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Comparing deliantra/server/server/player.C (file contents):
Revision 1.15 by root, Mon Sep 4 11:08:00 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 1.15 2006/09/04 11:08:00 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 *
203get_player (player * p)
204{
205 object *op = arch_to_object (get_player_archetype (NULL));
206 int i;
207
208 if (!p)
209 { 302 }
210 p = new player;
211 303
212 /* This adds the player in the linked list. There is extra 304 if (ob)
213 * complexity here because we want to add the new player at the 305 ob->close_container (); //TODO: client-specific
214 * end of the list - there is in fact no compelling reason that
215 * that needs to be done except for things like output of
216 * 'who'.
217 */
218 player *tmp = first_player;
219 while (tmp != NULL && tmp->next != NULL)
220 tmp = tmp->next;
221 if (tmp != NULL)
222 tmp->next = p;
223 else
224 first_player = p;
225 306
226 p->next = NULL; 307 observe = ob;
227 }
228 308
229 /* Clears basically the entire player structure except 309 deactivate ();
230 * for next and socket. 310}
231 */
232 memset (static_cast<player_pod *>(p), 0, sizeof (player_pod));
233 p->attachable_clear ();
234 311
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{
235 /* There are some elements we want initialized to non zero value - 335 /* There are some elements we want initialised to non zero value -
236 * we deal with that below this point. 336 * we deal with that below this point.
237 */ 337 */
238 p->party = NULL; 338 outputs_sync = 4;
239 p->outputs_sync = 16; /* Every 2 seconds */ 339 outputs_count = 4;
240 p->outputs_count = 8; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 340 unapply = unapply_nochoice;
242 p->Swap_First = -1;
243 341
244#ifdef AUTOSAVE
245 p->last_save_tick = 9999999;
246#endif
247
248 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 342 savebed_map = first_map_path; /* Init. respawn position */
249 343
250 op->contr = p; /* this aren't yet in archetype */
251 p->ob = op;
252 op->speed_left = 0.5;
253 op->speed = 1.0;
254 op->direction = 5; /* So player faces south */
255 op->stats.wc = 2;
256 op->run_away = 25; /* Then we panick... */
257 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
258
259 roll_stats (op);
260 p->state = ST_ROLL_STAT;
261 clear_los (op);
262
263 p->gen_sp_armour = 10; 344 gen_sp_armour = 10;
264 p->last_speed = -1;
265 p->shoottype = range_none;
266 p->bowtype = bow_normal; 345 bowtype = bow_normal;
267 p->petmode = pet_normal; 346 petmode = pet_normal;
268 p->listening = 10; 347 listening = 10;
269 p->usekeys = containers; 348 usekeys = containers;
270 p->last_weapon_sp = -1;
271 p->peaceful = 1; /* default peaceful */ 349 peaceful = 1; /* default peaceful */
272 p->do_los = 1; 350 do_los = 1;
273 p->explore = 0;
274 p->no_shout = 0; /* default can shout */
275 351
276 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 352 weapon_sp = 1.0f;
277 p->title[sizeof (p->title) - 1] = '\0'; 353 weapon_sp_left = 0.5f;
278 op->race = op->arch->clone.race; 354}
279 355
280 CLEAR_FLAG (op, FLAG_READY_SKILL); 356void
357player::do_destroy ()
358{
359 disconnect ();
281 360
282 /* we need to clear these to -1 and not zero - otherwise, 361 attachable::do_destroy ();
283 * if a player quits and starts a new character, we wont 362
284 * send new values to the client, as things like exp start 363 if (ob)
285 * at zero.
286 */
287 for (i = 0; i < NUM_SKILLS; i++)
288 {
289 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL;
291 } 364 {
292 for (i = 0; i < NROFATTACKS; i++) 365 ob->destroy_inv (false);
366 ob->destroy ();
293 { 367 }
294 p->last_resist[i] = -1;
295 }
296 p->last_stats.exp = -1;
297 p->last_weight = (uint32) - 1;
298 368
299 p->socket.update_look = 0; 369 ob = observe = 0;
300 p->socket.look_position = 0;
301 return p;
302} 370}
303 371
304/* This loads the first map an puts the player on it. */ 372player::~player ()
305static void set_first_map(object *op)
306{ 373{
307 strcpy(op->contr->maplevel, first_map_path); 374 /* Clear item stack */
308 op->x = -1; 375 free (stack_items);
309 op->y = -1;
310 enter_exit(op, NULL);
311} 376}
312 377
313/* Tries to add player on the connection passwd in ns. 378/* Tries to add player on the connection passed in ns.
314 * 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
315 * mode. 380 * mode.
316 */ 381 */
382player *
383player::create ()
384{
385 player *pl = new player;
317 386
318int add_player(NewSocket *ns) { 387 pl->set_object (arch_to_object (get_player_archetype (0)));
319 player *p;
320 388
321 p=get_player(NULL); 389 pl->ob->roll_stats ();
322 p->socket = *ns; 390 pl->ob->stats.wc = 2;
323 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... */
324 if(p->socket.faces_sent == NULL) 392
325 fatal(OUT_OF_MEMORY);
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
327 /* Needed because the socket we just copied over needs to be cleared.
328 * Note that this can result in a client reset if there is partial data
329 * on the uncoming socket.
330 */
331 p->socket.inbuf.len = 0;
332 set_first_map(p->ob); 393 set_first_map (pl->ob);
333 394
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
335 add_friendly_object(p->ob);
336 send_rules(p->ob);
337 send_news(p->ob);
338 display_motd(p->ob);
339 get_name(p->ob);
340 return 0; 395 return pl;
341} 396}
342 397
343/* 398/*
344 * get_player_archetype() return next player archetype from archetype 399 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 400 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
347 */ 402 */
403archetype *
348archetype *get_player_archetype(archetype* at) 404get_player_archetype (archetype *at)
349{ 405{
350 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
407
351 for (;;) { 408 for (;;)
352 if (at==NULL || at->next==NULL)
353 at=first_archetype;
354 else
355 at=at->next;
356 if(at->clone.type==PLAYER)
357 return at;
358 if (at == start) {
359 LOG (llevError, "No Player archetypes\n");
360 exit (-1);
361 }
362 } 409 {
363} 410 if (++i == archetypes.end ())
411 i = archetypes.begin ();
412 else if (*i == at)
413 cleanup ("not a single player archetype found");
364 414
415 if ((*i)->type == PLAYER)
416 return *i;
417 }
418}
365 419
420object *
366object *get_nearest_player(object *mon) { 421get_nearest_player (object *mon)
422{
367 object *op = NULL; 423 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol; 424 objectlink *ol;
370 unsigned lastdist; 425 unsigned lastdist;
371 rv_vector rv; 426 rv_vector rv;
372 427
373 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 {
374 /* 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
375 * does periodically happen. Given that, lets deal with it. 431 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly 432 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop. 433 * list is also free, so encapsulate this in a while loop.
378 */ 434 */
379 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 {
380 object *tmp=ol->ob; 437 object *tmp = ol->ob;
381 438
382 /* 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
383 * itself will have been cleared. 440 * itself will have been cleared.
384 */ 441 */
385 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 ());
386 ol = ol->next; 444 ol = ol->next;
387 remove_friendly_object(tmp); 445 remove_friendly_object (tmp);
446 if (!ol)
388 if (!ol) return op; 447 return op;
389 } 448 }
390 449
391 /* 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
392 * 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
393 * complicated method of state checking would be needed in any case - 452 * complicated method of state checking would be needed in any case -
394 * 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
395 * skip them over while waiting for confirmation. Remove 454 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this 455 * on_same_map check, as can_detect_enemy also does this
397 */ 456 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 457 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 458 continue;
400 459
401 if(lastdist>rv.distance) { 460 if (lastdist > rv.distance)
461 {
402 op=ol->ob; 462 op = ol->ob;
403 lastdist=rv.distance; 463 lastdist = rv.distance;
404 } 464 }
405 } 465 }
406 for (pl=first_player; pl != NULL; pl=pl->next) { 466
467 for_all_players (pl)
407 if (can_detect_enemy(mon, pl->ob,&rv)) { 468 if (can_detect_enemy (mon, pl->ob, &rv))
408
409 if(lastdist>rv.distance) { 469 if (lastdist > rv.distance)
410 op=pl->ob;
411 lastdist=rv.distance;
412 }
413 } 470 {
414 } 471 op = pl->ob;
472 lastdist = rv.distance;
473 }
474
415#if 0 475#if 0
416 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)");
417#endif 477#endif
418 return op; 478 return op;
419} 479}
420 480
421/* 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
422 * 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
423 * detour a monster will take from the direction path when looking 483 * detour a monster will take from the direction path when looking
437 * circling behaviour. Unfortunately, this function is also used to determined 497 * circling behaviour. Unfortunately, this function is also used to determined
438 * 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
439 * is probably not a good thing. 499 * is probably not a good thing.
440 */ 500 */
441#define MAX_SPACES 50 501#define MAX_SPACES 50
442
443 502
444/* 503/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 504 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * 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
447 * 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
460 * monster can in fact move one space in that direction. 519 * monster can in fact move one space in that direction.
461 * 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,
462 * 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
463 * is blocking itself. 522 * is blocking itself.
464 */ 523 */
524int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 525path_to_player (object *mon, object *pl, unsigned mindiff)
526{
466 rv_vector rv; 527 rv_vector rv;
467 sint16 x,y; 528 sint16 x, y;
468 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;
469 mapstruct *m ,*lastmap; 530 maptile *m, *lastmap;
470 531
471 get_rangevector(mon, pl, &rv, 0); 532 get_rangevector (mon, pl, &rv, 0);
472 533
473 if (rv.distance<mindiff) return 0; 534 if (rv.distance < mindiff)
535 return 0;
474 536
475 x=mon->x; 537 x = mon->x;
476 y=mon->y; 538 y = mon->y;
477 m=mon->map; 539 m = mon->map;
478 dir = rv.direction; 540 dir = rv.direction;
479 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 */
480 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
481 /* 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. */
482 if (diff>max) return 0; 545 if (diff > max)
546 return 0;
547
483 while (diff >1 && max>0) { 548 while (diff > 1 && max > 0)
549 {
484 lastx = x; 550 lastx = x;
485 lasty = y; 551 lasty = y;
486 lastmap = m; 552 lastmap = m;
487 x = lastx + freearr_x[dir]; 553 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir]; 554 y = lasty + freearr_y[dir];
489 555
490 mflags = get_map_flags(m, &m, x, y, &x, &y); 556 mflags = get_map_flags (m, &m, x, y, &x, &y);
491 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);
492 558
493 /* Space is blocked - try changing direction a little */ 559 /* Space is blocked - try changing direction a little */
494 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))
495 && (m == mon->map && blocked_link(mon, m, x, y)))) { 561 && (m == mon->map && blocked_link (mon, m, x, y))))
562 {
496 /* recalculate direction from last good location. Possible 563 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before. 564 * we were not traversing ideal location before.
498 */ 565 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 566 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) { 567 if (rv.direction != dir)
568 {
501 /* OK - says direction should be different - lets reset the 569 /* OK - says direction should be different - lets reset the
502 * the values so it will try again. 570 * the values so it will try again.
503 */ 571 */
504 x = lastx; 572 x = lastx;
505 y = lasty; 573 y = lasty;
506 m = lastmap; 574 m = lastmap;
507 dir = firstdir = rv.direction; 575 dir = firstdir = rv.direction;
576 }
508 } else { 577 else
578 {
509 /* direct path is blocked - try taking a side step to 579 /* direct path is blocked - try taking a side step to
510 * either the left or right. 580 * either the left or right.
511 * Note increase the values in the loop below to be 581 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes 582 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting 583 * bigger detour. Have to be careful about these values getting
514 * 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
515 * stepping back and forth 585 * stepping back and forth
516 */ 586 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 587 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
588 {
589 if (i == 0)
518 if (i==0) continue; /* already did this, so skip it */ 590 continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise, 591 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in 592 * since the direction that the creature should move in
521 * may change, you could get infinite loops. 593 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only 594 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance, 595 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north, 596 * gets blocked, finds that it should move north,
525 * 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
526 * gets back to its original point. lastdir contains 598 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully 599 * the last direction the creature has successfully
528 * moved. 600 * moved.
529 */ 601 */
530 602
531 x = lastx + freearr_x[absdir(lastdir+i)]; 603 x = lastx + freearr_x[absdir (lastdir + i)];
532 y = lasty + freearr_y[absdir(lastdir+i)]; 604 y = lasty + freearr_y[absdir (lastdir + i)];
533 m = lastmap; 605 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y); 606 mflags = get_map_flags (m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue; 607 if (mflags & P_OUT_OF_MAP)
608 continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 609 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 610 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
611 continue;
538 if (mflags & P_BLOCKSVIEW) continue; 612 if (mflags & P_BLOCKSVIEW)
613 continue;
539 614
540 if (m == mon->map && blocked_link(mon, m, x, y)) break; 615 if (m == mon->map && blocked_link (mon, m, x, y))
616 break;
541 } 617 }
542 /* go through entire loop without finding a valid 618 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path. 619 * sidestep to take - thus, no valid path.
544 */ 620 */
545 if (i==(DETOUR_AMOUNT+1)) 621 if (i == (DETOUR_AMOUNT + 1))
546 return 0; 622 return 0;
547 diff--; 623 diff--;
548 lastdir=dir; 624 lastdir = dir;
549 max--; 625 max--;
550 if (!firstdir) firstdir = dir+i; 626 if (!firstdir)
627 firstdir = dir + i;
551 } /* else check alternate directions */ 628 } /* else check alternate directions */
552 } /* if blocked */ 629 } /* if blocked */
553 else { 630 else
631 {
554 /* we moved towards creature, so diff is less */ 632 /* we moved towards creature, so diff is less */
555 diff--; 633 diff--;
556 max--; 634 max--;
557 lastdir=dir; 635 lastdir = dir;
636 if (!firstdir)
558 if (!firstdir) firstdir = dir; 637 firstdir = dir;
638 }
639
640 if (diff <= 1)
559 } 641 {
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually 642 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance. 643 * headed toward player for entire distance.
563 */ 644 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 645 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
565 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));
566 } 647 }
567 if (diff>max) return 0; 648
649 if (diff > max)
650 return 0;
568 } 651 }
652
569 /* 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 */
570 if (!max) return 0; 654 if (!max)
655 return 0;
571 656
572 return firstdir; 657 return firstdir;
573} 658}
574 659
660void
575void give_initial_items(object *pl,treasurelist *items) { 661give_initial_items (object *pl, treasurelist * items)
662{
576 object *op,*next=NULL; 663 object *op, *next = NULL;
577 664
578 if(pl->randomitems!=NULL) 665 if (pl->randomitems != NULL)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 666 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
580 667
581 for (op=pl->inv; op; op=next) { 668 for (op = pl->inv; op; op = next)
669 {
582 next = op->below; 670 next = op->below;
583 671
584 /* Forces get applied per default, unless they have the 672 /* Forces get applied per default, unless they have the
585 * 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
586 */ 674 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 675 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED); 676 SET_FLAG (op, FLAG_APPLIED);
589 677
590 /* we never give weapons/armour if these cannot be used 678 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions 679 * by this player due to race restrictions
592 */ 680 */
593 if (pl->type == PLAYER) { 681 if (pl->type == PLAYER)
682 {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 683 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
595 (op->type == ARMOUR || op->type == BOOTS || 684 (op->type == ARMOUR || op->type == BOOTS ||
596 op->type == CLOAK || op->type == HELMET || 685 op->type == CLOAK || op->type == HELMET ||
597 op->type == SHIELD || op->type == GLOVES || 686 op->type == SHIELD || op->type == GLOVES ||
598 op->type == BRACERS || op->type == GIRDLE)) || 687 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
600 remove_ob (op);
601 free_object (op);
602 continue;
603 } 688 {
604 } 689 op->destroy ();
605
606 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.)
610 * remove duplicate skills also
611 */
612 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp;
614
615 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break;
617
618 if (tmp) {
619 remove_ob(op);
620 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 &tmp->name);
623 continue; 690 continue;
624 } 691 }
625 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)
626 } 701 {
702 object *tmp;
627 703
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
628 if (op->type == SPELLBOOK && op->inv) { 719 if (op->type == SPELLBOOK && op->inv)
720 {
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 721 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
630 } 722 }
631 723
632 /* Give starting characters identified, uncursed, and undamned 724 /* Give starting characters identified, uncursed, and undamned
633 * 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
634 * merged properly. 726 * merged properly.
635 */ 727 */
636 if (need_identify(op)) { 728 if (need_identify (op))
729 {
637 SET_FLAG(op, FLAG_IDENTIFIED); 730 SET_FLAG (op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED); 731 CLEAR_FLAG (op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED); 732 CLEAR_FLAG (op, FLAG_DAMNED);
733 }
734 if (op->type == SPELL)
640 } 735 {
641 if(op->type==SPELL) { 736 op->destroy ();
642 remove_ob(op);
643 free_object(op);
644 continue; 737 continue;
738 }
739 else if (op->type == SKILL)
645 } 740 {
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL); 741 SET_FLAG (op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0; 742 op->stats.exp = 0;
649 op->level = 1; 743 op->level = 1;
650 } 744 }
651 /* lock all 'normal items by default */ 745 /* lock all 'normal items by default */
746 else
652 else SET_FLAG(op, FLAG_INV_LOCKED); 747 SET_FLAG (op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */ 748 } /* for loop of objects in player inv */
654 749
655 /* Need to set up the skill pointers */ 750 /* Need to set up the skill pointers */
656 link_player_skills(pl); 751 link_player_skills (pl);
657} 752}
658 753
659void get_name(object *op) { 754void
660 op->contr->write_buf[0]='\0';
661 op->contr->state=ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:");
663}
664
665void get_password(object *op) {
666 op->contr->write_buf[0]='\0';
667 op->contr->state=ST_GET_PASSWORD;
668 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
669}
670
671void play_again(object *op)
672{
673 op->contr->state=ST_PLAY_AGAIN;
674 op->chosen_skill = NULL;
675 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
676 /* a bit of a hack, but there are various places early in th
677 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense
681 * to leave it to play_again to remove the object in all
682 * cases.
683 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED))
685 remove_ob(op);
686 /* Need to set this to null - otherwise, it could point to garbage,
687 * and draw() doesn't check to see if the player is removed, only if
688 * the map is null or not swapped out.
689 */
690 op->map = NULL;
691}
692
693
694int receive_play_again(object *op, char key)
695{
696 if(key=='q'||key=='Q') {
697 remove_friendly_object(op);
698 leave(op->contr,0); /* ericserver will draw the message */
699 return 2;
700 }
701 else if(key=='a'||key=='A') {
702 player *pl = op->contr;
703 shstr name = op->name;
704
705 remove_friendly_object(op);
706 free_object(op);
707 pl = get_player(pl);
708 op = pl->ob;
709 add_friendly_object(op);
710 op->contr->password[0]='~';
711 op->name = op->name_pl = 0;
712 /* Lets put a space in here */
713 new_draw_info(NDI_UNIQUE, 0, op, "\n");
714 get_name(op);
715 op->name = op->name_pl = name;
716 set_first_map(op);
717 } else {
718 /* user pressed something else so just ask again... */
719 play_again(op);
720 }
721 return 0;
722}
723
724void confirm_password(object *op) {
725
726 op->contr->write_buf[0]='\0';
727 op->contr->state=ST_CONFIRM_PASSWORD;
728 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
729}
730
731void get_party_password(object *op, partylist *party) { 755get_party_password (object *op, partylist *party)
756{
732 if (party == NULL) { 757 if (party == NULL)
758 {
733 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);
734 return; 760 return;
735 } 761 }
762
736 op->contr->write_buf[0]='\0'; 763 op->contr->write_buf[0] = '\0';
737 op->contr->state=ST_GET_PARTY_PASSWORD; 764 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
738 op->contr->party_to_join = party; 765 op->contr->party_to_join = party;
739 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:");
740} 767}
741
742 768
743/* 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
744int roll_stat(void) { 771roll_stat (void)
772{
745 int a[4],i,j,k; 773 int a[4], i, j, k;
746 774
747 for(i=0;i<4;i++) 775 for (i = 0; i < 4; i++)
748 a[i]=(int)RANDOM()%6+1; 776 a[i] = (int) rndm (6) + 1;
749 777
750 for(i=0,j=0,k=7;i<4;i++) 778 for (i = 0, j = 0, k = 7; i < 4; i++)
751 if(a[i]<k) 779 if (a[i] < k)
752 k=a[i],j=i; 780 k = a[i], j = i;
753 781
754 for(i=0,k=0;i<4;i++) { 782 for (i = 0, k = 0; i < 4; i++)
755 if(i!=j) 783 if (i != j)
756 k+=a[i]; 784 k += a[i];
757 } 785
758 return k; 786 return k;
759} 787}
760 788
761void roll_stats(object *op) { 789void
790object::roll_stats ()
791{
792 int statsort [NUM_STATS];
793
794 for (;;)
795 {
762 int sum=0; 796 int sum = 0;
763 int i = 0, j = 0; 797 for (int i = NUM_STATS; i--; )
764 int statsort[7]; 798 sum += statsort [i] = roll_stat ();
765 799
766 do { 800 if (sum >= 82 && sum <= 116)
767 op->stats.Str=roll_stat(); 801 break;
768 op->stats.Dex=roll_stat(); 802 }
769 op->stats.Int=roll_stat();
770 op->stats.Con=roll_stat();
771 op->stats.Wis=roll_stat();
772 op->stats.Pow=roll_stat();
773 op->stats.Cha=roll_stat();
774 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
775 op->stats.Con+op->stats.Wis+op->stats.Pow+
776 op->stats.Cha;
777 } while(sum<82||sum>116);
778 803
779 /* Sort the stats so that rerolling is easier... */ 804 // Sort the stats so that rerolling is easier...
780 statsort[0] = op->stats.Str; 805 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
781 statsort[1] = op->stats.Dex;
782 statsort[2] = op->stats.Int;
783 statsort[3] = op->stats.Con;
784 statsort[4] = op->stats.Wis;
785 statsort[5] = op->stats.Pow;
786 statsort[6] = op->stats.Cha;
787 806
788 /* a quick and dirty bubblesort? */ 807 for (int i = 0; i < NUM_STATS; ++i)
789 do {
790 if (statsort[i] < statsort[i + 1]) {
791 j = statsort[i];
792 statsort[i] = statsort[i + 1];
793 statsort[i + 1] = j;
794 i = 0;
795 } else {
796 i++;
797 }
798 } while (i < 6);
799
800 op->stats.Str = statsort[0]; 808 stats.stat (i) = statsort [i];
801 op->stats.Dex = statsort[1];
802 op->stats.Con = statsort[2];
803 op->stats.Int = statsort[3];
804 op->stats.Wis = statsort[4];
805 op->stats.Pow = statsort[5];
806 op->stats.Cha = statsort[6];
807 809
808
809 op->contr->orig_stats.Str=op->stats.Str;
810 op->contr->orig_stats.Dex=op->stats.Dex;
811 op->contr->orig_stats.Int=op->stats.Int;
812 op->contr->orig_stats.Con=op->stats.Con;
813 op->contr->orig_stats.Wis=op->stats.Wis;
814 op->contr->orig_stats.Pow=op->stats.Pow;
815 op->contr->orig_stats.Cha=op->stats.Cha;
816
817 op->level=1;
818 op->stats.exp=0; 810 stats.exp = 0;
819 op->stats.ac=0; 811 stats.ac = 0;
820 812
813 stats.hp = stats.maxhp;
814 stats.sp = stats.maxsp;
815 stats.grace = stats.maxgrace;
816
817 if (contr)
818 {
821 op->contr->levhp[1] = 9; 819 contr->levhp[1] = 9;
822 op->contr->levsp[1] = 6; 820 contr->levsp[1] = 6;
823 op->contr->levgrace[1] = 3; 821 contr->levgrace[1] = 3;
824 822
825 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
826 op->stats.hp = op->stats.maxhp; 843 stats.hp = stats.maxhp;
827 op->stats.sp = op->stats.maxsp; 844 stats.sp = stats.maxsp;
828 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
829 op->contr->orig_stats=op->stats; 853 contr->orig_stats = stats;
854 }
830} 855}
831 856
832void Roll_Again(object *op) 857static void
858start_info (object *op)
833{ 859{
834 esrv_new_player(op->contr, 0);
835 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)? ");
836}
837
838void Swap_Stat(object *op,int Swap_Second)
839{
840 signed char tmp;
841 char buf[MAX_BUF]; 860 char buf[MAX_BUF];
842 861
843 if ( op->contr->Swap_First == -1 ) { 862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
844 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
845 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
846 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
847 return;
848 }
849
850 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
851
852 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
853 get_attr_value(&op->contr->orig_stats, Swap_Second));
854
855 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
856
857 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
858 new_draw_info(NDI_UNIQUE, 0,op, buf); 863 new_draw_info (NDI_UNIQUE, 0, op, buf);
859 op->stats.Str = op->contr->orig_stats.Str; 864 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
860 op->stats.Dex = op->contr->orig_stats.Dex;
861 op->stats.Con = op->contr->orig_stats.Con;
862 op->stats.Int = op->contr->orig_stats.Int;
863 op->stats.Wis = op->contr->orig_stats.Wis;
864 op->stats.Pow = op->contr->orig_stats.Pow;
865 op->stats.Cha = op->contr->orig_stats.Cha;
866 op->stats.ac=0;
867
868 op->level=1;
869 op->stats.exp=0;
870 op->stats.ac=0;
871
872 op->contr->levhp[1] = 9;
873 op->contr->levsp[1] = 6;
874 op->contr->levgrace[1] = 3;
875
876 fix_player(op);
877 op->stats.hp = op->stats.maxhp;
878 op->stats.sp = op->stats.maxsp;
879 op->stats.grace = op->stats.maxgrace;
880 op->contr->orig_stats=op->stats;
881 op->contr->Swap_First=-1;
882}
883
884
885/* This code has been greatly reduced, because with set_attr_value
886 * and get_attr_value, the stats can be accessed just numeric
887 * ids. stat_trans is a table that translate the number entered
888 * into the actual stat. It is needed because the order the stats
889 * are displayed in the stat window is not the same as how
890 * the number's access that stat. The table does that translation.
891 */
892int key_roll_stat(object *op, char key)
893{
894 int keynum = key -'0';
895 char buf[MAX_BUF];
896 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
897
898 if (keynum>0 && keynum<=7) {
899 if (op->contr->Swap_First==-1) {
900 op->contr->Swap_First=stat_trans[keynum];
901 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
902 new_draw_info(NDI_UNIQUE, 0,op,buf); 865 //new_draw_info (NDI_UNIQUE, 0, op, " ");
903 }
904 else
905 Swap_Stat(op,stat_trans[keynum]);
906
907 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
908 return 1;
909 }
910 switch (key) {
911 case 'n':
912 case 'N': {
913 SET_FLAG(op, FLAG_WIZ);
914 if(op->map==NULL) {
915 LOG(llevError,"Map == NULL in state 2\n");
916 break;
917 }
918
919#if 0
920 /* So that enter_exit will put us at startx/starty */
921 op->x= -1;
922
923 enter_exit(op,NULL);
924#endif
925 SET_ANIMATION(op, 2); /* So player faces south */
926 /* Enter exit adds a player otherwise */
927 add_statbonus(op);
928 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");
929 op->contr->state = ST_CHANGE_CLASS;
930 if (op->msg)
931 new_draw_info(NDI_BLUE, 0, op, op->msg);
932 return 0;
933 }
934 case 'y':
935 case 'Y':
936 roll_stats(op);
937 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
938 return 1;
939
940 case 'q':
941 case 'Q':
942 play_again(op);
943 return 1;
944
945 default:
946 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
947 return 0;
948 }
949 return 0;
950} 866}
951 867
952/* This function takes the key that is passed, and does the 868/* This function takes the key that is passed, and does the
953 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
954 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
955 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
956 * not the class. 872 * not the class.
957 */ 873 */
958 874void
959int key_change_class(object *op, char key) 875player::chargen_race_done ()
960{ 876{
961 int tmp_loop;
962
963 if(key=='q'||key=='Q') {
964 remove_ob(op);
965 play_again(op);
966 return 0;
967 }
968 if(key=='d'||key=='D') {
969 char buf[MAX_BUF];
970
971 /* this must before then initial items are given */ 877 /* this must before then initial items are given */
972 esrv_new_player(op->contr, op->weight+op->carrying); 878 esrv_new_player (ob->contr, ob->weight + ob->carrying);
973 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
974 879
880 treasurelist *tl = treasurelist::find ("starting_wealth");
881 if (tl)
882 create_treasure (tl, ob, 0, 0, 0);
883
975 INVOKE_PLAYER (BIRTH, op->contr); 884 INVOKE_PLAYER (BIRTH, ob->contr);
976 INVOKE_PLAYER (LOGIN, op->contr); 885 INVOKE_PLAYER (LOGIN, ob->contr);
977 886
978 op->contr->state=ST_PLAYING; 887 ob->contr->ns->state = ST_PLAYING;
979 888
980 if (op->msg) 889 if (ob->msg)
981 op->msg=NULL; 890 ob->msg = 0;
982 891
983 /* 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
984 * to save here. 893 * to save here.
985 */
986 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
987 make_path_to_file(buf);
988
989#ifdef AUTOSAVE
990 op->contr->last_save_tick = pticks;
991#endif
992 start_info(op);
993 CLEAR_FLAG(op, FLAG_WIZ);
994 give_initial_items(op,op->randomitems);
995 link_player_skills(op);
996 esrv_send_inventory(op, op);
997 fix_player(op);
998
999 /* This moves the player to a different start map, if there
1000 * is one for this race
1001 */
1002 if(*first_map_ext_path) {
1003 object *tmp;
1004 mapstruct *oldmap = op->map;
1005 char mapname[MAX_BUF];
1006 snprintf(mapname, MAX_BUF-1, "%s/%s",
1007 first_map_ext_path, &op->arch->name);
1008 tmp=get_object();
1009 EXIT_PATH(tmp) = mapname;
1010 EXIT_X(tmp) = op->x;
1011 EXIT_Y(tmp) = op->y;
1012 enter_exit(op,tmp); /* we don't really care if it succeeded;
1013 * if the map isn't there, then stay on the
1014 * default initial map */
1015 free_object(tmp);
1016 } else {
1017 LOG(llevDebug,"first_map_ext_path not set\n");
1018 }
1019 return 0;
1020 }
1021
1022 /* Following actually changes the race - this is the default command
1023 * if we don't match with one of the options above.
1024 */ 894 */
1025 895 {
1026 tmp_loop = 0;
1027 while(!tmp_loop) {
1028 shstr name = op->name;
1029 int x = op->x, y = op->y;
1030 remove_statbonus(op);
1031 remove_ob (op);
1032 op->arch = get_player_archetype(op->arch);
1033 copy_object (&op->arch->clone, op);
1034 op->instantiate ();
1035 op->stats = op->contr->orig_stats;
1036 op->name = op->name_pl = name;
1037 op->x = x;
1038 op->y = y;
1039 SET_ANIMATION(op, 2); /* So player faces south */
1040 insert_ob_in_map (op, op->map, op,0);
1041 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1042 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1043 add_statbonus(op);
1044 tmp_loop=allowed_class(op);
1045 }
1046 update_object(op,UP_OBJ_FACE);
1047 esrv_update_item(UPD_FACE,op,op);
1048 fix_player(op);
1049 op->stats.hp=op->stats.maxhp;
1050 op->stats.sp=op->stats.maxsp;
1051 op->stats.grace=0;
1052 if (op->msg)
1053 new_draw_info(NDI_BLUE, 0, op, op->msg);
1054 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1055 return 0;
1056}
1057
1058int key_confirm_quit(object *op, char key)
1059{
1060 char buf[MAX_BUF]; 896 char buf[MAX_BUF];
1061
1062 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1063 op->contr->state=ST_PLAYING;
1064 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1065 return 1;
1066 }
1067
1068 INVOKE_PLAYER (LOGOUT, op->contr);
1069 INVOKE_PLAYER (QUIT , op->contr);
1070
1071 terminate_all_pets(op);
1072 leave_map(op);
1073 op->direction=0;
1074 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1075 "%s quits the game.", &op->name);
1076
1077 strcpy(op->contr->killer,"quit");
1078 check_score(op);
1079 op->contr->party=NULL;
1080 if (settings.set_title == TRUE)
1081 op->contr->own_title[0]='\0';
1082
1083 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1084 mapstruct *mp, *next;
1085
1086 /* We need to hunt for any per player unique maps in memory and
1087 * get rid of them. The trailing slash in the path is intentional,
1088 * so that players named 'Ab' won't match against players 'Abe' pathname
1089 */
1090 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1091 for (mp=first_map; mp!=NULL; mp=next) { 898 make_path_to_file (buf);
1092 next = mp->next; 899 }
1093 if (!strncmp(mp->path, buf, strlen(buf))) 900
1094 delete_map(mp); 901 start_info (ob);
1095 } 902 CLEAR_FLAG (ob, FLAG_WIZ);
1096 903 give_initial_items (ob, ob->randomitems);
1097 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)
1098 } 912 {
1099 play_again(op); 913 object *tmp;
1100 return 1; 914 char mapname[MAX_BUF];
1101}
1102 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
1103void flee_player(object *op) { 967flee_player (object *op)
968{
1104 int dir,diff; 969 int dir, diff;
1105 rv_vector rv; 970 rv_vector rv;
1106 971
1107 if(op->stats.hp < 0) { 972 if (op->stats.hp < 0)
973 {
1108 LOG(llevDebug, "Fleeing player is dead.\n"); 974 LOG (llevDebug, "Fleeing player is dead.\n");
1109 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)))
1110 return; 1012 return;
1111 } 1013 }
1112 1014
1113 if(op->enemy==NULL) {
1114 LOG(llevDebug,"Fleeing player had no enemy.\n");
1115 CLEAR_FLAG(op, FLAG_SCARED);
1116 return;
1117 }
1118
1119 /* Seen some crashes here. Since we don't store an
1120 * op->enemy_count, it is possible that something destroys the
1121 * actual enemy, and the object is recycled.
1122 */
1123 if (op->enemy->map == NULL) {
1124 CLEAR_FLAG(op, FLAG_SCARED);
1125 op->enemy=NULL;
1126 return;
1127 }
1128
1129 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1130 op->enemy=NULL;
1131 CLEAR_FLAG(op, FLAG_SCARED);
1132 return;
1133 }
1134 get_rangevector(op, op->enemy, &rv, 0);
1135
1136 dir=absdir(4+rv.direction);
1137 for(diff=0;diff<3;diff++) {
1138 int m=1-(RANDOM()&2);
1139 if(move_ob(op,absdir(dir+diff*m),op)||
1140 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1141 return;
1142 }
1143 }
1144 /* Cornered, get rid of scared */ 1015 /* Cornered, get rid of scared */
1145 CLEAR_FLAG(op, FLAG_SCARED); 1016 CLEAR_FLAG (op, FLAG_SCARED);
1146 op->enemy=NULL; 1017 op->enemy = NULL;
1147} 1018}
1148
1149 1019
1150/* 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.
1151 * 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
1152 * stop. 1022 * stop.
1153 */ 1023 */
1024int
1154int check_pick(object *op) { 1025check_pick (object *op)
1026{
1155 object *tmp, *next; 1027 object *tmp, *next;
1156 tag_t next_tag=0, op_tag;
1157 int stop = 0; 1028 int stop = 0;
1158 int j, k, wvratio; 1029 int wvratio;
1159 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1160
1161 1031
1162 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1163 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1164 return 1; 1034 return 1;
1165 1035
1166 op_tag = op->count;
1167
1168 next = op->below; 1036 next = op->below;
1169 if (next)
1170 next_tag = next->count;
1171 1037
1172 /* 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
1173 * destroyed */ 1039 * destroyed */
1174 while (next && ! was_destroyed (next, next_tag)) 1040 while (next && !next->destroyed ())
1175 { 1041 {
1176 tmp = next; 1042 tmp = next;
1177 next = tmp->below; 1043 next = tmp->below;
1178 if (next)
1179 next_tag = next->count;
1180 1044
1181 if (was_destroyed (op, op_tag)) 1045 if (op->destroyed ())
1182 return 0; 1046 return 0;
1183 1047
1184 if ( ! can_pick (op, tmp)) 1048 if (!can_pick (op, tmp))
1185 continue; 1049 continue;
1186 1050
1187 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1188 { 1052 {
1189 if (item_matched_string (op, tmp, op->contr->search_str)) 1053 if (item_matched_string (op, tmp, op->contr->search_str))
1190 pick_up (op, tmp); 1054 pick_up (op, tmp);
1191 continue; 1055 continue;
1192 } 1056 }
1193 1057
1194 /* high not bit set? We're using the old autopickup model */ 1058 /* high not bit set? We're using the old autopickup model */
1195 if(!(op->contr->mode & PU_NEWMODE)) { 1059 if (!(op->contr->mode & PU_NEWMODE))
1060 {
1196 switch (op->contr->mode) { 1061 switch (op->contr->mode)
1062 {
1063 case 0:
1197 case 0: return 1; /* don't pick up */ 1064 return 1; /* don't pick up */
1065 case 1:
1198 case 1: pick_up (op, tmp); 1066 pick_up (op, tmp);
1199 return 1; 1067 return 1;
1068 case 2:
1200 case 2: pick_up (op, tmp); 1069 pick_up (op, tmp);
1201 return 0; 1070 return 0;
1071 case 3:
1202 case 3: return 0; /* stop before pickup */ 1072 return 0; /* stop before pickup */
1073 case 4:
1203 case 4: pick_up (op, tmp); 1074 pick_up (op, tmp);
1204 break; 1075 break;
1076 case 5:
1205 case 5: pick_up (op, tmp); 1077 pick_up (op, tmp);
1206 stop = 1; 1078 stop = 1;
1207 break; 1079 break;
1208 case 6: 1080 case 6:
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1081 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1210 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1211 pick_up(op, tmp); 1082 pick_up (op, tmp);
1212 break; 1083 break;
1213 1084
1214 case 7: 1085 case 7:
1215 if (tmp->type == MONEY || tmp->type == GEM) 1086 if (tmp->type == MONEY || tmp->type == GEM)
1216 pick_up(op, tmp); 1087 pick_up (op, tmp);
1217 break; 1088 break;
1218 1089
1219 default: 1090 default:
1220 /* use value density */ 1091 /* use value density */
1221 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1092 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1222 && (query_cost (tmp, op, F_TRUE) * 100 1093 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1223 / (tmp->weight * MAX (tmp->nrof, 1)))
1224 >= op->contr->mode)
1225 pick_up(op,tmp); 1094 pick_up (op, tmp);
1226 } 1095 }
1227 } 1096 }
1228 else { /* old model */ 1097 else
1098 { /* old model */
1229 /* NEW pickup handling */ 1099 /* NEW pickup handling */
1230 if(op->contr->mode & PU_DEBUG) 1100 if (op->contr->mode & PU_DEBUG)
1231 {
1232 /* some debugging code to figure out item information */
1233 if(tmp->name!=NULL)
1234 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1235 &tmp->name, tmp->type,
1236 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1237 else
1238 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1239 &tmp->arch->name, tmp->type,
1240 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1241 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1242
1243 sprintf(putstring,"...flags: ");
1244 for(k=0;k<4;k++)
1245 {
1246 for(j=0;j<32;j++)
1247 {
1248 if((tmp->flags[k]>>j)&0x01)
1249 { 1101 {
1250 sprintf(tmpstr,"%d ",k*32+j); 1102 /* some debugging code to figure out item information */
1251 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);
1252 } 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 }
1253 } 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 }
1254 } 1327 }
1255 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1256 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);
1257#if 0 1349#if 0
1258 /* print the flags too */ 1350 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1259 for(k=0;k<4;k++) 1351 if (tmp->name != NULL)
1260 { 1352 {
1261 fprintf(stderr,"%d [%d] ", k, k*32+31); 1353 fprintf (stderr, "%s", tmp->name);
1262 for(j=0;j<32;j++) 1354 }
1263 { 1355 else
1264 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1356 fprintf (stderr, "%s", tmp->arch->archname);
1265 if(!((j+1)%4))fprintf(stderr," "); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1266 } 1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1267 fprintf(stderr," [%d]\n", k*32);
1268 }
1269#endif 1359#endif
1270 } 1360 continue;
1271 /* philosophy: 1361 }
1272 * It's easy to grab an item type from a pile, as long as it's
1273 * generic. This takes no game-time. For more detailed pickups
1274 * and selections, select-items shoul dbe used. This is a
1275 * grab-as-you-run type mode that's really useful for arrows for
1276 * example.
1277 * The drawback: right now it has no frontend, so you need to
1278 * stick the bits you want into a calculator in hex mode and then
1279 * convert to decimal and then 'pickup <#>
1280 */
1281
1282 /* the first two modes are exclusive: if NOTHING we return, if
1283 * STOP then we stop. All the rest are applied sequentially,
1284 * meaning if any test passes, the item gets picked up. */
1285
1286 /* if mode is set to pick nothing up, return */
1287
1288 if(op->contr->mode & PU_NOTHING) return 1;
1289
1290 /* if mode is set to stop when encountering objects, return */
1291 /* take STOP before INHIBIT since it doesn't actually pick
1292 * anything up */
1293
1294 if(op->contr->mode & PU_STOP) return 0;
1295
1296 /* useful for going into stores and not losing your settings... */
1297 /* and for battles wher you don't want to get loaded down while
1298 * fighting */
1299 if(op->contr->mode & PU_INHIBIT) return 1;
1300
1301 /* prevent us from turning into auto-thieves :) */
1302 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1303
1304 /* ignore known cursed objects */
1305 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1306
1307 /* all food and drink if desired */
1308 /* question: don't pick up known-poisonous stuff? */
1309 if(op->contr->mode & PU_FOOD)
1310 if (tmp->type == FOOD)
1311 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1312 if(op->contr->mode & PU_DRINK)
1313 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1314 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1315
1316 if(op->contr->mode & PU_POTION)
1317 if (tmp->type == POTION)
1318 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1319
1320 /* spellbooks, skillscrolls and normal books/scrolls */
1321 if(op->contr->mode & PU_SPELLBOOK)
1322 if (tmp->type == SPELLBOOK)
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1324 if(op->contr->mode & PU_SKILLSCROLL)
1325 if (tmp->type == SKILLSCROLL)
1326 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1327 if(op->contr->mode & PU_READABLES)
1328 if (tmp->type == BOOK || tmp->type == SCROLL)
1329 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1330
1331 /* wands/staves/rods/horns */
1332 if (op->contr->mode & PU_MAGIC_DEVICE)
1333 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1334 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1335
1336 /* pick up all magical items */
1337 if(op->contr->mode & PU_MAGICAL)
1338 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1340
1341 if(op->contr->mode & PU_VALUABLES)
1342 {
1343 if (tmp->type == MONEY || tmp->type == GEM)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1345 }
1346
1347 /* rings & amulets - talismans seems to be typed AMULET */
1348 if(op->contr->mode & PU_JEWELS)
1349 if (tmp->type == RING || tmp->type == AMULET)
1350 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1351
1352 /* bows and arrows. Bows are good for selling! */
1353 if(op->contr->mode & PU_BOW)
1354 if (tmp->type == BOW)
1355 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1356 if(op->contr->mode & PU_ARROW)
1357 if (tmp->type == ARROW)
1358 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1359
1360 /* all kinds of armor etc. */
1361 if(op->contr->mode & PU_ARMOUR)
1362 if (tmp->type == ARMOUR)
1363 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1364 if(op->contr->mode & PU_HELMET)
1365 if (tmp->type == HELMET)
1366 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1367 if(op->contr->mode & PU_SHIELD)
1368 if (tmp->type == SHIELD)
1369 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1370 if(op->contr->mode & PU_BOOTS)
1371 if (tmp->type == BOOTS)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1373 if(op->contr->mode & PU_GLOVES)
1374 if (tmp->type == GLOVES)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1376 if(op->contr->mode & PU_CLOAK)
1377 if (tmp->type == CLOAK)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1379
1380 /* hoping to catch throwing daggers here */
1381 if(op->contr->mode & PU_MISSILEWEAPON)
1382 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1383 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1384
1385 /* careful: chairs and tables are weapons! */
1386 if(op->contr->mode & PU_ALLWEAPON)
1387 {
1388 if(tmp->type == WEAPON && tmp->name!=NULL)
1389 {
1390 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1391 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1393 }
1394 if(tmp->type == WEAPON && tmp->name==NULL)
1395 {
1396 if(strstr(tmp->arch->name,"table")==NULL &&
1397 strstr(tmp->arch->name,"chair")==NULL)
1398 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1399 }
1400 }
1401
1402 /* misc stuff that's useful */
1403 if(op->contr->mode & PU_KEY)
1404 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1405 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1406
1407 /* any of the last 4 bits set means we use the ratio for value
1408 * pickups */
1409 if(op->contr->mode & PU_RATIO)
1410 {
1411 /* use value density to decide what else to grab */
1412 /* >=7 was >= op->contr->mode */
1413 /* >=7 is the old standard setting. Now we take the last 4 bits
1414 * and multiply them by 5, giving 0..15*5== 5..75 */
1415 wvratio=(op->contr->mode & PU_RATIO) * 5;
1416 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1417 {
1418 pick_up(op, tmp);
1419#if 0
1420 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1421 if(tmp->name!=NULL) {
1422 fprintf(stderr,"%s", tmp->name);
1423 } 1362 }
1424 else fprintf(stderr,"%s",tmp->arch->name); 1363 } /* the new pickup model */
1425 fprintf(stderr,",%d] = ", tmp->type);
1426 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1427#endif
1428 continue;
1429 }
1430 } 1364 }
1431 } /* the new pickup model */ 1365
1432 }
1433 return ! stop; 1366 return !stop;
1434} 1367}
1435 1368
1436/* 1369/*
1437 * Find an arrow in the inventory and after that 1370 * Find an arrow in the inventory and after that
1438 * in the right type container (quiver). Pointer to the 1371 * in the right type container (quiver). Pointer to the
1439 * found object is returned. 1372 * found object is returned.
1440 */ 1373 */
1374object *
1441object *find_arrow(object *op, const char *type) 1375find_arrow (object *op, const char *type)
1442{ 1376{
1443 object *tmp = NULL; 1377 object *tmp = 0;
1444 1378
1445 for(op=op->inv; op; op=op->below) 1379 for (op = op->inv; op; op = op->below)
1446 if(!tmp && op->type==CONTAINER && op->race==type && 1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1447 QUERY_FLAG(op,FLAG_APPLIED))
1448 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1449 else if (op->type==ARROW && op->race==type) 1382 else if (op->type == ARROW && op->race == type)
1450 return op; 1383 return op;
1384
1451 return tmp; 1385 return tmp;
1452} 1386}
1453 1387
1454/* 1388/*
1455 * 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
1456 * 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
1457 * 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
1458 * 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.
1459 */ 1393 */
1460 1394object *
1461object *find_better_arrow(object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1462{ 1396{
1463 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1464 int attacknum, attacktype, betterby=0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1465 1399
1466 if (!type) 1400 if (!type)
1467 return NULL; 1401 return NULL;
1468 1402
1469 for (arrow=op->inv; arrow; arrow=arrow->below) { 1403 for (arrow = op->inv; arrow; arrow = arrow->below)
1470 if (arrow->type==CONTAINER && arrow->race==type && 1404 {
1471 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1405 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1406 {
1472 i = 0; 1407 i = 0;
1473 ntmp = find_better_arrow(arrow, target, type, &i); 1408 ntmp = find_better_arrow (arrow, target, type, &i);
1474 if (i > betterby) { 1409 if (i > betterby)
1410 {
1475 tmp = ntmp; 1411 tmp = ntmp;
1476 betterby = i; 1412 betterby = i;
1477 } 1413 }
1414 }
1478 } else if (arrow->type==ARROW && arrow->race==type) { 1415 else if (arrow->type == ARROW && arrow->race == type)
1416 {
1479 /* allways prefer assasination/slaying */ 1417 /* allways prefer assasination/slaying */
1480 if (target->race != NULL && arrow->slaying != NULL && 1418 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1481 strstr(arrow->slaying, target->race)) { 1419 {
1482 if (arrow->attacktype & AT_DEATH) { 1420 if (arrow->attacktype & AT_DEATH)
1421 {
1483 *better = 100; 1422 *better = 100;
1484 return arrow; 1423 return arrow;
1485 } else {
1486 tmp = arrow;
1487 betterby = (arrow->magic + arrow->stats.dam) * 2;
1488 } 1424 }
1489 } else { 1425 else
1490 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1491 attacktype = 1<<attacknum;
1492 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1493 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1494 tmp = arrow;
1495 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1496 }
1497 } 1426 {
1498 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1499 tmp = arrow; 1427 tmp = arrow;
1500 betterby = 2 + arrow->magic + arrow->stats.dam; 1428 betterby = (arrow->magic + arrow->stats.dam) * 2;
1501 }
1502 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1503 tmp = arrow;
1504 betterby = 1 + arrow->magic + arrow->stats.dam;
1505 } 1429 }
1506 } 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 }
1507 } 1453 }
1454 }
1508 } 1455 }
1509 if (tmp == NULL && arrow == NULL) 1456 if (tmp == NULL && arrow == NULL)
1510 return find_arrow(op, type); 1457 return find_arrow (op, type);
1511 1458
1512 *better = betterby; 1459 *better = betterby;
1513 return tmp; 1460 return tmp;
1514} 1461}
1515 1462
1516/* 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
1517 * find_better_arrow to find a decent arrow to use. 1464 * find_better_arrow to find a decent arrow to use.
1518 * op = the shooter 1465 * op = the shooter
1519 * type = bow->race 1466 * type = bow->race
1520 * dir = fire direction 1467 * dir = fire direction
1521 */ 1468 */
1522 1469object *
1523object *pick_arrow_target(object *op, const char *type, int dir) 1470pick_arrow_target (object *op, const char *type, int dir)
1524{ 1471{
1525 object *tmp = NULL; 1472 object *tmp = NULL;
1526 mapstruct *m; 1473 maptile *m;
1527 int i, mflags, found, number; 1474 int i, mflags, found, number;
1528 sint16 x, y; 1475 sint16 x, y;
1529 1476
1530 if (op->map == NULL) 1477 if (op->map == NULL)
1531 return find_arrow(op, type); 1478 return find_arrow (op, type);
1532 1479
1533 /* do a dex check */ 1480 /* do a dex check */
1534 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1481 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1535 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)))
1536 return find_arrow(op, type); 1483 return find_arrow (op, type);
1537 1484
1538 m = op->map; 1485 m = op->map;
1539 x = op->x; 1486 x = op->x;
1540 y = op->y; 1487 y = op->y;
1541 1488
1542 /* find the first target */ 1489 /* find the first target */
1543 for (i=0, found=0; i<20; i++) { 1490 for (i = 0, found = 0; i < 20; i++)
1491 {
1544 x += freearr_x[dir]; 1492 x += freearr_x[dir];
1545 y += freearr_y[dir]; 1493 y += freearr_y[dir];
1546 mflags = get_map_flags(m, &m, x, y, &x, &y); 1494 mflags = get_map_flags (m, &m, x, y, &x, &y);
1547 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1495 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1496 {
1548 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)
1549 break; 1517 break;
1550 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1551 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1552 * perhaps a bad assumption.
1553 */
1554 tmp = NULL;
1555 break;
1556 } 1518 }
1557 if (mflags & P_IS_ALIVE) {
1558 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1559 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1560 found++;
1561 break;
1562 }
1563 if (found)
1564 break;
1565 }
1566 } 1519 }
1567 if (tmp == NULL) 1520 if (tmp == NULL)
1568 return find_arrow(op, type); 1521 return find_arrow (op, type);
1569 1522
1570 if (tmp->head) 1523 if (tmp->head)
1571 tmp = tmp->head; 1524 tmp = tmp->head;
1572 1525
1573 return find_better_arrow(op, tmp, type, &i); 1526 return find_better_arrow (op, tmp, type, &i);
1574} 1527}
1575 1528
1576/* 1529/*
1577 * Creature fires a bow - op can be monster or player. Returns 1530 * Creature fires a bow - op can be monster or player. Returns
1578 * 1 if bow was actually fired, 0 otherwise. 1531 * 1 if bow was actually fired, 0 otherwise.
1581 * dir is the direction of fire. 1534 * dir is the direction of fire.
1582 * 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)
1583 * 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
1584 * player fire modes. 1537 * player fire modes.
1585 */ 1538 */
1539int
1586int 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)
1587 sint16 sx, sint16 sy)
1588{ 1541{
1589 object *left, *bow; 1542 object *left, *bow;
1590 tag_t left_tag, tag; 1543 int mflags;
1591 int bowspeed, mflags; 1544 maptile *m;
1592 mapstruct *m;
1593 1545
1594 if (!dir) { 1546 if (!dir)
1547 {
1595 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!");
1596 return 0; 1549 return 0;
1550 }
1551
1552 if (op->contr)
1553 bow = op->current_weapon;
1554 else
1597 } 1555 {
1598 if (op->type == PLAYER)
1599 bow=op->contr->ranges[range_bow];
1600 else {
1601 for(bow=op->inv; bow; bow=bow->below) 1556 for (bow = op->inv; bow; bow = bow->below)
1602 /* 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
1603 * 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.
1604 */ 1559 */
1605 if(bow->type==BOW) 1560 if (bow->type == BOW)
1606 break; 1561 break;
1607 1562
1608 if (!bow) { 1563 if (!bow)
1564 {
1609 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1610 return 0; 1566 return 0;
1567 }
1568
1569 // optimisation: move object to top so we will find it quickly again
1570 if (bow->below)
1611 } 1571 {
1572 bow->remove ();
1573 op->insert (bow);
1574 }
1575
1612 } 1576 }
1577
1613 if( !bow->race || !bow->skill) { 1578 if (!bow->race || !bow->skill)
1579 {
1614 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);
1615 return 0; 1581 return 0;
1616 } 1582 }
1617 1583
1618 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1619
1620 /* penalize ROF for bestarrow */
1621 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1622 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1623 if (bowspeed < 1)
1624 bowspeed = 1;
1625
1626 if (arrow == NULL) { 1584 if (arrow == NULL)
1585 {
1627 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1586 if ((arrow = find_arrow (op, bow->race)) == NULL)
1587 {
1628 if (op->type == PLAYER) 1588 if (op->type == PLAYER)
1629 new_draw_info_format(NDI_UNIQUE, 0, op, 1589 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1630 "You have no %s left.", &bow->race);
1631 /* 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 */
1632 else 1591 else
1633 CLEAR_FLAG(op, FLAG_READY_BOW); 1592 CLEAR_FLAG (op, FLAG_READY_BOW);
1593
1634 return 0; 1594 return 0;
1635 } 1595 }
1636 } 1596 }
1597
1637 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1598 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1638 if (mflags & P_OUT_OF_MAP) { 1599 if (mflags & P_OUT_OF_MAP)
1639 return 0; 1600 return 0;
1640 } 1601
1641 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1602 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1603 {
1642 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.");
1643 return 0; 1605 return 0;
1644 } 1606 }
1645 1607
1646 /* this should not happen, but sometimes does */ 1608 /* this should not happen, but sometimes does */
1647 if (arrow->nrof==0) { 1609 if (arrow->nrof == 0)
1648 remove_ob(arrow); 1610 {
1649 free_object(arrow); 1611 arrow->destroy ();
1650 return 0; 1612 return 0;
1651 } 1613 }
1652 1614
1653 left = arrow; /* these are arrows left to the player */ 1615 left = arrow; /* these are arrows left to the player */
1654 left_tag = left->count;
1655 arrow = get_split_ob(arrow, 1); 1616 arrow = get_split_ob (arrow, 1);
1656 if (arrow == NULL) { 1617 if (!arrow)
1618 {
1657 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);
1658 return 0; 1620 return 0;
1659 } 1621 }
1660 set_owner(arrow, op); 1622
1623 arrow->set_owner (op);
1661 arrow->skill = bow->skill; 1624 arrow->skill = bow->skill;
1662
1663 arrow->direction=dir; 1625 arrow->direction = dir;
1664 arrow->x = sx;
1665 arrow->y = sy;
1666 1626
1667 if (op->type == PLAYER) {
1668 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1669 fix_player(op);
1670 }
1671
1672 SET_ANIMATION(arrow, arrow->direction);
1673 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 */
1674 arrow->stats.hp = arrow->stats.dam; 1628 arrow->stats.hp = arrow->stats.dam;
1675 arrow->stats.grace = arrow->attacktype; 1629 arrow->stats.grace = arrow->attacktype;
1630
1676 if (arrow->slaying != NULL) 1631 if (arrow->slaying)
1677 arrow->spellarg = strdup_local(arrow->slaying); 1632 arrow->spellarg = strdup (arrow->slaying);
1678 1633
1679 /* Note that this was different for monsters - they got their level 1634#if 0
1680 * added to the damage. I think the strength bonus is more proper. 1635 if (player *pl = op->contr)
1681 */
1682 1636 {
1683 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1637 float speed = pl->weapon_sp;
1684 0 : dam_bonus[op->stats.Str]) +
1685 bow->stats.dam + bow->magic + arrow->magic;
1686 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
1687 /* update the speed */ 1651 /* update the speed */
1688 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
1689 0 : dam_bonus[op->stats.Str]) +
1690 bow->magic + arrow->magic) / 5.0 +
1691 (float)bow->stats.dam / 7.0; 1653 + bow->stats.dam / 7.f;
1692 1654
1693 if (arrow->speed < 1.0) 1655 arrow->set_speed (max (arrow->speed, 2.f));
1694 arrow->speed = 1.0;
1695 update_ob_speed(arrow);
1696 arrow->speed_left = 0; 1656 arrow->speed_left = 0;
1697 1657
1658 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1659
1698 if (op->type == PLAYER) { 1660 if (op->type == PLAYER)
1699 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1661 {
1700 (op->chosen_skill?op->chosen_skill->level:op->level) -
1701 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1702 arrow->stats.wc - bow->stats.wc + wc_mod;
1703
1704 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1662 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1705 } else { 1663 wc -= dex_bonus[op->stats.Dex];
1706 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1707 arrow->stats.wc + wc_mod;
1708 1664
1665 if (!arrow->slaying)
1666 arrow->slaying = op->slaying;
1667
1668 arrow->attacktype |= op->attacktype;
1669 }
1670 else
1671 {
1709 arrow->level = op->level; 1672 arrow->level = op->level;
1710 } 1673 arrow->stats.wc -= bow->magic;
1711 if (arrow->attacktype == AT_PHYSICAL) 1674
1712 arrow->attacktype |= bow->attacktype; 1675 if (!arrow->slaying)
1713 if (bow->slaying != NULL)
1714 arrow->slaying = bow->slaying; 1676 arrow->slaying = bow->slaying;
1715 1677
1716 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);
1717 arrow->move_type = MOVE_FLY_LOW; 1685 arrow->move_type = MOVE_FLY_LOW;
1718 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1719 1687
1720 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);
1721 tag = arrow->count; 1689 m->insert (arrow, sx, sy, op);
1722 insert_ob_in_map(arrow, m, op, 0);
1723 1690
1724 if (!was_destroyed(arrow, tag)) 1691 if (!arrow->destroyed ())
1725 move_arrow(arrow); 1692 move_arrow (arrow);
1726 1693
1727 if (op->type == PLAYER) { 1694 if (op->type == PLAYER)
1728 if (was_destroyed (left, left_tag)) 1695 {
1696 if (left->destroyed ())
1729 esrv_del_item(op->contr, left_tag); 1697 esrv_del_item (op->contr, left->count);
1730 else 1698 else
1731 esrv_send_item(op, left); 1699 esrv_send_item (op, left);
1732 } 1700 }
1701
1733 return 1; 1702 return 1;
1734} 1703}
1735 1704
1736/* Special fire code for players - this takes into 1705/* Special fire code for players - this takes into
1737 * account the special fire modes players can have 1706 * account the special fire modes players can have
1738 * but monsters can't. Putting that code here 1707 * but monsters can't. Putting that code here
1739 * makes the fire_bow code much cleaner. 1708 * makes the fire_bow code much cleaner.
1740 * this function should only be called if 'op' is a player, 1709 * this function should only be called if 'op' is a player,
1741 * hence the function name. 1710 * hence the function name.
1742 */ 1711 */
1712int
1743int player_fire_bow(object *op, int dir) 1713player_fire_bow (object *op, int dir)
1744{ 1714{
1745 int ret=0, wcmod=0; 1715 int ret = 0, wcmod = 0;
1746 1716
1747 if (op->contr->bowtype == bow_bestarrow) { 1717 if (op->contr->bowtype == bow_bestarrow)
1748 ret = fire_bow(op, op, 1718 {
1749 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);
1750 dir, 0, op->x, op->y); 1720 }
1751 } 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 {
1752 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1753 wcmod =-1; 1724 wcmod = -1;
1725
1754 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);
1755 op->x, op->y); 1727 }
1756 } else if (op->contr->bowtype == bow_threewide) { 1728 else if (op->contr->bowtype == bow_threewide)
1729 {
1757 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);
1758 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)]);
1759 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 }
1760 } else if (op->contr->bowtype == bow_spreadshot) { 1734 else if (op->contr->bowtype == bow_spreadshot)
1735 {
1761 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);
1762 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);
1763 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);
1764 1739 }
1765 } else { 1740 else
1741 {
1766 /* Simple case */ 1742 /* Simple case */
1767 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);
1768 } 1744 }
1745
1769 return ret; 1746 return ret;
1770} 1747}
1771
1772 1748
1773/* Fires a misc (wand/rod/horn) object in 'dir'. 1749/* Fires a misc (wand/rod/horn) object in 'dir'.
1774 * Broken apart from 'fire' to keep it more readable. 1750 * Broken apart from 'fire' to keep it more readable.
1775 */ 1751 */
1752void
1776void fire_misc_object(object *op, int dir) 1753fire_misc_object (object *op, int dir)
1777{ 1754{
1778 object *item; 1755 object *item = op->contr->ranged_ob;
1779 1756
1780 if (!op->contr->ranges[range_misc]) { 1757 if (!item)
1758 {
1781 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.");
1782 return; 1760 return;
1783 } 1761 }
1784 1762
1785 item = op->contr->ranges[range_misc];
1786 if (!item->inv) { 1763 if (!item->inv)
1764 {
1787 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1765 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1788 return; 1766 return;
1789 } 1767 }
1768
1769 if (!op->change_weapon (item))
1770 return;
1771
1790 if (item->type == WAND) { 1772 if (item->type == WAND)
1773 {
1791 if(item->stats.food<=0) { 1774 if (item->stats.food <= 0)
1775 {
1792 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1793 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
1794 return; 1779 return;
1795 } 1780 }
1781 }
1796 } else if (item->type == ROD || item->type==HORN) { 1782 else if (item->type == ROD || item->type == HORN)
1783 {
1797 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 {
1798 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1786 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1787
1799 if (item->type== ROD) 1788 if (item->type == ROD)
1800 new_draw_info_format(NDI_UNIQUE, 0,op,
1801 "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));
1802 else 1790 else
1803 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));
1804 "The %s needs more time to charge.", query_base_name(item,0)); 1792
1805 return; 1793 return;
1806 } 1794 }
1807 } 1795 }
1808 1796
1809 if(cast_spell(op,item,dir,item->inv,NULL)) { 1797 if (cast_spell (op, item, dir, item->inv, NULL))
1798 {
1810 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 */
1811 if (item->type == WAND) { 1800 if (item->type == WAND)
1801 {
1812 if (!(--item->stats.food)) { 1802 if (!(--item->stats.food))
1803 {
1813 object *tmp; 1804 object *tmp;
1805
1814 if (item->arch) { 1806 if (item->arch)
1807 {
1815 CLEAR_FLAG(item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
1816 item->face = item->arch->clone.face; 1809 item->face = item->arch->face;
1817 item->speed = 0; 1810 item->set_speed (0);
1818 update_ob_speed(item);
1819 } 1811 }
1812
1820 if ((tmp=is_player_inv(item))) 1813 if ((tmp = item->in_player ()))
1821 esrv_update_item(UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
1822 } 1815 }
1823 } 1816 }
1824 else if (item->type == ROD || item->type==HORN) { 1817 else if (item->type == ROD || item->type == HORN)
1825 drain_rod_charge(item); 1818 drain_rod_charge (item);
1826 }
1827 } 1819 }
1828} 1820}
1829 1821
1830/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
1831 */ 1823 */
1824bool
1832void fire(object *op,int dir) { 1825fire (object *op, int dir)
1826{
1833 int spellcost=0; 1827 int spellcost = 0;
1834 1828
1835 /* check for loss of invisiblity/hide */ 1829 /* check for loss of invisiblity/hide */
1836 if (action_makes_visible(op)) make_visible(op); 1830 if (action_makes_visible (op))
1831 make_visible (op);
1837 1832
1838 switch(op->contr->shoottype) { 1833 player *pl = op->contr;
1839 case range_none:
1840 return;
1841 1834
1842 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:
1843 player_fire_bow(op, dir); 1857 player_fire_bow (op, dir);
1844 return; 1858 break;
1845 1859
1846 case range_magic: /* Casting spells */ 1860 case SPELL:
1847 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);
1848 return; 1862 break;
1849 1863
1850 case range_misc: 1864 case BUILDER:
1851 fire_misc_object(op, dir);
1852 return;
1853
1854 case range_golem: /* Control summoned monsters from scrolls */
1855 if(op->contr->ranges[range_golem]==NULL ||
1856 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1857 op->contr->ranges[range_golem] = NULL;
1858 op->contr->shoottype=range_none;
1859 op->contr->golem_count = 0;
1860 }
1861 else
1862 control_golem(op->contr->ranges[range_golem], dir);
1863 return;
1864
1865 case range_skill:
1866 if(!op->chosen_skill) {
1867 if(op->type==PLAYER)
1868 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1869 return;
1870 }
1871 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1872 return;
1873 case range_builder:
1874 apply_map_builder( op, dir ); 1865 apply_map_builder (op, dir);
1875 return; 1866 break;
1867
1868 case SKILL:
1869 do_skill (op, op, ob, dir, 0);
1870 break;
1871
1876 default: 1872 default:
1877 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1873 fire_misc_object (op, dir);
1878 return; 1874 break;
1879 } 1875 }
1880}
1881 1876
1882 1877 return true;
1878}
1883 1879
1884/* find_key 1880/* find_key
1885 * 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
1886 * and successfully use it, we return the key, otherwise NULL 1882 * and successfully use it, we return the key, otherwise NULL
1887 * This function merges both normal and locked door, since the logic 1883 * This function merges both normal and locked door, since the logic
1889 * pl is the player, 1885 * pl is the player,
1890 * inv is the objects inventory to searched 1886 * inv is the objects inventory to searched
1891 * door is the door we are trying to match against. 1887 * door is the door we are trying to match against.
1892 * This function can be called recursively to search containers. 1888 * This function can be called recursively to search containers.
1893 */ 1889 */
1894 1890object *
1895object * find_key(object *pl, object *container, object *door) 1891find_key (object *pl, object *container, object *door)
1896{ 1892{
1897 object *tmp,*key; 1893 object *tmp, *key;
1898 1894
1899 /* Should not happen, but sanity checking is never bad */ 1895 /* Should not happen, but sanity checking is never bad */
1900 if (container->inv == NULL) return NULL; 1896 if (!container->inv)
1897 return 0;
1901 1898
1902 /* 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 */
1903 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1900 for (tmp = container->inv; tmp; tmp = tmp->below)
1901 {
1904 if (door->type==DOOR && tmp->type==KEY) break; 1902 if (door->type == DOOR && tmp->type == KEY)
1903 break;
1905 /* For sanity, we should really check door type, but other stuff 1904 /* For sanity, we should really check door type, but other stuff
1906 * (like containers) can be locked with special keys 1905 * (like containers) can be locked with special keys
1907 */ 1906 */
1908 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1909 tmp->slaying==door->slaying) break; 1908 break;
1910 } 1909 }
1910
1911 /* No key found - lets search inventories now */ 1911 /* No key found - lets search inventories now */
1912 /* 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.
1913 * 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
1914 * a key, return 1914 * a key, return
1915 */ 1915 */
1916 if (!tmp) { 1916 if (!tmp)
1917 {
1917 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1918 for (tmp = container->inv; tmp; tmp = tmp->below)
1919 {
1918 /* No reason to search empty containers */ 1920 /* No reason to search empty containers */
1919 if (tmp->type==CONTAINER && tmp->inv) { 1921 if (tmp->type == CONTAINER && tmp->inv)
1922 {
1920 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1923 if ((key = find_key (pl, tmp, door)))
1924 return key;
1921 } 1925 }
1922 } 1926 }
1927
1928 if (!tmp)
1923 if (!tmp) return NULL; 1929 return NULL;
1924 } 1930 }
1931
1925 /* 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,
1926 * see if we actually want to use it 1933 * see if we actually want to use it
1927 */ 1934 */
1928 if (pl!=container) { 1935 if (pl != container)
1936 {
1929 /* Only let players use keys in containers */ 1937 /* Only let players use keys in containers */
1930 if (!pl->contr) return NULL; 1938 if (!pl->contr)
1939 return NULL;
1931 /* cases where this fails: 1940 /* cases where this fails:
1932 * If we only search the player inventory, return now since we 1941 * If we only search the player inventory, return now since we
1933 * are not in the players inventory. 1942 * are not in the players inventory.
1934 * If the container is not active, return now since only active 1943 * If the container is not active, return now since only active
1935 * containers can be used. 1944 * containers can be used.
1936 * If we only search keyrings and the container does not have 1945 * If we only search keyrings and the container does not have
1937 * a race/isn't a keyring. 1946 * a race/isn't a keyring.
1938 * No checking for all containers - to fall through past here, 1947 * No checking for all containers - to fall through past here,
1939 * inv must have been an container and must have been active. 1948 * inv must have been an container and must have been active.
1940 * 1949 *
1941 * Change the color so that the message doesn't disappear with 1950 * Change the color so that the message doesn't disappear with
1942 * all the others. 1951 * all the others.
1943 */ 1952 */
1944 if (pl->contr->usekeys == key_inventory || 1953 if (pl->contr->usekeys == key_inventory ||
1945 !QUERY_FLAG(container, FLAG_APPLIED) || 1954 !QUERY_FLAG (container, FLAG_APPLIED) ||
1946 (pl->contr->usekeys == keyrings &&
1947 (!container->race || strcmp(container->race, "keys"))) 1955 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1948 ) { 1956 {
1949 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1950 "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));
1951 query_name(tmp), query_name(container));
1952 return NULL; 1959 return NULL;
1953 } 1960 }
1954 } 1961 }
1962
1955 return tmp; 1963 return tmp;
1956} 1964}
1957 1965
1958/* moved door processing out of move_player_attack. 1966/* moved door processing out of move_player_attack.
1959 * returns 1 if player has opened the door with a key 1967 * returns 1 if player has opened the door with a key
1960 * such that the caller should not do anything more, 1968 * such that the caller should not do anything more,
1961 * 0 otherwise 1969 * 0 otherwise
1962 */ 1970 */
1971static int
1963static int player_attack_door(object *op, object *door) 1972player_attack_door (object *op, object *door)
1964{ 1973{
1965
1966 /* 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,
1967 * 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 -
1968 * otherwise, we fall through to the rest of the code. 1976 * otherwise, we fall through to the rest of the code.
1969 */ 1977 */
1970 object *key=find_key(op, op, door); 1978 object *key = find_key (op, op, door);
1971 1979
1972 /* IF we found a key, do some extra work */ 1980 /* If we found a key, do some extra work */
1973 if (key) { 1981 if (key)
1982 {
1974 object *container=key->env; 1983 object *container = key->env;
1975 1984
1976 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
1977 if(action_makes_visible(op)) make_visible(op); 1987 if (action_makes_visible (op))
1988 make_visible (op);
1989
1978 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
1979 if (door->type == DOOR) { 1993 if (door->type == DOOR)
1980 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 */
1981 }
1982 else if(door->type==LOCKED_DOOR) { 1995 else if (door->type == LOCKED_DOOR)
1983 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1996 {
1984 "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));
1985 remove_door2(door); /* remove door without violence ;-) */ 1998 remove_door2 (door); /* remove door without violence ;-) */
1986 } 1999 }
2000
1987 /* Do this after we print the message */ 2001 /* Do this after we print the message */
1988 decrease_ob(key); /* Use up one of the keys */ 2002 decrease_ob (key); /* Use up one of the keys */
1989 /* Need to update the weight the container the key was in */ 2003 /* Need to update the weight the container the key was in */
1990 if (container != op) 2004 if (container != op)
1991 esrv_update_item(UPD_WEIGHT, op, container); 2005 esrv_update_item (UPD_WEIGHT, op, container);
2006
1992 return 1; /* Nothing more to do below */ 2007 return 1; /* Nothing more to do below */
2008 }
1993 } else if (door->type==LOCKED_DOOR) { 2009 else if (door->type == LOCKED_DOOR)
2010 {
1994 /* Might as well return now - no other way to open this */ 2011 /* Might as well return now - no other way to open this */
1995 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2012 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1996 return 1; 2013 return 1;
1997 } 2014 }
2015
1998 return 0; 2016 return 0;
1999} 2017}
2000 2018
2001/* This function is just part of a breakup from move_player. 2019/* This function is just part of a breakup from move_player.
2002 * It should keep the code cleaner. 2020 * It should keep the code cleaner.
2003 * When this is called, the players direction has been updated 2021 * When this is called, the players direction has been updated
2004 * (taking into account confusion.) The player is also actually 2022 * (taking into account confusion.) The player is also actually
2005 * going to try and move (not fire weapons). 2023 * going to try and move (not fire weapons).
2006 */ 2024 */
2007 2025bool
2008void move_player_attack(object *op, int dir) 2026move_player_attack (object *op, int dir)
2009{ 2027{
2010 object *tmp, *mon;
2011 sint16 nx, ny;
2012 int on_battleground; 2028 int on_battleground;
2013 mapstruct *m;
2014 2029
2015 nx=freearr_x[dir]+op->x; 2030 sint16 nx = freearr_x[dir] + op->x;
2016 ny=freearr_y[dir]+op->y; 2031 sint16 ny = freearr_y[dir] + op->y;
2017 2032
2018 on_battleground = op_on_battleground(op, NULL, NULL); 2033 on_battleground = op_on_battleground (op, 0, 0);
2019 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
2020 /* 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
2021 * 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
2022 * 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
2023 * player. This is a pretty nasty hack, because if we could 2047 * player. This is a pretty nasty hack, because if we could
2024 * 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
2025 * 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
2026 * 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
2027 * move_ob uses. 2051 * move_ob uses.
2028 */ 2052 */
2029 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);
2030 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2031 m = get_map_from_coord(op->map, &nx, &ny);
2032 if (!m) return; /* Don't think this should happen */
2033 }
2034 else m =op->map;
2035
2036 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2037 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2038 return;
2039 }
2040 2054
2041 mon = NULL;
2042 /* 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
2043 * 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.
2044 * 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
2045 * 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))
2046 */ 2078 {
2047 while (tmp!=NULL) { 2079 --op->contr->weapon_sp_left;
2048 if (tmp == op) { 2080 return true;
2049 tmp=tmp->above; 2081 }
2050 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);
2051 } 2140 }
2052 if (QUERY_FLAG(tmp,FLAG_ALIVE)) {
2053 mon = tmp;
2054 break;
2055 }
2056 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2057 mon = tmp;
2058 tmp=tmp->above;
2059 }
2060
2061 if (mon==NULL) /* This happens anytime the player tries to move */
2062 return; /* into a wall */
2063
2064 if(mon->head != NULL)
2065 mon = mon->head;
2066
2067 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR))
2068 if (player_attack_door(op, mon)) return;
2069
2070 /* The following deals with possibly attacking peaceful
2071 * or frienddly creatures. Basically, all players are considered
2072 * unaggressive. If the moving player has peaceful set, then the
2073 * object should be pushed instead of attacked. It is assumed that
2074 * if you are braced, you will not attack friends accidently,
2075 * and thus will not push them.
2076 */
2077
2078 /* If the creature is a pet, push it even if the player is not
2079 * peaceful. Our assumption is the creature is a pet if the
2080 * player owns it and it is either friendly or unagressive.
2081 */
2082 if ((op->type==PLAYER)
2083#if COZY_SERVER
2084 &&
2085 (
2086 (get_owner(mon) && get_owner(mon)->contr
2087 && same_party (get_owner(mon)->contr->party, op->contr->party))
2088 || get_owner(mon) == op
2089 )
2090#else
2091 && get_owner(mon)==op
2092#endif
2093 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2094 {
2095 /* If we're braced, we don't want to switch places with it */
2096 if (op->contr->braced) return;
2097 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2098 (void) push_ob(mon,dir,op);
2099 if(op->contr->tmp_invis||op->hide) make_visible(op);
2100 return;
2101 }
2102
2103 /* in certain circumstances, you shouldn't attack friendly
2104 * creatures. Note that if you are braced, you can't push
2105 * someone, but put it inside this loop so that you won't
2106 * attack them either.
2107 */
2108 if ((mon->type==PLAYER || mon->enemy != op) &&
2109 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2110 (
2111#ifdef PROHIBIT_PLAYERKILL
2112 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2113#else
2114 op->contr->peaceful &&
2115#endif
2116 !on_battleground
2117 )) {
2118 if (!op->contr->braced) {
2119 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2120 (void) push_ob(mon,dir,op);
2121 } else { 2141 else
2122 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;
2123 } 2148 }
2124 if(op->contr->tmp_invis||op->hide) make_visible(op); 2149 }
2125 }
2126
2127 /* If the object is a boulder or other rollable object, then 2150 /* If the object is a boulder or other rollable object, then
2128 * 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.
2129 */ 2152 */
2130 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
2131 recursive_roll(mon,dir,op); 2159 recursive_roll (mon, dir, op);
2132 if(action_makes_visible(op)) make_visible(op); 2160 if (action_makes_visible (op))
2133 } 2161 make_visible (op);
2134 2162
2163 return true;
2164 }
2165 }
2135 /* Any generic living creature. Including things like doors. 2166 /* Any generic living creature. Including things like doors.
2136 * 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
2137 * and be living. Then, it must be one of the following: 2168 * and be living. Then, it must be one of the following:
2138 * 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
2139 * 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.
2140 */ 2171 */
2141
2142 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2172 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2143 ((mon->type!=PLAYER || op->contr->party==NULL || 2173 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2144 op->contr->party!=mon->contr->party))) { 2174 {
2145 2175 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2146 /* If the player hasn't hit something this tick, and does
2147 * so, give them speed boost based on weapon speed. Doing
2148 * it here is better than process_players2, which basically
2149 * incurred a 1 tick offset.
2150 */
2151 if (!op->contr->has_hit) {
2152 op->speed_left += op->speed / op->contr->weapon_sp;
2153
2154 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2155 }
2156
2157 skill_attack(mon, op, 0, NULL, NULL);
2158
2159 /* If attacking another player, that player gets automatic
2160 * hitback, and doesn't loose luck either.
2161 * Disable hitback on the battleground or if the target is
2162 * the wiz.
2163 */
2164 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2165 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2166 short luck = mon->stats.luck;
2167 mon->contr->has_hit = 1;
2168 skill_attack(op, mon, 0, NULL, NULL);
2169 mon->stats.luck = luck;
2170 }
2171 if(action_makes_visible(op)) make_visible(op);
2172 } 2176 {
2173 } /* if player should attack something */ 2177 --op->contr->weapon_sp_left;
2174}
2175 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
2176int move_player(object *op,int dir) { 2192move_player (object *op, int dir)
2193{
2177 int pick; 2194 int pick;
2178 2195
2179 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2196 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2180 return 0;
2181
2182 /* Sanity check: make sure dir is valid */
2183 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2184 LOG( llevError, "move_player: invalid direction %d\n", dir);
2185 return 0;
2186 }
2187
2188 /* peterm: added following line */
2189 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2190 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2191
2192 op->facing = dir;
2193
2194 if(op->hide) do_hidden_move(op);
2195
2196 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2197 /*nop*/;
2198 else if (op->contr->fire_on)
2199 fire (op, dir);
2200 else
2201 {
2202 move_player_attack (op, dir);
2203 pick = check_pick(op);
2204 }
2205
2206 /* Add special check for newcs players and fire on - this way, the
2207 * server can handle repeat firing.
2208 */
2209 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2210 op->direction = dir;
2211 } else {
2212 op->direction=0;
2213 }
2214 /* Update how the player looks. Use the facing, so direction may
2215 * get reset to zero. This allows for full animation capabilities
2216 * for players.
2217 */
2218 animate_object(op, op->facing);
2219 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;
2220} 2242}
2221 2243
2222/* 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
2223 * new client/server stuff. 2245 * new client/server stuff.
2224 * 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
2225 * the new speed values for commands. 2247 * the new speed values for commands.
2226 * 2248 *
2227 * 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.
2228 */ 2252 */
2253bool
2229int handle_newcs_player(object *op) 2254handle_newcs_player (object *op)
2230{ 2255{
2231 if (op->contr->hidden) {
2232 op->invisible = 1000;
2233 /* the socket code flashes the player visible/invisible
2234 * depending on the value of invisible, so we need to
2235 * alternate it here for it to work correctly.
2236 */
2237 if (pticks & 2) op->invisible--;
2238 }
2239 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2240 op->invisible--;
2241 if(!op->invisible) {
2242 make_visible(op);
2243 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2244 }
2245 }
2246
2247 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;
2248 flee_player(op); 2261 flee_player (op);
2249 /* If player is still scared, that is his action for this tick */ 2262
2250 if (QUERY_FLAG(op, FLAG_SCARED)) {
2251 op->speed_left--;
2252 return 0; 2263 return true;
2253 } 2264 }
2265 else
2266 return false;
2254 } 2267 }
2255 2268
2256 /* I've been seeing crashes where the golem has been destroyed, but
2257 * the player object still points to the defunct golem. The code that
2258 * destroys the golem looks correct, and it doesn't always happen, so
2259 * put this in a a workaround to clean up the golem pointer.
2260 */
2261 if (op->contr->ranges[range_golem] &&
2262 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2263 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2264 op->contr->ranges[range_golem] = NULL;
2265 op->contr->golem_count = 0;
2266 }
2267
2268 /* 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
2269 * the players time has been increased when doericserver has been 2270 * the players time has been increased when doericserver has been
2270 * called, so we recheck it here. 2271 * called, so we recheck it here.
2271 */ 2272 */
2272 HandleClient(&op->contr->socket, op->contr); 2273 if (op->contr->ns->handle_command ())
2273 if (op->speed_left<0) return 0; 2274 return true;
2274 2275
2275 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2276 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2276 /* All move commands take 1 tick, at least for now */
2277 op->speed_left--;
2278
2279 /* Instead of all the stuff below, let move_player take care
2280 * of it. Also, some of the skill stuff is only put in
2281 * there, as well as the confusion stuff.
2282 */
2283 move_player(op, op->direction); 2277 return move_player (op, op->direction);
2284 if (op->speed_left>0) return 1; 2278
2285 else return 0; 2279 return false;
2286 } 2280}
2281
2282int
2283save_life (object *op)
2284{
2285 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2287 return 0; 2286 return 0;
2288}
2289 2287
2290int save_life(object *op) {
2291 object *tmp;
2292
2293 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2294 return 0;
2295
2296 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2288 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2297 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2289 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2290 {
2298 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);
2299 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));
2300 "Your %s vibrates violently, then evaporates.", 2293
2301 query_name(tmp));
2302 if (op->contr) 2294 if (op->contr)
2303 esrv_del_item(op->contr, tmp->count); 2295 esrv_del_item (op->contr, tmp->count);
2304 remove_ob(tmp); 2296
2305 free_object(tmp); 2297 tmp->destroy ();
2306 CLEAR_FLAG(op, FLAG_LIFESAVE); 2298 CLEAR_FLAG (op, FLAG_LIFESAVE);
2299
2307 if(op->stats.hp<0) 2300 if (op->stats.hp < 0)
2308 op->stats.hp = op->stats.maxhp; 2301 op->stats.hp = op->stats.maxhp;
2302
2309 if(op->stats.food<0) 2303 if (op->stats.food < 0)
2310 op->stats.food = 999; 2304 op->stats.food = 999;
2311 fix_player(op); 2305
2306 op->update_stats ();
2312 return 1; 2307 return 1;
2313 } 2308 }
2309
2314 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2310 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2315 CLEAR_FLAG(op, FLAG_LIFESAVE); 2311 CLEAR_FLAG (op, FLAG_LIFESAVE);
2316 enter_player_savebed(op); /* bring him home. */ 2312 enter_player_savebed (op); /* bring him home. */
2317 return 0; 2313 return 0;
2318} 2314}
2319 2315
2320/* 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
2321 * 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
2322 * 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
2323 * from. 2319 * from.
2324 */ 2320 */
2321void
2325void remove_unpaid_objects(object *op, object *env) 2322remove_unpaid_objects (object *op, object *env)
2326{ 2323{
2327 object *next;
2328
2329 while (op) { 2324 while (op)
2325 {
2330 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' */
2331 * we remove object 'op' 2327
2332 */
2333 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2328 if (QUERY_FLAG (op, FLAG_UNPAID))
2334 remove_ob(op); 2329 {
2335 op->x = env->x;
2336 op->y = env->y;
2337 if (env->type == PLAYER) 2330 if (env->type == PLAYER)
2338 esrv_del_item(env->contr, op->count); 2331 esrv_del_item (env->contr, op->count);
2339 insert_ob_in_map(op, env->map, NULL,0); 2332
2333 op->insert_at (env);
2340 } 2334 }
2335 else if (op->inv)
2341 else if (op->inv) remove_unpaid_objects(op->inv, env); 2336 remove_unpaid_objects (op->inv, env);
2337
2342 op=next; 2338 op = next;
2343 } 2339 }
2344} 2340}
2345
2346 2341
2347/* 2342/*
2348 * Returns pointer a static string containing gravestone text 2343 * Returns pointer a static string containing gravestone text
2349 * Moved from apply.c to player.c - player.c is what 2344 * Moved from apply.c to player.c - player.c is what
2350 * actually uses this function. player.c may not be quite the 2345 * actually uses this function. player.c may not be quite the
2351 * best, a misc file for object actions is probably better, 2346 * best, a misc file for object actions is probably better,
2352 * but there isn't one in the server directory. 2347 * but there isn't one in the server directory.
2353 */ 2348 */
2349char *
2354char *gravestone_text (object *op) 2350gravestone_text (object *op)
2355{ 2351{
2356 static char buf2[MAX_BUF]; 2352 static char buf2[MAX_BUF];
2357 char buf[MAX_BUF]; 2353 char buf[MAX_BUF];
2358 time_t now = time (NULL); 2354 time_t now = time (NULL);
2359 2355
2360 strcpy (buf2, " R.I.P.\n\n"); 2356 strcpy (buf2, " R.I.P.\n\n");
2361 if (op->type == PLAYER) 2357 if (op->type == PLAYER)
2362 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2358 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2363 else 2359 else
2364 sprintf (buf, "%s\n", &op->name); 2360 sprintf (buf, "%s\n", &op->name);
2361
2365 strncat (buf2, " ", 20 - strlen (buf) / 2); 2362 strncat (buf2, " ", 20 - strlen (buf) / 2);
2366 strcat (buf2, buf); 2363 strcat (buf2, buf);
2367 if (op->type == PLAYER) 2364 if (op->type == PLAYER)
2368 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);
2369 else 2366 else
2370 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
2371 strncat (buf2, " ", 20 - strlen (buf) / 2); 2369 strncat (buf2, " ", 20 - strlen (buf) / 2);
2372 strcat (buf2, buf); 2370 strcat (buf2, buf);
2373 if (op->type == PLAYER) { 2371 if (op->type == PLAYER)
2372 {
2374 sprintf (buf, "by %s.\n\n", op->contr->killer); 2373 sprintf (buf, "by %s.\n\n", op->contr->killer);
2375 strncat (buf2, " ", 21 - strlen (buf) / 2); 2374 strncat (buf2, " ", 21 - strlen (buf) / 2);
2376 strcat (buf2, buf); 2375 strcat (buf2, buf);
2377 } 2376 }
2377
2378 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2378 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2379 strncat (buf2, " ", 20 - strlen (buf) / 2); 2379 strncat (buf2, " ", 20 - strlen (buf) / 2);
2380 strcat (buf2, buf); 2380 strcat (buf2, buf);
2381
2381 return buf2; 2382 return buf2;
2382} 2383}
2383 2384
2384 2385void
2385
2386void do_some_living(object *op) { 2386do_some_living (object *op)
2387{
2387 int last_food=op->stats.food; 2388 int last_food = op->stats.food;
2388 int gen_hp, gen_sp, gen_grace; 2389 int gen_hp, gen_sp, gen_grace;
2389 int over_hp, over_sp, over_grace; 2390 int over_hp, over_sp, over_grace;
2390 int i; 2391 int i;
2391 int rate_hp = 1200; 2392 int rate_hp = 1200;
2392 int rate_sp = 2500; 2393 int rate_sp = 2500;
2393 int rate_grace = 2000; 2394 int rate_grace = 2000;
2394 const int max_hp = 1; 2395 const int max_hp = 1;
2395 const int max_sp = 1; 2396 const int max_sp = 1;
2396 const int max_grace = 1; 2397 const int max_grace = 1;
2397 2398
2398 if (op->contr->outputs_sync) { 2399 if (op->contr->hidden)
2399 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2400 {
2400 if (op->contr->outputs[i].buf!=NULL && 2401 op->invisible = 1000;
2401 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2402 /* the socket code flashes the player visible/invisible
2402 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--;
2403 } 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 }
2404 2417
2405 if(op->contr->state==ST_PLAYING) { 2418 if (op->contr->ns->state == ST_PLAYING)
2406 2419 {
2407 /* these next three if clauses make it possible to SLOW DOWN 2420 /* these next three if clauses make it possible to SLOW DOWN
2408 hp/grace/spellpoint regeneration. */ 2421 hp/grace/spellpoint regeneration. */
2409 if(op->contr->gen_hp >= 0 ) 2422 if (op->contr->gen_hp >= 0)
2410 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2423 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2411 else { 2424 else
2425 {
2412 gen_hp = op->stats.maxhp; 2426 gen_hp = op->stats.maxhp;
2413 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2427 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2414 } 2428 }
2429
2415 if(op->contr->gen_sp >= 0 ) 2430 if (op->contr->gen_sp >= 0)
2416 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2431 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2417 else { 2432 else
2433 {
2418 gen_sp = op->stats.maxsp; 2434 gen_sp = op->stats.maxsp;
2419 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2435 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2420 } 2436 }
2437
2421 if(op->contr->gen_grace >= 0) 2438 if (op->contr->gen_grace >= 0)
2422 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2439 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2423 else { 2440 else
2441 {
2424 gen_grace = op->stats.maxgrace; 2442 gen_grace = op->stats.maxgrace;
2425 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2443 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2426 } 2444 }
2427 2445
2428 /* Regenerate Spell Points */ 2446 /* Regenerate Spell Points */
2429 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2447 if (!op->contr->golem && --op->last_sp < 0)
2448 {
2430 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);
2431 if(op->stats.sp<op->stats.maxsp) {
2432 op->stats.sp++;
2433 /* dms do not consume food */
2434 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2435 op->stats.food--;
2436 if(op->contr->digestion<0)
2437 op->stats.food+=op->contr->digestion;
2438 else if(op->contr->digestion>0 &&
2439 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2440 op->stats.food=last_food;
2441 }
2442 }
2443 if (max_sp>1) {
2444 over_sp = (gen_sp+10)/rate_sp;
2445 if (over_sp > 0) {
2446 if(op->stats.sp<op->stats.maxsp) { 2450 if (op->stats.sp < op->stats.maxsp)
2447 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2451 {
2448 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2449 op->stats.sp--; 2452 op->stats.sp++;
2450 if(op->stats.sp>op->stats.maxsp) 2453 /* dms do not consume food */
2451 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;
2452 } 2461 }
2453 op->last_sp=0;
2454 } else {
2455 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2456 }
2457 } else {
2458 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2459 }
2460 }
2461
2462 /* Regenerate Grace */
2463 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2464 if(--op->last_grace<0) {
2465 if(op->stats.grace<op->stats.maxgrace/2)
2466 op->stats.grace++; /* no penalty in food for regaining grace */
2467 if(max_grace>1) {
2468 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2469 if (over_grace > 0) {
2470 op->stats.sp += over_grace
2471 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2472 op->last_grace=0;
2473 } else {
2474 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2475 } 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 }
2476 } 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 {
2477 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);
2478 } 2512 }
2479 /* wearing stuff doesn't detract from grace generation. */ 2513 /* wearing stuff doesn't detract from grace generation. */
2480 } 2514 }
2481 2515
2482 /* Regenerate Hit Points */ 2516 /* Regenerate Hit Points */
2483 if(--op->last_heal<0) { 2517 if (--op->last_heal < 0)
2518 {
2484 if(op->stats.hp<op->stats.maxhp) { 2519 if (op->stats.hp < op->stats.maxhp)
2520 {
2485 op->stats.hp++; 2521 op->stats.hp++;
2486 /* dms do not consume food */ 2522 /* dms do not consume food */
2487 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2523 if (!QUERY_FLAG (op, FLAG_WIZ))
2488 op->stats.food--; 2524 {
2525 op->stats.food--;
2489 if(op->contr->digestion<0) 2526 if (op->contr->digestion < 0)
2490 op->stats.food+=op->contr->digestion; 2527 op->stats.food += op->contr->digestion;
2491 else if(op->contr->digestion>0 && 2528 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2492 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2493 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 }
2494 } 2550 }
2495 }
2496 if(max_hp>1) {
2497 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2498 if (over_hp > 0) {
2499 op->stats.sp += over_hp
2500 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2501 op->last_heal=0;
2502 } else {
2503 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2504 }
2505 } else {
2506 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2507 }
2508 }
2509 2551
2510 /* Digestion */ 2552 /* Digestion */
2511 if(--op->last_eat<0) { 2553 if (--op->last_eat < 0)
2512#ifdef COZY_SERVER 2554 {
2513 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;
2514 int bonus=dg>0?dg:0,
2515 penalty=dg<0?-dg:0;
2516#else
2517 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2518 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2519#endif
2520 2556
2521 if(op->contr->gen_hp > 0) 2557 if (op->contr->gen_hp > 0)
2522 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);
2523 else 2559 else
2524 op->last_eat=25*(1+bonus)/(penalty +1); 2560 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2561
2525 /* dms do not consume food */ 2562 /* dms do not consume food */
2526 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2563 if (!QUERY_FLAG (op, FLAG_WIZ))
2527 } 2564 op->stats.food--;
2528 } 2565 }
2529 2566
2530 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 {
2531 object *tmp, *flesh=NULL; 2569 object *tmp, *flesh = 0;
2532 2570
2533 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2571 for (tmp = op->inv; tmp; tmp = tmp->below)
2572 {
2534 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2573 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2574 {
2535 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2575 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2576 {
2536 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.");
2537 manual_apply(op,tmp,0); 2578 manual_apply (op, tmp, 0);
2538 if(op->stats.food>=0||op->stats.hp<0) 2579 if (op->stats.food >= 0 || op->stats.hp < 0)
2539 break; 2580 break;
2540 } 2581 }
2541 else if (tmp->type==FLESH) flesh=tmp; 2582 else if (tmp->type == FLESH)
2583 flesh = tmp;
2542 } /* End if paid for object */ 2584 } /* End if paid for object */
2543 } /* end of for loop */ 2585 } /* end of for loop */
2586
2544 /* 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
2545 * eat flesh instead. 2588 * eat flesh instead.
2546 */ 2589 */
2547 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2590 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2591 {
2548 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.");
2549 manual_apply(op,flesh,0); 2593 manual_apply (op, flesh, 0);
2550 } 2594 }
2551 } /* end if player is starving */ 2595 }
2552 2596
2553 while(op->stats.food<0&&op->stats.hp>0) 2597 while (op->stats.food < 0 && op->stats.hp >= 0)
2554 op->stats.food++,op->stats.hp--; 2598 op->stats.food++, op->stats.hp--;
2555 2599
2556 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))
2557 kill_player(op); 2601 kill_player (op);
2602 }
2558} 2603}
2559
2560
2561 2604
2562/* 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.
2563 * 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
2564 * permadeath, no lifesave), this will take care of removing the player 2607 * permadeath, no lifesave), this will take care of removing the player
2565 * file. 2608 * file.
2566 */ 2609 */
2610void
2567void kill_player(object *op) 2611kill_player (object *op)
2568{ 2612{
2569 char buf[MAX_BUF]; 2613 char buf[MAX_BUF];
2570 int x,y,i; 2614 int x, y;
2615
2616 //int i;
2571 mapstruct *map; /* this is for resurrection */ 2617 maptile *map; /* this is for resurrection */
2618
2572 int z; 2619 /* int z;
2573 int num_stats_lose; 2620 int num_stats_lose;
2574 int lost_a_stat; 2621 int lost_a_stat;
2575 int lose_this_stat; 2622 int lose_this_stat;
2576 int this_stat; 2623 int this_stat; */
2577 int will_kill_again; 2624 int will_kill_again;
2578 archetype *at; 2625 archetype *at;
2579 object *tmp; 2626 object *tmp;
2580 2627
2581 if(save_life(op)) 2628 if (save_life (op))
2582 return; 2629 return;
2583 2630
2584 2631
2585 /* 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
2586 * 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.
2587 * Look at op_on_battleground() for more info --AndreasV 2634 * Look at op_on_battleground() for more info --AndreasV
2588 */ 2635 */
2589 if (op_on_battleground(op, &x, &y)) { 2636 if (op_on_battleground (op, &x, &y))
2590 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2637 {
2591 "You have been defeated in combat!"); 2638 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2592 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2639 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2593 "Local medics have saved your life..."); 2640
2594
2595 /* restore player */ 2641 /* restore player */
2596 at = find_archetype("poisoning"); 2642 at = archetype::find ("poisoning");
2597 tmp=present_arch_in_ob(at,op); 2643 if (object *tmp = present_arch_in_ob (at, op))
2598 if (tmp) { 2644 {
2599 remove_ob(tmp); 2645 tmp->destroy ();
2600 free_object(tmp);
2601 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))
2602 } 2651 {
2603 2652 tmp->destroy ();
2604 at = find_archetype("confusion");
2605 tmp=present_arch_in_ob(at,op);
2606 if (tmp) {
2607 remove_ob(tmp);
2608 free_object(tmp);
2609 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2653 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2610 } 2654 }
2611 2655
2612 cure_disease(op,0); /* remove any disease */ 2656 cure_disease (op, 0); /* remove any disease */
2613 op->stats.hp=op->stats.maxhp; 2657 op->stats.hp = op->stats.maxhp;
2614 if (op->stats.food<=0) op->stats.food=999; 2658 if (op->stats.food <= 0)
2615 2659 op->stats.food = 999;
2660
2616 /* create a bodypart-trophy to make the winner happy */ 2661 /* create a bodypart-trophy to make the winner happy */
2617 tmp=arch_to_object(find_archetype("finger")); 2662 if (object *tmp = arch_to_object (archetype::find ("finger")))
2618 if (tmp != NULL)
2619 { 2663 {
2620 sprintf(buf,"%s's finger", &op->name); 2664 sprintf (buf, "%s's finger", &op->name);
2621 tmp->name = buf; 2665 tmp->name = buf;
2622 sprintf(buf," This finger has been cut off %s\n" 2666 sprintf (buf, " This finger has been cut off %s\n"
2623 " 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",
2624 &op->name, op->contr->title, (int)(op->level), 2668 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2625 op->contr->killer);
2626 tmp->msg=buf; 2669 tmp->msg = buf;
2627 tmp->value=0, tmp->material=0, tmp->type=0; 2670 tmp->value = 0, tmp->type = 0;
2628 tmp->materialname = NULL; 2671 tmp->materialname = "organics";
2629 tmp->x = op->x, tmp->y = op->y; 2672 tmp->insert_at (op, tmp);
2630 insert_ob_in_map(tmp,op->map,op,0);
2631 }
2632 2673 }
2674
2633 /* teleport defeated player to new destination*/ 2675 /* teleport defeated player to new destination */
2634 transfer_ob(op, x, y, 0, NULL); 2676 transfer_ob (op, x, y, 0, NULL);
2635 op->contr->braced=0; 2677 op->contr->braced = 0;
2636 return; 2678 return;
2637 } 2679 }
2638 2680
2639 INVOKE_PLAYER (DEATH, op->contr); 2681 INVOKE_PLAYER (DEATH, op->contr);
2640 2682
2641 command_kill_pets (op, 0); 2683 command_kill_pets (op, 0);
2642 2684
2643 if(op->stats.food<0) { 2685 if (op->stats.food < 0)
2644 if (op->contr->explore) { 2686 {
2645 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2646 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2647 op->stats.food=999;
2648 return;
2649 }
2650 sprintf(buf,"%s starved to death.",&op->name); 2687 sprintf (buf, "%s starved to death.", &op->name);
2651 strcpy(op->contr->killer,"starvation"); 2688 strcpy (op->contr->killer, "starvation");
2652 } 2689 }
2653 else { 2690 else
2654 if (op->contr->explore) {
2655 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2656 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2657 op->stats.hp=op->stats.maxhp;
2658 return;
2659 }
2660 sprintf(buf,"%s died.", &op->name); 2691 sprintf (buf, "%s died.", &op->name);
2661 } 2692
2662 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2693 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2663 2694
2664 /* save the map location for corpse, gravestone*/ 2695 /* save the map location for corpse, gravestone */
2665 x=op->x;y=op->y;map=op->map; 2696 x = op->x;
2697 y = op->y;
2698 map = op->map;
2666 2699
2667
2668 if (settings.not_permadeth == TRUE) {
2669 /* NOT_PERMADEATH code. This basically brings the character back to 2700 /* NOT_PERMADEATH code. This basically brings the character back to
2670 * 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.
2671 * 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.
2672 */ 2703 */
2673 2704
2674 /* Basically two ways to go - remove a stat permanently, or just 2705 /* Basically two ways to go - remove a stat permanently, or just
2675 * make it depletion. This bunch of code deals with that aspect 2706 * make it depletion. This bunch of code deals with that aspect
2676 * of death. 2707 * of death.
2677 */ 2708 */
2678#ifndef COZY_SERVER 2709#ifndef COZY_SERVER
2679 if (settings.balanced_stat_loss) { 2710 if (settings.balanced_stat_loss)
2711 {
2680 /* If stat loss is permanent, lose one stat only. */ 2712 /* If stat loss is permanent, lose one stat only. */
2681 /* 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
2682 more if they do. */ 2714 more if they do. */
2683 /* Higher level characters can afford things such as potions of 2715 /* Higher level characters can afford things such as potions of
2684 restoration, or better, stat potions. So we slug them that 2716 restoration, or better, stat potions. So we slug them that
2685 little bit harder. */ 2717 little bit harder. */
2686 /* GD */ 2718 /* GD */
2687 if (settings.stat_loss_on_death) 2719 if (settings.stat_loss_on_death)
2688 num_stats_lose = 1;
2689 else
2690 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2691 } else {
2692 num_stats_lose = 1; 2720 num_stats_lose = 1;
2693 } 2721 else
2722 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2723 }
2724 else
2725 num_stats_lose = 1;
2726
2694 lost_a_stat = 0; 2727 lost_a_stat = 0;
2695 2728
2696 for (z=0; z<num_stats_lose; z++) { 2729 for (z = 0; z < num_stats_lose; z++)
2730 {
2697 i = RANDOM() % NUM_STATS; 2731 i = RANDOM () % NUM_STATS;
2698 2732
2699 if (settings.stat_loss_on_death) { 2733 if (settings.stat_loss_on_death)
2734 {
2700 /* 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
2701 * what he lost. 2736 * what he lost.
2702 */ 2737 */
2703 change_attr_value(&(op->stats), i,-1); 2738 change_attr_value (&(op->stats), i, -1);
2704 check_stat_bounds(&(op->stats)); 2739 check_stat_bounds (&(op->stats));
2705 change_attr_value(&(op->contr->orig_stats), i,-1); 2740 change_attr_value (&(op->contr->orig_stats), i, -1);
2706 check_stat_bounds(&(op->contr->orig_stats)); 2741 check_stat_bounds (&(op->contr->orig_stats));
2707 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2742 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2708 lost_a_stat = 1; 2743 lost_a_stat = 1;
2709 } else { 2744 }
2745 else
2746 {
2710 /* deplete a stat */ 2747 /* deplete a stat */
2711 archetype *deparch=find_archetype("depletion"); 2748 archetype *deparch = archetype::find ("depletion");
2712 object *dep; 2749 object *dep;
2750
2751 dep = present_arch_in_ob (deparch, op);
2752 if (!dep)
2713 2753 {
2714 dep = present_arch_in_ob(deparch,op);
2715 if(!dep) {
2716 dep = arch_to_object(deparch); 2754 dep = arch_to_object (deparch);
2717 insert_ob_in_ob(dep, op); 2755 insert_ob_in_ob (dep, op);
2718 } 2756 }
2719 lose_this_stat = 1; 2757 lose_this_stat = 1;
2720 if (settings.balanced_stat_loss) { 2758 if (settings.balanced_stat_loss)
2759 {
2721 /* GD */ 2760 /* GD */
2722 /* Get the stat that we're about to deplete. */ 2761 /* Get the stat that we're about to deplete. */
2723 this_stat = get_attr_value(&(dep->stats), i); 2762 this_stat = get_attr_value (&(dep->stats), i);
2724 if (this_stat < 0) { 2763 if (this_stat < 0)
2764 {
2725 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2765 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2726 int keep_chance = this_stat * this_stat; 2766 int keep_chance = this_stat * this_stat;
2767
2727 /* Yes, I am paranoid. Sue me. */ 2768 /* Yes, I am paranoid. Sue me. */
2728 if (keep_chance < 1) 2769 if (keep_chance < 1)
2729 keep_chance = 1; 2770 keep_chance = 1;
2730 2771
2731 /* There is a maximum depletion total per level. */ 2772 /* There is a maximum depletion total per level. */
2732 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2773 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2774 {
2733 lose_this_stat = 0; 2775 lose_this_stat = 0;
2734 /* Take loss chance vs keep chance to see if we 2776 /* Take loss chance vs keep chance to see if we
2735 retain the stat. */ 2777 retain the stat. */
2736 } else {
2737 if (random_roll(0, loss_chance + keep_chance-1,
2738 op, PREFER_LOW) < keep_chance)
2739 lose_this_stat = 0;
2740 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2741 this_stat, keep_chance, loss_chance,
2742 lose_this_stat?"LOSE":"KEEP"); */
2743 }
2744 } 2778 }
2745 } 2779 else
2746
2747 if (lose_this_stat) {
2748 this_stat = get_attr_value(&(dep->stats), i);
2749 /* We could try to do something clever like find another
2750 * stat to reduce if this fails. But chances are, if
2751 * stats have been depleted to -50, all are pretty low
2752 * and should be roughly the same, so it shouldn't make a
2753 * difference.
2754 */ 2780 {
2755 if (this_stat>=-50) { 2781 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2756 change_attr_value(&(dep->stats), i, -1);
2757 SET_FLAG(dep, FLAG_APPLIED);
2758 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2759 fix_player(op);
2760 lost_a_stat = 1; 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"); */
2761 } 2786 }
2762 } 2787 }
2763 } 2788 }
2764 } 2789
2765 /* If no stat lost, tell the player. */
2766 if (!lost_a_stat) 2790 if (lose_this_stat)
2767 { 2791 {
2768 /* determine_god() seems to not work sometimes... why is this? 2792 this_stat = get_attr_value (&(dep->stats), i);
2769 Should I be using something else? GD */ 2793 /* We could try to do something clever like find another
2770 const char *god = determine_god(op); 2794 * stat to reduce if this fails. But chances are, if
2771 if (god && (strcmp(god, "none"))) 2795 * stats have been depleted to -50, all are pretty low
2772 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2796 * and should be roughly the same, so it shouldn't make a
2773 "moment you feel the holy presence of %s protecting" 2797 * difference.
2774 " you.", god); 2798 */
2799 if (this_stat >= -50)
2775 else 2800 {
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2801 change_attr_value (&(dep->stats), i, -1);
2777 " 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 }
2778 } 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.");
2779#endif 2824#endif
2780 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2781 " feel a holy presence protecting you from losing yourself completely.");
2782 2825
2783 /* Put a gravestone up where the character 'almost' died. List the 2826 /* Put a gravestone up where the character 'almost' died. List the
2784 * exp loss on the stone. 2827 * exp loss on the stone.
2785 */ 2828 */
2786 tmp=arch_to_object(find_archetype("gravestone")); 2829 tmp = arch_to_object (archetype::find ("gravestone"));
2787 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2830 sprintf (buf, "%s's gravestone", &op->name);
2831 tmp->name = buf;
2788 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2832 sprintf (buf, "%s's gravestones", &op->name);
2789 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2833 tmp->name_pl = buf;
2790 "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);
2791 "by %s.\n",
2792 &op->name, op->contr->title,
2793 op->contr->killer);
2794 tmp->msg = buf; 2835 tmp->msg = buf;
2795 tmp->x=op->x,tmp->y=op->y; 2836 tmp->x = op->x, tmp->y = op->y;
2796 insert_ob_in_map (tmp, op->map, NULL,0); 2837 insert_ob_in_map (tmp, op->map, NULL, 0);
2797 2838
2798 /**************************************/ 2839 /**************************************/
2799 /* */ 2840 /* */
2800 /* Subtract the experience points, */ 2841 /* Subtract the experience points, */
2801 /* if we died cause of food, give us */ 2842 /* if we died cause of food, give us */
2802 /* food, and reset HP's... */ 2843 /* food, and reset HP's... */
2803 /* */ 2844 /* */
2804 /**************************************/ 2845 /**************************************/
2805 2846
2806 /* remove any poisoning and confusion the character may be suffering.*/ 2847 /* remove any poisoning and confusion the character may be suffering. */
2807 /* restore player */ 2848 /* restore player */
2808 at = find_archetype("poisoning"); 2849 at = archetype::find ("poisoning");
2809 tmp=present_arch_in_ob(at,op); 2850 tmp = present_arch_in_ob (at, op);
2810 if (tmp) { 2851
2811 remove_ob(tmp); 2852 if (tmp)
2812 free_object(tmp); 2853 {
2854 tmp->destroy ();
2813 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2855 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2814 } 2856 }
2815 2857
2816 at = find_archetype("confusion"); 2858 at = archetype::find ("confusion");
2817 tmp=present_arch_in_ob(at,op); 2859 tmp = present_arch_in_ob (at, op);
2818 if (tmp) { 2860 if (tmp)
2819 remove_ob(tmp); 2861 {
2820 free_object(tmp); 2862 tmp->destroy ();
2821 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2863 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2822 } 2864 }
2865
2823 cure_disease(op,0); /* remove any disease */ 2866 cure_disease (op, 0); /* remove any disease */
2824 2867
2825 /*add_exp(op, (op->stats.exp * -0.20)); */ 2868 /*add_exp(op, (op->stats.exp * -0.20)); */
2826 apply_death_exp_penalty(op); 2869 apply_death_exp_penalty (op);
2827 if(op->stats.food < 100) op->stats.food = 900; 2870 if (op->stats.food < 100)
2871 op->stats.food = 900;
2828 op->stats.hp = op->stats.maxhp; 2872 op->stats.hp = op->stats.maxhp;
2829 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2873 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2830 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2874 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2831 2875
2832 /* 2876 /*
2833 * 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
2834 * the player has any unpaid items. If so, remove them and put them back 2878 * and put them back in the map.
2835 * in the map. 2879 */
2836 */
2837
2838 if (is_in_shop (op))
2839 remove_unpaid_objects(op->inv, op); 2880 remove_unpaid_objects (op->inv, op);
2840 2881
2841 /****************************************/ 2882 /****************************************/
2842 /* */ 2883 /* */
2843 /* Move player to his current respawn- */ 2884 /* Move player to his current respawn- */
2844 /* position (usually last savebed) */ 2885 /* position (usually last savebed) */
2845 /* */ 2886 /* */
2846 /****************************************/ 2887 /****************************************/
2847 2888
2848 enter_player_savebed(op); 2889 enter_player_savebed (op);
2849 2890
2850 /* Save the player before inserting the force to reduce
2851 * chance of abuse.
2852 */
2853 op->contr->braced=0; 2891 op->contr->braced = 0;
2854 save_player(op,1);
2855 2892
2856 /* it is possible that the player has blown something up 2893 /* it is possible that the player has blown something up
2857 * at his savebed location, and that can have long lasting 2894 * at his savebed location, and that can have long lasting
2858 * spell effects. So first see if there is a spell effect 2895 * spell effects. So first see if there is a spell effect
2859 * on the space that might harm the player. 2896 * on the space that might harm the player.
2860 */ 2897 */
2861 will_kill_again=0; 2898 will_kill_again = 0;
2862 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)
2863 if (tmp->type ==SPELL_EFFECT) 2900 if (tmp->type == SPELL_EFFECT)
2864 will_kill_again|=tmp->attacktype; 2901 will_kill_again |= tmp->attacktype;
2865 } 2902
2866 if (will_kill_again) { 2903 if (will_kill_again)
2904 {
2867 object *force; 2905 object *force;
2868 int at; 2906 int at;
2869 2907
2870 force=get_archetype(FORCE_NAME); 2908 force = get_archetype (FORCE_NAME);
2871 /* 50 ticks should be enough time for the spell to abate */ 2909 /* 50 ticks should be enough time for the spell to abate */
2872 force->speed=0.1; 2910 force->speed = 0.1f;
2873 force->speed_left=-5.0; 2911 force->speed_left = -5.f;
2874 SET_FLAG(force, FLAG_APPLIED); 2912 SET_FLAG (force, FLAG_APPLIED);
2875 for (at=0; at<NROFATTACKS; at++) { 2913 for (at = 0; at < NROFATTACKS; at++)
2876 if (will_kill_again & (1 << at)) 2914 if (will_kill_again & (1 << at))
2877 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);
2878 } 2952 }
2879 insert_ob_in_ob(force, op);
2880 fix_player(op);
2881
2882 }
2883 /**************************************/
2884 /* */
2885 /* Repaint the characters inv, and */
2886 /* stats, and show a nasty message ;) */
2887 /* */
2888 /**************************************/
2889
2890 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2891 return;
2892 } /* NOT_PERMADETH */
2893 else {
2894 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2895 * should probably be embedded in an else statement.
2896 */
2897
2898 op->contr->party=NULL;
2899 if (settings.set_title == TRUE)
2900 op->contr->own_title[0]='\0';
2901 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2902 check_score(op);
2903 if(op->contr->ranges[range_golem]!=NULL) {
2904 remove_friendly_object(op->contr->ranges[range_golem]);
2905 remove_ob(op->contr->ranges[range_golem]);
2906 free_object(op->contr->ranges[range_golem]);
2907 op->contr->ranges[range_golem]=NULL;
2908 op->contr->golem_count=0;
2909 }
2910 loot_object(op); /* Remove some of the items for good */
2911 remove_ob(op);
2912 op->direction=0;
2913
2914 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2915 delete_character(op->name,0);
2916 if (settings.resurrection == TRUE) {
2917 /* save playerfile sans equipment when player dies
2918 ** then save it as player.pl.dead so that future resurrection
2919 ** type spells will work on them nicely
2920 */
2921 delete_character(op->name,0);
2922 op->stats.hp = op->stats.maxhp;
2923 op->stats.food = 999;
2924
2925 /* set the location of where the person will reappear when */
2926 /* maybe resurrection code should fix map also */
2927 strcpy(op->contr->maplevel, settings.emergency_mapname);
2928 if(op->map!=NULL)
2929 op->map = NULL;
2930 op->x = settings.emergency_x;
2931 op->y = settings.emergency_y;
2932 save_player(op,0);
2933 op->map = map;
2934 /* please see resurrection.c: peterm */
2935 dead_player(op);
2936 } else { 2953 else
2937 delete_character(op->name,1); 2954 tmp->destroy ();
2938 } 2955 }
2939 } 2956 else
2940 play_again(op);
2941
2942 /* peterm: added to create a corpse at deathsite. */
2943 tmp=arch_to_object(find_archetype("corpse_pl"));
2944 sprintf(buf,"%s", &op->name);
2945 tmp->name = tmp->name_pl = buf;
2946 tmp->level=op->level;
2947 tmp->x=x;tmp->y=y;
2948 tmp->msg = gravestone_text(op);
2949 SET_FLAG (tmp, FLAG_UNIQUE);
2950 insert_ob_in_map (tmp, map, NULL,0);
2951 }
2952}
2953
2954
2955void loot_object(object *op) { /* Grab and destroy some treasure */
2956 object *tmp,*tmp2,*next;
2957
2958 if (op->container) { /* close open sack first */
2959 esrv_apply_container (op, op->container);
2960 }
2961
2962 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2963 next=tmp->below;
2964 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2965 remove_ob(tmp);
2966 tmp->x=op->x,tmp->y=op->y;
2967 if (tmp->type == CONTAINER) { /* empty container to ground */
2968 loot_object(tmp);
2969 }
2970 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2971 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2972 if(tmp->nrof>1) {
2973 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2974 free_object(tmp2);
2975 insert_ob_in_map(tmp,op->map,NULL,0); 2957 insert_ob_in_map (tmp, op->map, NULL, 0);
2976 } else
2977 free_object(tmp);
2978 } else
2979 insert_ob_in_map(tmp,op->map,NULL,0);
2980 } 2958 }
2981} 2959}
2982 2960
2983/* 2961/*
2984 * fix_weight(): Check recursively the weight of all players, and fix 2962 * fix_weight(): Check recursively the weight of all players, and fix
2985 * 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
2986 * was changed. 2964 * was changed.
2987 */ 2965 */
2988 2966void
2989void fix_weight(void) { 2967fix_weight (void)
2990 player *pl; 2968{
2991 for (pl = first_player; pl != NULL; pl = pl->next) { 2969 for_all_players (pl)
2970 {
2992 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2971 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2972
2993 if(old == sum) 2973 if (old == sum)
2994 continue; 2974 continue;
2995 fix_player(pl->ob); 2975 pl->ob->update_stats ();
2996 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2976 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2997 &pl->ob->name, old, sum);
2998 } 2977 }
2999} 2978}
3000 2979
2980void
3001void fix_luck(void) { 2981fix_luck (void)
3002 player *pl; 2982{
3003 for (pl = first_player; pl != NULL; pl = pl->next) 2983 for_all_players (pl)
3004 if (!pl->ob->contr->state) 2984 if (!pl->ob->contr->ns->state)
3005 change_luck(pl->ob, 0); 2985 pl->ob->change_luck (0);
3006} 2986}
3007
3008 2987
3009/* cast_dust() - handles op throwing objects of type 'DUST'. 2988/* cast_dust() - handles op throwing objects of type 'DUST'.
3010 * This is much simpler in the new spell code - we basically 2989 * This is much simpler in the new spell code - we basically
3011 * just treat this as any other spell casting object. 2990 * just treat this as any other spell casting object.
3012 */ 2991 */
3013
3014void 2992void
3015cast_dust (object * op, object * throw_ob, int dir) 2993cast_dust (object *op, object *throw_ob, int dir)
3016{ 2994{
3017 object *skop, *spob; 2995 object *skop, *spob;
3018 2996
3019 skop = find_skill_by_name (op, throw_ob->skill); 2997 skop = find_skill_by_name (op, throw_ob->skill);
3020 2998
3021 /* casting POTION 'dusts' is really a use_magic_item skill */ 2999 /* casting POTION 'dusts' is really a use_magic_item skill */
3022 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3000 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3023 { 3001 {
3024 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);
3025 &op->name);
3026 return; 3003 return;
3027 } 3004 }
3028 3005
3029 spob = throw_ob->inv; 3006 spob = throw_ob->inv;
3030 3007
3031 // 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
3032 // 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
3033 // errors should be reported as early as possible IMHO) 3010 // errors should be reported as early as possible IMHO)
3034 if (!spob) 3011 if (!spob)
3035 { 3012 {
3036 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);
3037 &throw_ob->name, &op->name);
3038 return; 3014 return;
3039 } 3015 }
3040 3016
3041 if (op->type == PLAYER) 3017 if (op->type == PLAYER)
3042 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);
3043 3019
3044 cast_spell (op, throw_ob, dir, spob, NULL); 3020 cast_spell (op, throw_ob, dir, spob, NULL);
3045 3021
3046 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3022 throw_ob->destroy ();
3047 remove_ob (throw_ob);
3048 free_object (throw_ob);
3049} 3023}
3050 3024
3025void
3051void make_visible (object *op) { 3026make_visible (object *op)
3027{
3052 op->hide = 0; 3028 op->hide = 0;
3053 op->invisible = 0; 3029 op->invisible = 0;
3054 if(op->type==PLAYER) { 3030 if (op->type == PLAYER)
3031 {
3055 op->contr->tmp_invis = 0; 3032 op->contr->tmp_invis = 0;
3056 op->contr->invis_race = 0; 3033 op->contr->invis_race = 0;
3057 } 3034 }
3035
3058 update_object(op,UP_OBJ_FACE); 3036 update_object (op, UP_OBJ_CHANGE);
3059} 3037}
3060 3038
3039int
3061int is_true_undead(object *op) { 3040is_true_undead (object *op)
3062 object *tmp=NULL; 3041{
3063
3064 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3042 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3043 return 1;
3065 3044
3066 if(op->type==PLAYER)
3067 for(tmp=op->inv;tmp;tmp=tmp->below)
3068 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3069 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3070 return 0; 3045 return 0;
3071} 3046}
3072 3047
3073/* look at the surrounding terrain to determine 3048/* look at the surrounding terrain to determine
3074 * the hideability of this object. Positive levels 3049 * the hideability of this object. Positive levels
3075 * indicate greater hideability. 3050 * indicate greater hideability.
3076 */ 3051 */
3077 3052
3053int
3078int hideability(object *ob) { 3054hideability (object *ob)
3055{
3079 int i,level=0, mflag; 3056 int i, level = 0, mflag;
3080 sint16 x,y; 3057 sint16 x, y;
3081 3058
3082 if(!ob||!ob->map) return 0; 3059 if (!ob || !ob->map)
3060 return 0;
3083 3061
3084 /* so, on normal lighted maps, its hard to hide */ 3062 /* so, on normal lighted maps, its hard to hide */
3085 level=ob->map->darkness - 2; 3063 level = ob->map->darkness - 2;
3086 3064
3087 /* this also picks up whether the object is glowing. 3065 /* this also picks up whether the object is glowing.
3088 * 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
3089 * as bad as carrying a light on a pitch dark map */ 3067 * as bad as carrying a light on a pitch dark map */
3090 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3068 if (has_carried_lights (ob))
3069 level = -(10 + (2 * ob->map->darkness));
3091 3070
3092 /* scan through all nearby squares for terrain to hide in */ 3071 /* scan through all nearby squares for terrain to hide in */
3093 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 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 {
3094 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3074 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3095 if (mflag & P_OUT_OF_MAP) { continue; } 3075 if (mflag & P_OUT_OF_MAP)
3076 {
3077 continue;
3078 }
3096 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3079 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3097 level += 2; 3080 level += 2;
3098 else /* open terrain! */ 3081 else /* open terrain! */
3099 level -= 1; 3082 level -= 1;
3100 } 3083 }
3101 3084
3102#if 0 3085#if 0
3103 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3086 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3104#endif 3087#endif
3105 return level; 3088 return level;
3106} 3089}
3107 3090
3108/* For Hidden creatures - a chance of becoming 'unhidden' 3091/* For Hidden creatures - a chance of becoming 'unhidden'
3109 * every time they move - as we subtract off 'invisibility' 3092 * every time they move - as we subtract off 'invisibility'
3110 * AND, for players, if they move into a ridiculously unhideable 3093 * AND, for players, if they move into a ridiculously unhideable
3111 * spot (surrounded by clear terrain in broad daylight). -b.t. 3094 * spot (surrounded by clear terrain in broad daylight). -b.t.
3112 */ 3095 */
3113 3096void
3114void do_hidden_move (object *op) { 3097do_hidden_move (object *op)
3098{
3115 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3099 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3116 object *skop; 3100 object *skop;
3117 3101
3118 if(!op || !op->map) return; 3102 if (!op || !op->map)
3103 return;
3119 3104
3120 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3105 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3121 3106
3122 /* 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! */
3123 if(op->type==PLAYER && op->contr->run_on) { 3108 if (op->type == PLAYER && op->contr->run_on)
3124 if(!skop || num >= skop->level) { 3109 if (!skop || num >= skop->level)
3110 {
3125 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!");
3126 make_visible(op);
3127 return;
3128 } else num += 20;
3129 }
3130 num += op->map->difficulty;
3131 hide = hideability(op); /* modify by terrain hidden level */
3132 num -= hide;
3133 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3134 make_visible(op); 3112 make_visible (op);
3135 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3113 return;
3136 "You moved out of hiding! You are visible!");
3137 } 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 }
3138 else if (op->type == PLAYER && skop) { 3128 else if (op->type == PLAYER && skop)
3139 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);
3140 }
3141} 3130}
3142 3131
3143/* determine if who is standing near a hostile creature. */ 3132/* determine if who is standing near a hostile creature. */
3144 3133
3134int
3145int stand_near_hostile( object *who ) { 3135stand_near_hostile (object *who)
3136{
3146 object *tmp=NULL; 3137 object *tmp = NULL;
3147 int i,friendly=0,player=0, mflags; 3138 int i, friendly = 0, player = 0, mflags;
3148 mapstruct *m; 3139 maptile *m;
3149 sint16 x,y; 3140 sint16 x, y;
3150 3141
3151 if(!who) return 0; 3142 if (!who)
3143 return 0;
3152 3144
3153 if(who->type==PLAYER) player=1; 3145 if (who->type == PLAYER)
3146 player = 1;
3147
3148 else
3154 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3149 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3155 3150
3156 /* search adjacent squares */ 3151 /* search adjacent squares */
3157 for(i=1;i<9;i++) { 3152 for (i = 1; i < 9; i++)
3153 {
3158 x = who->x+freearr_x[i]; 3154 x = who->x + freearr_x[i];
3159 y = who->y+freearr_y[i]; 3155 y = who->y + freearr_y[i];
3160 m = who->map; 3156 m = who->map;
3161 mflags = get_map_flags(m, &m, x, y, &x, &y); 3157 mflags = get_map_flags (m, &m, x, y, &x, &y);
3162 /* space must be blocked if there is a monster. If not 3158 /* space must be blocked if there is a monster. If not
3163 * blocked, don't need to check this space. 3159 * blocked, don't need to check this space.
3164 */ 3160 */
3165 if (mflags & P_OUT_OF_MAP) continue; 3161 if (mflags & P_OUT_OF_MAP)
3162 continue;
3166 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)))
3167 3164 continue;
3168 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3165
3169 if((player||friendly) 3166 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3167 {
3170 &&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)
3171 return 1; 3174 return 1;
3172 else if(tmp->type==PLAYER)
3173 {
3174 /*don't let a hidden DM prevent you from hiding*/
3175 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3176 return 1;
3177 } 3175 }
3178 } 3176 }
3179 } 3177 }
3180 return 0; 3178 return 0;
3181} 3179}
3182 3180
3183/* check the player los field for viewability of the 3181/* check the player los field for viewability of the
3184 * object op. This function works fine for monsters, 3182 * object op. This function works fine for monsters,
3185 * 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
3192 * 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.
3193 * -b.t. 3191 * -b.t.
3194 * This function is now map tiling safe. 3192 * This function is now map tiling safe.
3195 */ 3193 */
3196 3194
3195int
3197int player_can_view (object *pl,object *op) { 3196player_can_view (object *pl, object *op)
3197{
3198 rv_vector rv; 3198 rv_vector rv;
3199 int dx,dy; 3199 int dx, dy;
3200 3200
3201 if(pl->type!=PLAYER) { 3201 if (pl->type != PLAYER)
3202 {
3202 LOG(llevError,"player_can_view() called for non-player object\n"); 3203 LOG (llevError, "player_can_view() called for non-player object\n");
3203 return -1; 3204 return -1;
3204 } 3205 }
3205 if (!pl || !op) return 0;
3206 3206
3207 if(op->head) { op = op->head; } 3207 if (!pl || !op)
3208 get_rangevector(pl, op, &rv, 0x1);
3209
3210 /* starting with the 'head' part, lets loop
3211 * through the object and find if it has any
3212 * part that is in the los array but isnt on
3213 * a blocked los square.
3214 * we use the archetype to figure out offsets.
3215 */
3216 while(op) {
3217 dx = rv.distance_x + op->arch->clone.x;
3218 dy = rv.distance_y + op->arch->clone.y;
3219
3220 /* only the viewable area the player sees is updated by LOS
3221 * code, so we need to restrict ourselves to that range of values
3222 * for any meaningful values.
3223 */
3224 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3225 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3226 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3227 return 1;
3228 op = op->more;
3229 }
3230 return 0; 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;
3231} 3236}
3232 3237
3233/* routine for both players and monsters. We call this when 3238/* routine for both players and monsters. We call this when
3234 * there is a possibility for our action distrubing our hiding 3239 * there is a possibility for our action distrubing our hiding
3235 * place or invisiblity spell. Artefact invisiblity is not 3240 * place or invisiblity spell. Artefact invisiblity is not
3236 * effected by this. If we arent invisible to begin with, we 3241 * effected by this. If we arent invisible to begin with, we
3237 * return 0. 3242 * return 0.
3238 */ 3243 */
3244int
3239int action_makes_visible (object *op) { 3245action_makes_visible (object *op)
3246{
3240 3247
3241 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3248 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3249 {
3242 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3250 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3243 return 0; 3251 return 0;
3244 3252
3245 if (op->contr && op->contr->tmp_invis == 0) return 0; 3253 if (op->contr && op->contr->tmp_invis == 0)
3254 return 0;
3246 3255
3247 /* If monsters, they should become visible */ 3256 /* If monsters, they should become visible */
3248 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3257 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3258 {
3249 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");
3250 return 1; 3260 return 1;
3251 } 3261 }
3252 } 3262 }
3253 return 0; 3263 return 0;
3254} 3264}
3255 3265
3256/* op_on_battleground - checks if the given object op (usually 3266/* op_on_battleground - checks if the given object op (usually
3257 * a player) is standing on a valid battleground-tile, 3267 * a player) is standing on a valid battleground-tile,
3258 * function returns TRUE/FALSE. If true x, y returns the battleground 3268 * function returns TRUE/FALSE. If true x, y returns the battleground
3259 * -exit-coord. (and if x, y not NULL) 3269 * -exit-coord. (and if x, y not NULL)
3260 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3270 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3261 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3271 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3262 * Default is to do the same as before, so only people wanting to have different points need worry about this 3272 * Default is to do the same as before, so only people wanting to have different points need worry about this
3263 */ 3273 */
3274int
3264int op_on_battleground (object *op, int *x, int *y) { 3275op_on_battleground (object *op, int *x, int *y)
3276{
3265 object *tmp; 3277 object *tmp;
3266 3278
3267 /* A battleground-tile needs the following attributes to be valid: 3279 /* A battleground-tile needs the following attributes to be valid:
3268 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3280 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3269 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3281 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3270 * and the exit-coordinates sp/hp must both be > 0. 3282 * and the exit-coordinates sp/hp must both be > 0.
3271 * => The intention here is to prevent abuse of the battleground- 3283 * => The intention here is to prevent abuse of the battleground-
3272 * feature (like pickable or hidden battleground tiles). */ 3284 * feature (like pickable or hidden battleground tiles). */
3273 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3285 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3286 {
3274 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3287 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3288 {
3275 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3289 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3276 strcmp(tmp->name, "battleground")==0 && 3290 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3277 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3291 {
3278 /*before we assign the exit, check if this is a teambattle*/ 3292 /*before we assign the exit, check if this is a teambattle */
3279 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 {
3280 object *invtmp; 3295 object *invtmp;
3296
3281 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3297 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3282 if(invtmp->type==FORCE && invtmp->slaying && 3298 {
3283 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3299 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3300 {
3284 if (x != NULL && y != NULL) 3301 if (x != NULL && y != NULL)
3285 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3302 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3286 return 1; 3303 return 1;
3304 }
3287 } 3305 }
3288 } 3306 }
3289 }
3290 if (x != NULL && y != NULL) 3307 if (x != NULL && y != NULL)
3291 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3308 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3292 return 1; 3309 return 1;
3310 }
3293 } 3311 }
3294 }
3295 } 3312 }
3296 /* If we got here, did not find a battleground */ 3313 /* If we got here, did not find a battleground */
3297 return 0; 3314 return 0;
3298} 3315}
3299 3316
3300/* 3317/*
3304 * attributes: 3321 * attributes:
3305 * object *who the dragon player 3322 * object *who the dragon player
3306 * int atnr the attack-number of the ability focus 3323 * int atnr the attack-number of the ability focus
3307 * int level ability level 3324 * int level ability level
3308 */ 3325 */
3326void
3309void dragon_ability_gain(object *who, int atnr, int level) { 3327dragon_ability_gain (object *who, int atnr, int level)
3328{
3310 treasurelist *trlist = NULL; /* treasurelist */ 3329 treasurelist *trlist = NULL; /* treasurelist */
3311 treasure *tr; /* treasure */ 3330 treasure *tr; /* treasure */
3312 object *tmp,*skop; /* tmp. object */ 3331 object *tmp, *skop; /* tmp. object */
3313 object *item; /* treasure object */ 3332 object *item; /* treasure object */
3314 char buf[MAX_BUF]; /* tmp. string buffer */ 3333 char buf[MAX_BUF]; /* tmp. string buffer */
3315 int i=0, j=0; 3334 int i = 0, j = 0;
3316 3335
3317 /* get the appropriate treasurelist */ 3336 /* get the appropriate treasurelist */
3318 if (atnr == ATNR_FIRE) 3337 if (atnr == ATNR_FIRE)
3319 trlist = find_treasurelist("dragon_ability_fire"); 3338 trlist = treasurelist::find ("dragon_ability_fire");
3320 else if (atnr == ATNR_COLD) 3339 else if (atnr == ATNR_COLD)
3321 trlist = find_treasurelist("dragon_ability_cold"); 3340 trlist = treasurelist::find ("dragon_ability_cold");
3322 else if (atnr == ATNR_ELECTRICITY) 3341 else if (atnr == ATNR_ELECTRICITY)
3323 trlist = find_treasurelist("dragon_ability_elec"); 3342 trlist = treasurelist::find ("dragon_ability_elec");
3324 else if (atnr == ATNR_POISON) 3343 else if (atnr == ATNR_POISON)
3325 trlist = find_treasurelist("dragon_ability_poison"); 3344 trlist = treasurelist::find ("dragon_ability_poison");
3326 3345
3327 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))
3328 return; 3363 return;
3329 3364
3330 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);
3331 tr = tr->next, i++); 3366 do_learn_spell (who, item, 0);
3332 3367 return;
3333 if (tr == NULL || tr->item == NULL) { 3368 }
3334 /* 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))
3335 return; 3379 return;
3336 }
3337
3338 /* everything seems okay - now bring on the gift: */
3339 item = &(tr->item->clone);
3340
3341 if (item->type == SPELL) {
3342 if (check_spell_known (who, item->name))
3343 return;
3344
3345 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3346 do_learn_spell (who, item, 0);
3347 return;
3348 }
3349
3350 /* grant direct spell */
3351 if (item->type == SPELLBOOK) {
3352 if (!item->inv) {
3353 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3354 return;
3355 }
3356 if (check_spell_known (who, item->inv->name))
3357 return;
3358 if (item->invisible) { 3380 if (item->invisible)
3381 {
3359 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);
3360 do_learn_spell (who, item->inv, 0); 3383 do_learn_spell (who, item->inv, 0);
3361 return; 3384 return;
3362 } 3385 }
3363 } 3386 }
3364 else if (item->type == SKILL_TOOL && item->invisible) { 3387 else if (item->type == SKILL_TOOL && item->invisible)
3388 {
3365 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 {
3366 3391
3367 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3392 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3368 * in this way, if the player is missing any of the attacktypes, he gets 3393 * in this way, if the player is missing any of the attacktypes, he gets
3369 * them. As it is now, if the player has any that match the granted skill, 3394 * them. As it is now, if the player has any that match the granted skill,
3370 * but not all of them, he gets nothing. 3395 * but not all of them, he gets nothing.
3371 */ 3396 */
3372 if (!(skop->attacktype & item->attacktype)) { 3397 if (!(skop->attacktype & item->attacktype))
3398 {
3373 /* Give new attacktype */ 3399 /* Give new attacktype */
3374 skop->attacktype |= item->attacktype; 3400 skop->attacktype |= item->attacktype;
3375 3401
3376 /* always add physical if there's none */ 3402 /* always add physical if there's none */
3377 skop->attacktype |= AT_PHYSICAL; 3403 skop->attacktype |= AT_PHYSICAL;
3378 3404
3379 if (item->msg != NULL) 3405 if (item->msg != NULL)
3380 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3406 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3381 3407
3382 /* Give player new face */ 3408 /* Give player new face */
3383 if (item->animation_id) { 3409 if (item->animation_id)
3410 {
3384 who->face = skop->face; 3411 who->face = skop->face;
3385 who->animation_id = item->animation_id; 3412 who->animation_id = item->animation_id;
3386 who->anim_speed = item->anim_speed; 3413 who->anim_speed = item->anim_speed;
3387 who->last_anim = 0; 3414 who->last_anim = 0;
3388 who->state = 0; 3415 who->state = 0;
3389 animate_object(who, who->direction); 3416 animate_object (who, who->direction);
3390 } 3417 }
3391 } 3418 }
3392 } 3419 }
3393 } 3420 }
3394 else if (item->type == FORCE) { 3421 else if (item->type == FORCE)
3422 {
3395 /* forces in the treasurelist can alter the player's stats */ 3423 /* forces in the treasurelist can alter the player's stats */
3396 object *skin; 3424 object *skin;
3425
3397 /* first get the dragon skin force */ 3426 /* first get the dragon skin force */
3398 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3427 shstr_cmp dragon_skin_force ("dragon_skin_force");
3399 skin=skin->below); 3428 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3400 if (skin == NULL) return; 3429 ;
3401 3430
3431 if (!skin)
3432 return;
3433
3402 /* adding new spellpath attunements */ 3434 /* adding new spellpath attunements */
3403 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3435 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3436 {
3404 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3437 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3405 3438
3406 /* print message */ 3439 /* print message */
3407 sprintf(buf, "You feel attuned to "); 3440 sprintf (buf, "You feel attuned to ");
3408 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3441 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3442 {
3409 if(item->path_attuned & (1<<i)) { 3443 if (item->path_attuned & (1 << i))
3444 {
3410 if (j) 3445 if (j)
3411 strcat(buf," and "); 3446 strcat (buf, " and ");
3412 else 3447 else
3413 j = 1; 3448 j = 1;
3414 strcat(buf, spellpathnames[i]); 3449 strcat (buf, spellpathnames[i]);
3415 } 3450 }
3416 } 3451 }
3417 strcat(buf,"."); 3452 strcat (buf, ".");
3418 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3453 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3419 } 3454 }
3420 3455
3421 /* evtl. adding flags: */ 3456 /* evtl. adding flags: */
3422 if(QUERY_FLAG(item, FLAG_XRAYS)) 3457 if (QUERY_FLAG (item, FLAG_XRAYS))
3423 SET_FLAG(skin, FLAG_XRAYS); 3458 SET_FLAG (skin, FLAG_XRAYS);
3424 if(QUERY_FLAG(item, FLAG_STEALTH)) 3459 if (QUERY_FLAG (item, FLAG_STEALTH))
3425 SET_FLAG(skin, FLAG_STEALTH); 3460 SET_FLAG (skin, FLAG_STEALTH);
3426 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3461 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3427 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3462 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3428 3463
3429 /* print message if there is one */ 3464 /* print message if there is one */
3430 if (item->msg != NULL) 3465 if (item->msg != NULL)
3431 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
3432 } 3469 {
3433 else {
3434 /* generate misc. treasure */ 3470 /* generate misc. treasure */
3435 tmp = arch_to_object (tr->item); 3471 tmp = arch_to_object (tr->item);
3436 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));
3437 tmp = insert_ob_in_ob (tmp, who); 3473 tmp = insert_ob_in_ob (tmp, who);
3438 if (who->type == PLAYER) 3474 if (who->type == PLAYER)
3439 esrv_send_item(who, tmp); 3475 esrv_send_item (who, tmp);
3440 } 3476 }
3441} 3477}
3442 3478
3443/** 3479/**
3444 * 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
3445 * not readied. 3481 * not readied.
3446 */ 3482 */
3483void
3447void player_unready_range_ob(player *pl, object *ob) { 3484player_unready_range_ob (player *pl, object *ob)
3448 rangetype i; 3485{
3486 if (pl->ob->current_weapon == ob)
3487 pl->ob->current_weapon = 0;
3449 3488
3450 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3489 if (pl->combat_ob == ob)
3451 if (pl->ranges[i] == ob) { 3490 pl->combat_ob = 0;
3452 pl->ranges[i] = NULL; 3491
3453 if (pl->shoottype == i) { 3492 if (pl->ranged_ob == ob)
3454 pl->shoottype = range_none; 3493 pl->ranged_ob = 0;
3455 }
3456 }
3457 }
3458} 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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