && max>0) { 548 while (diff > 1 && max > 0)
549 {
480 lastx = x; 550 lastx = x;
481 lasty = y; 551 lasty = y;
482 lastmap = m; 552 lastmap = m;
483 x = lastx + freearr_x[dir]; 553 x = lastx + freearr_x[dir];
484 y = lasty + freearr_y[dir]; 554 y = lasty + freearr_y[dir];
485 555
486 mflags = get_map_flags(m, &m, x, y, &x, &y); 556 mflags = get_map_flags (m, &m, x, y, &x, &y);
487 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 557 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
488 558
489 /* Space is blocked - try changing direction a little */ 559 /* Space is blocked - try changing direction a little */
490 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 560 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
491 && (m == mon->map && blocked_link(mon, m, x, y)))) { 561 && (m == mon->map && blocked_link (mon, m, x, y))))
562 {
492 /* recalculate direction from last good location. Possible 563 /* recalculate direction from last good location. Possible
493 * we were not traversing ideal location before. 564 * we were not traversing ideal location before.
494 */ 565 */
495 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 566 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
496 if (rv.direction != dir) { 567 if (rv.direction != dir)
568 {
497 /* OK - says direction should be different - lets reset the 569 /* OK - says direction should be different - lets reset the
498 * the values so it will try again. 570 * the values so it will try again.
499 */ 571 */
500 x = lastx; 572 x = lastx;
501 y = lasty; 573 y = lasty;
502 m = lastmap; 574 m = lastmap;
503 dir = firstdir = rv.direction; 575 dir = firstdir = rv.direction;
576 }
504 } else { 577 else
578 {
505 /* direct path is blocked - try taking a side step to 579 /* direct path is blocked - try taking a side step to
506 * either the left or right. 580 * either the left or right.
507 * Note increase the values in the loop below to be 581 * Note increase the values in the loop below to be
508 * more than -1/1 respectively will mean the monster takes 582 * more than -1/1 respectively will mean the monster takes
509 * bigger detour. Have to be careful about these values getting 583 * bigger detour. Have to be careful about these values getting
510 * too big (3 or maybe 4 or higher) as the monster may just try 584 * too big (3 or maybe 4 or higher) as the monster may just try
511 * stepping back and forth 585 * stepping back and forth
512 */ 586 */
513 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 587 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
588 {
589 if (i == 0)
514 if (i==0) continue; /* already did this, so skip it */ 590 continue; /* already did this, so skip it */
515 /* Use lastdir here - otherwise, 591 /* Use lastdir here - otherwise,
516 * since the direction that the creature should move in 592 * since the direction that the creature should move in
517 * may change, you could get infinite loops. 593 * may change, you could get infinite loops.
518 * ie, player is northwest, but monster can only 594 * ie, player is northwest, but monster can only
519 * move west, so it does that. It goes some distance, 595 * move west, so it does that. It goes some distance,
520 * gets blocked, finds that it should move north, 596 * gets blocked, finds that it should move north,
521 * can't do that, but now finds it can move east, and 597 * can't do that, but now finds it can move east, and
522 * gets back to its original point. lastdir contains 598 * gets back to its original point. lastdir contains
523 * the last direction the creature has successfully 599 * the last direction the creature has successfully
524 * moved. 600 * moved.
525 */ 601 */
526 602
527 x = lastx + freearr_x[absdir(lastdir+i)]; 603 x = lastx + freearr_x[absdir (lastdir + i)];
528 y = lasty + freearr_y[absdir(lastdir+i)]; 604 y = lasty + freearr_y[absdir (lastdir + i)];
529 m = lastmap; 605 m = lastmap;
530 mflags = get_map_flags(m, &m, x, y, &x, &y); 606 mflags = get_map_flags (m, &m, x, y, &x, &y);
531 if (mflags & P_OUT_OF_MAP) continue; 607 if (mflags & P_OUT_OF_MAP)
608 continue;
532 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 609 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
533 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 610 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
611 continue;
534 if (mflags & P_BLOCKSVIEW) continue; 612 if (mflags & P_BLOCKSVIEW)
613 continue;
535 614
536 if (m == mon->map && blocked_link(mon, m, x, y)) break; 615 if (m == mon->map && blocked_link (mon, m, x, y))
616 break;
537 } 617 }
538 /* go through entire loop without finding a valid 618 /* go through entire loop without finding a valid
539 * sidestep to take - thus, no valid path. 619 * sidestep to take - thus, no valid path.
540 */ 620 */
541 if (i==(DETOUR_AMOUNT+1)) 621 if (i == (DETOUR_AMOUNT + 1))
542 return 0; 622 return 0;
543 diff--; 623 diff--;
544 lastdir=dir; 624 lastdir = dir;
545 max--; 625 max--;
546 if (!firstdir) firstdir = dir+i; 626 if (!firstdir)
627 firstdir = dir + i;
547 } /* else check alternate directions */ 628 } /* else check alternate directions */
548 } /* if blocked */ 629 } /* if blocked */
549 else { 630 else
631 {
550 /* we moved towards creature, so diff is less */ 632 /* we moved towards creature, so diff is less */
551 diff--; 633 diff--;
552 max--; 634 max--;
553 lastdir=dir; 635 lastdir = dir;
636 if (!firstdir)
554 if (!firstdir) firstdir = dir; 637 firstdir = dir;
638 }
639
640 if (diff <= 1)
555 } 641 {
556 if (diff<=1) {
557 /* Recalculate diff (distance) because we may not have actually 642 /* Recalculate diff (distance) because we may not have actually
558 * headed toward player for entire distance. 643 * headed toward player for entire distance.
559 */ 644 */
560 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 645 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
561 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 646 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
562 } 647 }
563 if (diff>max) return 0; 648
649 if (diff > max)
650 return 0;
564 } 651 }
652
565 /* If we reached the max, didn't find a direction in time */ 653 /* If we reached the max, didn't find a direction in time */
566 if (!max) return 0; 654 if (!max)
655 return 0;
567 656
568 return firstdir; 657 return firstdir;
569} 658}
570 659
660void
571void give_initial_items(object *pl,treasurelist *items) { 661give_initial_items (object *pl, treasurelist * items)
662{
572 object *op,*next=NULL; 663 object *op, *next = NULL;
573 664
574 if(pl->randomitems!=NULL) 665 if (pl->randomitems != NULL)
575 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 666 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
576 667
577 for (op=pl->inv; op; op=next) { 668 for (op = pl->inv; op; op = next)
669 {
578 next = op->below; 670 next = op->below;
579 671
580 /* Forces get applied per default, unless they have the 672 /* Forces get applied per default, unless they have the
581 * flag "neutral" set. Sorry but I can't think of a better way 673 * flag "neutral" set. Sorry but I can't think of a better way
582 */ 674 */
583 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 675 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
584 SET_FLAG(op,FLAG_APPLIED); 676 SET_FLAG (op, FLAG_APPLIED);
585 677
586 /* we never give weapons/armour if these cannot be used 678 /* we never give weapons/armour if these cannot be used
587 * by this player due to race restrictions 679 * by this player due to race restrictions
588 */ 680 */
589 if (pl->type == PLAYER) { 681 if (pl->type == PLAYER)
682 {
590 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 683 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
591 (op->type == ARMOUR || op->type == BOOTS || 684 (op->type == ARMOUR || op->type == BOOTS ||
592 op->type == CLOAK || op->type == HELMET || 685 op->type == CLOAK || op->type == HELMET ||
593 op->type == SHIELD || op->type == GLOVES || 686 op->type == SHIELD || op->type == GLOVES ||
594 op->type == BRACERS || op->type == GIRDLE)) || 687 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
595 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
596 remove_ob (op);
597 free_object (op);
598 continue;
599 } 688 {
600 } 689 op->destroy ();
601
602 /* This really needs to be better - we should really give
603 * a substitute spellbook. The problem is that we don't really
604 * have a good idea what to replace it with (need something like
605 * a first level treasurelist for each skill.)
606 * remove duplicate skills also
607 */
608 if(op->type==SPELLBOOK || op->type == SKILL) {
609 object *tmp;
610
611 for (tmp=op->below; tmp; tmp=tmp->below)
612 if (tmp->type == op->type && tmp->name == op->name) break;
613
614 if (tmp) {
615 remove_ob(op);
616 free_object(op);
617 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
618 &tmp->name);
619 continue; 690 continue;
620 } 691 }
621 if (op->nrof > 1) op->nrof = 1; 692 }
693
694 /* This really needs to be better - we should really give
695 * a substitute spellbook. The problem is that we don't really
696 * have a good idea what to replace it with (need something like
697 * a first level treasurelist for each skill.)
698 * remove duplicate skills also
699 */
700 if (op->type == SPELLBOOK || op->type == SKILL)
622 } 701 {
702 object *tmp;
623 703
704 for (tmp = op->below; tmp; tmp = tmp->below)
705 if (tmp->type == op->type && tmp->name == op->name)
706 break;
707
708 if (tmp)
709 {
710 op->destroy ();
711 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
712 continue;
713 }
714
715 if (op->nrof > 1)
716 op->nrof = 1;
717 }
718
624 if (op->type == SPELLBOOK && op->inv) { 719 if (op->type == SPELLBOOK && op->inv)
720 {
625 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 721 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
626 } 722 }
627 723
628 /* Give starting characters identified, uncursed, and undamned 724 /* Give starting characters identified, uncursed, and undamned
629 * items. Just don't identify gold or silver, or it won't be 725 * items. Just don't identify gold or silver, or it won't be
630 * merged properly. 726 * merged properly.
631 */ 727 */
632 if (need_identify(op)) { 728 if (need_identify (op))
729 {
633 SET_FLAG(op, FLAG_IDENTIFIED); 730 SET_FLAG (op, FLAG_IDENTIFIED);
634 CLEAR_FLAG(op, FLAG_CURSED); 731 CLEAR_FLAG (op, FLAG_CURSED);
635 CLEAR_FLAG(op, FLAG_DAMNED); 732 CLEAR_FLAG (op, FLAG_DAMNED);
733 }
734 if (op->type == SPELL)
636 } 735 {
637 if(op->type==SPELL) { 736 op->destroy ();
638 remove_ob(op);
639 free_object(op);
640 continue; 737 continue;
738 }
739 else if (op->type == SKILL)
641 } 740 {
642 else if(op->type==SKILL) {
643 SET_FLAG(op, FLAG_CAN_USE_SKILL); 741 SET_FLAG (op, FLAG_CAN_USE_SKILL);
644 op->stats.exp = 0; 742 op->stats.exp = 0;
645 op->level = 1; 743 op->level = 1;
646 } 744 }
647 /* lock all 'normal items by default */ 745 /* lock all 'normal items by default */
746 else
648 else SET_FLAG(op, FLAG_INV_LOCKED); 747 SET_FLAG (op, FLAG_INV_LOCKED);
649 } /* for loop of objects in player inv */ 748 } /* for loop of objects in player inv */
650 749
651 /* Need to set up the skill pointers */ 750 /* Need to set up the skill pointers */
652 link_player_skills(pl); 751 link_player_skills (pl);
653} 752}
654 753
655void get_name(object *op) { 754void
656 op->contr->write_buf[0]='\0';
657 op->contr->state=ST_GET_NAME;
658 send_query(&op->contr->socket,0,"What is your name?\n:");
659}
660
661void get_password(object *op) {
662 op->contr->write_buf[0]='\0';
663 op->contr->state=ST_GET_PASSWORD;
664 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
665}
666
667void play_again(object *op)
668{
669 op->contr->state=ST_PLAY_AGAIN;
670 op->chosen_skill = NULL;
671 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
672 /* a bit of a hack, but there are various places early in th
673 * player creation process that a user can quit (eg, roll
674 * stats) that isn't removing the player. Taking a quick
675 * look, there are many places that call play_again without
676 * removing the player - it probably makes more sense
677 * to leave it to play_again to remove the object in all
678 * cases.
679 */
680 if (!QUERY_FLAG(op, FLAG_REMOVED))
681 remove_ob(op);
682 /* Need to set this to null - otherwise, it could point to garbage,
683 * and draw() doesn't check to see if the player is removed, only if
684 * the map is null or not swapped out.
685 */
686 op->map = NULL;
687}
688
689
690int receive_play_again(object *op, char key)
691{
692 if(key=='q'||key=='Q') {
693 remove_friendly_object(op);
694 leave(op->contr,0); /* ericserver will draw the message */
695 return 2;
696 }
697 else if(key=='a'||key=='A') {
698 player *pl = op->contr;
699 shstr name = op->name;
700
701 remove_friendly_object(op);
702 free_object(op);
703 pl = get_player(pl);
704 op = pl->ob;
705 add_friendly_object(op);
706 op->contr->password[0]='~';
707 op->name = op->name_pl = 0;
708 /* Lets put a space in here */
709 new_draw_info(NDI_UNIQUE, 0, op, "\n");
710 get_name(op);
711 op->name = op->name_pl = name;
712 set_first_map(op);
713 } else {
714 /* user pressed something else so just ask again... */
715 play_again(op);
716 }
717 return 0;
718}
719
720void confirm_password(object *op) {
721
722 op->contr->write_buf[0]='\0';
723 op->contr->state=ST_CONFIRM_PASSWORD;
724 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
725}
726
727void get_party_password(object *op, partylist *party) { 755get_party_password (object *op, partylist *party)
756{
728 if (party == NULL) { 757 if (party == NULL)
758 {
729 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 759 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
730 return; 760 return;
731 } 761 }
762
732 op->contr->write_buf[0]='\0'; 763 op->contr->write_buf[0] = '\0';
733 op->contr->state=ST_GET_PARTY_PASSWORD; 764 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
734 op->contr->party_to_join = party; 765 op->contr->party_to_join = party;
735 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 766 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
736} 767}
737
738 768
739/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 769/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
770static int
740int roll_stat(void) { 771roll_stat (void)
772{
741 int a[4],i,j,k; 773 int a[4], i, j, k;
742 774
743 for(i=0;i<4;i++) 775 for (i = 0; i < 4; i++)
744 a[i]=(int)RANDOM()%6+1; 776 a[i] = (int) rndm (6) + 1;
745 777
746 for(i=0,j=0,k=7;i<4;i++) 778 for (i = 0, j = 0, k = 7; i < 4; i++)
747 if(a[i]<k) 779 if (a[i] < k)
748 k=a[i],j=i; 780 k = a[i], j = i;
749 781
750 for(i=0,k=0;i<4;i++) { 782 for (i = 0, k = 0; i < 4; i++)
751 if(i!=j) 783 if (i != j)
752 k+=a[i]; 784 k += a[i];
753 } 785
754 return k; 786 return k;
755} 787}
756 788
757void roll_stats(object *op) { 789void
790object::roll_stats ()
791{
792 int statsort [NUM_STATS];
793
794 for (;;)
795 {
758 int sum=0; 796 int sum = 0;
759 int i = 0, j = 0; 797 for (int i = NUM_STATS; i--; )
760 int statsort[7]; 798 sum += statsort [i] = roll_stat ();
761 799
762 do { 800 if (sum >= 82 && sum <= 116)
763 op->stats.Str=roll_stat(); 801 break;
764 op->stats.Dex=roll_stat(); 802 }
765 op->stats.Int=roll_stat();
766 op->stats.Con=roll_stat();
767 op->stats.Wis=roll_stat();
768 op->stats.Pow=roll_stat();
769 op->stats.Cha=roll_stat();
770 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
771 op->stats.Con+op->stats.Wis+op->stats.Pow+
772 op->stats.Cha;
773 } while(sum<82||sum>116);
774 803
775 /* Sort the stats so that rerolling is easier... */ 804 // Sort the stats so that rerolling is easier...
776 statsort[0] = op->stats.Str; 805 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
777 statsort[1] = op->stats.Dex;
778 statsort[2] = op->stats.Int;
779 statsort[3] = op->stats.Con;
780 statsort[4] = op->stats.Wis;
781 statsort[5] = op->stats.Pow;
782 statsort[6] = op->stats.Cha;
783 806
784 /* a quick and dirty bubblesort? */ 807 for (int i = 0; i < NUM_STATS; ++i)
785 do {
786 if (statsort[i] < statsort[i + 1]) {
787 j = statsort[i];
788 statsort[i] = statsort[i + 1];
789 statsort[i + 1] = j;
790 i = 0;
791 } else {
792 i++;
793 }
794 } while (i < 6);
795
796 op->stats.Str = statsort[0]; 808 stats.stat (i) = statsort [i];
797 op->stats.Dex = statsort[1];
798 op->stats.Con = statsort[2];
799 op->stats.Int = statsort[3];
800 op->stats.Wis = statsort[4];
801 op->stats.Pow = statsort[5];
802 op->stats.Cha = statsort[6];
803 809
804
805 op->contr->orig_stats.Str=op->stats.Str;
806 op->contr->orig_stats.Dex=op->stats.Dex;
807 op->contr->orig_stats.Int=op->stats.Int;
808 op->contr->orig_stats.Con=op->stats.Con;
809 op->contr->orig_stats.Wis=op->stats.Wis;
810 op->contr->orig_stats.Pow=op->stats.Pow;
811 op->contr->orig_stats.Cha=op->stats.Cha;
812
813 op->level=1;
814 op->stats.exp=0; 810 stats.exp = 0;
815 op->stats.ac=0; 811 stats.ac = 0;
816 812
813 stats.hp = stats.maxhp;
814 stats.sp = stats.maxsp;
815 stats.grace = stats.maxgrace;
816
817 if (contr)
818 {
817 op->contr->levhp[1] = 9; 819 contr->levhp[1] = 9;
818 op->contr->levsp[1] = 6; 820 contr->levsp[1] = 6;
819 op->contr->levgrace[1] = 3; 821 contr->levgrace[1] = 3;
820 822
821 fix_player(op); 823 contr->orig_stats = stats;
824 }
825}
826
827void
828object::swap_stats (int a, int b)
829{
830 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
831
832 for (int i = 0; i < NUM_STATS; ++i)
833 stats.stat (i) = contr->orig_stats.stat (i);
834
835 //TODO: the following code looks so borked and should, at the very least,
836 // be merged with the similar code in roll_stats
837 stats.ac = 0;
838
839 level = 1;
840 stats.exp = 0;
841 stats.ac = 0;
842
822 op->stats.hp = op->stats.maxhp; 843 stats.hp = stats.maxhp;
823 op->stats.sp = op->stats.maxsp; 844 stats.sp = stats.maxsp;
824 op->stats.grace = op->stats.maxgrace; 845 stats.grace = stats.maxgrace;
846
847 if (contr)
848 {
849 contr->levhp[1] = 9;
850 contr->levsp[1] = 6;
851 contr->levgrace[1] = 3;
852
825 op->contr->orig_stats=op->stats; 853 contr->orig_stats = stats;
854 }
826} 855}
827 856
828void Roll_Again(object *op) 857static void
858start_info (object *op)
829{ 859{
830 esrv_new_player(op->contr, 0);
831 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
832}
833
834void Swap_Stat(object *op,int Swap_Second)
835{
836 signed char tmp;
837 char buf[MAX_BUF]; 860 char buf[MAX_BUF];
838 861
839 if ( op->contr->Swap_First == -1 ) { 862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
840 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
841 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
842 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
843 return;
844 }
845
846 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
847
848 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
849 get_attr_value(&op->contr->orig_stats, Swap_Second));
850
851 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
852
853 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
854 new_draw_info(NDI_UNIQUE, 0,op, buf); 863 new_draw_info (NDI_UNIQUE, 0, op, buf);
855 op->stats.Str = op->contr->orig_stats.Str; 864 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
856 op->stats.Dex = op->contr->orig_stats.Dex;
857 op->stats.Con = op->contr->orig_stats.Con;
858 op->stats.Int = op->contr->orig_stats.Int;
859 op->stats.Wis = op->contr->orig_stats.Wis;
860 op->stats.Pow = op->contr->orig_stats.Pow;
861 op->stats.Cha = op->contr->orig_stats.Cha;
862 op->stats.ac=0;
863
864 op->level=1;
865 op->stats.exp=0;
866 op->stats.ac=0;
867
868 op->contr->levhp[1] = 9;
869 op->contr->levsp[1] = 6;
870 op->contr->levgrace[1] = 3;
871
872 fix_player(op);
873 op->stats.hp = op->stats.maxhp;
874 op->stats.sp = op->stats.maxsp;
875 op->stats.grace = op->stats.maxgrace;
876 op->contr->orig_stats=op->stats;
877 op->contr->Swap_First=-1;
878}
879
880
881/* This code has been greatly reduced, because with set_attr_value
882 * and get_attr_value, the stats can be accessed just numeric
883 * ids. stat_trans is a table that translate the number entered
884 * into the actual stat. It is needed because the order the stats
885 * are displayed in the stat window is not the same as how
886 * the number's access that stat. The table does that translation.
887 */
888int key_roll_stat(object *op, char key)
889{
890 int keynum = key -'0';
891 char buf[MAX_BUF];
892 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
893
894 if (keynum>0 && keynum<=7) {
895 if (op->contr->Swap_First==-1) {
896 op->contr->Swap_First=stat_trans[keynum];
897 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
898 new_draw_info(NDI_UNIQUE, 0,op,buf); 865 //new_draw_info (NDI_UNIQUE, 0, op, " ");
899 }
900 else
901 Swap_Stat(op,stat_trans[keynum]);
902
903 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
904 return 1;
905 }
906 switch (key) {
907 case 'n':
908 case 'N': {
909 SET_FLAG(op, FLAG_WIZ);
910 if(op->map==NULL) {
911 LOG(llevError,"Map == NULL in state 2\n");
912 break;
913 }
914
915#if 0
916 /* So that enter_exit will put us at startx/starty */
917 op->x= -1;
918
919 enter_exit(op,NULL);
920#endif
921 SET_ANIMATION(op, 2); /* So player faces south */
922 /* Enter exit adds a player otherwise */
923 add_statbonus(op);
924 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
925 op->contr->state = ST_CHANGE_CLASS;
926 if (op->msg)
927 new_draw_info(NDI_BLUE, 0, op, op->msg);
928 return 0;
929 }
930 case 'y':
931 case 'Y':
932 roll_stats(op);
933 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
934 return 1;
935
936 case 'q':
937 case 'Q':
938 play_again(op);
939 return 1;
940
941 default:
942 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
943 return 0;
944 }
945 return 0;
946} 866}
947 867
948/* This function takes the key that is passed, and does the 868/* This function takes the key that is passed, and does the
949 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
950 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
951 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
952 * not the class. 872 * not the class.
953 */ 873 */
954 874void
955int key_change_class(object *op, char key) 875player::chargen_race_done ()
956{ 876{
957 int tmp_loop;
958
959 if(key=='q'||key=='Q') {
960 remove_ob(op);
961 play_again(op);
962 return 0;
963 }
964 if(key=='d'||key=='D') {
965 char buf[MAX_BUF];
966
967 /* this must before then initial items are given */ 877 /* this must before then initial items are given */
968 esrv_new_player(op->contr, op->weight+op->carrying); 878 esrv_new_player (ob->contr, ob->weight + ob->carrying);
969 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
970 879
880 treasurelist *tl = treasurelist::find ("starting_wealth");
881 if (tl)
882 create_treasure (tl, ob, 0, 0, 0);
883
971 INVOKE_PLAYER (BIRTH, op->contr); 884 INVOKE_PLAYER (BIRTH, ob->contr);
972 INVOKE_PLAYER (LOGIN, op->contr); 885 INVOKE_PLAYER (LOGIN, ob->contr);
973 886
974 op->contr->state=ST_PLAYING; 887 ob->contr->ns->state = ST_PLAYING;
975 888
976 if (op->msg) 889 if (ob->msg)
977 op->msg=NULL; 890 ob->msg = 0;
978 891
979 /* We create this now because some of the unique maps will need it 892 /* We create this now because some of the unique maps will need it
980 * to save here. 893 * to save here.
981 */
982 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
983 make_path_to_file(buf);
984
985#ifdef AUTOSAVE
986 op->contr->last_save_tick = pticks;
987#endif
988 start_info(op);
989 CLEAR_FLAG(op, FLAG_WIZ);
990 give_initial_items(op,op->randomitems);
991 link_player_skills(op);
992 esrv_send_inventory(op, op);
993 fix_player(op);
994
995 /* This moves the player to a different start map, if there
996 * is one for this race
997 */
998 if(*first_map_ext_path) {
999 object *tmp;
1000 mapstruct *oldmap = op->map;
1001 char mapname[MAX_BUF];
1002 snprintf(mapname, MAX_BUF-1, "%s/%s",
1003 first_map_ext_path, &op->arch->name);
1004 tmp=get_object();
1005 EXIT_PATH(tmp) = mapname;
1006 EXIT_X(tmp) = op->x;
1007 EXIT_Y(tmp) = op->y;
1008 enter_exit(op,tmp); /* we don't really care if it succeeded;
1009 * if the map isn't there, then stay on the
1010 * default initial map */
1011 free_object(tmp);
1012 } else {
1013 LOG(llevDebug,"first_map_ext_path not set\n");
1014 }
1015 return 0;
1016 }
1017
1018 /* Following actually changes the race - this is the default command
1019 * if we don't match with one of the options above.
1020 */ 894 */
1021 895 {
1022 tmp_loop = 0;
1023 while(!tmp_loop) {
1024 shstr name = op->name;
1025 int x = op->x, y = op->y;
1026 remove_statbonus(op);
1027 remove_ob (op);
1028 op->arch = get_player_archetype(op->arch);
1029 copy_object (&op->arch->clone, op);
1030 op->instantiate ();
1031 op->stats = op->contr->orig_stats;
1032 op->name = op->name_pl = name;
1033 op->x = x;
1034 op->y = y;
1035 SET_ANIMATION(op, 2); /* So player faces south */
1036 insert_ob_in_map (op, op->map, op,0);
1037 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1038 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1039 add_statbonus(op);
1040 tmp_loop=allowed_class(op);
1041 }
1042 update_object(op,UP_OBJ_FACE);
1043 esrv_update_item(UPD_FACE,op,op);
1044 fix_player(op);
1045 op->stats.hp=op->stats.maxhp;
1046 op->stats.sp=op->stats.maxsp;
1047 op->stats.grace=0;
1048 if (op->msg)
1049 new_draw_info(NDI_BLUE, 0, op, op->msg);
1050 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1051 return 0;
1052}
1053
1054int key_confirm_quit(object *op, char key)
1055{
1056 char buf[MAX_BUF]; 896 char buf[MAX_BUF];
1057
1058 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1059 op->contr->state=ST_PLAYING;
1060 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1061 return 1;
1062 }
1063
1064 INVOKE_PLAYER (LOGOUT, op->contr);
1065 INVOKE_PLAYER (QUIT , op->contr);
1066
1067 terminate_all_pets(op);
1068 leave_map(op);
1069 op->direction=0;
1070 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1071 "%s quits the game.", &op->name);
1072
1073 strcpy(op->contr->killer,"quit");
1074 check_score(op);
1075 op->contr->party=NULL;
1076 if (settings.set_title == TRUE)
1077 op->contr->own_title[0]='\0';
1078
1079 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1080 mapstruct *mp, *next;
1081
1082 /* We need to hunt for any per player unique maps in memory and
1083 * get rid of them. The trailing slash in the path is intentional,
1084 * so that players named 'Ab' won't match against players 'Abe' pathname
1085 */
1086 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1087 for (mp=first_map; mp!=NULL; mp=next) { 898 make_path_to_file (buf);
1088 next = mp->next; 899 }
1089 if (!strncmp(mp->path, buf, strlen(buf))) 900
1090 delete_map(mp); 901 start_info (ob);
1091 } 902 CLEAR_FLAG (ob, FLAG_WIZ);
1092 903 give_initial_items (ob, ob->randomitems);
1093 delete_character(op->name, 1); 904 link_player_skills (ob);
905 esrv_send_inventory (ob, ob);
906 ob->update_stats ();
907
908 /* This moves the player to a different start map, if there
909 * is one for this race
910 */
911 if (*first_map_ext_path)
1094 } 912 {
1095 play_again(op); 913 object *tmp;
1096 return 1; 914 char mapname[MAX_BUF];
1097}
1098 915
916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
917 tmp = object::create ();
918 EXIT_PATH (tmp) = mapname;
919 EXIT_X (tmp) = ob->x;
920 EXIT_Y (tmp) = ob->y;
921 ob->enter_exit (tmp); /* we don't really care if it succeeded;
922 * if the map isn't there, then stay on the
923 * default initial map */
924 tmp->destroy ();
925 }
926 else
927 LOG (llevDebug, "first_map_ext_path not set\n");
928}
929
930void
931player::chargen_race_next ()
932{
933 /* Following actually changes the race - this is the default command
934 * if we don't match with one of the options above.
935 */
936
937 do
938 {
939 shstr name = ob->name;
940 int x = ob->x, y = ob->y;
941
942 ob->remove_statbonus ();
943 ob->remove ();
944 ob->arch = get_player_archetype (ob->arch);
945 ob->arch->copy_to (ob);
946 ob->instantiate ();
947 ob->stats = ob->contr->orig_stats;
948 ob->name = ob->name_pl = name;
949 ob->x = x;
950 ob->y = y;
951 SET_ANIMATION (ob, 2); /* So player faces south */
952 insert_ob_in_map (ob, ob->map, ob, 0);
953 assign (ob->contr->title, ob->arch->object::name);
954 ob->add_statbonus ();
955 }
956 while (!allowed_class (ob));
957
958 update_object (ob, UP_OBJ_FACE);
959 esrv_update_item (UPD_FACE, ob, ob);
960 ob->update_stats ();
961 ob->stats.hp = ob->stats.maxhp;
962 ob->stats.sp = ob->stats.maxsp;
963 ob->stats.grace = 0;
964}
965
966void
1099void flee_player(object *op) { 967flee_player (object *op)
968{
1100 int dir,diff; 969 int dir, diff;
1101 rv_vector rv; 970 rv_vector rv;
1102 971
1103 if(op->stats.hp < 0) { 972 if (op->stats.hp < 0)
973 {
1104 LOG(llevDebug, "Fleeing player is dead.\n"); 974 LOG (llevDebug, "Fleeing player is dead.\n");
1105 CLEAR_FLAG(op, FLAG_SCARED); 975 CLEAR_FLAG (op, FLAG_SCARED);
976 return;
977 }
978
979 if (op->enemy == NULL)
980 {
981 LOG (llevDebug, "Fleeing player had no enemy.\n");
982 CLEAR_FLAG (op, FLAG_SCARED);
983 return;
984 }
985
986 /* Seen some crashes here. Since we don't store an
987 * op->enemy_count, it is possible that something destroys the
988 * actual enemy, and the object is recycled.
989 */
990 if (op->enemy->map == NULL)
991 {
992 CLEAR_FLAG (op, FLAG_SCARED);
993 op->enemy = NULL;
994 return;
995 }
996
997 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
998 {
999 op->enemy = NULL;
1000 CLEAR_FLAG (op, FLAG_SCARED);
1001 return;
1002 }
1003
1004 get_rangevector (op, op->enemy, &rv, 0);
1005
1006 dir = absdir (4 + rv.direction);
1007 for (diff = 0; diff < 3; diff++)
1008 {
1009 int m = 1 - (RANDOM () & 2);
1010
1011 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1106 return; 1012 return;
1107 } 1013 }
1108 1014
1109 if(op->enemy==NULL) {
1110 LOG(llevDebug,"Fleeing player had no enemy.\n");
1111 CLEAR_FLAG(op, FLAG_SCARED);
1112 return;
1113 }
1114
1115 /* Seen some crashes here. Since we don't store an
1116 * op->enemy_count, it is possible that something destroys the
1117 * actual enemy, and the object is recycled.
1118 */
1119 if (op->enemy->map == NULL) {
1120 CLEAR_FLAG(op, FLAG_SCARED);
1121 op->enemy=NULL;
1122 return;
1123 }
1124
1125 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1126 op->enemy=NULL;
1127 CLEAR_FLAG(op, FLAG_SCARED);
1128 return;
1129 }
1130 get_rangevector(op, op->enemy, &rv, 0);
1131
1132 dir=absdir(4+rv.direction);
1133 for(diff=0;diff<3;diff++) {
1134 int m=1-(RANDOM()&2);
1135 if(move_ob(op,absdir(dir+diff*m),op)||
1136 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1137 return;
1138 }
1139 }
1140 /* Cornered, get rid of scared */ 1015 /* Cornered, get rid of scared */
1141 CLEAR_FLAG(op, FLAG_SCARED); 1016 CLEAR_FLAG (op, FLAG_SCARED);
1142 op->enemy=NULL; 1017 op->enemy = NULL;
1143} 1018}
1144
1145 1019
1146/* check_pick sees if there is stuff to be picked up/picks up stuff. 1020/* check_pick sees if there is stuff to be picked up/picks up stuff.
1147 * IT returns 1 if the player should keep on moving, 0 if he should 1021 * It returns 1 if the player should keep on moving, 0 if he should
1148 * stop. 1022 * stop.
1149 */ 1023 */
1024int
1150int check_pick(object *op) { 1025check_pick (object *op)
1026{
1151 object *tmp, *next; 1027 object *tmp, *next;
1152 tag_t next_tag=0, op_tag;
1153 int stop = 0; 1028 int stop = 0;
1154 int j, k, wvratio; 1029 int wvratio;
1155 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1156
1157 1031
1158 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1159 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1160 return 1; 1034 return 1;
1161 1035
1162 op_tag = op->count;
1163
1164 next = op->below; 1036 next = op->below;
1165 if (next)
1166 next_tag = next->count;
1167 1037
1168 /* loop while there are items on the floor that are not marked as 1038 /* loop while there are items on the floor that are not marked as
1169 * destroyed */ 1039 * destroyed */
1170 while (next && ! was_destroyed (next, next_tag)) 1040 while (next && !next->destroyed ())
1171 { 1041 {
1172 tmp = next; 1042 tmp = next;
1173 next = tmp->below; 1043 next = tmp->below;
1174 if (next)
1175 next_tag = next->count;
1176 1044
1177 if (was_destroyed (op, op_tag)) 1045 if (op->destroyed ())
1178 return 0; 1046 return 0;
1179 1047
1180 if ( ! can_pick (op, tmp)) 1048 if (!can_pick (op, tmp))
1181 continue; 1049 continue;
1182 1050
1183 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1184 { 1052 {
1185 if (item_matched_string (op, tmp, op->contr->search_str)) 1053 if (item_matched_string (op, tmp, op->contr->search_str))
1186 pick_up (op, tmp); 1054 pick_up (op, tmp);
1187 continue; 1055 continue;
1188 } 1056 }
1189 1057
1190 /* high not bit set? We're using the old autopickup model */ 1058 /* high not bit set? We're using the old autopickup model */
1191 if(!(op->contr->mode & PU_NEWMODE)) { 1059 if (!(op->contr->mode & PU_NEWMODE))
1060 {
1192 switch (op->contr->mode) { 1061 switch (op->contr->mode)
1062 {
1063 case 0:
1193 case 0: return 1; /* don't pick up */ 1064 return 1; /* don't pick up */
1065 case 1:
1194 case 1: pick_up (op, tmp); 1066 pick_up (op, tmp);
1195 return 1; 1067 return 1;
1068 case 2:
1196 case 2: pick_up (op, tmp); 1069 pick_up (op, tmp);
1197 return 0; 1070 return 0;
1071 case 3:
1198 case 3: return 0; /* stop before pickup */ 1072 return 0; /* stop before pickup */
1073 case 4:
1199 case 4: pick_up (op, tmp); 1074 pick_up (op, tmp);
1200 break; 1075 break;
1076 case 5:
1201 case 5: pick_up (op, tmp); 1077 pick_up (op, tmp);
1202 stop = 1; 1078 stop = 1;
1203 break; 1079 break;
1204 case 6: 1080 case 6:
1205 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1081 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1206 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1207 pick_up(op, tmp); 1082 pick_up (op, tmp);
1208 break; 1083 break;
1209 1084
1210 case 7: 1085 case 7:
1211 if (tmp->type == MONEY || tmp->type == GEM) 1086 if (tmp->type == MONEY || tmp->type == GEM)
1212 pick_up(op, tmp); 1087 pick_up (op, tmp);
1213 break; 1088 break;
1214 1089
1215 default: 1090 default:
1216 /* use value density */ 1091 /* use value density */
1217 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1092 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1218 && (query_cost (tmp, op, F_TRUE) * 100 1093 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1219 / (tmp->weight * MAX (tmp->nrof, 1)))
1220 >= op->contr->mode)
1221 pick_up(op,tmp); 1094 pick_up (op, tmp);
1222 } 1095 }
1223 } 1096 }
1224 else { /* old model */ 1097 else
1098 { /* old model */
1225 /* NEW pickup handling */ 1099 /* NEW pickup handling */
1226 if(op->contr->mode & PU_DEBUG) 1100 if (op->contr->mode & PU_DEBUG)
1227 {
1228 /* some debugging code to figure out item information */
1229 if(tmp->name!=NULL)
1230 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1231 &tmp->name, tmp->type,
1232 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1233 else
1234 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1235 &tmp->arch->name, tmp->type,
1236 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1237 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1238
1239 sprintf(putstring,"...flags: ");
1240 for(k=0;k<4;k++)
1241 {
1242 for(j=0;j<32;j++)
1243 {
1244 if((tmp->flags[k]>>j)&0x01)
1245 { 1101 {
1246 sprintf(tmpstr,"%d ",k*32+j); 1102 /* some debugging code to figure out item information */
1247 strcat(putstring, tmpstr); 1103 if (tmp->name != NULL)
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106 else
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109
1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1248 } 1111 }
1112
1113 /* philosophy:
1114 * It's easy to grab an item type from a pile, as long as it's
1115 * generic. This takes no game-time. For more detailed pickups
1116 * and selections, select-items should be used. This is a
1117 * grab-as-you-run type mode that's really useful for arrows for
1118 * example.
1119 * The drawback: right now it has no frontend, so you need to
1120 * stick the bits you want into a calculator in hex mode and then
1121 * convert to decimal and then 'pickup <#>
1122 */
1123
1124 /* the first two modes are exclusive: if NOTHING we return, if
1125 * STOP then we stop. All the rest are applied sequentially,
1126 * meaning if any test passes, the item gets picked up. */
1127
1128 /* if mode is set to pick nothing up, return */
1129
1130 if (op->contr->mode & PU_NOTHING)
1131 return 1;
1132
1133 /* if mode is set to stop when encountering objects, return */
1134 /* take STOP before INHIBIT since it doesn't actually pick
1135 * anything up */
1136
1137 if (op->contr->mode & PU_STOP)
1138 return 0;
1139
1140 /* useful for going into stores and not losing your settings... */
1141 /* and for battles wher you don't want to get loaded down while
1142 * fighting */
1143 if (op->contr->mode & PU_INHIBIT)
1144 return 1;
1145
1146 /* prevent us from turning into auto-thieves :) */
1147 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1148 continue;
1149
1150 /* ignore known cursed objects */
1151 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1152 continue;
1153
1154 /* all food and drink if desired */
1155 /* question: don't pick up known-poisonous stuff? */
1156 if (op->contr->mode & PU_FOOD)
1157 if (tmp->type == FOOD)
1158 {
1159 pick_up (op, tmp);
1160 continue;
1161 }
1162
1163 if (op->contr->mode & PU_DRINK)
1164 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1165 {
1166 pick_up (op, tmp);
1167 continue;
1168 }
1169
1170 if (op->contr->mode & PU_POTION)
1171 if (tmp->type == POTION)
1172 {
1173 pick_up (op, tmp);
1174 continue;
1175 }
1176
1177 /* spellbooks, skillscrolls and normal books/scrolls */
1178 if (op->contr->mode & PU_SPELLBOOK)
1179 if (tmp->type == SPELLBOOK)
1180 {
1181 pick_up (op, tmp);
1182 continue;
1183 }
1184
1185 if (op->contr->mode & PU_SKILLSCROLL)
1186 if (tmp->type == SKILLSCROLL)
1187 {
1188 pick_up (op, tmp);
1189 continue;
1190 }
1191
1192 if (op->contr->mode & PU_READABLES)
1193 if (tmp->type == BOOK || tmp->type == SCROLL)
1194 {
1195 pick_up (op, tmp);
1196 continue;
1197 }
1198
1199 /* wands/staves/rods/horns */
1200 if (op->contr->mode & PU_MAGIC_DEVICE)
1201 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1202 {
1203 pick_up (op, tmp);
1204 continue;
1205 }
1206
1207 /* pick up all magical items */
1208 if (op->contr->mode & PU_MAGICAL)
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1210 {
1211 pick_up (op, tmp);
1212 continue;
1213 }
1214
1215 if (op->contr->mode & PU_VALUABLES)
1216 {
1217 if (tmp->type == MONEY || tmp->type == GEM)
1218 {
1219 pick_up (op, tmp);
1220 continue;
1221 }
1249 } 1222 }
1223
1224 /* rings & amulets - talismans seems to be typed AMULET */
1225 if (op->contr->mode & PU_JEWELS)
1226 if (tmp->type == RING || tmp->type == AMULET)
1227 {
1228 pick_up (op, tmp);
1229 continue;
1230 }
1231
1232 /* we don't forget dragon food */
1233 if (op->contr->mode & PU_FLESH)
1234 if (tmp->type == FLESH)
1235 {
1236 pick_up (op, tmp);
1237 continue;
1238 }
1239
1240 /* bows and arrows. Bows are good for selling! */
1241 if (op->contr->mode & PU_BOW)
1242 if (tmp->type == BOW)
1243 {
1244 pick_up (op, tmp);
1245 continue;
1246 }
1247
1248 if (op->contr->mode & PU_ARROW)
1249 if (tmp->type == ARROW)
1250 {
1251 pick_up (op, tmp);
1252 continue;
1253 }
1254
1255 /* all kinds of armor etc. */
1256 if (op->contr->mode & PU_ARMOUR)
1257 if (tmp->type == ARMOUR)
1258 {
1259 pick_up (op, tmp);
1260 continue;
1261 }
1262
1263 if (op->contr->mode & PU_HELMET)
1264 if (tmp->type == HELMET)
1265 {
1266 pick_up (op, tmp);
1267 continue;
1268 }
1269
1270 if (op->contr->mode & PU_SHIELD)
1271 if (tmp->type == SHIELD)
1272 {
1273 pick_up (op, tmp);
1274 continue;
1275 }
1276
1277 if (op->contr->mode & PU_BOOTS)
1278 if (tmp->type == BOOTS)
1279 {
1280 pick_up (op, tmp);
1281 continue;
1282 }
1283
1284 if (op->contr->mode & PU_GLOVES)
1285 if (tmp->type == GLOVES)
1286 {
1287 pick_up (op, tmp);
1288 continue;
1289 }
1290
1291 if (op->contr->mode & PU_CLOAK)
1292 if (tmp->type == CLOAK)
1293 {
1294 pick_up (op, tmp);
1295 continue;
1296 }
1297
1298 /* hoping to catch throwing daggers here */
1299 if (op->contr->mode & PU_MISSILEWEAPON)
1300 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1301 {
1302 pick_up (op, tmp);
1303 continue;
1304 }
1305
1306 /* careful: chairs and tables are weapons! */
1307 if (op->contr->mode & PU_ALLWEAPON)
1308 {
1309 if (tmp->type == WEAPON && tmp->name != NULL)
1310 {
1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1313 {
1314 pick_up (op, tmp);
1315 continue;
1316 }
1317 }
1318
1319 if (tmp->type == WEAPON && tmp->name == NULL)
1320 {
1321 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1322 {
1323 pick_up (op, tmp);
1324 continue;
1325 }
1326 }
1250 } 1327 }
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1252 1328
1329 /* misc stuff that's useful */
1330 if (op->contr->mode & PU_KEY)
1331 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1332 {
1333 pick_up (op, tmp);
1334 continue;
1335 }
1336
1337 /* any of the last 4 bits set means we use the ratio for value
1338 * pickups */
1339 if (op->contr->mode & PU_RATIO)
1340 {
1341 /* use value density to decide what else to grab */
1342 /* >=7 was >= op->contr->mode */
1343 /* >=7 is the old standard setting. Now we take the last 4 bits
1344 * and multiply them by 5, giving 0..15*5== 5..75 */
1345 wvratio = (op->contr->mode & PU_RATIO) * 5;
1346 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1347 {
1348 pick_up (op, tmp);
1253#if 0 1349#if 0
1254 /* print the flags too */ 1350 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1255 for(k=0;k<4;k++) 1351 if (tmp->name != NULL)
1256 { 1352 {
1257 fprintf(stderr,"%d [%d] ", k, k*32+31); 1353 fprintf (stderr, "%s", tmp->name);
1258 for(j=0;j<32;j++) 1354 }
1259 { 1355 else
1260 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1356 fprintf (stderr, "%s", tmp->arch->archname);
1261 if(!((j+1)%4))fprintf(stderr," "); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1262 } 1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1263 fprintf(stderr," [%d]\n", k*32);
1264 }
1265#endif 1359#endif
1266 } 1360 continue;
1267 /* philosophy: 1361 }
1268 * It's easy to grab an item type from a pile, as long as it's
1269 * generic. This takes no game-time. For more detailed pickups
1270 * and selections, select-items shoul dbe used. This is a
1271 * grab-as-you-run type mode that's really useful for arrows for
1272 * example.
1273 * The drawback: right now it has no frontend, so you need to
1274 * stick the bits you want into a calculator in hex mode and then
1275 * convert to decimal and then 'pickup <#>
1276 */
1277
1278 /* the first two modes are exclusive: if NOTHING we return, if
1279 * STOP then we stop. All the rest are applied sequentially,
1280 * meaning if any test passes, the item gets picked up. */
1281
1282 /* if mode is set to pick nothing up, return */
1283
1284 if(op->contr->mode & PU_NOTHING) return 1;
1285
1286 /* if mode is set to stop when encountering objects, return */
1287 /* take STOP before INHIBIT since it doesn't actually pick
1288 * anything up */
1289
1290 if(op->contr->mode & PU_STOP) return 0;
1291
1292 /* useful for going into stores and not losing your settings... */
1293 /* and for battles wher you don't want to get loaded down while
1294 * fighting */
1295 if(op->contr->mode & PU_INHIBIT) return 1;
1296
1297 /* prevent us from turning into auto-thieves :) */
1298 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1299
1300 /* ignore known cursed objects */
1301 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1302
1303 /* all food and drink if desired */
1304 /* question: don't pick up known-poisonous stuff? */
1305 if(op->contr->mode & PU_FOOD)
1306 if (tmp->type == FOOD)
1307 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1308 if(op->contr->mode & PU_DRINK)
1309 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1310 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1311
1312 if(op->contr->mode & PU_POTION)
1313 if (tmp->type == POTION)
1314 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1315
1316 /* spellbooks, skillscrolls and normal books/scrolls */
1317 if(op->contr->mode & PU_SPELLBOOK)
1318 if (tmp->type == SPELLBOOK)
1319 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1320 if(op->contr->mode & PU_SKILLSCROLL)
1321 if (tmp->type == SKILLSCROLL)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1323 if(op->contr->mode & PU_READABLES)
1324 if (tmp->type == BOOK || tmp->type == SCROLL)
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1326
1327 /* wands/staves/rods/horns */
1328 if (op->contr->mode & PU_MAGIC_DEVICE)
1329 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1330 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1331
1332 /* pick up all magical items */
1333 if(op->contr->mode & PU_MAGICAL)
1334 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1336
1337 if(op->contr->mode & PU_VALUABLES)
1338 {
1339 if (tmp->type == MONEY || tmp->type == GEM)
1340 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1341 }
1342
1343 /* rings & amulets - talismans seems to be typed AMULET */
1344 if(op->contr->mode & PU_JEWELS)
1345 if (tmp->type == RING || tmp->type == AMULET)
1346 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1347
1348 /* bows and arrows. Bows are good for selling! */
1349 if(op->contr->mode & PU_BOW)
1350 if (tmp->type == BOW)
1351 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1352 if(op->contr->mode & PU_ARROW)
1353 if (tmp->type == ARROW)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1355
1356 /* all kinds of armor etc. */
1357 if(op->contr->mode & PU_ARMOUR)
1358 if (tmp->type == ARMOUR)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1360 if(op->contr->mode & PU_HELMET)
1361 if (tmp->type == HELMET)
1362 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1363 if(op->contr->mode & PU_SHIELD)
1364 if (tmp->type == SHIELD)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1366 if(op->contr->mode & PU_BOOTS)
1367 if (tmp->type == BOOTS)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1369 if(op->contr->mode & PU_GLOVES)
1370 if (tmp->type == GLOVES)
1371 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1372 if(op->contr->mode & PU_CLOAK)
1373 if (tmp->type == CLOAK)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1375
1376 /* hoping to catch throwing daggers here */
1377 if(op->contr->mode & PU_MISSILEWEAPON)
1378 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1380
1381 /* careful: chairs and tables are weapons! */
1382 if(op->contr->mode & PU_ALLWEAPON)
1383 {
1384 if(tmp->type == WEAPON && tmp->name!=NULL)
1385 {
1386 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1387 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1389 }
1390 if(tmp->type == WEAPON && tmp->name==NULL)
1391 {
1392 if(strstr(tmp->arch->name,"table")==NULL &&
1393 strstr(tmp->arch->name,"chair")==NULL)
1394 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1395 }
1396 }
1397
1398 /* misc stuff that's useful */
1399 if(op->contr->mode & PU_KEY)
1400 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1402
1403 /* any of the last 4 bits set means we use the ratio for value
1404 * pickups */
1405 if(op->contr->mode & PU_RATIO)
1406 {
1407 /* use value density to decide what else to grab */
1408 /* >=7 was >= op->contr->mode */
1409 /* >=7 is the old standard setting. Now we take the last 4 bits
1410 * and multiply them by 5, giving 0..15*5== 5..75 */
1411 wvratio=(op->contr->mode & PU_RATIO) * 5;
1412 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1413 {
1414 pick_up(op, tmp);
1415#if 0
1416 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1417 if(tmp->name!=NULL) {
1418 fprintf(stderr,"%s", tmp->name);
1419 } 1362 }
1420 else fprintf(stderr,"%s",tmp->arch->name); 1363 } /* the new pickup model */
1421 fprintf(stderr,",%d] = ", tmp->type);
1422 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1423#endif
1424 continue;
1425 }
1426 } 1364 }
1427 } /* the new pickup model */ 1365
1428 }
1429 return ! stop; 1366 return !stop;
1430} 1367}
1431 1368
1432/* 1369/*
1433 * Find an arrow in the inventory and after that 1370 * Find an arrow in the inventory and after that
1434 * in the right type container (quiver). Pointer to the 1371 * in the right type container (quiver). Pointer to the
1435 * found object is returned. 1372 * found object is returned.
1436 */ 1373 */
1374object *
1437object *find_arrow(object *op, const char *type) 1375find_arrow (object *op, const char *type)
1438{ 1376{
1439 object *tmp = NULL; 1377 object *tmp = 0;
1440 1378
1441 for(op=op->inv; op; op=op->below) 1379 for (op = op->inv; op; op = op->below)
1442 if(!tmp && op->type==CONTAINER && op->race==type && 1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1443 QUERY_FLAG(op,FLAG_APPLIED))
1444 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1445 else if (op->type==ARROW && op->race==type) 1382 else if (op->type == ARROW && op->race == type)
1446 return op; 1383 return op;
1384
1447 return tmp; 1385 return tmp;
1448} 1386}
1449 1387
1450/* 1388/*
1451 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1452 * against the target. A full test is not performed, simply a basic test 1390 * against the target. A full test is not performed, simply a basic test
1453 * of resistances. The archer is making a quick guess at what he sees down 1391 * of resistances. The archer is making a quick guess at what he sees down
1454 * the hall. Failing that it does it's best to pick the highest plus arrow. 1392 * the hall. Failing that it does it's best to pick the highest plus arrow.
1455 */ 1393 */
1456 1394object *
1457object *find_better_arrow(object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1458{ 1396{
1459 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1460 int attacknum, attacktype, betterby=0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1461 1399
1462 if (!type) 1400 if (!type)
1463 return NULL; 1401 return NULL;
1464 1402
1465 for (arrow=op->inv; arrow; arrow=arrow->below) { 1403 for (arrow = op->inv; arrow; arrow = arrow->below)
1466 if (arrow->type==CONTAINER && arrow->race==type && 1404 {
1467 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1405 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1406 {
1468 i = 0; 1407 i = 0;
1469 ntmp = find_better_arrow(arrow, target, type, &i); 1408 ntmp = find_better_arrow (arrow, target, type, &i);
1470 if (i > betterby) { 1409 if (i > betterby)
1410 {
1471 tmp = ntmp; 1411 tmp = ntmp;
1472 betterby = i; 1412 betterby = i;
1473 } 1413 }
1414 }
1474 } else if (arrow->type==ARROW && arrow->race==type) { 1415 else if (arrow->type == ARROW && arrow->race == type)
1416 {
1475 /* allways prefer assasination/slaying */ 1417 /* allways prefer assasination/slaying */
1476 if (target->race != NULL && arrow->slaying != NULL && 1418 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1477 strstr(arrow->slaying, target->race)) { 1419 {
1478 if (arrow->attacktype & AT_DEATH) { 1420 if (arrow->attacktype & AT_DEATH)
1421 {
1479 *better = 100; 1422 *better = 100;
1480 return arrow; 1423 return arrow;
1481 } else {
1482 tmp = arrow;
1483 betterby = (arrow->magic + arrow->stats.dam) * 2;
1484 } 1424 }
1485 } else { 1425 else
1486 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1487 attacktype = 1<<attacknum;
1488 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1489 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1490 tmp = arrow;
1491 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1492 }
1493 } 1426 {
1494 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1495 tmp = arrow; 1427 tmp = arrow;
1496 betterby = 2 + arrow->magic + arrow->stats.dam; 1428 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 }
1498 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1499 tmp = arrow;
1500 betterby = 1 + arrow->magic + arrow->stats.dam;
1501 } 1429 }
1502 } 1430 }
1431 else
1432 {
1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1434 {
1435 attacktype = 1 << attacknum;
1436 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1438 {
1439 tmp = arrow;
1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1441 }
1442 }
1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1444 {
1445 tmp = arrow;
1446 betterby = 2 + arrow->magic + arrow->stats.dam;
1447 }
1448 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1449 {
1450 tmp = arrow;
1451 betterby = 1 + arrow->magic + arrow->stats.dam;
1452 }
1503 } 1453 }
1454 }
1504 } 1455 }
1505 if (tmp == NULL && arrow == NULL) 1456 if (tmp == NULL && arrow == NULL)
1506 return find_arrow(op, type); 1457 return find_arrow (op, type);
1507 1458
1508 *better = betterby; 1459 *better = betterby;
1509 return tmp; 1460 return tmp;
1510} 1461}
1511 1462
1512/* looks in a given direction, finds the first valid target, and calls 1463/* looks in a given direction, finds the first valid target, and calls
1513 * find_better_arrow to find a decent arrow to use. 1464 * find_better_arrow to find a decent arrow to use.
1514 * op = the shooter 1465 * op = the shooter
1515 * type = bow->race 1466 * type = bow->race
1516 * dir = fire direction 1467 * dir = fire direction
1517 */ 1468 */
1518 1469object *
1519object *pick_arrow_target(object *op, const char *type, int dir) 1470pick_arrow_target (object *op, const char *type, int dir)
1520{ 1471{
1521 object *tmp = NULL; 1472 object *tmp = NULL;
1522 mapstruct *m; 1473 maptile *m;
1523 int i, mflags, found, number; 1474 int i, mflags, found, number;
1524 sint16 x, y; 1475 sint16 x, y;
1525 1476
1526 if (op->map == NULL) 1477 if (op->map == NULL)
1527 return find_arrow(op, type); 1478 return find_arrow (op, type);
1528 1479
1529 /* do a dex check */ 1480 /* do a dex check */
1530 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1481 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1531 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1482 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1532 return find_arrow(op, type); 1483 return find_arrow (op, type);
1533 1484
1534 m = op->map; 1485 m = op->map;
1535 x = op->x; 1486 x = op->x;
1536 y = op->y; 1487 y = op->y;
1537 1488
1538 /* find the first target */ 1489 /* find the first target */
1539 for (i=0, found=0; i<20; i++) { 1490 for (i = 0, found = 0; i < 20; i++)
1491 {
1540 x += freearr_x[dir]; 1492 x += freearr_x[dir];
1541 y += freearr_y[dir]; 1493 y += freearr_y[dir];
1542 mflags = get_map_flags(m, &m, x, y, &x, &y); 1494 mflags = get_map_flags (m, &m, x, y, &x, &y);
1543 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1495 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1496 {
1544 tmp = NULL; 1497 tmp = NULL;
1498 break;
1499 }
1500 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1501 {
1502 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1503 * perhaps a bad assumption.
1504 */
1505 tmp = NULL;
1506 break;
1507 }
1508 if (mflags & P_IS_ALIVE)
1509 {
1510 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1511 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1512 {
1513 found++;
1514 break;
1515 }
1516 if (found)
1545 break; 1517 break;
1546 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1547 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1548 * perhaps a bad assumption.
1549 */
1550 tmp = NULL;
1551 break;
1552 } 1518 }
1553 if (mflags & P_IS_ALIVE) {
1554 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1555 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1556 found++;
1557 break;
1558 }
1559 if (found)
1560 break;
1561 }
1562 } 1519 }
1563 if (tmp == NULL) 1520 if (tmp == NULL)
1564 return find_arrow(op, type); 1521 return find_arrow (op, type);
1565 1522
1566 if (tmp->head) 1523 if (tmp->head)
1567 tmp = tmp->head; 1524 tmp = tmp->head;
1568 1525
1569 return find_better_arrow(op, tmp, type, &i); 1526 return find_better_arrow (op, tmp, type, &i);
1570} 1527}
1571 1528
1572/* 1529/*
1573 * Creature fires a bow - op can be monster or player. Returns 1530 * Creature fires a bow - op can be monster or player. Returns
1574 * 1 if bow was actually fired, 0 otherwise. 1531 * 1 if bow was actually fired, 0 otherwise.
1577 * dir is the direction of fire. 1534 * dir is the direction of fire.
1578 * wc_mod is any special modifier to give (used in special player fire modes) 1535 * wc_mod is any special modifier to give (used in special player fire modes)
1579 * sx, sy are coordinates to fire arrow from - also used in some of the special 1536 * sx, sy are coordinates to fire arrow from - also used in some of the special
1580 * player fire modes. 1537 * player fire modes.
1581 */ 1538 */
1539int
1582int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1540fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1583 sint16 sx, sint16 sy)
1584{ 1541{
1585 object *left, *bow; 1542 object *left, *bow;
1586 tag_t left_tag, tag; 1543 int mflags;
1587 int bowspeed, mflags; 1544 maptile *m;
1588 mapstruct *m;
1589 1545
1590 if (!dir) { 1546 if (!dir)
1547 {
1591 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1548 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1592 return 0; 1549 return 0;
1550 }
1551
1552 if (op->contr)
1553 bow = op->current_weapon;
1554 else
1593 } 1555 {
1594 if (op->type == PLAYER)
1595 bow=op->contr->ranges[range_bow];
1596 else {
1597 for(bow=op->inv; bow; bow=bow->below) 1556 for (bow = op->inv; bow; bow = bow->below)
1598 /* Don't check for applied - monsters don't apply bows - in that way, they 1557 /* Don't check for applied - monsters don't apply bows - in that way, they
1599 * don't need to switch back and forth between bows and weapons. 1558 * don't need to switch back and forth between bows and weapons.
1600 */ 1559 */
1601 if(bow->type==BOW) 1560 if (bow->type == BOW)
1602 break; 1561 break;
1603 1562
1604 if (!bow) { 1563 if (!bow)
1564 {
1605 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1606 return 0; 1566 return 0;
1567 }
1568
1569 // optimisation: move object to top so we will find it quickly again
1570 if (bow->below)
1607 } 1571 {
1572 bow->remove ();
1573 op->insert (bow);
1574 }
1575
1608 } 1576 }
1577
1609 if( !bow->race || !bow->skill) { 1578 if (!bow->race || !bow->skill)
1579 {
1610 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1611 return 0; 1581 return 0;
1612 } 1582 }
1613 1583
1614 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1615
1616 /* penalize ROF for bestarrow */
1617 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1618 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1619 if (bowspeed < 1)
1620 bowspeed = 1;
1621
1622 if (arrow == NULL) { 1584 if (arrow == NULL)
1585 {
1623 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1586 if ((arrow = find_arrow (op, bow->race)) == NULL)
1587 {
1624 if (op->type == PLAYER) 1588 if (op->type == PLAYER)
1625 new_draw_info_format(NDI_UNIQUE, 0, op, 1589 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1626 "You have no %s left.", &bow->race);
1627 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1590 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1628 else 1591 else
1629 CLEAR_FLAG(op, FLAG_READY_BOW); 1592 CLEAR_FLAG (op, FLAG_READY_BOW);
1593
1630 return 0; 1594 return 0;
1631 } 1595 }
1632 } 1596 }
1597
1633 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1598 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1634 if (mflags & P_OUT_OF_MAP) { 1599 if (mflags & P_OUT_OF_MAP)
1635 return 0; 1600 return 0;
1636 } 1601
1637 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1602 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1603 {
1638 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1604 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1639 return 0; 1605 return 0;
1640 } 1606 }
1641 1607
1642 /* this should not happen, but sometimes does */ 1608 /* this should not happen, but sometimes does */
1643 if (arrow->nrof==0) { 1609 if (arrow->nrof == 0)
1644 remove_ob(arrow); 1610 {
1645 free_object(arrow); 1611 arrow->destroy ();
1646 return 0; 1612 return 0;
1647 } 1613 }
1648 1614
1649 left = arrow; /* these are arrows left to the player */ 1615 left = arrow; /* these are arrows left to the player */
1650 left_tag = left->count;
1651 arrow = get_split_ob(arrow, 1); 1616 arrow = get_split_ob (arrow, 1);
1652 if (arrow == NULL) { 1617 if (!arrow)
1618 {
1653 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1654 return 0; 1620 return 0;
1655 } 1621 }
1656 set_owner(arrow, op); 1622
1623 arrow->set_owner (op);
1657 arrow->skill = bow->skill; 1624 arrow->skill = bow->skill;
1658
1659 arrow->direction=dir; 1625 arrow->direction = dir;
1660 arrow->x = sx;
1661 arrow->y = sy;
1662 1626
1663 if (op->type == PLAYER) {
1664 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1665 fix_player(op);
1666 }
1667
1668 SET_ANIMATION(arrow, arrow->direction);
1669 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1627 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1670 arrow->stats.hp = arrow->stats.dam; 1628 arrow->stats.hp = arrow->stats.dam;
1671 arrow->stats.grace = arrow->attacktype; 1629 arrow->stats.grace = arrow->attacktype;
1630
1672 if (arrow->slaying != NULL) 1631 if (arrow->slaying)
1673 arrow->spellarg = strdup_local(arrow->slaying); 1632 arrow->spellarg = strdup (arrow->slaying);
1674 1633
1675 /* Note that this was different for monsters - they got their level 1634#if 0
1676 * added to the damage. I think the strength bonus is more proper. 1635 if (player *pl = op->contr)
1677 */
1678 1636 {
1679 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1637 float speed = pl->weapon_sp;
1680 0 : dam_bonus[op->stats.Str]) +
1681 bow->stats.dam + bow->magic + arrow->magic;
1682 1638
1639 /* penalize ROF for bestarrow */
1640 if (pl->bowtype == bow_bestarrow)
1641 speed *= .9f;
1642 else
1643 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1644
1645 op->speed_left += speed - op->speed;
1646 }
1647#endif
1648
1649 SET_ANIMATION (arrow, arrow->direction);
1650
1683 /* update the speed */ 1651 /* update the speed */
1684 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1652 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1685 0 : dam_bonus[op->stats.Str]) +
1686 bow->magic + arrow->magic) / 5.0 +
1687 (float)bow->stats.dam / 7.0; 1653 + bow->stats.dam / 7.f;
1688 1654
1689 if (arrow->speed < 1.0) 1655 arrow->set_speed (max (arrow->speed, 2.f));
1690 arrow->speed = 1.0;
1691 update_ob_speed(arrow);
1692 arrow->speed_left = 0; 1656 arrow->speed_left = 0;
1693 1657
1658 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1659
1694 if (op->type == PLAYER) { 1660 if (op->type == PLAYER)
1695 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1661 {
1696 (op->chosen_skill?op->chosen_skill->level:op->level) -
1697 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1698 arrow->stats.wc - bow->stats.wc + wc_mod;
1699
1700 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1662 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1701 } else { 1663 wc -= dex_bonus[op->stats.Dex];
1702 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1703 arrow->stats.wc + wc_mod;
1704 1664
1665 if (!arrow->slaying)
1666 arrow->slaying = op->slaying;
1667
1668 arrow->attacktype |= op->attacktype;
1669 }
1670 else
1671 {
1705 arrow->level = op->level; 1672 arrow->level = op->level;
1706 } 1673 arrow->stats.wc -= bow->magic;
1707 if (arrow->attacktype == AT_PHYSICAL) 1674
1708 arrow->attacktype |= bow->attacktype; 1675 if (!arrow->slaying)
1709 if (bow->slaying != NULL)
1710 arrow->slaying = bow->slaying; 1676 arrow->slaying = bow->slaying;
1711 1677
1712 arrow->map = m; 1678 arrow->attacktype |= bow->attacktype;
1679 }
1680
1681 wc -= arrow->level;
1682 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1683
1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1713 arrow->move_type = MOVE_FLY_LOW; 1685 arrow->move_type = MOVE_FLY_LOW;
1714 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1715 1687
1716 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1688 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1717 tag = arrow->count; 1689 m->insert (arrow, sx, sy, op);
1718 insert_ob_in_map(arrow, m, op, 0);
1719 1690
1720 if (!was_destroyed(arrow, tag)) 1691 if (!arrow->destroyed ())
1721 move_arrow(arrow); 1692 move_arrow (arrow);
1722 1693
1723 if (op->type == PLAYER) { 1694 if (op->type == PLAYER)
1724 if (was_destroyed (left, left_tag)) 1695 {
1696 if (left->destroyed ())
1725 esrv_del_item(op->contr, left_tag); 1697 esrv_del_item (op->contr, left->count);
1726 else 1698 else
1727 esrv_send_item(op, left); 1699 esrv_send_item (op, left);
1728 } 1700 }
1701
1729 return 1; 1702 return 1;
1730} 1703}
1731 1704
1732/* Special fire code for players - this takes into 1705/* Special fire code for players - this takes into
1733 * account the special fire modes players can have 1706 * account the special fire modes players can have
1734 * but monsters can't. Putting that code here 1707 * but monsters can't. Putting that code here
1735 * makes the fire_bow code much cleaner. 1708 * makes the fire_bow code much cleaner.
1736 * this function should only be called if 'op' is a player, 1709 * this function should only be called if 'op' is a player,
1737 * hence the function name. 1710 * hence the function name.
1738 */ 1711 */
1712int
1739int player_fire_bow(object *op, int dir) 1713player_fire_bow (object *op, int dir)
1740{ 1714{
1741 int ret=0, wcmod=0; 1715 int ret = 0, wcmod = 0;
1742 1716
1743 if (op->contr->bowtype == bow_bestarrow) { 1717 if (op->contr->bowtype == bow_bestarrow)
1744 ret = fire_bow(op, op, 1718 {
1745 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1719 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1746 dir, 0, op->x, op->y); 1720 }
1747 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1721 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1722 {
1748 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1749 wcmod =-1; 1724 wcmod = -1;
1725
1750 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1726 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1751 op->x, op->y); 1727 }
1752 } else if (op->contr->bowtype == bow_threewide) { 1728 else if (op->contr->bowtype == bow_threewide)
1729 {
1753 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1730 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1754 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1731 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1755 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1732 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1733 }
1756 } else if (op->contr->bowtype == bow_spreadshot) { 1734 else if (op->contr->bowtype == bow_spreadshot)
1735 {
1757 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1736 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1758 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1737 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1759 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1738 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1760 1739 }
1761 } else { 1740 else
1741 {
1762 /* Simple case */ 1742 /* Simple case */
1763 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1743 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1764 } 1744 }
1745
1765 return ret; 1746 return ret;
1766} 1747}
1767
1768 1748
1769/* Fires a misc (wand/rod/horn) object in 'dir'. 1749/* Fires a misc (wand/rod/horn) object in 'dir'.
1770 * Broken apart from 'fire' to keep it more readable. 1750 * Broken apart from 'fire' to keep it more readable.
1771 */ 1751 */
1752void
1772void fire_misc_object(object *op, int dir) 1753fire_misc_object (object *op, int dir)
1773{ 1754{
1774 object *item; 1755 object *item = op->contr->ranged_ob;
1775 1756
1776 if (!op->contr->ranges[range_misc]) { 1757 if (!item)
1758 {
1777 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1759 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1778 return; 1760 return;
1779 } 1761 }
1780 1762
1781 item = op->contr->ranges[range_misc];
1782 if (!item->inv) { 1763 if (!item->inv)
1764 {
1783 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1765 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1784 return; 1766 return;
1785 } 1767 }
1768
1769 if (!op->change_weapon (item))
1770 return;
1771
1786 if (item->type == WAND) { 1772 if (item->type == WAND)
1773 {
1787 if(item->stats.food<=0) { 1774 if (item->stats.food <= 0)
1775 {
1788 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1789 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1778
1790 return; 1779 return;
1791 } 1780 }
1781 }
1792 } else if (item->type == ROD || item->type==HORN) { 1782 else if (item->type == ROD || item->type == HORN)
1783 {
1793 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1784 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1785 {
1794 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1786 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1787
1795 if (item->type== ROD) 1788 if (item->type == ROD)
1796 new_draw_info_format(NDI_UNIQUE, 0,op,
1797 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1798 else 1790 else
1799 new_draw_info_format(NDI_UNIQUE, 0,op, 1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1800 "The %s needs more time to charge.", query_base_name(item,0)); 1792
1801 return; 1793 return;
1802 } 1794 }
1803 } 1795 }
1804 1796
1805 if(cast_spell(op,item,dir,item->inv,NULL)) { 1797 if (cast_spell (op, item, dir, item->inv, NULL))
1798 {
1806 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1799 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1807 if (item->type == WAND) { 1800 if (item->type == WAND)
1801 {
1808 if (!(--item->stats.food)) { 1802 if (!(--item->stats.food))
1803 {
1809 object *tmp; 1804 object *tmp;
1805
1810 if (item->arch) { 1806 if (item->arch)
1807 {
1811 CLEAR_FLAG(item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
1812 item->face = item->arch->clone.face; 1809 item->face = item->arch->face;
1813 item->speed = 0; 1810 item->set_speed (0);
1814 update_ob_speed(item);
1815 } 1811 }
1812
1816 if ((tmp=is_player_inv(item))) 1813 if ((tmp = item->in_player ()))
1817 esrv_update_item(UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
1818 } 1815 }
1819 } 1816 }
1820 else if (item->type == ROD || item->type==HORN) { 1817 else if (item->type == ROD || item->type == HORN)
1821 drain_rod_charge(item); 1818 drain_rod_charge (item);
1822 }
1823 } 1819 }
1824} 1820}
1825 1821
1826/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
1827 */ 1823 */
1824bool
1828void fire(object *op,int dir) { 1825fire (object *op, int dir)
1826{
1829 int spellcost=0; 1827 int spellcost = 0;
1830 1828
1831 /* check for loss of invisiblity/hide */ 1829 /* check for loss of invisiblity/hide */
1832 if (action_makes_visible(op)) make_visible(op); 1830 if (action_makes_visible (op))
1831 make_visible (op);
1833 1832
1834 switch(op->contr->shoottype) { 1833 player *pl = op->contr;
1835 case range_none:
1836 return;
1837 1834
1838 case range_bow: 1835 if (pl->golem)
1836 {
1837 control_golem (op->contr->golem, dir);
1838 return false;
1839 }
1840
1841 object *ob = pl->ranged_ob;
1842
1843 if (!ob)
1844 return false;
1845
1846 if (!op->change_weapon (ob))
1847 return false;
1848
1849 if (op->speed_left > 0.f)
1850 --op->speed_left;
1851 else
1852 return false;
1853
1854 switch (ob->type)
1855 {
1856 case BOW:
1839 player_fire_bow(op, dir); 1857 player_fire_bow (op, dir);
1840 return; 1858 break;
1841 1859
1842 case range_magic: /* Casting spells */ 1860 case SPELL:
1843 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1861 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1844 return; 1862 break;
1845 1863
1846 case range_misc: 1864 case BUILDER:
1847 fire_misc_object(op, dir);
1848 return;
1849
1850 case range_golem: /* Control summoned monsters from scrolls */
1851 if(op->contr->ranges[range_golem]==NULL ||
1852 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1853 op->contr->ranges[range_golem] = NULL;
1854 op->contr->shoottype=range_none;
1855 op->contr->golem_count = 0;
1856 }
1857 else
1858 control_golem(op->contr->ranges[range_golem], dir);
1859 return;
1860
1861 case range_skill:
1862 if(!op->chosen_skill) {
1863 if(op->type==PLAYER)
1864 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1865 return;
1866 }
1867 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1868 return;
1869 case range_builder:
1870 apply_map_builder( op, dir ); 1865 apply_map_builder (op, dir);
1871 return; 1866 break;
1867
1868 case SKILL:
1869 do_skill (op, op, ob, dir, 0);
1870 break;
1871
1872 default: 1872 default:
1873 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1873 fire_misc_object (op, dir);
1874 return; 1874 break;
1875 } 1875 }
1876}
1877 1876
1878 1877 return true;
1878}
1879 1879
1880/* find_key 1880/* find_key
1881 * We try to find a key for the door as passed. If we find a key 1881 * We try to find a key for the door as passed. If we find a key
1882 * and successfully use it, we return the key, otherwise NULL 1882 * and successfully use it, we return the key, otherwise NULL
1883 * This function merges both normal and locked door, since the logic 1883 * This function merges both normal and locked door, since the logic
1885 * pl is the player, 1885 * pl is the player,
1886 * inv is the objects inventory to searched 1886 * inv is the objects inventory to searched
1887 * door is the door we are trying to match against. 1887 * door is the door we are trying to match against.
1888 * This function can be called recursively to search containers. 1888 * This function can be called recursively to search containers.
1889 */ 1889 */
1890 1890object *
1891object * find_key(object *pl, object *container, object *door) 1891find_key (object *pl, object *container, object *door)
1892{ 1892{
1893 object *tmp,*key; 1893 object *tmp, *key;
1894 1894
1895 /* Should not happen, but sanity checking is never bad */ 1895 /* Should not happen, but sanity checking is never bad */
1896 if (container->inv == NULL) return NULL; 1896 if (!container->inv)
1897 return 0;
1897 1898
1898 /* First, lets try to find a key in the top level inventory */ 1899 /* First, lets try to find a key in the top level inventory */
1899 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1900 for (tmp = container->inv; tmp; tmp = tmp->below)
1901 {
1900 if (door->type==DOOR && tmp->type==KEY) break; 1902 if (door->type == DOOR && tmp->type == KEY)
1903 break;
1901 /* For sanity, we should really check door type, but other stuff 1904 /* For sanity, we should really check door type, but other stuff
1902 * (like containers) can be locked with special keys 1905 * (like containers) can be locked with special keys
1903 */ 1906 */
1904 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1905 tmp->slaying==door->slaying) break; 1908 break;
1906 } 1909 }
1910
1907 /* No key found - lets search inventories now */ 1911 /* No key found - lets search inventories now */
1908 /* If we find and use a key in an inventory, return at that time. 1912 /* If we find and use a key in an inventory, return at that time.
1909 * otherwise, if we search all the inventories and still don't find 1913 * otherwise, if we search all the inventories and still don't find
1910 * a key, return 1914 * a key, return
1911 */ 1915 */
1912 if (!tmp) { 1916 if (!tmp)
1917 {
1913 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1918 for (tmp = container->inv; tmp; tmp = tmp->below)
1919 {
1914 /* No reason to search empty containers */ 1920 /* No reason to search empty containers */
1915 if (tmp->type==CONTAINER && tmp->inv) { 1921 if (tmp->type == CONTAINER && tmp->inv)
1922 {
1916 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1923 if ((key = find_key (pl, tmp, door)))
1924 return key;
1917 } 1925 }
1918 } 1926 }
1927
1928 if (!tmp)
1919 if (!tmp) return NULL; 1929 return NULL;
1920 } 1930 }
1931
1921 /* We get down here if we have found a key. Now if its in a container, 1932 /* We get down here if we have found a key. Now if its in a container,
1922 * see if we actually want to use it 1933 * see if we actually want to use it
1923 */ 1934 */
1924 if (pl!=container) { 1935 if (pl != container)
1936 {
1925 /* Only let players use keys in containers */ 1937 /* Only let players use keys in containers */
1926 if (!pl->contr) return NULL; 1938 if (!pl->contr)
1939 return NULL;
1927 /* cases where this fails: 1940 /* cases where this fails:
1928 * If we only search the player inventory, return now since we 1941 * If we only search the player inventory, return now since we
1929 * are not in the players inventory. 1942 * are not in the players inventory.
1930 * If the container is not active, return now since only active 1943 * If the container is not active, return now since only active
1931 * containers can be used. 1944 * containers can be used.
1932 * If we only search keyrings and the container does not have 1945 * If we only search keyrings and the container does not have
1933 * a race/isn't a keyring. 1946 * a race/isn't a keyring.
1934 * No checking for all containers - to fall through past here, 1947 * No checking for all containers - to fall through past here,
1935 * inv must have been an container and must have been active. 1948 * inv must have been an container and must have been active.
1936 * 1949 *
1937 * Change the color so that the message doesn't disappear with 1950 * Change the color so that the message doesn't disappear with
1938 * all the others. 1951 * all the others.
1939 */ 1952 */
1940 if (pl->contr->usekeys == key_inventory || 1953 if (pl->contr->usekeys == key_inventory ||
1941 !QUERY_FLAG(container, FLAG_APPLIED) || 1954 !QUERY_FLAG (container, FLAG_APPLIED) ||
1942 (pl->contr->usekeys == keyrings &&
1943 (!container->race || strcmp(container->race, "keys"))) 1955 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1944 ) { 1956 {
1945 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1946 "The %s in your %s vibrates as you approach the door", 1958 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1947 query_name(tmp), query_name(container));
1948 return NULL; 1959 return NULL;
1949 } 1960 }
1950 } 1961 }
1962
1951 return tmp; 1963 return tmp;
1952} 1964}
1953 1965
1954/* moved door processing out of move_player_attack. 1966/* moved door processing out of move_player_attack.
1955 * returns 1 if player has opened the door with a key 1967 * returns 1 if player has opened the door with a key
1956 * such that the caller should not do anything more, 1968 * such that the caller should not do anything more,
1957 * 0 otherwise 1969 * 0 otherwise
1958 */ 1970 */
1971static int
1959static int player_attack_door(object *op, object *door) 1972player_attack_door (object *op, object *door)
1960{ 1973{
1961
1962 /* If its a door, try to find a use a key. If we do destroy the door, 1974 /* If its a door, try to find a key. If we do destroy the door,
1963 * might as well return immediately as there is nothing more to do - 1975 * might as well return immediately as there is nothing more to do -
1964 * otherwise, we fall through to the rest of the code. 1976 * otherwise, we fall through to the rest of the code.
1965 */ 1977 */
1966 object *key=find_key(op, op, door); 1978 object *key = find_key (op, op, door);
1967 1979
1968 /* IF we found a key, do some extra work */ 1980 /* If we found a key, do some extra work */
1969 if (key) { 1981 if (key)
1982 {
1970 object *container=key->env; 1983 object *container = key->env;
1971 1984
1972 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1985 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1986
1973 if(action_makes_visible(op)) make_visible(op); 1987 if (action_makes_visible (op))
1988 make_visible (op);
1989
1974 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1990 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1991 spring_trap (door->inv, op);
1992
1975 if (door->type == DOOR) { 1993 if (door->type == DOOR)
1976 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1994 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1977 }
1978 else if(door->type==LOCKED_DOOR) { 1995 else if (door->type == LOCKED_DOOR)
1979 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1996 {
1980 "You open the door with the %s", query_short_name(key)); 1997 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1981 remove_door2(door); /* remove door without violence ;-) */ 1998 remove_door2 (door); /* remove door without violence ;-) */
1982 } 1999 }
2000
1983 /* Do this after we print the message */ 2001 /* Do this after we print the message */
1984 decrease_ob(key); /* Use up one of the keys */ 2002 decrease_ob (key); /* Use up one of the keys */
1985 /* Need to update the weight the container the key was in */ 2003 /* Need to update the weight the container the key was in */
1986 if (container != op) 2004 if (container != op)
1987 esrv_update_item(UPD_WEIGHT, op, container); 2005 esrv_update_item (UPD_WEIGHT, op, container);
2006
1988 return 1; /* Nothing more to do below */ 2007 return 1; /* Nothing more to do below */
2008 }
1989 } else if (door->type==LOCKED_DOOR) { 2009 else if (door->type == LOCKED_DOOR)
2010 {
1990 /* Might as well return now - no other way to open this */ 2011 /* Might as well return now - no other way to open this */
1991 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2012 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1992 return 1; 2013 return 1;
1993 } 2014 }
2015
1994 return 0; 2016 return 0;
1995} 2017}
1996 2018
1997/* This function is just part of a breakup from move_player. 2019/* This function is just part of a breakup from move_player.
1998 * It should keep the code cleaner. 2020 * It should keep the code cleaner.
1999 * When this is called, the players direction has been updated 2021 * When this is called, the players direction has been updated
2000 * (taking into account confusion.) The player is also actually 2022 * (taking into account confusion.) The player is also actually
2001 * going to try and move (not fire weapons). 2023 * going to try and move (not fire weapons).
2002 */ 2024 */
2003 2025bool
2004void move_player_attack(object *op, int dir) 2026move_player_attack (object *op, int dir)
2005{ 2027{
2006 object *tmp, *mon;
2007 sint16 nx, ny;
2008 int on_battleground; 2028 int on_battleground;
2009 mapstruct *m;
2010 2029
2011 nx=freearr_x[dir]+op->x; 2030 sint16 nx = freearr_x[dir] + op->x;
2012 ny=freearr_y[dir]+op->y; 2031 sint16 ny = freearr_y[dir] + op->y;
2013 2032
2014 on_battleground = op_on_battleground(op, NULL, NULL); 2033 on_battleground = op_on_battleground (op, 0, 0);
2015 2034
2035 if (out_of_map (op->map, nx, ny))
2036 return false;
2037
2038 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2039 {
2040 --op->speed_left;
2041 return true;
2042 }
2043
2016 /* If braced, or can't move to the square, and it is not out of the 2044 /* If braced, or can't move to the square, and it is not out of the
2017 * map, attack it. Note order of if statement is important - don't 2045 * map, attack it. Note order of if statement is important - don't
2018 * want to be calling move_ob if braced, because move_ob will move the 2046 * want to be calling move_ob if braced, because move_ob will move the
2019 * player. This is a pretty nasty hack, because if we could 2047 * player. This is a pretty nasty hack, because if we could
2020 * move to some space, it then means that if we are braced, we should 2048 * move to some space, it then means that if we are braced, we should
2021 * do nothing at all. As it is, if we are braced, we go through 2049 * do nothing at all. As it is, if we are braced, we go through
2022 * quite a bit of processing. However, it probably is less than what 2050 * quite a bit of processing. However, it probably is less than what
2023 * move_ob uses. 2051 * move_ob uses.
2024 */ 2052 */
2025 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2053 maptile *m = op->map->xy_find (nx, ny);
2026 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2027 m = get_map_from_coord(op->map, &nx, &ny);
2028 if (!m) return; /* Don't think this should happen */
2029 }
2030 else m =op->map;
2031
2032 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2033 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2034 return;
2035 }
2036 2054
2037 mon = NULL;
2038 /* Go through all the objects, and find ones of interest. Only stop if 2055 /* Go through all the objects, and find ones of interest. Only stop if
2039 * we find a monster - that is something we know we want to attack. 2056 * we find a monster - that is something we know we want to attack.
2040 * if its a door or barrel (can roll) see if there may be monsters 2057 * if its a door or barrel (can roll) see if there may be monsters
2041 * on the space 2058 * on the space
2059 */
2060 object *mon;
2061 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2062 {
2063 if ((mon->flag [FLAG_ALIVE]
2064 || mon->type == LOCKED_DOOR
2065 || mon->flag [FLAG_CAN_ROLL])
2066 && mon != op)
2067 break;
2068 }
2069
2070 if (!mon) /* This happens anytime the player tries to move */
2071 return false; /* into a wall */
2072
2073 mon = mon->head_ ();
2074
2075 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2076 if (op->contr->weapon_sp_left > 0.f)
2077 if (player_attack_door (op, mon))
2042 */ 2078 {
2043 while (tmp!=NULL) { 2079 --op->contr->weapon_sp_left;
2044 if (tmp == op) { 2080 return true;
2045 tmp=tmp->above; 2081 }
2046 continue; 2082
2083 /* The following deals with possibly attacking peaceful
2084 * or friendly creatures. Basically, all players are considered
2085 * unaggressive. If the moving player has peaceful set, then the
2086 * object should be pushed instead of attacked. It is assumed that
2087 * if you are braced, you will not attack friends accidently,
2088 * and thus will not push them.
2089 */
2090
2091 /* If the creature is a pet, push it even if the player is not
2092 * peaceful. Our assumption is the creature is a pet if the
2093 * player owns it and it is either friendly or unagressive.
2094 */
2095 if (op->type == PLAYER
2096 && ((mon->owner && mon->owner->contr
2097 && same_party (mon->owner->contr->party, op->contr->party))
2098 || mon->owner == op)
2099 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2100 {
2101 /* If we're braced, we don't want to switch places with it */
2102 if (op->contr->braced)
2103 return false;
2104
2105 if (op->speed_left > 0.f)
2106 {
2107 --op->speed_left;
2108
2109 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2110 push_ob (mon, dir, op);
2111
2112 if (op->contr->tmp_invis || op->hide)
2113 make_visible (op);
2114
2115 return true;
2116 }
2117 else
2118 return false;
2119 }
2120
2121 /* in certain circumstances, you shouldn't attack friendly
2122 * creatures. Note that if you are braced, you can't push
2123 * someone, but put it inside this loop so that you won't
2124 * attack them either.
2125 */
2126 if ((mon->type == PLAYER || mon->enemy != op)
2127 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2128 && ((op->contr->peaceful
2129 || (mon->type == PLAYER && mon->contr->peaceful))
2130 && !on_battleground))
2131 {
2132 if (op->speed_left > 0.f)
2133 {
2134 --op->speed_left;
2135
2136 if (!op->contr->braced)
2137 {
2138 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2139 push_ob (mon, dir, op);
2047 } 2140 }
2048 if (QUERY_FLAG(tmp,FLAG_ALIVE)) {
2049 mon = tmp;
2050 break;
2051 }
2052 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2053 mon = tmp;
2054 tmp=tmp->above;
2055 }
2056
2057 if (mon==NULL) /* This happens anytime the player tries to move */
2058 return; /* into a wall */
2059
2060 if(mon->head != NULL)
2061 mon = mon->head;
2062
2063 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR))
2064 if (player_attack_door(op, mon)) return;
2065
2066 /* The following deals with possibly attacking peaceful
2067 * or frienddly creatures. Basically, all players are considered
2068 * unaggressive. If the moving player has peaceful set, then the
2069 * object should be pushed instead of attacked. It is assumed that
2070 * if you are braced, you will not attack friends accidently,
2071 * and thus will not push them.
2072 */
2073
2074 /* If the creature is a pet, push it even if the player is not
2075 * peaceful. Our assumption is the creature is a pet if the
2076 * player owns it and it is either friendly or unagressive.
2077 */
2078 if ((op->type==PLAYER)
2079#if COZY_SERVER
2080 &&
2081 (
2082 (get_owner(mon) && get_owner(mon)->contr
2083 && same_party (get_owner(mon)->contr->party, op->contr->party))
2084 || get_owner(mon) == op
2085 )
2086#else
2087 && get_owner(mon)==op
2088#endif
2089 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2090 {
2091 /* If we're braced, we don't want to switch places with it */
2092 if (op->contr->braced) return;
2093 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2094 (void) push_ob(mon,dir,op);
2095 if(op->contr->tmp_invis||op->hide) make_visible(op);
2096 return;
2097 }
2098
2099 /* in certain circumstances, you shouldn't attack friendly
2100 * creatures. Note that if you are braced, you can't push
2101 * someone, but put it inside this loop so that you won't
2102 * attack them either.
2103 */
2104 if ((mon->type==PLAYER || mon->enemy != op) &&
2105 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2106 (
2107#ifdef PROHIBIT_PLAYERKILL
2108 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2109#else
2110 op->contr->peaceful &&
2111#endif
2112 !on_battleground
2113 )) {
2114 if (!op->contr->braced) {
2115 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2116 (void) push_ob(mon,dir,op);
2117 } else { 2141 else
2118 new_draw_info(0, 0,op,"You withhold your attack"); 2142 new_draw_info (0, 0, op, "You withhold your attack");
2143
2144 if (op->contr->tmp_invis || op->hide)
2145 make_visible (op);
2146
2147 return true;
2119 } 2148 }
2120 if(op->contr->tmp_invis||op->hide) make_visible(op); 2149 }
2121 }
2122
2123 /* If the object is a boulder or other rollable object, then 2150 /* If the object is a boulder or other rollable object, then
2124 * roll it if not braced. You can't roll it if you are braced. 2151 * roll it if not braced. You can't roll it if you are braced.
2125 */ 2152 */
2126 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2154 {
2155 if (op->speed_left > 0.f)
2156 {
2157 --op->speed_left;
2158
2127 recursive_roll(mon,dir,op); 2159 recursive_roll (mon, dir, op);
2128 if(action_makes_visible(op)) make_visible(op); 2160 if (action_makes_visible (op))
2129 } 2161 make_visible (op);
2130 2162
2163 return true;
2164 }
2165 }
2131 /* Any generic living creature. Including things like doors. 2166 /* Any generic living creature. Including things like doors.
2132 * Way it works is like this: First, it must have some hit points 2167 * Way it works is like this: First, it must have some hit points
2133 * and be living. Then, it must be one of the following: 2168 * and be living. Then, it must be one of the following:
2134 * 1) Not a player, 2) A player, but of a different party. Note 2169 * 1) Not a player, 2) A player, but of a different party. Note
2135 * that party_number -1 is no party, so attacks can still happen. 2170 * that party_number -1 is no party, so attacks can still happen.
2136 */ 2171 */
2137
2138 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2172 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2139 ((mon->type!=PLAYER || op->contr->party==NULL || 2173 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2140 op->contr->party!=mon->contr->party))) { 2174 {
2141 2175 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2142 /* If the player hasn't hit something this tick, and does
2143 * so, give them speed boost based on weapon speed. Doing
2144 * it here is better than process_players2, which basically
2145 * incurred a 1 tick offset.
2146 */
2147 if (!op->contr->has_hit) {
2148 op->speed_left += op->speed / op->contr->weapon_sp;
2149
2150 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2151 }
2152
2153 skill_attack(mon, op, 0, NULL, NULL);
2154
2155 /* If attacking another player, that player gets automatic
2156 * hitback, and doesn't loose luck either.
2157 * Disable hitback on the battleground or if the target is
2158 * the wiz.
2159 */
2160 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2161 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2162 short luck = mon->stats.luck;
2163 mon->contr->has_hit = 1;
2164 skill_attack(op, mon, 0, NULL, NULL);
2165 mon->stats.luck = luck;
2166 }
2167 if(action_makes_visible(op)) make_visible(op);
2168 } 2176 {
2169 } /* if player should attack something */ 2177 --op->contr->weapon_sp_left;
2170}
2171 2178
2179 skill_attack (mon, op, 0, 0, 0);
2180
2181 if (action_makes_visible (op))
2182 make_visible (op);
2183
2184 return true;
2185 }
2186 }
2187
2188 return false;
2189}
2190
2191bool
2172int move_player(object *op,int dir) { 2192move_player (object *op, int dir)
2193{
2173 int pick; 2194 int pick;
2174 2195
2175 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2196 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2176 return 0;
2177
2178 /* Sanity check: make sure dir is valid */
2179 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2180 LOG( llevError, "move_player: invalid direction %d\n", dir);
2181 return 0;
2182 }
2183
2184 /* peterm: added following line */
2185 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2186 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2187
2188 op->facing = dir;
2189
2190 if(op->hide) do_hidden_move(op);
2191
2192 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2193 /*nop*/;
2194 else if (op->contr->fire_on)
2195 fire (op, dir);
2196 else
2197 {
2198 move_player_attack (op, dir);
2199 pick = check_pick(op);
2200 }
2201
2202 /* Add special check for newcs players and fire on - this way, the
2203 * server can handle repeat firing.
2204 */
2205 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2206 op->direction = dir;
2207 } else {
2208 op->direction=0;
2209 }
2210 /* Update how the player looks. Use the facing, so direction may
2211 * get reset to zero. This allows for full animation capabilities
2212 * for players.
2213 */
2214 animate_object(op, op->facing);
2215 return 0; 2197 return 0;
2198
2199 /* Sanity check: make sure dir is valid */
2200 if ((dir < 0) || (dir >= 9))
2201 {
2202 LOG (llevError, "move_player: invalid direction %d\n", dir);
2203 return 0;
2204 }
2205
2206 /* peterm: added following line */
2207 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2208 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2209
2210 op->facing = dir;
2211
2212 if (op->hide)
2213 do_hidden_move (op);
2214
2215 bool retval;
2216
2217 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2218 retval = RESULT_INT (0);
2219 else if (op->contr->fire_on)
2220 retval = fire (op, dir);
2221 else
2222 {
2223 retval = move_player_attack (op, dir);
2224 pick = check_pick (op);
2225 }
2226
2227 /* Add special check for newcs players and fire on - this way, the
2228 * server can handle repeat firing.
2229 */
2230 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2231 op->direction = dir;
2232 else
2233 op->direction = 0;
2234
2235 /* Update how the player looks. Use the facing, so direction may
2236 * get reset to zero. This allows for full animation capabilities
2237 * for players.
2238 */
2239 animate_object (op, op->facing);
2240
2241 return retval;
2216} 2242}
2217 2243
2218/* This is similar to handle_player, below, but is only used by the 2244/* This is similar to handle_player, below, but is only used by the
2219 * new client/server stuff. 2245 * new client/server stuff.
2220 * This is sort of special, in that the new client/server actually uses 2246 * This is sort of special, in that the new client/server actually uses
2221 * the new speed values for commands. 2247 * the new speed values for commands.
2222 * 2248 *
2223 * Returns true if there are more actions we can do. 2249 * Returns true if there are more actions we can do. Should not do
2250 * many actions in a row, as that would be too unfair to other
2251 * players.
2224 */ 2252 */
2253bool
2225int handle_newcs_player(object *op) 2254handle_newcs_player (object *op)
2226{ 2255{
2227 if (op->contr->hidden) {
2228 op->invisible = 1000;
2229 /* the socket code flashes the player visible/invisible
2230 * depending on the value of invisible, so we need to
2231 * alternate it here for it to work correctly.
2232 */
2233 if (pticks & 2) op->invisible--;
2234 }
2235 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2236 op->invisible--;
2237 if(!op->invisible) {
2238 make_visible(op);
2239 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2240 }
2241 }
2242
2243 if (QUERY_FLAG(op, FLAG_SCARED)) { 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2257 {
2258 if (op->speed_left > 0.f)
2259 {
2260 --op->speed_left;
2244 flee_player(op); 2261 flee_player (op);
2245 /* If player is still scared, that is his action for this tick */ 2262
2246 if (QUERY_FLAG(op, FLAG_SCARED)) {
2247 op->speed_left--;
2248 return 0; 2263 return true;
2249 } 2264 }
2265 else
2266 return false;
2250 } 2267 }
2251 2268
2252 /* I've been seeing crashes where the golem has been destroyed, but
2253 * the player object still points to the defunct golem. The code that
2254 * destroys the golem looks correct, and it doesn't always happen, so
2255 * put this in a a workaround to clean up the golem pointer.
2256 */
2257 if (op->contr->ranges[range_golem] &&
2258 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2259 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2260 op->contr->ranges[range_golem] = NULL;
2261 op->contr->golem_count = 0;
2262 }
2263
2264 /* call this here - we also will call this in do_ericserver, but 2269 /* call this here - we also will call this in do_ericserver, but
2265 * the players time has been increased when doericserver has been 2270 * the players time has been increased when doericserver has been
2266 * called, so we recheck it here. 2271 * called, so we recheck it here.
2267 */ 2272 */
2268 HandleClient(&op->contr->socket, op->contr); 2273 if (op->contr->ns->handle_command ())
2269 if (op->speed_left<0) return 0; 2274 return true;
2270 2275
2271 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2276 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2272 /* All move commands take 1 tick, at least for now */
2273 op->speed_left--;
2274
2275 /* Instead of all the stuff below, let move_player take care
2276 * of it. Also, some of the skill stuff is only put in
2277 * there, as well as the confusion stuff.
2278 */
2279 move_player(op, op->direction); 2277 return move_player (op, op->direction);
2280 if (op->speed_left>0) return 1; 2278
2281 else return 0; 2279 return false;
2282 } 2280}
2281
2282int
2283save_life (object *op)
2284{
2285 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2283 return 0; 2286 return 0;
2284}
2285 2287
2286int save_life(object *op) {
2287 object *tmp;
2288
2289 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2290 return 0;
2291
2292 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2288 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2293 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2289 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2290 {
2294 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2291 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2295 new_draw_info_format(NDI_UNIQUE, 0,op, 2292 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2296 "Your %s vibrates violently, then evaporates.", 2293
2297 query_name(tmp));
2298 if (op->contr) 2294 if (op->contr)
2299 esrv_del_item(op->contr, tmp->count); 2295 esrv_del_item (op->contr, tmp->count);
2300 remove_ob(tmp); 2296
2301 free_object(tmp); 2297 tmp->destroy ();
2302 CLEAR_FLAG(op, FLAG_LIFESAVE); 2298 CLEAR_FLAG (op, FLAG_LIFESAVE);
2299
2303 if(op->stats.hp<0) 2300 if (op->stats.hp < 0)
2304 op->stats.hp = op->stats.maxhp; 2301 op->stats.hp = op->stats.maxhp;
2302
2305 if(op->stats.food<0) 2303 if (op->stats.food < 0)
2306 op->stats.food = 999; 2304 op->stats.food = 999;
2307 fix_player(op); 2305
2306 op->update_stats ();
2308 return 1; 2307 return 1;
2309 } 2308 }
2309
2310 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2310 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2311 CLEAR_FLAG(op, FLAG_LIFESAVE); 2311 CLEAR_FLAG (op, FLAG_LIFESAVE);
2312 enter_player_savebed(op); /* bring him home. */ 2312 enter_player_savebed (op); /* bring him home. */
2313 return 0; 2313 return 0;
2314} 2314}
2315 2315
2316/* This goes throws the inventory and removes unpaid objects, and puts them 2316/* This goes throws the inventory and removes unpaid objects, and puts them
2317 * back in the map (location and map determined by values of env). This 2317 * back in the map (location and map determined by values of env). This
2318 * function will descend into containers. op is the object to start the search 2318 * function will descend into containers. op is the object to start the search
2319 * from. 2319 * from.
2320 */ 2320 */
2321void
2321void remove_unpaid_objects(object *op, object *env) 2322remove_unpaid_objects (object *op, object *env)
2322{ 2323{
2323 object *next;
2324
2325 while (op) { 2324 while (op)
2325 {
2326 next=op->below; /* Make sure we have a good value, in case 2326 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2327 * we remove object 'op' 2327
2328 */
2329 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2328 if (QUERY_FLAG (op, FLAG_UNPAID))
2330 remove_ob(op); 2329 {
2331 op->x = env->x;
2332 op->y = env->y;
2333 if (env->type == PLAYER) 2330 if (env->type == PLAYER)
2334 esrv_del_item(env->contr, op->count); 2331 esrv_del_item (env->contr, op->count);
2335 insert_ob_in_map(op, env->map, NULL,0); 2332
2333 op->insert_at (env);
2336 } 2334 }
2335 else if (op->inv)
2337 else if (op->inv) remove_unpaid_objects(op->inv, env); 2336 remove_unpaid_objects (op->inv, env);
2337
2338 op=next; 2338 op = next;
2339 } 2339 }
2340} 2340}
2341
2342 2341
2343/* 2342/*
2344 * Returns pointer a static string containing gravestone text 2343 * Returns pointer a static string containing gravestone text
2345 * Moved from apply.c to player.c - player.c is what 2344 * Moved from apply.c to player.c - player.c is what
2346 * actually uses this function. player.c may not be quite the 2345 * actually uses this function. player.c may not be quite the
2347 * best, a misc file for object actions is probably better, 2346 * best, a misc file for object actions is probably better,
2348 * but there isn't one in the server directory. 2347 * but there isn't one in the server directory.
2349 */ 2348 */
2349char *
2350char *gravestone_text (object *op) 2350gravestone_text (object *op)
2351{ 2351{
2352 static char buf2[MAX_BUF]; 2352 static char buf2[MAX_BUF];
2353 char buf[MAX_BUF]; 2353 char buf[MAX_BUF];
2354 time_t now = time (NULL); 2354 time_t now = time (NULL);
2355 2355
2356 strcpy (buf2, " R.I.P.\n\n"); 2356 strcpy (buf2, " R.I.P.\n\n");
2357 if (op->type == PLAYER) 2357 if (op->type == PLAYER)
2358 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2358 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2359 else 2359 else
2360 sprintf (buf, "%s\n", &op->name); 2360 sprintf (buf, "%s\n", &op->name);
2361
2361 strncat (buf2, " ", 20 - strlen (buf) / 2); 2362 strncat (buf2, " ", 20 - strlen (buf) / 2);
2362 strcat (buf2, buf); 2363 strcat (buf2, buf);
2363 if (op->type == PLAYER) 2364 if (op->type == PLAYER)
2364 sprintf (buf, "who was in level %d when killed\n", op->level); 2365 sprintf (buf, "who was in level %d when killed\n", op->level);
2365 else 2366 else
2366 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2367 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2368
2367 strncat (buf2, " ", 20 - strlen (buf) / 2); 2369 strncat (buf2, " ", 20 - strlen (buf) / 2);
2368 strcat (buf2, buf); 2370 strcat (buf2, buf);
2369 if (op->type == PLAYER) { 2371 if (op->type == PLAYER)
2372 {
2370 sprintf (buf, "by %s.\n\n", op->contr->killer); 2373 sprintf (buf, "by %s.\n\n", op->contr->killer);
2371 strncat (buf2, " ", 21 - strlen (buf) / 2); 2374 strncat (buf2, " ", 21 - strlen (buf) / 2);
2372 strcat (buf2, buf); 2375 strcat (buf2, buf);
2373 } 2376 }
2377
2374 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2378 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2375 strncat (buf2, " ", 20 - strlen (buf) / 2); 2379 strncat (buf2, " ", 20 - strlen (buf) / 2);
2376 strcat (buf2, buf); 2380 strcat (buf2, buf);
2381
2377 return buf2; 2382 return buf2;
2378} 2383}
2379 2384
2380 2385void
2381
2382void do_some_living(object *op) { 2386do_some_living (object *op)
2387{
2383 int last_food=op->stats.food; 2388 int last_food = op->stats.food;
2384 int gen_hp, gen_sp, gen_grace; 2389 int gen_hp, gen_sp, gen_grace;
2385 int over_hp, over_sp, over_grace; 2390 int over_hp, over_sp, over_grace;
2386 int i; 2391 int i;
2387 int rate_hp = 1200; 2392 int rate_hp = 1200;
2388 int rate_sp = 2500; 2393 int rate_sp = 2500;
2389 int rate_grace = 2000; 2394 int rate_grace = 2000;
2390 const int max_hp = 1; 2395 const int max_hp = 1;
2391 const int max_sp = 1; 2396 const int max_sp = 1;
2392 const int max_grace = 1; 2397 const int max_grace = 1;
2393 2398
2394 if (op->contr->outputs_sync) { 2399 if (op->contr->hidden)
2395 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2400 {
2396 if (op->contr->outputs[i].buf!=NULL && 2401 op->invisible = 1000;
2397 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2402 /* the socket code flashes the player visible/invisible
2398 flush_output_element(op, &op->contr->outputs[i]); 2403 * depending on the value of invisible, so we need to
2404 * alternate it here for it to work correctly.
2405 */
2406 if (pticks & 2)
2407 op->invisible--;
2399 } 2408 }
2409 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2410 {
2411 if (!op->invisible--)
2412 {
2413 make_visible (op);
2414 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2415 }
2416 }
2400 2417
2401 if(op->contr->state==ST_PLAYING) { 2418 if (op->contr->ns->state == ST_PLAYING)
2402 2419 {
2403 /* these next three if clauses make it possible to SLOW DOWN 2420 /* these next three if clauses make it possible to SLOW DOWN
2404 hp/grace/spellpoint regeneration. */ 2421 hp/grace/spellpoint regeneration. */
2405 if(op->contr->gen_hp >= 0 ) 2422 if (op->contr->gen_hp >= 0)
2406 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2423 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2407 else { 2424 else
2425 {
2408 gen_hp = op->stats.maxhp; 2426 gen_hp = op->stats.maxhp;
2409 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2427 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2410 } 2428 }
2429
2411 if(op->contr->gen_sp >= 0 ) 2430 if (op->contr->gen_sp >= 0)
2412 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2431 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2413 else { 2432 else
2433 {
2414 gen_sp = op->stats.maxsp; 2434 gen_sp = op->stats.maxsp;
2415 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2435 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2416 } 2436 }
2437
2417 if(op->contr->gen_grace >= 0) 2438 if (op->contr->gen_grace >= 0)
2418 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2439 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2419 else { 2440 else
2441 {
2420 gen_grace = op->stats.maxgrace; 2442 gen_grace = op->stats.maxgrace;
2421 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2443 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2422 } 2444 }
2423 2445
2424 /* Regenerate Spell Points */ 2446 /* Regenerate Spell Points */
2425 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2447 if (!op->contr->golem && --op->last_sp < 0)
2448 {
2426 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2449 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2427 if(op->stats.sp<op->stats.maxsp) {
2428 op->stats.sp++;
2429 /* dms do not consume food */
2430 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2431 op->stats.food--;
2432 if(op->contr->digestion<0)
2433 op->stats.food+=op->contr->digestion;
2434 else if(op->contr->digestion>0 &&
2435 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2436 op->stats.food=last_food;
2437 }
2438 }
2439 if (max_sp>1) {
2440 over_sp = (gen_sp+10)/rate_sp;
2441 if (over_sp > 0) {
2442 if(op->stats.sp<op->stats.maxsp) { 2450 if (op->stats.sp < op->stats.maxsp)
2443 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2451 {
2444 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2445 op->stats.sp--; 2452 op->stats.sp++;
2446 if(op->stats.sp>op->stats.maxsp) 2453 /* dms do not consume food */
2447 op->stats.sp=op->stats.maxsp; 2454 if (!QUERY_FLAG (op, FLAG_WIZ))
2455 {
2456 op->stats.food--;
2457 if (op->contr->digestion < 0)
2458 op->stats.food += op->contr->digestion;
2459 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2460 op->stats.food = last_food;
2448 } 2461 }
2449 op->last_sp=0;
2450 } else {
2451 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2452 }
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 }
2457
2458 /* Regenerate Grace */
2459 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2460 if(--op->last_grace<0) {
2461 if(op->stats.grace<op->stats.maxgrace/2)
2462 op->stats.grace++; /* no penalty in food for regaining grace */
2463 if(max_grace>1) {
2464 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2465 if (over_grace > 0) {
2466 op->stats.sp += over_grace
2467 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2468 op->last_grace=0;
2469 } else {
2470 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2471 } 2462 }
2463
2464 if (max_sp > 1)
2465 {
2466 over_sp = (gen_sp + 10) / rate_sp;
2467 if (over_sp > 0)
2468 {
2469 if (op->stats.sp < op->stats.maxsp)
2470 {
2471 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2472
2473 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2474 op->stats.sp--;
2475
2476 if (op->stats.sp > op->stats.maxsp)
2477 op->stats.sp = op->stats.maxsp;
2478 }
2479 op->last_sp = 0;
2480 }
2481 else
2482 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2483 }
2472 } else { 2484 else
2485 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2486 }
2487
2488 /* Regenerate Grace */
2489 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2490 if (--op->last_grace < 0)
2491 {
2492 if (op->stats.grace < op->stats.maxgrace / 2)
2493 op->stats.grace++; /* no penalty in food for regaining grace */
2494
2495 if (max_grace > 1)
2496 {
2497 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2498 if (over_grace > 0)
2499 {
2500 op->stats.sp += over_grace
2501 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2502 op->last_grace = 0;
2503 }
2504 else
2505 {
2506 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2507 }
2508 }
2509 else
2510 {
2473 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2511 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2474 } 2512 }
2475 /* wearing stuff doesn't detract from grace generation. */ 2513 /* wearing stuff doesn't detract from grace generation. */
2476 } 2514 }
2477 2515
2478 /* Regenerate Hit Points */ 2516 /* Regenerate Hit Points */
2479 if(--op->last_heal<0) { 2517 if (--op->last_heal < 0)
2518 {
2480 if(op->stats.hp<op->stats.maxhp) { 2519 if (op->stats.hp < op->stats.maxhp)
2520 {
2481 op->stats.hp++; 2521 op->stats.hp++;
2482 /* dms do not consume food */ 2522 /* dms do not consume food */
2483 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2523 if (!QUERY_FLAG (op, FLAG_WIZ))
2484 op->stats.food--; 2524 {
2525 op->stats.food--;
2485 if(op->contr->digestion<0) 2526 if (op->contr->digestion < 0)
2486 op->stats.food+=op->contr->digestion; 2527 op->stats.food += op->contr->digestion;
2487 else if(op->contr->digestion>0 && 2528 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2488 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2489 op->stats.food=last_food; 2529 op->stats.food = last_food;
2530 }
2531 }
2532
2533 if (max_hp > 1)
2534 {
2535 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2536 if (over_hp > 0)
2537 {
2538 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2539 op->last_heal = 0;
2540 }
2541 else
2542 {
2543 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2544 }
2545 }
2546 else
2547 {
2548 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2549 }
2490 } 2550 }
2491 }
2492 if(max_hp>1) {
2493 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2494 if (over_hp > 0) {
2495 op->stats.sp += over_hp
2496 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2497 op->last_heal=0;
2498 } else {
2499 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2500 }
2501 } else {
2502 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2503 }
2504 }
2505 2551
2506 /* Digestion */ 2552 /* Digestion */
2507 if(--op->last_eat<0) { 2553 if (--op->last_eat < 0)
2508#ifdef COZY_SERVER 2554 {
2509 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2555 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2510 int bonus=dg>0?dg:0,
2511 penalty=dg<0?-dg:0;
2512#else
2513 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2514 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2515#endif
2516 2556
2517 if(op->contr->gen_hp > 0) 2557 if (op->contr->gen_hp > 0)
2518 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2558 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2519 else 2559 else
2520 op->last_eat=25*(1+bonus)/(penalty +1); 2560 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2561
2521 /* dms do not consume food */ 2562 /* dms do not consume food */
2522 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2563 if (!QUERY_FLAG (op, FLAG_WIZ))
2523 } 2564 op->stats.food--;
2524 } 2565 }
2525 2566
2526 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2567 if (op->stats.food < 0 && op->stats.hp >= 0)
2568 {
2527 object *tmp, *flesh=NULL; 2569 object *tmp, *flesh = 0;
2528 2570
2529 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2571 for (tmp = op->inv; tmp; tmp = tmp->below)
2572 {
2530 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2573 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2574 {
2531 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2575 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2576 {
2532 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2577 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2533 manual_apply(op,tmp,0); 2578 manual_apply (op, tmp, 0);
2534 if(op->stats.food>=0||op->stats.hp<0) 2579 if (op->stats.food >= 0 || op->stats.hp < 0)
2535 break; 2580 break;
2536 } 2581 }
2537 else if (tmp->type==FLESH) flesh=tmp; 2582 else if (tmp->type == FLESH)
2583 flesh = tmp;
2538 } /* End if paid for object */ 2584 } /* End if paid for object */
2539 } /* end of for loop */ 2585 } /* end of for loop */
2586
2540 /* If player is still starving, it means they don't have any food, so 2587 /* If player is still starving, it means they don't have any food, so
2541 * eat flesh instead. 2588 * eat flesh instead.
2542 */ 2589 */
2543 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2590 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2591 {
2544 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2592 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2545 manual_apply(op,flesh,0); 2593 manual_apply (op, flesh, 0);
2546 } 2594 }
2547 } /* end if player is starving */ 2595 }
2548 2596
2549 while(op->stats.food<0&&op->stats.hp>0) 2597 while (op->stats.food < 0 && op->stats.hp >= 0)
2550 op->stats.food++,op->stats.hp--; 2598 op->stats.food++, op->stats.hp--;
2551 2599
2552 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2600 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2553 kill_player(op); 2601 kill_player (op);
2602 }
2554} 2603}
2555
2556
2557 2604
2558/* If the player should die (lack of hp, food, etc), we call this. 2605/* If the player should die (lack of hp, food, etc), we call this.
2559 * op is the player in jeopardy. If the player can not be saved (not 2606 * op is the player in jeopardy. If the player can not be saved (not
2560 * permadeath, no lifesave), this will take care of removing the player 2607 * permadeath, no lifesave), this will take care of removing the player
2561 * file. 2608 * file.
2562 */ 2609 */
2610void
2563void kill_player(object *op) 2611kill_player (object *op)
2564{ 2612{
2565 char buf[MAX_BUF]; 2613 char buf[MAX_BUF];
2566 int x,y,i; 2614 int x, y;
2615
2616 //int i;
2567 mapstruct *map; /* this is for resurrection */ 2617 maptile *map; /* this is for resurrection */
2618
2568 int z; 2619 /* int z;
2569 int num_stats_lose; 2620 int num_stats_lose;
2570 int lost_a_stat; 2621 int lost_a_stat;
2571 int lose_this_stat; 2622 int lose_this_stat;
2572 int this_stat; 2623 int this_stat; */
2573 int will_kill_again; 2624 int will_kill_again;
2574 archetype *at; 2625 archetype *at;
2575 object *tmp; 2626 object *tmp;
2576 2627
2577 if(save_life(op)) 2628 if (save_life (op))
2578 return; 2629 return;
2579 2630
2580 2631
2581 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2632 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2582 * in cities ONLY!!! It is very important that this doesn't get abused. 2633 * in cities ONLY!!! It is very important that this doesn't get abused.
2583 * Look at op_on_battleground() for more info --AndreasV 2634 * Look at op_on_battleground() for more info --AndreasV
2584 */ 2635 */
2585 if (op_on_battleground(op, &x, &y)) { 2636 if (op_on_battleground (op, &x, &y))
2586 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2637 {
2587 "You have been defeated in combat!"); 2638 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2588 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2639 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2589 "Local medics have saved your life..."); 2640
2590
2591 /* restore player */ 2641 /* restore player */
2592 at = find_archetype("poisoning"); 2642 at = archetype::find ("poisoning");
2593 tmp=present_arch_in_ob(at,op); 2643 if (object *tmp = present_arch_in_ob (at, op))
2594 if (tmp) { 2644 {
2595 remove_ob(tmp); 2645 tmp->destroy ();
2596 free_object(tmp);
2597 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2646 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2647 }
2648
2649 at = archetype::find ("confusion");
2650 if (object *tmp = present_arch_in_ob (at, op))
2598 } 2651 {
2599 2652 tmp->destroy ();
2600 at = find_archetype("confusion");
2601 tmp=present_arch_in_ob(at,op);
2602 if (tmp) {
2603 remove_ob(tmp);
2604 free_object(tmp);
2605 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2653 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2606 } 2654 }
2607 2655
2608 cure_disease(op,0); /* remove any disease */ 2656 cure_disease (op, 0); /* remove any disease */
2609 op->stats.hp=op->stats.maxhp; 2657 op->stats.hp = op->stats.maxhp;
2610 if (op->stats.food<=0) op->stats.food=999; 2658 if (op->stats.food <= 0)
2611 2659 op->stats.food = 999;
2660
2612 /* create a bodypart-trophy to make the winner happy */ 2661 /* create a bodypart-trophy to make the winner happy */
2613 tmp=arch_to_object(find_archetype("finger")); 2662 if (object *tmp = arch_to_object (archetype::find ("finger")))
2614 if (tmp != NULL)
2615 { 2663 {
2616 sprintf(buf,"%s's finger", &op->name); 2664 sprintf (buf, "%s's finger", &op->name);
2617 tmp->name = buf; 2665 tmp->name = buf;
2618 sprintf(buf," This finger has been cut off %s\n" 2666 sprintf (buf, " This finger has been cut off %s\n"
2619 " the %s, when he was defeated at\n level %d by %s.\n", 2667 " the %s, when he was defeated at\n level %d by %s.\n",
2620 &op->name, op->contr->title, (int)(op->level), 2668 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2621 op->contr->killer);
2622 tmp->msg=buf; 2669 tmp->msg = buf;
2623 tmp->value=0, tmp->material=0, tmp->type=0; 2670 tmp->value = 0, tmp->type = 0;
2624 tmp->materialname = NULL; 2671 tmp->materialname = "organics";
2625 tmp->x = op->x, tmp->y = op->y; 2672 tmp->insert_at (op, tmp);
2626 insert_ob_in_map(tmp,op->map,op,0);
2627 }
2628 2673 }
2674
2629 /* teleport defeated player to new destination*/ 2675 /* teleport defeated player to new destination */
2630 transfer_ob(op, x, y, 0, NULL); 2676 transfer_ob (op, x, y, 0, NULL);
2631 op->contr->braced=0; 2677 op->contr->braced = 0;
2632 return; 2678 return;
2633 } 2679 }
2634 2680
2635 INVOKE_PLAYER (DEATH, op->contr); 2681 INVOKE_PLAYER (DEATH, op->contr);
2636 2682
2637 command_kill_pets (op, 0); 2683 command_kill_pets (op, 0);
2638 2684
2639 if(op->stats.food<0) { 2685 if (op->stats.food < 0)
2640 if (op->contr->explore) { 2686 {
2641 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2642 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2643 op->stats.food=999;
2644 return;
2645 }
2646 sprintf(buf,"%s starved to death.",&op->name); 2687 sprintf (buf, "%s starved to death.", &op->name);
2647 strcpy(op->contr->killer,"starvation"); 2688 strcpy (op->contr->killer, "starvation");
2648 } 2689 }
2649 else { 2690 else
2650 if (op->contr->explore) {
2651 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2652 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2653 op->stats.hp=op->stats.maxhp;
2654 return;
2655 }
2656 sprintf(buf,"%s died.", &op->name); 2691 sprintf (buf, "%s died.", &op->name);
2657 } 2692
2658 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2693 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2659 2694
2660 /* save the map location for corpse, gravestone*/ 2695 /* save the map location for corpse, gravestone */
2661 x=op->x;y=op->y;map=op->map; 2696 x = op->x;
2697 y = op->y;
2698 map = op->map;
2662 2699
2663
2664 if (settings.not_permadeth == TRUE) {
2665 /* NOT_PERMADEATH code. This basically brings the character back to 2700 /* NOT_PERMADEATH code. This basically brings the character back to
2666 * life if they are dead - it takes some exp and a random stat. 2701 * life if they are dead - it takes some exp and a random stat.
2667 * See the config.h file for a little more in depth detail about this. 2702 * See the config.h file for a little more in depth detail about this.
2668 */ 2703 */
2669 2704
2670 /* Basically two ways to go - remove a stat permanently, or just 2705 /* Basically two ways to go - remove a stat permanently, or just
2671 * make it depletion. This bunch of code deals with that aspect 2706 * make it depletion. This bunch of code deals with that aspect
2672 * of death. 2707 * of death.
2673 */ 2708 */
2674#ifndef COZY_SERVER 2709#ifndef COZY_SERVER
2675 if (settings.balanced_stat_loss) { 2710 if (settings.balanced_stat_loss)
2711 {
2676 /* If stat loss is permanent, lose one stat only. */ 2712 /* If stat loss is permanent, lose one stat only. */
2677 /* Lower level chars don't lose as many stats because they suffer 2713 /* Lower level chars don't lose as many stats because they suffer
2678 more if they do. */ 2714 more if they do. */
2679 /* Higher level characters can afford things such as potions of 2715 /* Higher level characters can afford things such as potions of
2680 restoration, or better, stat potions. So we slug them that 2716 restoration, or better, stat potions. So we slug them that
2681 little bit harder. */ 2717 little bit harder. */
2682 /* GD */ 2718 /* GD */
2683 if (settings.stat_loss_on_death) 2719 if (settings.stat_loss_on_death)
2684 num_stats_lose = 1;
2685 else
2686 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2687 } else {
2688 num_stats_lose = 1; 2720 num_stats_lose = 1;
2689 } 2721 else
2722 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2723 }
2724 else
2725 num_stats_lose = 1;
2726
2690 lost_a_stat = 0; 2727 lost_a_stat = 0;
2691 2728
2692 for (z=0; z<num_stats_lose; z++) { 2729 for (z = 0; z < num_stats_lose; z++)
2730 {
2693 i = RANDOM() % NUM_STATS; 2731 i = RANDOM () % NUM_STATS;
2694 2732
2695 if (settings.stat_loss_on_death) { 2733 if (settings.stat_loss_on_death)
2734 {
2696 /* Pick a random stat and take a point off it. Tell the player 2735 /* Pick a random stat and take a point off it. Tell the player
2697 * what he lost. 2736 * what he lost.
2698 */ 2737 */
2699 change_attr_value(&(op->stats), i,-1); 2738 change_attr_value (&(op->stats), i, -1);
2700 check_stat_bounds(&(op->stats)); 2739 check_stat_bounds (&(op->stats));
2701 change_attr_value(&(op->contr->orig_stats), i,-1); 2740 change_attr_value (&(op->contr->orig_stats), i, -1);
2702 check_stat_bounds(&(op->contr->orig_stats)); 2741 check_stat_bounds (&(op->contr->orig_stats));
2703 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2742 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2704 lost_a_stat = 1; 2743 lost_a_stat = 1;
2705 } else { 2744 }
2745 else
2746 {
2706 /* deplete a stat */ 2747 /* deplete a stat */
2707 archetype *deparch=find_archetype("depletion"); 2748 archetype *deparch = archetype::find ("depletion");
2708 object *dep; 2749 object *dep;
2750
2751 dep = present_arch_in_ob (deparch, op);
2752 if (!dep)
2709 2753 {
2710 dep = present_arch_in_ob(deparch,op);
2711 if(!dep) {
2712 dep = arch_to_object(deparch); 2754 dep = arch_to_object (deparch);
2713 insert_ob_in_ob(dep, op); 2755 insert_ob_in_ob (dep, op);
2714 } 2756 }
2715 lose_this_stat = 1; 2757 lose_this_stat = 1;
2716 if (settings.balanced_stat_loss) { 2758 if (settings.balanced_stat_loss)
2759 {
2717 /* GD */ 2760 /* GD */
2718 /* Get the stat that we're about to deplete. */ 2761 /* Get the stat that we're about to deplete. */
2719 this_stat = get_attr_value(&(dep->stats), i); 2762 this_stat = get_attr_value (&(dep->stats), i);
2720 if (this_stat < 0) { 2763 if (this_stat < 0)
2764 {
2721 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2765 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2722 int keep_chance = this_stat * this_stat; 2766 int keep_chance = this_stat * this_stat;
2767
2723 /* Yes, I am paranoid. Sue me. */ 2768 /* Yes, I am paranoid. Sue me. */
2724 if (keep_chance < 1) 2769 if (keep_chance < 1)
2725 keep_chance = 1; 2770 keep_chance = 1;
2726 2771
2727 /* There is a maximum depletion total per level. */ 2772 /* There is a maximum depletion total per level. */
2728 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2773 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2774 {
2729 lose_this_stat = 0; 2775 lose_this_stat = 0;
2730 /* Take loss chance vs keep chance to see if we 2776 /* Take loss chance vs keep chance to see if we
2731 retain the stat. */ 2777 retain the stat. */
2732 } else {
2733 if (random_roll(0, loss_chance + keep_chance-1,
2734 op, PREFER_LOW) < keep_chance)
2735 lose_this_stat = 0;
2736 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2737 this_stat, keep_chance, loss_chance,
2738 lose_this_stat?"LOSE":"KEEP"); */
2739 }
2740 } 2778 }
2741 } 2779 else
2742
2743 if (lose_this_stat) {
2744 this_stat = get_attr_value(&(dep->stats), i);
2745 /* We could try to do something clever like find another
2746 * stat to reduce if this fails. But chances are, if
2747 * stats have been depleted to -50, all are pretty low
2748 * and should be roughly the same, so it shouldn't make a
2749 * difference.
2750 */ 2780 {
2751 if (this_stat>=-50) { 2781 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2752 change_attr_value(&(dep->stats), i, -1);
2753 SET_FLAG(dep, FLAG_APPLIED);
2754 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2755 fix_player(op);
2756 lost_a_stat = 1; 2782 lose_this_stat = 0;
2783 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2784 this_stat, keep_chance, loss_chance,
2785 lose_this_stat?"LOSE":"KEEP"); */
2757 } 2786 }
2758 } 2787 }
2759 } 2788 }
2760 } 2789
2761 /* If no stat lost, tell the player. */
2762 if (!lost_a_stat) 2790 if (lose_this_stat)
2763 { 2791 {
2764 /* determine_god() seems to not work sometimes... why is this? 2792 this_stat = get_attr_value (&(dep->stats), i);
2765 Should I be using something else? GD */ 2793 /* We could try to do something clever like find another
2766 const char *god = determine_god(op); 2794 * stat to reduce if this fails. But chances are, if
2767 if (god && (strcmp(god, "none"))) 2795 * stats have been depleted to -50, all are pretty low
2768 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2796 * and should be roughly the same, so it shouldn't make a
2769 "moment you feel the holy presence of %s protecting" 2797 * difference.
2770 " you.", god); 2798 */
2799 if (this_stat >= -50)
2771 else 2800 {
2772 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2801 change_attr_value (&(dep->stats), i, -1);
2773 " feel a holy presence protecting you."); 2802 SET_FLAG (dep, FLAG_APPLIED);
2803 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2804 op->update_stats ();
2805 lost_a_stat = 1;
2806 }
2774 } 2807 }
2808 }
2809 }
2810 /* If no stat lost, tell the player. */
2811 if (!lost_a_stat)
2812 {
2813 /* determine_god() seems to not work sometimes... why is this?
2814 Should I be using something else? GD */
2815 const char *god = determine_god (op);
2816
2817 if (god && (strcmp (god, "none")))
2818 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2819 else
2820 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2821 }
2822#else
2823 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2775#endif 2824#endif
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2777 " feel a holy presence protecting you from losing yourself completely.");
2778 2825
2779 /* Put a gravestone up where the character 'almost' died. List the 2826 /* Put a gravestone up where the character 'almost' died. List the
2780 * exp loss on the stone. 2827 * exp loss on the stone.
2781 */ 2828 */
2782 tmp=arch_to_object(find_archetype("gravestone")); 2829 tmp = arch_to_object (archetype::find ("gravestone"));
2783 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2830 sprintf (buf, "%s's gravestone", &op->name);
2831 tmp->name = buf;
2784 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2832 sprintf (buf, "%s's gravestones", &op->name);
2785 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2833 tmp->name_pl = buf;
2786 "who was killed\n" 2834 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2787 "by %s.\n",
2788 &op->name, op->contr->title,
2789 op->contr->killer);
2790 tmp->msg = buf; 2835 tmp->msg = buf;
2791 tmp->x=op->x,tmp->y=op->y; 2836 tmp->x = op->x, tmp->y = op->y;
2792 insert_ob_in_map (tmp, op->map, NULL,0); 2837 insert_ob_in_map (tmp, op->map, NULL, 0);
2793 2838
2794 /**************************************/ 2839 /**************************************/
2795 /* */ 2840 /* */
2796 /* Subtract the experience points, */ 2841 /* Subtract the experience points, */
2797 /* if we died cause of food, give us */ 2842 /* if we died cause of food, give us */
2798 /* food, and reset HP's... */ 2843 /* food, and reset HP's... */
2799 /* */ 2844 /* */
2800 /**************************************/ 2845 /**************************************/
2801 2846
2802 /* remove any poisoning and confusion the character may be suffering.*/ 2847 /* remove any poisoning and confusion the character may be suffering. */
2803 /* restore player */ 2848 /* restore player */
2804 at = find_archetype("poisoning"); 2849 at = archetype::find ("poisoning");
2805 tmp=present_arch_in_ob(at,op); 2850 tmp = present_arch_in_ob (at, op);
2806 if (tmp) { 2851
2807 remove_ob(tmp); 2852 if (tmp)
2808 free_object(tmp); 2853 {
2854 tmp->destroy ();
2809 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2855 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2810 } 2856 }
2811 2857
2812 at = find_archetype("confusion"); 2858 at = archetype::find ("confusion");
2813 tmp=present_arch_in_ob(at,op); 2859 tmp = present_arch_in_ob (at, op);
2814 if (tmp) { 2860 if (tmp)
2815 remove_ob(tmp); 2861 {
2816 free_object(tmp); 2862 tmp->destroy ();
2817 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2863 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2818 } 2864 }
2865
2819 cure_disease(op,0); /* remove any disease */ 2866 cure_disease (op, 0); /* remove any disease */
2820 2867
2821 /*add_exp(op, (op->stats.exp * -0.20)); */ 2868 /*add_exp(op, (op->stats.exp * -0.20)); */
2822 apply_death_exp_penalty(op); 2869 apply_death_exp_penalty (op);
2823 if(op->stats.food < 100) op->stats.food = 900; 2870 if (op->stats.food < 100)
2871 op->stats.food = 900;
2824 op->stats.hp = op->stats.maxhp; 2872 op->stats.hp = op->stats.maxhp;
2825 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2873 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2826 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2874 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2827 2875
2828 /* 2876 /*
2829 * Check to see if the player is in a shop. IF so, then check to see if 2877 * Check to see if the player has any unpaid items. If so, remove them
2830 * the player has any unpaid items. If so, remove them and put them back 2878 * and put them back in the map.
2831 * in the map. 2879 */
2832 */
2833
2834 if (is_in_shop (op))
2835 remove_unpaid_objects(op->inv, op); 2880 remove_unpaid_objects (op->inv, op);
2836 2881
2837 /****************************************/ 2882 /****************************************/
2838 /* */ 2883 /* */
2839 /* Move player to his current respawn- */ 2884 /* Move player to his current respawn- */
2840 /* position (usually last savebed) */ 2885 /* position (usually last savebed) */
2841 /* */ 2886 /* */
2842 /****************************************/ 2887 /****************************************/
2843 2888
2844 enter_player_savebed(op); 2889 enter_player_savebed (op);
2845 2890
2846 /* Save the player before inserting the force to reduce
2847 * chance of abuse.
2848 */
2849 op->contr->braced=0; 2891 op->contr->braced = 0;
2850 save_player(op,1);
2851 2892
2852 /* it is possible that the player has blown something up 2893 /* it is possible that the player has blown something up
2853 * at his savebed location, and that can have long lasting 2894 * at his savebed location, and that can have long lasting
2854 * spell effects. So first see if there is a spell effect 2895 * spell effects. So first see if there is a spell effect
2855 * on the space that might harm the player. 2896 * on the space that might harm the player.
2856 */ 2897 */
2857 will_kill_again=0; 2898 will_kill_again = 0;
2858 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2899 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2859 if (tmp->type ==SPELL_EFFECT) 2900 if (tmp->type == SPELL_EFFECT)
2860 will_kill_again|=tmp->attacktype; 2901 will_kill_again |= tmp->attacktype;
2861 } 2902
2862 if (will_kill_again) { 2903 if (will_kill_again)
2904 {
2863 object *force; 2905 object *force;
2864 int at; 2906 int at;
2865 2907
2866 force=get_archetype(FORCE_NAME); 2908 force = get_archetype (FORCE_NAME);
2867 /* 50 ticks should be enough time for the spell to abate */ 2909 /* 50 ticks should be enough time for the spell to abate */
2868 force->speed=0.1; 2910 force->speed = 0.1f;
2869 force->speed_left=-5.0; 2911 force->speed_left = -5.f;
2870 SET_FLAG(force, FLAG_APPLIED); 2912 SET_FLAG (force, FLAG_APPLIED);
2871 for (at=0; at<NROFATTACKS; at++) { 2913 for (at = 0; at < NROFATTACKS; at++)
2872 if (will_kill_again & (1 << at)) 2914 if (will_kill_again & (1 << at))
2873 force->resist[at] = 100; 2915 force->resist[at] = 100;
2916
2917 insert_ob_in_ob (force, op);
2918 op->update_stats ();
2919
2920 }
2921
2922 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2923}
2924
2925void
2926loot_object (object *op)
2927{ /* Grab and destroy some treasure */
2928 object *tmp, *tmp2, *next;
2929
2930 op->close_container (); /* close open sack first */
2931
2932 for (tmp = op->inv; tmp; tmp = next)
2933 {
2934 next = tmp->below;
2935
2936 if (tmp->invisible)
2937 continue;
2938
2939 tmp->remove ();
2940 tmp->x = op->x, tmp->y = op->y;
2941
2942 if (tmp->type == CONTAINER)
2943 loot_object (tmp); /* empty container to ground */
2944
2945 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2946 {
2947 if (tmp->nrof > 1)
2948 {
2949 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2950 tmp2->destroy ();
2951 insert_ob_in_map (tmp, op->map, NULL, 0);
2874 } 2952 }
2875 insert_ob_in_ob(force, op);
2876 fix_player(op);
2877
2878 }
2879 /**************************************/
2880 /* */
2881 /* Repaint the characters inv, and */
2882 /* stats, and show a nasty message ;) */
2883 /* */
2884 /**************************************/
2885
2886 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2887 return;
2888 } /* NOT_PERMADETH */
2889 else {
2890 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2891 * should probably be embedded in an else statement.
2892 */
2893
2894 op->contr->party=NULL;
2895 if (settings.set_title == TRUE)
2896 op->contr->own_title[0]='\0';
2897 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2898 check_score(op);
2899 if(op->contr->ranges[range_golem]!=NULL) {
2900 remove_friendly_object(op->contr->ranges[range_golem]);
2901 remove_ob(op->contr->ranges[range_golem]);
2902 free_object(op->contr->ranges[range_golem]);
2903 op->contr->ranges[range_golem]=NULL;
2904 op->contr->golem_count=0;
2905 }
2906 loot_object(op); /* Remove some of the items for good */
2907 remove_ob(op);
2908 op->direction=0;
2909
2910 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2911 delete_character(op->name,0);
2912 if (settings.resurrection == TRUE) {
2913 /* save playerfile sans equipment when player dies
2914 ** then save it as player.pl.dead so that future resurrection
2915 ** type spells will work on them nicely
2916 */
2917 delete_character(op->name,0);
2918 op->stats.hp = op->stats.maxhp;
2919 op->stats.food = 999;
2920
2921 /* set the location of where the person will reappear when */
2922 /* maybe resurrection code should fix map also */
2923 strcpy(op->contr->maplevel, settings.emergency_mapname);
2924 if(op->map!=NULL)
2925 op->map = NULL;
2926 op->x = settings.emergency_x;
2927 op->y = settings.emergency_y;
2928 save_player(op,0);
2929 op->map = map;
2930 /* please see resurrection.c: peterm */
2931 dead_player(op);
2932 } else { 2953 else
2933 delete_character(op->name,1); 2954 tmp->destroy ();
2934 } 2955 }
2935 } 2956 else
2936 play_again(op);
2937
2938 /* peterm: added to create a corpse at deathsite. */
2939 tmp=arch_to_object(find_archetype("corpse_pl"));
2940 sprintf(buf,"%s", &op->name);
2941 tmp->name = tmp->name_pl = buf;
2942 tmp->level=op->level;
2943 tmp->x=x;tmp->y=y;
2944 tmp->msg = gravestone_text(op);
2945 SET_FLAG (tmp, FLAG_UNIQUE);
2946 insert_ob_in_map (tmp, map, NULL,0);
2947 }
2948}
2949
2950
2951void loot_object(object *op) { /* Grab and destroy some treasure */
2952 object *tmp,*tmp2,*next;
2953
2954 if (op->container) { /* close open sack first */
2955 esrv_apply_container (op, op->container);
2956 }
2957
2958 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2959 next=tmp->below;
2960 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2961 remove_ob(tmp);
2962 tmp->x=op->x,tmp->y=op->y;
2963 if (tmp->type == CONTAINER) { /* empty container to ground */
2964 loot_object(tmp);
2965 }
2966 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2967 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2968 if(tmp->nrof>1) {
2969 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2970 free_object(tmp2);
2971 insert_ob_in_map(tmp,op->map,NULL,0); 2957 insert_ob_in_map (tmp, op->map, NULL, 0);
2972 } else
2973 free_object(tmp);
2974 } else
2975 insert_ob_in_map(tmp,op->map,NULL,0);
2976 } 2958 }
2977} 2959}
2978 2960
2979/* 2961/*
2980 * fix_weight(): Check recursively the weight of all players, and fix 2962 * fix_weight(): Check recursively the weight of all players, and fix
2981 * what needs to be fixed. Refresh windows and fix speed if anything 2963 * what needs to be fixed. Refresh windows and fix speed if anything
2982 * was changed. 2964 * was changed.
2983 */ 2965 */
2984 2966void
2985void fix_weight(void) { 2967fix_weight (void)
2986 player *pl; 2968{
2987 for (pl = first_player; pl != NULL; pl = pl->next) { 2969 for_all_players (pl)
2970 {
2988 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2971 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2972
2989 if(old == sum) 2973 if (old == sum)
2990 continue; 2974 continue;
2991 fix_player(pl->ob); 2975 pl->ob->update_stats ();
2992 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2976 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2993 &pl->ob->name, old, sum);
2994 } 2977 }
2995} 2978}
2996 2979
2980void
2997void fix_luck(void) { 2981fix_luck (void)
2998 player *pl; 2982{
2999 for (pl = first_player; pl != NULL; pl = pl->next) 2983 for_all_players (pl)
3000 if (!pl->ob->contr->state) 2984 if (!pl->ob->contr->ns->state)
3001 change_luck(pl->ob, 0); 2985 pl->ob->change_luck (0);
3002} 2986}
3003
3004 2987
3005/* cast_dust() - handles op throwing objects of type 'DUST'. 2988/* cast_dust() - handles op throwing objects of type 'DUST'.
3006 * This is much simpler in the new spell code - we basically 2989 * This is much simpler in the new spell code - we basically
3007 * just treat this as any other spell casting object. 2990 * just treat this as any other spell casting object.
3008 */ 2991 */
3009
3010void 2992void
3011cast_dust (object * op, object * throw_ob, int dir) 2993cast_dust (object *op, object *throw_ob, int dir)
3012{ 2994{
3013 object *skop, *spob; 2995 object *skop, *spob;
3014 2996
3015 skop = find_skill_by_name (op, throw_ob->skill); 2997 skop = find_skill_by_name (op, throw_ob->skill);
3016 2998
3017 /* casting POTION 'dusts' is really a use_magic_item skill */ 2999 /* casting POTION 'dusts' is really a use_magic_item skill */
3018 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3000 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3019 { 3001 {
3020 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3002 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3021 &op->name);
3022 return; 3003 return;
3023 } 3004 }
3024 3005
3025 spob = throw_ob->inv; 3006 spob = throw_ob->inv;
3026 3007
3027 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3008 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3028 // not pass NULL to cast_spell (which did indeed check itself, but 3009 // not pass NULL to cast_spell (which did indeed check itself, but
3029 // errors should be reported as early as possible IMHO) 3010 // errors should be reported as early as possible IMHO)
3030 if (!spob) 3011 if (!spob)
3031 { 3012 {
3032 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3013 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3033 &throw_ob->name, &op->name);
3034 return; 3014 return;
3035 } 3015 }
3036 3016
3037 if (op->type == PLAYER) 3017 if (op->type == PLAYER)
3038 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3018 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3039 3019
3040 cast_spell (op, throw_ob, dir, spob, NULL); 3020 cast_spell (op, throw_ob, dir, spob, NULL);
3041 3021
3042 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3022 throw_ob->destroy ();
3043 remove_ob (throw_ob);
3044 free_object (throw_ob);
3045} 3023}
3046 3024
3025void
3047void make_visible (object *op) { 3026make_visible (object *op)
3027{
3048 op->hide = 0; 3028 op->hide = 0;
3049 op->invisible = 0; 3029 op->invisible = 0;
3050 if(op->type==PLAYER) { 3030 if (op->type == PLAYER)
3031 {
3051 op->contr->tmp_invis = 0; 3032 op->contr->tmp_invis = 0;
3052 op->contr->invis_race = 0; 3033 op->contr->invis_race = 0;
3053 } 3034 }
3035
3054 update_object(op,UP_OBJ_FACE); 3036 update_object (op, UP_OBJ_CHANGE);
3055} 3037}
3056 3038
3039int
3057int is_true_undead(object *op) { 3040is_true_undead (object *op)
3058 object *tmp=NULL; 3041{
3059
3060 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3042 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3043 return 1;
3061 3044
3062 if(op->type==PLAYER)
3063 for(tmp=op->inv;tmp;tmp=tmp->below)
3064 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3065 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3066 return 0; 3045 return 0;
3067} 3046}
3068 3047
3069/* look at the surrounding terrain to determine 3048/* look at the surrounding terrain to determine
3070 * the hideability of this object. Positive levels 3049 * the hideability of this object. Positive levels
3071 * indicate greater hideability. 3050 * indicate greater hideability.
3072 */ 3051 */
3073 3052
3053int
3074int hideability(object *ob) { 3054hideability (object *ob)
3055{
3075 int i,level=0, mflag; 3056 int i, level = 0, mflag;
3076 sint16 x,y; 3057 sint16 x, y;
3077 3058
3078 if(!ob||!ob->map) return 0; 3059 if (!ob || !ob->map)
3060 return 0;
3079 3061
3080 /* so, on normal lighted maps, its hard to hide */ 3062 /* so, on normal lighted maps, its hard to hide */
3081 level=ob->map->darkness - 2; 3063 level = ob->map->darkness - 2;
3082 3064
3083 /* this also picks up whether the object is glowing. 3065 /* this also picks up whether the object is glowing.
3084 * If you carry a light on a non-dark map, its not 3066 * If you carry a light on a non-dark map, its not
3085 * as bad as carrying a light on a pitch dark map */ 3067 * as bad as carrying a light on a pitch dark map */
3086 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3068 if (has_carried_lights (ob))
3069 level = -(10 + (2 * ob->map->darkness));
3087 3070
3088 /* scan through all nearby squares for terrain to hide in */ 3071 /* scan through all nearby squares for terrain to hide in */
3089 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3072 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3073 {
3090 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3074 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3091 if (mflag & P_OUT_OF_MAP) { continue; } 3075 if (mflag & P_OUT_OF_MAP)
3076 {
3077 continue;
3078 }
3092 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3079 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3093 level += 2; 3080 level += 2;
3094 else /* open terrain! */ 3081 else /* open terrain! */
3095 level -= 1; 3082 level -= 1;
3096 } 3083 }
3097 3084
3098#if 0 3085#if 0
3099 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3086 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3100#endif 3087#endif
3101 return level; 3088 return level;
3102} 3089}
3103 3090
3104/* For Hidden creatures - a chance of becoming 'unhidden' 3091/* For Hidden creatures - a chance of becoming 'unhidden'
3105 * every time they move - as we subtract off 'invisibility' 3092 * every time they move - as we subtract off 'invisibility'
3106 * AND, for players, if they move into a ridiculously unhideable 3093 * AND, for players, if they move into a ridiculously unhideable
3107 * spot (surrounded by clear terrain in broad daylight). -b.t. 3094 * spot (surrounded by clear terrain in broad daylight). -b.t.
3108 */ 3095 */
3109 3096void
3110void do_hidden_move (object *op) { 3097do_hidden_move (object *op)
3098{
3111 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3099 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3112 object *skop; 3100 object *skop;
3113 3101
3114 if(!op || !op->map) return; 3102 if (!op || !op->map)
3103 return;
3115 3104
3116 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3105 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3117 3106
3118 /* its *extremely* hard to run and sneak/hide at the same time! */ 3107 /* its *extremely* hard to run and sneak/hide at the same time! */
3119 if(op->type==PLAYER && op->contr->run_on) { 3108 if (op->type == PLAYER && op->contr->run_on)
3120 if(!skop || num >= skop->level) { 3109 if (!skop || num >= skop->level)
3110 {
3121 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3111 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3122 make_visible(op);
3123 return;
3124 } else num += 20;
3125 }
3126 num += op->map->difficulty;
3127 hide = hideability(op); /* modify by terrain hidden level */
3128 num -= hide;
3129 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3130 make_visible(op); 3112 make_visible (op);
3131 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3113 return;
3132 "You moved out of hiding! You are visible!");
3133 } 3114 }
3115 else
3116 num += 20;
3117
3118 num += op->map->difficulty;
3119 hide = hideability (op); /* modify by terrain hidden level */
3120 num -= hide;
3121
3122 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3123 {
3124 make_visible (op);
3125 if (op->type == PLAYER)
3126 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3127 }
3134 else if (op->type == PLAYER && skop) { 3128 else if (op->type == PLAYER && skop)
3135 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3129 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3136 }
3137} 3130}
3138 3131
3139/* determine if who is standing near a hostile creature. */ 3132/* determine if who is standing near a hostile creature. */
3140 3133
3134int
3141int stand_near_hostile( object *who ) { 3135stand_near_hostile (object *who)
3136{
3142 object *tmp=NULL; 3137 object *tmp = NULL;
3143 int i,friendly=0,player=0, mflags; 3138 int i, friendly = 0, player = 0, mflags;
3144 mapstruct *m; 3139 maptile *m;
3145 sint16 x,y; 3140 sint16 x, y;
3146 3141
3147 if(!who) return 0; 3142 if (!who)
3143 return 0;
3148 3144
3149 if(who->type==PLAYER) player=1; 3145 if (who->type == PLAYER)
3146 player = 1;
3147
3148 else
3150 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3149 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3151 3150
3152 /* search adjacent squares */ 3151 /* search adjacent squares */
3153 for(i=1;i<9;i++) { 3152 for (i = 1; i < 9; i++)
3153 {
3154 x = who->x+freearr_x[i]; 3154 x = who->x + freearr_x[i];
3155 y = who->y+freearr_y[i]; 3155 y = who->y + freearr_y[i];
3156 m = who->map; 3156 m = who->map;
3157 mflags = get_map_flags(m, &m, x, y, &x, &y); 3157 mflags = get_map_flags (m, &m, x, y, &x, &y);
3158 /* space must be blocked if there is a monster. If not 3158 /* space must be blocked if there is a monster. If not
3159 * blocked, don't need to check this space. 3159 * blocked, don't need to check this space.
3160 */ 3160 */
3161 if (mflags & P_OUT_OF_MAP) continue; 3161 if (mflags & P_OUT_OF_MAP)
3162 continue;
3162 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3163 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3163 3164 continue;
3164 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3165
3165 if((player||friendly) 3166 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3167 {
3166 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3168 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3169 return 1;
3170 else if (tmp->type == PLAYER)
3171 {
3172 /*don't let a hidden DM prevent you from hiding */
3173 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3167 return 1; 3174 return 1;
3168 else if(tmp->type==PLAYER)
3169 {
3170 /*don't let a hidden DM prevent you from hiding*/
3171 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3172 return 1;
3173 } 3175 }
3174 } 3176 }
3175 } 3177 }
3176 return 0; 3178 return 0;
3177} 3179}
3178 3180
3179/* check the player los field for viewability of the 3181/* check the player los field for viewability of the
3180 * object op. This function works fine for monsters, 3182 * object op. This function works fine for monsters,
3181 * but we dont worry if the object isnt the top one in 3183 * but we dont worry if the object isnt the top one in
3188 * for them to differ. Sigh, this fctn could get a bit more complex. 3190 * for them to differ. Sigh, this fctn could get a bit more complex.
3189 * -b.t. 3191 * -b.t.
3190 * This function is now map tiling safe. 3192 * This function is now map tiling safe.
3191 */ 3193 */
3192 3194
3195int
3193int player_can_view (object *pl,object *op) { 3196player_can_view (object *pl, object *op)
3197{
3194 rv_vector rv; 3198 rv_vector rv;
3195 int dx,dy; 3199 int dx, dy;
3196 3200
3197 if(pl->type!=PLAYER) { 3201 if (pl->type != PLAYER)
3202 {
3198 LOG(llevError,"player_can_view() called for non-player object\n"); 3203 LOG (llevError, "player_can_view() called for non-player object\n");
3199 return -1; 3204 return -1;
3200 } 3205 }
3201 if (!pl || !op) return 0;
3202 3206
3203 if(op->head) { op = op->head; } 3207 if (!pl || !op)
3204 get_rangevector(pl, op, &rv, 0x1);
3205
3206 /* starting with the 'head' part, lets loop
3207 * through the object and find if it has any
3208 * part that is in the los array but isnt on
3209 * a blocked los square.
3210 * we use the archetype to figure out offsets.
3211 */
3212 while(op) {
3213 dx = rv.distance_x + op->arch->clone.x;
3214 dy = rv.distance_y + op->arch->clone.y;
3215
3216 /* only the viewable area the player sees is updated by LOS
3217 * code, so we need to restrict ourselves to that range of values
3218 * for any meaningful values.
3219 */
3220 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3221 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3222 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3223 return 1;
3224 op = op->more;
3225 }
3226 return 0; 3208 return 0;
3209
3210 op = op->head_ ();
3211
3212 get_rangevector (pl, op, &rv, 0x1);
3213
3214 /* starting with the 'head' part, lets loop
3215 * through the object and find if it has any
3216 * part that is in the los array but isnt on
3217 * a blocked los square.
3218 * we use the archetype to figure out offsets.
3219 */
3220 while (op)
3221 {
3222 dx = rv.distance_x + op->arch->x;
3223 dy = rv.distance_y + op->arch->y;
3224
3225 /* only the viewable area the player sees is updated by LOS
3226 * code, so we need to restrict ourselves to that range of values
3227 * for any meaningful values.
3228 */
3229 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3230 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3231 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3232 return 1;
3233 op = op->more;
3234 }
3235 return 0;
3227} 3236}
3228 3237
3229/* routine for both players and monsters. We call this when 3238/* routine for both players and monsters. We call this when
3230 * there is a possibility for our action distrubing our hiding 3239 * there is a possibility for our action distrubing our hiding
3231 * place or invisiblity spell. Artefact invisiblity is not 3240 * place or invisiblity spell. Artefact invisiblity is not
3232 * effected by this. If we arent invisible to begin with, we 3241 * effected by this. If we arent invisible to begin with, we
3233 * return 0. 3242 * return 0.
3234 */ 3243 */
3244int
3235int action_makes_visible (object *op) { 3245action_makes_visible (object *op)
3246{
3236 3247
3237 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3248 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3249 {
3238 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3250 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3239 return 0; 3251 return 0;
3240 3252
3241 if (op->contr && op->contr->tmp_invis == 0) return 0; 3253 if (op->contr && op->contr->tmp_invis == 0)
3254 return 0;
3242 3255
3243 /* If monsters, they should become visible */ 3256 /* If monsters, they should become visible */
3244 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3257 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3258 {
3245 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3259 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3246 return 1; 3260 return 1;
3247 } 3261 }
3248 } 3262 }
3249 return 0; 3263 return 0;
3250} 3264}
3251 3265
3252/* op_on_battleground - checks if the given object op (usually 3266/* op_on_battleground - checks if the given object op (usually
3253 * a player) is standing on a valid battleground-tile, 3267 * a player) is standing on a valid battleground-tile,
3254 * function returns TRUE/FALSE. If true x, y returns the battleground 3268 * function returns TRUE/FALSE. If true x, y returns the battleground
3255 * -exit-coord. (and if x, y not NULL) 3269 * -exit-coord. (and if x, y not NULL)
3256 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3270 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3257 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3271 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3258 * Default is to do the same as before, so only people wanting to have different points need worry about this 3272 * Default is to do the same as before, so only people wanting to have different points need worry about this
3259 */ 3273 */
3274int
3260int op_on_battleground (object *op, int *x, int *y) { 3275op_on_battleground (object *op, int *x, int *y)
3276{
3261 object *tmp; 3277 object *tmp;
3262 3278
3263 /* A battleground-tile needs the following attributes to be valid: 3279 /* A battleground-tile needs the following attributes to be valid:
3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3280 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3281 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3266 * and the exit-coordinates sp/hp must both be > 0. 3282 * and the exit-coordinates sp/hp must both be > 0.
3267 * => The intention here is to prevent abuse of the battleground- 3283 * => The intention here is to prevent abuse of the battleground-
3268 * feature (like pickable or hidden battleground tiles). */ 3284 * feature (like pickable or hidden battleground tiles). */
3269 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3285 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3286 {
3270 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3287 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3288 {
3271 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3289 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3272 strcmp(tmp->name, "battleground")==0 && 3290 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3273 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3291 {
3274 /*before we assign the exit, check if this is a teambattle*/ 3292 /*before we assign the exit, check if this is a teambattle */
3275 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3293 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3294 {
3276 object *invtmp; 3295 object *invtmp;
3296
3277 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3297 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3278 if(invtmp->type==FORCE && invtmp->slaying && 3298 {
3279 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3299 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3300 {
3280 if (x != NULL && y != NULL) 3301 if (x != NULL && y != NULL)
3281 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3302 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3282 return 1; 3303 return 1;
3304 }
3283 } 3305 }
3284 } 3306 }
3285 }
3286 if (x != NULL && y != NULL) 3307 if (x != NULL && y != NULL)
3287 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3308 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3288 return 1; 3309 return 1;
3310 }
3289 } 3311 }
3290 }
3291 } 3312 }
3292 /* If we got here, did not find a battleground */ 3313 /* If we got here, did not find a battleground */
3293 return 0; 3314 return 0;
3294} 3315}
3295 3316
3296/* 3317/*
3300 * attributes: 3321 * attributes:
3301 * object *who the dragon player 3322 * object *who the dragon player
3302 * int atnr the attack-number of the ability focus 3323 * int atnr the attack-number of the ability focus
3303 * int level ability level 3324 * int level ability level
3304 */ 3325 */
3326void
3305void dragon_ability_gain(object *who, int atnr, int level) { 3327dragon_ability_gain (object *who, int atnr, int level)
3328{
3306 treasurelist *trlist = NULL; /* treasurelist */ 3329 treasurelist *trlist = NULL; /* treasurelist */
3307 treasure *tr; /* treasure */ 3330 treasure *tr; /* treasure */
3308 object *tmp,*skop; /* tmp. object */ 3331 object *tmp, *skop; /* tmp. object */
3309 object *item; /* treasure object */ 3332 object *item; /* treasure object */
3310 char buf[MAX_BUF]; /* tmp. string buffer */ 3333 char buf[MAX_BUF]; /* tmp. string buffer */
3311 int i=0, j=0; 3334 int i = 0, j = 0;
3312 3335
3313 /* get the appropriate treasurelist */ 3336 /* get the appropriate treasurelist */
3314 if (atnr == ATNR_FIRE) 3337 if (atnr == ATNR_FIRE)
3315 trlist = find_treasurelist("dragon_ability_fire"); 3338 trlist = treasurelist::find ("dragon_ability_fire");
3316 else if (atnr == ATNR_COLD) 3339 else if (atnr == ATNR_COLD)
3317 trlist = find_treasurelist("dragon_ability_cold"); 3340 trlist = treasurelist::find ("dragon_ability_cold");
3318 else if (atnr == ATNR_ELECTRICITY) 3341 else if (atnr == ATNR_ELECTRICITY)
3319 trlist = find_treasurelist("dragon_ability_elec"); 3342 trlist = treasurelist::find ("dragon_ability_elec");
3320 else if (atnr == ATNR_POISON) 3343 else if (atnr == ATNR_POISON)
3321 trlist = find_treasurelist("dragon_ability_poison"); 3344 trlist = treasurelist::find ("dragon_ability_poison");
3322 3345
3323 if (trlist == NULL || who->type != PLAYER) 3346 if (trlist == NULL || who->type != PLAYER)
3347 return;
3348
3349 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3350
3351 if (!tr || !tr->item)
3352 {
3353 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3354 return;
3355 }
3356
3357 /* everything seems okay - now bring on the gift: */
3358 item = tr->item;
3359
3360 if (item->type == SPELL)
3361 {
3362 if (check_spell_known (who, item->name))
3324 return; 3363 return;
3325 3364
3326 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3365 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3327 tr = tr->next, i++); 3366 do_learn_spell (who, item, 0);
3328 3367 return;
3329 if (tr == NULL || tr->item == NULL) { 3368 }
3330 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3369
3370 /* grant direct spell */
3371 if (item->type == SPELLBOOK)
3372 {
3373 if (!item->inv)
3374 {
3375 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3376 return;
3377 }
3378 if (check_spell_known (who, item->inv->name))
3331 return; 3379 return;
3332 }
3333
3334 /* everything seems okay - now bring on the gift: */
3335 item = &(tr->item->clone);
3336
3337 if (item->type == SPELL) {
3338 if (check_spell_known (who, item->name))
3339 return;
3340
3341 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3342 do_learn_spell (who, item, 0);
3343 return;
3344 }
3345
3346 /* grant direct spell */
3347 if (item->type == SPELLBOOK) {
3348 if (!item->inv) {
3349 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3350 return;
3351 }
3352 if (check_spell_known (who, item->inv->name))
3353 return;
3354 if (item->invisible) { 3380 if (item->invisible)
3381 {
3355 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); 3382 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3356 do_learn_spell (who, item->inv, 0); 3383 do_learn_spell (who, item->inv, 0);
3357 return; 3384 return;
3358 } 3385 }
3359 } 3386 }
3360 else if (item->type == SKILL_TOOL && item->invisible) { 3387 else if (item->type == SKILL_TOOL && item->invisible)
3388 {
3361 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3389 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3390 {
3362 3391
3363 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3392 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3364 * in this way, if the player is missing any of the attacktypes, he gets 3393 * in this way, if the player is missing any of the attacktypes, he gets
3365 * them. As it is now, if the player has any that match the granted skill, 3394 * them. As it is now, if the player has any that match the granted skill,
3366 * but not all of them, he gets nothing. 3395 * but not all of them, he gets nothing.
3367 */ 3396 */
3368 if (!(skop->attacktype & item->attacktype)) { 3397 if (!(skop->attacktype & item->attacktype))
3398 {
3369 /* Give new attacktype */ 3399 /* Give new attacktype */
3370 skop->attacktype |= item->attacktype; 3400 skop->attacktype |= item->attacktype;
3371 3401
3372 /* always add physical if there's none */ 3402 /* always add physical if there's none */
3373 skop->attacktype |= AT_PHYSICAL; 3403 skop->attacktype |= AT_PHYSICAL;
3374 3404
3375 if (item->msg != NULL) 3405 if (item->msg != NULL)
3376 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3406 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3377 3407
3378 /* Give player new face */ 3408 /* Give player new face */
3379 if (item->animation_id) { 3409 if (item->animation_id)
3410 {
3380 who->face = skop->face; 3411 who->face = skop->face;
3381 who->animation_id = item->animation_id; 3412 who->animation_id = item->animation_id;
3382 who->anim_speed = item->anim_speed; 3413 who->anim_speed = item->anim_speed;
3383 who->last_anim = 0; 3414 who->last_anim = 0;
3384 who->state = 0; 3415 who->state = 0;
3385 animate_object(who, who->direction); 3416 animate_object (who, who->direction);
3386 } 3417 }
3387 } 3418 }
3388 } 3419 }
3389 } 3420 }
3390 else if (item->type == FORCE) { 3421 else if (item->type == FORCE)
3422 {
3391 /* forces in the treasurelist can alter the player's stats */ 3423 /* forces in the treasurelist can alter the player's stats */
3392 object *skin; 3424 object *skin;
3425
3393 /* first get the dragon skin force */ 3426 /* first get the dragon skin force */
3394 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3427 shstr_cmp dragon_skin_force ("dragon_skin_force");
3395 skin=skin->below); 3428 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3396 if (skin == NULL) return; 3429 ;
3397 3430
3431 if (!skin)
3432 return;
3433
3398 /* adding new spellpath attunements */ 3434 /* adding new spellpath attunements */
3399 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3435 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3436 {
3400 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3437 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3401 3438
3402 /* print message */ 3439 /* print message */
3403 sprintf(buf, "You feel attuned to "); 3440 sprintf (buf, "You feel attuned to ");
3404 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3441 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3442 {
3405 if(item->path_attuned & (1<<i)) { 3443 if (item->path_attuned & (1 << i))
3444 {
3406 if (j) 3445 if (j)
3407 strcat(buf," and "); 3446 strcat (buf, " and ");
3408 else 3447 else
3409 j = 1; 3448 j = 1;
3410 strcat(buf, spellpathnames[i]); 3449 strcat (buf, spellpathnames[i]);
3411 } 3450 }
3412 } 3451 }
3413 strcat(buf,"."); 3452 strcat (buf, ".");
3414 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3453 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3415 } 3454 }
3416 3455
3417 /* evtl. adding flags: */ 3456 /* evtl. adding flags: */
3418 if(QUERY_FLAG(item, FLAG_XRAYS)) 3457 if (QUERY_FLAG (item, FLAG_XRAYS))
3419 SET_FLAG(skin, FLAG_XRAYS); 3458 SET_FLAG (skin, FLAG_XRAYS);
3420 if(QUERY_FLAG(item, FLAG_STEALTH)) 3459 if (QUERY_FLAG (item, FLAG_STEALTH))
3421 SET_FLAG(skin, FLAG_STEALTH); 3460 SET_FLAG (skin, FLAG_STEALTH);
3422 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3461 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3423 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3462 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3424 3463
3425 /* print message if there is one */ 3464 /* print message if there is one */
3426 if (item->msg != NULL) 3465 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3466 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3467 }
3468 else
3428 } 3469 {
3429 else {
3430 /* generate misc. treasure */ 3470 /* generate misc. treasure */
3431 tmp = arch_to_object (tr->item); 3471 tmp = arch_to_object (tr->item);
3432 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3472 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3433 tmp = insert_ob_in_ob (tmp, who); 3473 tmp = insert_ob_in_ob (tmp, who);
3434 if (who->type == PLAYER) 3474 if (who->type == PLAYER)
3435 esrv_send_item(who, tmp); 3475 esrv_send_item (who, tmp);
3436 } 3476 }
3437} 3477}
3438 3478
3439/** 3479/**
3440 * Unready an object for a player. This function does nothing if the object was 3480 * Unready an object for a player. This function does nothing if the object was
3441 * not readied. 3481 * not readied.
3442 */ 3482 */
3483void
3443void player_unready_range_ob(player *pl, object *ob) { 3484player_unready_range_ob (player *pl, object *ob)
3444 rangetype i; 3485{
3486 if (pl->ob->current_weapon == ob)
3487 pl->ob->current_weapon = 0;
3445 3488
3446 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3489 if (pl->combat_ob == ob)
3447 if (pl->ranges[i] == ob) { 3490 pl->combat_ob = 0;
3448 pl->ranges[i] = NULL; 3491
3449 if (pl->shoottype == i) { 3492 if (pl->ranged_ob == ob)
3450 pl->shoottype = range_none; 3493 pl->ranged_ob = 0;
3451 }
3452 }
3453 }
3454} 3494}
3495
3496sint8
3497player::visibility_at (maptile *map, int x, int y) const
3498{
3499 if (!ns)
3500 return 0;
3501
3502 int dx, dy;
3503 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3504 return 0;
3505
3506 x += dx - ns->current_x + ns->mapx / 2;
3507 y += dy - ns->current_y + ns->mapy / 2;
3508
3509 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3510 return 0;
3511
3512 return 100 - blocked_los [x][y];
3513}

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