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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 1.153 by root, Tue Jul 10 05:51:38 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 for (tmp = ob->inv; tmp; tmp = tmp->below)
119 if( *buf == '#') 232 if (tmp->type == FORCE)
120 continue; 233 if (tmp->arch->archname == shstr_dragon_ability_force)
121 if (size + strlen(buf)>=HUGE_BUF) 234 abil = tmp;
235 else if (tmp->arch->archname == shstr_dragon_skin_force)
236 skin = tmp;
237
238 set_dragon_name (ob, abil, skin);
239 }
240
241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
242
243 esrv_new_player (this, ob->weight + ob->carrying);
244
245 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false;
248
249 for (object *op = ob->inv; op; op = op->below)
250 if (op->flag [FLAG_APPLIED])
251 switch (op->type)
122 { 252 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 253 case SKILL:
124 break; 254 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; 255 break;
167 } 256
168 strncat(news+size,buf,HUGE_BUF-size); 257 case WAND:
169 size+=strlen(buf); 258 case ROD:
259 case HORN:
260 case BOW:
261 ranged_ob = op;
262 break;
263
264 case WEAPON:
265 combat_ob = op;
266 break;
170 } 267 }
171 } 268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
270 ob->update_stats ();
271
272 ns->floorbox_update ();
273 esrv_send_inventory (ob, ob);
274 esrv_add_spells (this, 0);
275
276 activate ();
277
278 send_rules (ob);
279 send_news (ob);
280 display_motd (ob);
281
282 INVOKE_PLAYER (CONNECT, this);
283 INVOKE_PLAYER (LOGIN, this);
284}
285
286void
287player::disconnect ()
288{
289 if (ns)
172 290 {
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 291 if (active)
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 292 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}
180 293
181int playername_ok(const char *cp) { 294 INVOKE_PLAYER (DISCONNECT, this);
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184 295
185 for(;*cp!='\0';cp++) 296 ns->reset_stats ();
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_') 297 ns->pl = 0;
187 return 0; 298 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 { 299 }
210 p = new player;
211 300
212 /* This adds the player in the linked list. There is extra 301 if (ob)
213 * complexity here because we want to add the new player at the 302 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;
225 303
226 p->next = NULL; 304 observe = ob;
227 }
228 305
229 /* Clears basically the entire player structure except 306 deactivate ();
230 * for next and socket. 307}
231 */
232 memset (static_cast<player_pod *>(p), 0, sizeof (player_pod));
233 p->attachable_clear ();
234 308
309// the need for this function can be explained
310// by load_object not returning the object
311void
312player::set_object (object *op)
313{
314 ob = observe = op;
315 ob->contr = this; /* this aren't yet in archetype */
316
317 ob->speed = 1.0f;
318 ob->speed_left = 0.5f;
319
320 ob->direction = 5; /* So player faces south */
321}
322
323void
324player::set_observe (object *op)
325{
326 observe = op ? op : ob;
327 do_los = 1;
328}
329
330player::player ()
331{
235 /* There are some elements we want initialized to non zero value - 332 /* There are some elements we want initialised to non zero value -
236 * we deal with that below this point. 333 * we deal with that below this point.
237 */ 334 */
238 p->party = NULL; 335 outputs_sync = 4;
239 p->outputs_sync = 16; /* Every 2 seconds */ 336 outputs_count = 4;
240 p->outputs_count = 8; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 337 unapply = unapply_nochoice;
242 p->Swap_First = -1;
243 338
244#ifdef AUTOSAVE
245 p->last_save_tick = 9999999;
246#endif
247
248 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 339 savebed_map = first_map_path; /* Init. respawn position */
249 340
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; 341 gen_sp_armour = 10;
264 p->last_speed = -1;
265 p->shoottype = range_none;
266 p->bowtype = bow_normal; 342 bowtype = bow_normal;
267 p->petmode = pet_normal; 343 petmode = pet_normal;
268 p->listening = 10; 344 listening = 10;
269 p->usekeys = containers; 345 usekeys = containers;
270 p->last_weapon_sp = -1;
271 p->peaceful = 1; /* default peaceful */ 346 peaceful = 1; /* default peaceful */
272 p->do_los = 1; 347 do_los = 1;
273 p->explore = 0;
274 p->no_shout = 0; /* default can shout */
275 348
276 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 349 weapon_sp = 1.0f;
277 p->title[sizeof (p->title) - 1] = '\0'; 350 weapon_sp_left = 0.5f;
278 op->race = op->arch->clone.race; 351}
279 352
280 CLEAR_FLAG (op, FLAG_READY_SKILL); 353void
354player::do_destroy ()
355{
356 disconnect ();
281 357
282 /* we need to clear these to -1 and not zero - otherwise, 358 attachable::do_destroy ();
283 * if a player quits and starts a new character, we wont 359
284 * send new values to the client, as things like exp start 360 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 } 361 {
292 for (i = 0; i < NROFATTACKS; i++) 362 ob->destroy_inv (false);
363 ob->destroy ();
293 { 364 }
294 p->last_resist[i] = -1;
295 }
296 p->last_stats.exp = -1;
297 p->last_weight = (uint32) - 1;
298 365
299 p->socket.update_look = 0; 366 ob = observe = 0;
300 p->socket.look_position = 0;
301 return p;
302} 367}
303 368
304/* This loads the first map an puts the player on it. */ 369player::~player ()
305static void set_first_map(object *op)
306{ 370{
307 strcpy(op->contr->maplevel, first_map_path); 371 /* Clear item stack */
308 op->x = -1; 372 free (stack_items);
309 op->y = -1;
310 enter_exit(op, NULL);
311} 373}
312 374
313/* Tries to add player on the connection passwd in ns. 375/* 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 376 * All we can really get in this is some settings like host and display
315 * mode. 377 * mode.
316 */ 378 */
379player *
380player::create ()
381{
382 player *pl = new player;
317 383
318int add_player(NewSocket *ns) { 384 pl->set_object (arch_to_object (get_player_archetype (0)));
319 player *p;
320 385
321 p=get_player(NULL); 386 pl->ob->roll_stats ();
322 p->socket = *ns; 387 pl->ob->stats.wc = 2;
323 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 388 pl->ob->run_away = 25; /* Then we panick... */
324 if(p->socket.faces_sent == NULL) 389
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); 390 set_first_map (pl->ob);
333 391
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; 392 return pl;
341} 393}
342 394
343/* 395/*
344 * get_player_archetype() return next player archetype from archetype 396 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 397 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 398 * Note: there MUST be at least one player archetype!
347 */ 399 */
400archetype *
348archetype *get_player_archetype(archetype* at) 401get_player_archetype (archetype *at)
349{ 402{
350 archetype *start = at; 403 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
404
351 for (;;) { 405 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 } 406 {
363} 407 if (++i == archetypes.end ())
408 i = archetypes.begin ();
409 else if (*i == at)
410 cleanup ("not a single player archetype found");
364 411
412 if ((*i)->type == PLAYER)
413 return *i;
414 }
415}
365 416
417object *
366object *get_nearest_player(object *mon) { 418get_nearest_player (object *mon)
419{
367 object *op = NULL; 420 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol; 421 objectlink *ol;
370 unsigned lastdist; 422 unsigned lastdist;
371 rv_vector rv; 423 rv_vector rv;
372 424
373 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 {
374 /* We should not find free objects on this friendly list, but it 427 /* We should not find free objects on this friendly list, but it
375 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
378 */ 431 */
379 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 432 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
433 {
380 object *tmp=ol->ob; 434 object *tmp = ol->ob;
381 435
382 /* Can't do much more other than log the fact, because the object 436 /* Can't do much more other than log the fact, because the object
383 * itself will have been cleared. 437 * itself will have been cleared.
384 */ 438 */
385 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
386 ol = ol->next; 441 ol = ol->next;
387 remove_friendly_object(tmp); 442 remove_friendly_object (tmp);
443 if (!ol)
388 if (!ol) return op; 444 return op;
389 } 445 }
390 446
391 /* Remove special check for player from this. First, it looks to cause 447 /* 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 448 * some crashes (ol->ob->contr not set properly?), but secondly, a more
393 * complicated method of state checking would be needed in any case - 449 * 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 450 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove 451 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this 452 * on_same_map check, as can_detect_enemy also does this
397 */ 453 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 454 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 455 continue;
400 456
401 if(lastdist>rv.distance) { 457 if (lastdist > rv.distance)
458 {
402 op=ol->ob; 459 op = ol->ob;
403 lastdist=rv.distance; 460 lastdist = rv.distance;
404 } 461 }
405 } 462 }
406 for (pl=first_player; pl != NULL; pl=pl->next) { 463
464 for_all_players (pl)
407 if (can_detect_enemy(mon, pl->ob,&rv)) { 465 if (can_detect_enemy (mon, pl->ob, &rv))
408
409 if(lastdist>rv.distance) { 466 if (lastdist > rv.distance)
410 op=pl->ob;
411 lastdist=rv.distance;
412 }
413 } 467 {
414 } 468 op = pl->ob;
469 lastdist = rv.distance;
470 }
471
415#if 0 472#if 0
416 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)"); 473 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 474#endif
418 return op; 475 return op;
419} 476}
420 477
421/* I believe this can safely go to 2, 3 is questionable, 4 will likely 478/* 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 479 * result in a monster paths backtracking. It basically determines how large a
423 * detour a monster will take from the direction path when looking 480 * detour a monster will take from the direction path when looking
437 * circling behaviour. Unfortunately, this function is also used to determined 494 * 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 495 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 496 * is probably not a good thing.
440 */ 497 */
441#define MAX_SPACES 50 498#define MAX_SPACES 50
442
443 499
444/* 500/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 501 * 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 502 * 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 503 * 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. 516 * 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, 517 * 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 518 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself. 519 * is blocking itself.
464 */ 520 */
521int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 522path_to_player (object *mon, object *pl, unsigned mindiff)
523{
466 rv_vector rv; 524 rv_vector rv;
467 sint16 x,y; 525 sint16 x, y;
468 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 526 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
469 mapstruct *m ,*lastmap; 527 maptile *m, *lastmap;
470 528
471 get_rangevector(mon, pl, &rv, 0); 529 get_rangevector (mon, pl, &rv, 0);
472 530
473 if (rv.distance<mindiff) return 0; 531 if (rv.distance < mindiff)
532 return 0;
474 533
475 x=mon->x; 534 x = mon->x;
476 y=mon->y; 535 y = mon->y;
477 m=mon->map; 536 m = mon->map;
478 dir = rv.direction; 537 dir = rv.direction;
479 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 538 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); 539 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
540
481 /* If we can't solve it within the search distance, return now. */ 541 /* If we can't solve it within the search distance, return now. */
482 if (diff>max) return 0; 542 if (diff > max)
543 return 0;
544
483 while (diff >1 && max>0) { 545 while (diff > 1 && max > 0)
546 {
484 lastx = x; 547 lastx = x;
485 lasty = y; 548 lasty = y;
486 lastmap = m; 549 lastmap = m;
487 x = lastx + freearr_x[dir]; 550 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir]; 551 y = lasty + freearr_y[dir];
489 552
490 mflags = get_map_flags(m, &m, x, y, &x, &y); 553 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); 554 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
492 555
493 /* Space is blocked - try changing direction a little */ 556 /* Space is blocked - try changing direction a little */
494 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 557 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)))) { 558 && (m == mon->map && blocked_link (mon, m, x, y))))
559 {
496 /* recalculate direction from last good location. Possible 560 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before. 561 * we were not traversing ideal location before.
498 */ 562 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 563 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) { 564 if (rv.direction != dir)
565 {
501 /* OK - says direction should be different - lets reset the 566 /* OK - says direction should be different - lets reset the
502 * the values so it will try again. 567 * the values so it will try again.
503 */ 568 */
504 x = lastx; 569 x = lastx;
505 y = lasty; 570 y = lasty;
506 m = lastmap; 571 m = lastmap;
507 dir = firstdir = rv.direction; 572 dir = firstdir = rv.direction;
573 }
508 } else { 574 else
575 {
509 /* direct path is blocked - try taking a side step to 576 /* direct path is blocked - try taking a side step to
510 * either the left or right. 577 * either the left or right.
511 * Note increase the values in the loop below to be 578 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes 579 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting 580 * 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 581 * too big (3 or maybe 4 or higher) as the monster may just try
515 * stepping back and forth 582 * stepping back and forth
516 */ 583 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 584 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
585 {
586 if (i == 0)
518 if (i==0) continue; /* already did this, so skip it */ 587 continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise, 588 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in 589 * since the direction that the creature should move in
521 * may change, you could get infinite loops. 590 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only 591 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance, 592 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north, 593 * gets blocked, finds that it should move north,
525 * can't do that, but now finds it can move east, and 594 * can't do that, but now finds it can move east, and
526 * gets back to its original point. lastdir contains 595 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully 596 * the last direction the creature has successfully
528 * moved. 597 * moved.
529 */ 598 */
530 599
531 x = lastx + freearr_x[absdir(lastdir+i)]; 600 x = lastx + freearr_x[absdir (lastdir + i)];
532 y = lasty + freearr_y[absdir(lastdir+i)]; 601 y = lasty + freearr_y[absdir (lastdir + i)];
533 m = lastmap; 602 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y); 603 mflags = get_map_flags (m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue; 604 if (mflags & P_OUT_OF_MAP)
605 continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 606 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 607 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
608 continue;
538 if (mflags & P_BLOCKSVIEW) continue; 609 if (mflags & P_BLOCKSVIEW)
610 continue;
539 611
540 if (m == mon->map && blocked_link(mon, m, x, y)) break; 612 if (m == mon->map && blocked_link (mon, m, x, y))
613 break;
541 } 614 }
542 /* go through entire loop without finding a valid 615 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path. 616 * sidestep to take - thus, no valid path.
544 */ 617 */
545 if (i==(DETOUR_AMOUNT+1)) 618 if (i == (DETOUR_AMOUNT + 1))
546 return 0; 619 return 0;
547 diff--; 620 diff--;
548 lastdir=dir; 621 lastdir = dir;
549 max--; 622 max--;
550 if (!firstdir) firstdir = dir+i; 623 if (!firstdir)
624 firstdir = dir + i;
551 } /* else check alternate directions */ 625 } /* else check alternate directions */
552 } /* if blocked */ 626 } /* if blocked */
553 else { 627 else
628 {
554 /* we moved towards creature, so diff is less */ 629 /* we moved towards creature, so diff is less */
555 diff--; 630 diff--;
556 max--; 631 max--;
557 lastdir=dir; 632 lastdir = dir;
633 if (!firstdir)
558 if (!firstdir) firstdir = dir; 634 firstdir = dir;
635 }
636
637 if (diff <= 1)
559 } 638 {
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually 639 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance. 640 * headed toward player for entire distance.
563 */ 641 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 642 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); 643 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
566 } 644 }
567 if (diff>max) return 0; 645
646 if (diff > max)
647 return 0;
568 } 648 }
649
569 /* If we reached the max, didn't find a direction in time */ 650 /* If we reached the max, didn't find a direction in time */
570 if (!max) return 0; 651 if (!max)
652 return 0;
571 653
572 return firstdir; 654 return firstdir;
573} 655}
574 656
657void
575void give_initial_items(object *pl,treasurelist *items) { 658give_initial_items (object *pl, treasurelist * items)
659{
576 object *op,*next=NULL; 660 object *op, *next = NULL;
577 661
578 if(pl->randomitems!=NULL) 662 if (pl->randomitems != NULL)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 663 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
580 664
581 for (op=pl->inv; op; op=next) { 665 for (op = pl->inv; op; op = next)
666 {
582 next = op->below; 667 next = op->below;
583 668
584 /* Forces get applied per default, unless they have the 669 /* Forces get applied per default, unless they have the
585 * flag "neutral" set. Sorry but I can't think of a better way 670 * flag "neutral" set. Sorry but I can't think of a better way
586 */ 671 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 672 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED); 673 SET_FLAG (op, FLAG_APPLIED);
589 674
590 /* we never give weapons/armour if these cannot be used 675 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions 676 * by this player due to race restrictions
592 */ 677 */
593 if (pl->type == PLAYER) { 678 if (pl->type == PLAYER)
679 {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 680 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
595 (op->type == ARMOUR || op->type == BOOTS || 681 (op->type == ARMOUR || op->type == BOOTS ||
596 op->type == CLOAK || op->type == HELMET || 682 op->type == CLOAK || op->type == HELMET ||
597 op->type == SHIELD || op->type == GLOVES || 683 op->type == SHIELD || op->type == GLOVES ||
598 op->type == BRACERS || op->type == GIRDLE)) || 684 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 } 685 {
604 } 686 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; 687 continue;
624 } 688 }
625 if (op->nrof > 1) op->nrof = 1; 689 }
690
691 /* This really needs to be better - we should really give
692 * a substitute spellbook. The problem is that we don't really
693 * have a good idea what to replace it with (need something like
694 * a first level treasurelist for each skill.)
695 * remove duplicate skills also
696 */
697 if (op->type == SPELLBOOK || op->type == SKILL)
626 } 698 {
699 object *tmp;
627 700
701 for (tmp = op->below; tmp; tmp = tmp->below)
702 if (tmp->type == op->type && tmp->name == op->name)
703 break;
704
705 if (tmp)
706 {
707 op->destroy ();
708 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
709 continue;
710 }
711
712 if (op->nrof > 1)
713 op->nrof = 1;
714 }
715
628 if (op->type == SPELLBOOK && op->inv) { 716 if (op->type == SPELLBOOK && op->inv)
717 {
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 718 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
630 } 719 }
631 720
632 /* Give starting characters identified, uncursed, and undamned 721 /* Give starting characters identified, uncursed, and undamned
633 * items. Just don't identify gold or silver, or it won't be 722 * items. Just don't identify gold or silver, or it won't be
634 * merged properly. 723 * merged properly.
635 */ 724 */
636 if (need_identify(op)) { 725 if (need_identify (op))
726 {
637 SET_FLAG(op, FLAG_IDENTIFIED); 727 SET_FLAG (op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED); 728 CLEAR_FLAG (op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED); 729 CLEAR_FLAG (op, FLAG_DAMNED);
730 }
731 if (op->type == SPELL)
640 } 732 {
641 if(op->type==SPELL) { 733 op->destroy ();
642 remove_ob(op);
643 free_object(op);
644 continue; 734 continue;
735 }
736 else if (op->type == SKILL)
645 } 737 {
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL); 738 SET_FLAG (op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0; 739 op->stats.exp = 0;
649 op->level = 1; 740 op->level = 1;
650 } 741 }
651 /* lock all 'normal items by default */ 742 /* lock all 'normal items by default */
743 else
652 else SET_FLAG(op, FLAG_INV_LOCKED); 744 SET_FLAG (op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */ 745 } /* for loop of objects in player inv */
654 746
655 /* Need to set up the skill pointers */ 747 /* Need to set up the skill pointers */
656 link_player_skills(pl); 748 link_player_skills (pl);
657} 749}
658 750
659void get_name(object *op) { 751void
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) { 752get_party_password (object *op, partylist *party)
753{
732 if (party == NULL) { 754 if (party == NULL)
755 {
733 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 756 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
734 return; 757 return;
735 } 758 }
759
736 op->contr->write_buf[0]='\0'; 760 op->contr->write_buf[0] = '\0';
737 op->contr->state=ST_GET_PARTY_PASSWORD; 761 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
738 op->contr->party_to_join = party; 762 op->contr->party_to_join = party;
739 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 763 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
740} 764}
741
742 765
743/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 766/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
767static int
744int roll_stat(void) { 768roll_stat (void)
769{
745 int a[4],i,j,k; 770 int a[4], i, j, k;
746 771
747 for(i=0;i<4;i++) 772 for (i = 0; i < 4; i++)
748 a[i]=(int)RANDOM()%6+1; 773 a[i] = (int) rndm (6) + 1;
749 774
750 for(i=0,j=0,k=7;i<4;i++) 775 for (i = 0, j = 0, k = 7; i < 4; i++)
751 if(a[i]<k) 776 if (a[i] < k)
752 k=a[i],j=i; 777 k = a[i], j = i;
753 778
754 for(i=0,k=0;i<4;i++) { 779 for (i = 0, k = 0; i < 4; i++)
755 if(i!=j) 780 if (i != j)
756 k+=a[i]; 781 k += a[i];
757 } 782
758 return k; 783 return k;
759} 784}
760 785
761void roll_stats(object *op) { 786void
787object::roll_stats ()
788{
789 int statsort [NUM_STATS];
790
791 for (;;)
792 {
762 int sum=0; 793 int sum = 0;
763 int i = 0, j = 0; 794 for (int i = NUM_STATS; i--; )
764 int statsort[7]; 795 sum += statsort [i] = roll_stat ();
765 796
766 do { 797 if (sum >= 82 && sum <= 116)
767 op->stats.Str=roll_stat(); 798 break;
768 op->stats.Dex=roll_stat(); 799 }
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);
778 800
779 /* Sort the stats so that rerolling is easier... */ 801 // Sort the stats so that rerolling is easier...
780 statsort[0] = op->stats.Str; 802 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;
787 803
788 /* a quick and dirty bubblesort? */ 804 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]; 805 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];
807 806
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; 807 stats.exp = 0;
819 op->stats.ac=0; 808 stats.ac = 0;
820 809
810 stats.hp = stats.maxhp;
811 stats.sp = stats.maxsp;
812 stats.grace = stats.maxgrace;
813
814 if (contr)
815 {
821 op->contr->levhp[1] = 9; 816 contr->levhp[1] = 9;
822 op->contr->levsp[1] = 6; 817 contr->levsp[1] = 6;
823 op->contr->levgrace[1] = 3; 818 contr->levgrace[1] = 3;
824 819
825 fix_player(op); 820 contr->orig_stats = stats;
821 }
822}
823
824void
825object::swap_stats (int a, int b)
826{
827 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
828
829 for (int i = 0; i < NUM_STATS; ++i)
830 stats.stat (i) = contr->orig_stats.stat (i);
831
832 //TODO: the following code looks so borked and should, at the very least,
833 // be merged with the similar code in roll_stats
834 stats.ac = 0;
835
836 level = 1;
837 stats.exp = 0;
838 stats.ac = 0;
839
826 op->stats.hp = op->stats.maxhp; 840 stats.hp = stats.maxhp;
827 op->stats.sp = op->stats.maxsp; 841 stats.sp = stats.maxsp;
828 op->stats.grace = op->stats.maxgrace; 842 stats.grace = stats.maxgrace;
843
844 if (contr)
845 {
846 contr->levhp[1] = 9;
847 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3;
849
829 op->contr->orig_stats=op->stats; 850 contr->orig_stats = stats;
851 }
830} 852}
831 853
832void Roll_Again(object *op) 854static void
855start_info (object *op)
833{ 856{
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]; 857 char buf[MAX_BUF];
842 858
843 if ( op->contr->Swap_First == -1 ) { 859 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); 860 new_draw_info (NDI_UNIQUE, 0, op, buf);
859 op->stats.Str = op->contr->orig_stats.Str; 861 //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); 862 //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} 863}
951 864
952/* This function takes the key that is passed, and does the 865/* This function takes the key that is passed, and does the
953 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
954 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
955 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
956 * not the class. 869 * not the class.
957 */ 870 */
958 871void
959int key_change_class(object *op, char key) 872player::chargen_race_done ()
960{ 873{
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 */ 874 /* this must before then initial items are given */
972 esrv_new_player(op->contr, op->weight+op->carrying); 875 esrv_new_player (ob->contr, ob->weight + ob->carrying);
973 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
974 876
877 treasurelist *tl = treasurelist::find ("starting_wealth");
878 if (tl)
879 create_treasure (tl, ob, 0, 0, 0);
880
975 INVOKE_PLAYER (BIRTH, op->contr); 881 INVOKE_PLAYER (BIRTH, ob->contr);
976 INVOKE_PLAYER (LOGIN, op->contr); 882 INVOKE_PLAYER (LOGIN, ob->contr);
977 883
978 op->contr->state=ST_PLAYING; 884 ob->contr->ns->state = ST_PLAYING;
979 885
980 if (op->msg) 886 if (ob->msg)
981 op->msg=NULL; 887 ob->msg = 0;
982 888
983 /* We create this now because some of the unique maps will need it 889 /* We create this now because some of the unique maps will need it
984 * to save here. 890 * 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 */ 891 */
1025 892 {
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]; 893 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); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1091 for (mp=first_map; mp!=NULL; mp=next) { 895 make_path_to_file (buf);
1092 next = mp->next; 896 }
1093 if (!strncmp(mp->path, buf, strlen(buf))) 897
1094 delete_map(mp); 898 start_info (ob);
1095 } 899 CLEAR_FLAG (ob, FLAG_WIZ);
1096 900 give_initial_items (ob, ob->randomitems);
1097 delete_character(op->name, 1); 901 link_player_skills (ob);
902 esrv_send_inventory (ob, ob);
903 ob->update_stats ();
904
905 /* This moves the player to a different start map, if there
906 * is one for this race
907 */
908 if (*first_map_ext_path)
1098 } 909 {
1099 play_again(op); 910 object *tmp;
1100 return 1; 911 char mapname[MAX_BUF];
1101}
1102 912
913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
914 tmp = object::create ();
915 EXIT_PATH (tmp) = mapname;
916 EXIT_X (tmp) = ob->x;
917 EXIT_Y (tmp) = ob->y;
918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
919 * if the map isn't there, then stay on the
920 * default initial map */
921 tmp->destroy ();
922 }
923 else
924 LOG (llevDebug, "first_map_ext_path not set\n");
925}
926
927void
928player::chargen_race_next ()
929{
930 /* Following actually changes the race - this is the default command
931 * if we don't match with one of the options above.
932 */
933
934 do
935 {
936 shstr name = ob->name;
937 int x = ob->x, y = ob->y;
938
939 ob->remove_statbonus ();
940 ob->remove ();
941 ob->arch = get_player_archetype (ob->arch);
942 ob->arch->copy_to (ob);
943 ob->instantiate ();
944 ob->stats = ob->contr->orig_stats;
945 ob->name = ob->name_pl = name;
946 ob->x = x;
947 ob->y = y;
948 SET_ANIMATION (ob, 2); /* So player faces south */
949 insert_ob_in_map (ob, ob->map, ob, 0);
950 assign (ob->contr->title, ob->arch->object::name);
951 ob->add_statbonus ();
952 }
953 while (!allowed_class (ob));
954
955 update_object (ob, UP_OBJ_FACE);
956 esrv_update_item (UPD_FACE, ob, ob);
957 ob->update_stats ();
958 ob->stats.hp = ob->stats.maxhp;
959 ob->stats.sp = ob->stats.maxsp;
960 ob->stats.grace = 0;
961}
962
963void
1103void flee_player(object *op) { 964flee_player (object *op)
965{
1104 int dir,diff; 966 int dir, diff;
1105 rv_vector rv; 967 rv_vector rv;
1106 968
1107 if(op->stats.hp < 0) { 969 if (op->stats.hp < 0)
970 {
1108 LOG(llevDebug, "Fleeing player is dead.\n"); 971 LOG (llevDebug, "Fleeing player is dead.\n");
1109 CLEAR_FLAG(op, FLAG_SCARED); 972 CLEAR_FLAG (op, FLAG_SCARED);
973 return;
974 }
975
976 if (op->enemy == NULL)
977 {
978 LOG (llevDebug, "Fleeing player had no enemy.\n");
979 CLEAR_FLAG (op, FLAG_SCARED);
980 return;
981 }
982
983 /* Seen some crashes here. Since we don't store an
984 * op->enemy_count, it is possible that something destroys the
985 * actual enemy, and the object is recycled.
986 */
987 if (op->enemy->map == NULL)
988 {
989 CLEAR_FLAG (op, FLAG_SCARED);
990 op->enemy = NULL;
991 return;
992 }
993
994 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
995 {
996 op->enemy = NULL;
997 CLEAR_FLAG (op, FLAG_SCARED);
998 return;
999 }
1000
1001 get_rangevector (op, op->enemy, &rv, 0);
1002
1003 dir = absdir (4 + rv.direction);
1004 for (diff = 0; diff < 3; diff++)
1005 {
1006 int m = 1 - (RANDOM () & 2);
1007
1008 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1110 return; 1009 return;
1111 } 1010 }
1112 1011
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 */ 1012 /* Cornered, get rid of scared */
1145 CLEAR_FLAG(op, FLAG_SCARED); 1013 CLEAR_FLAG (op, FLAG_SCARED);
1146 op->enemy=NULL; 1014 op->enemy = NULL;
1147} 1015}
1148
1149 1016
1150/* check_pick sees if there is stuff to be picked up/picks up stuff. 1017/* 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 1018 * It returns 1 if the player should keep on moving, 0 if he should
1152 * stop. 1019 * stop.
1153 */ 1020 */
1021int
1154int check_pick(object *op) { 1022check_pick (object *op)
1023{
1155 object *tmp, *next; 1024 object *tmp, *next;
1156 tag_t next_tag=0, op_tag;
1157 int stop = 0; 1025 int stop = 0;
1158 int j, k, wvratio; 1026 int wvratio;
1159 char putstring[128], tmpstr[16]; 1027 char putstring[128];
1160
1161 1028
1162 /* if you're flying, you cna't pick up anything */ 1029 /* if you're flying, you cna't pick up anything */
1163 if (op->move_type & MOVE_FLYING) 1030 if (op->move_type & MOVE_FLYING)
1164 return 1; 1031 return 1;
1165 1032
1166 op_tag = op->count;
1167
1168 next = op->below; 1033 next = op->below;
1169 if (next)
1170 next_tag = next->count;
1171 1034
1172 /* loop while there are items on the floor that are not marked as 1035 /* loop while there are items on the floor that are not marked as
1173 * destroyed */ 1036 * destroyed */
1174 while (next && ! was_destroyed (next, next_tag)) 1037 while (next && !next->destroyed ())
1175 { 1038 {
1176 tmp = next; 1039 tmp = next;
1177 next = tmp->below; 1040 next = tmp->below;
1178 if (next)
1179 next_tag = next->count;
1180 1041
1181 if (was_destroyed (op, op_tag)) 1042 if (op->destroyed ())
1182 return 0; 1043 return 0;
1183 1044
1184 if ( ! can_pick (op, tmp)) 1045 if (!can_pick (op, tmp))
1185 continue; 1046 continue;
1186 1047
1187 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1048 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1188 { 1049 {
1189 if (item_matched_string (op, tmp, op->contr->search_str)) 1050 if (item_matched_string (op, tmp, op->contr->search_str))
1190 pick_up (op, tmp); 1051 pick_up (op, tmp);
1191 continue; 1052 continue;
1192 } 1053 }
1193 1054
1194 /* high not bit set? We're using the old autopickup model */ 1055 /* high not bit set? We're using the old autopickup model */
1195 if(!(op->contr->mode & PU_NEWMODE)) { 1056 if (!(op->contr->mode & PU_NEWMODE))
1057 {
1196 switch (op->contr->mode) { 1058 switch (op->contr->mode)
1059 {
1060 case 0:
1197 case 0: return 1; /* don't pick up */ 1061 return 1; /* don't pick up */
1062 case 1:
1198 case 1: pick_up (op, tmp); 1063 pick_up (op, tmp);
1199 return 1; 1064 return 1;
1065 case 2:
1200 case 2: pick_up (op, tmp); 1066 pick_up (op, tmp);
1201 return 0; 1067 return 0;
1068 case 3:
1202 case 3: return 0; /* stop before pickup */ 1069 return 0; /* stop before pickup */
1070 case 4:
1203 case 4: pick_up (op, tmp); 1071 pick_up (op, tmp);
1204 break; 1072 break;
1073 case 5:
1205 case 5: pick_up (op, tmp); 1074 pick_up (op, tmp);
1206 stop = 1; 1075 stop = 1;
1207 break; 1076 break;
1208 case 6: 1077 case 6:
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1078 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); 1079 pick_up (op, tmp);
1212 break; 1080 break;
1213 1081
1214 case 7: 1082 case 7:
1215 if (tmp->type == MONEY || tmp->type == GEM) 1083 if (tmp->type == MONEY || tmp->type == GEM)
1216 pick_up(op, tmp); 1084 pick_up (op, tmp);
1217 break; 1085 break;
1218 1086
1219 default: 1087 default:
1220 /* use value density */ 1088 /* use value density */
1221 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1089 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1222 && (query_cost (tmp, op, F_TRUE) * 100 1090 && (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); 1091 pick_up (op, tmp);
1226 } 1092 }
1227 } 1093 }
1228 else { /* old model */ 1094 else
1095 { /* old model */
1229 /* NEW pickup handling */ 1096 /* NEW pickup handling */
1230 if(op->contr->mode & PU_DEBUG) 1097 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 { 1098 {
1250 sprintf(tmpstr,"%d ",k*32+j); 1099 /* some debugging code to figure out item information */
1251 strcat(putstring, tmpstr); 1100 if (tmp->name != NULL)
1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1103 else
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106
1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1252 } 1108 }
1109
1110 /* philosophy:
1111 * It's easy to grab an item type from a pile, as long as it's
1112 * generic. This takes no game-time. For more detailed pickups
1113 * and selections, select-items should be used. This is a
1114 * grab-as-you-run type mode that's really useful for arrows for
1115 * example.
1116 * The drawback: right now it has no frontend, so you need to
1117 * stick the bits you want into a calculator in hex mode and then
1118 * convert to decimal and then 'pickup <#>
1119 */
1120
1121 /* the first two modes are exclusive: if NOTHING we return, if
1122 * STOP then we stop. All the rest are applied sequentially,
1123 * meaning if any test passes, the item gets picked up. */
1124
1125 /* if mode is set to pick nothing up, return */
1126
1127 if (op->contr->mode & PU_NOTHING)
1128 return 1;
1129
1130 /* if mode is set to stop when encountering objects, return */
1131 /* take STOP before INHIBIT since it doesn't actually pick
1132 * anything up */
1133
1134 if (op->contr->mode & PU_STOP)
1135 return 0;
1136
1137 /* useful for going into stores and not losing your settings... */
1138 /* and for battles wher you don't want to get loaded down while
1139 * fighting */
1140 if (op->contr->mode & PU_INHIBIT)
1141 return 1;
1142
1143 /* prevent us from turning into auto-thieves :) */
1144 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1145 continue;
1146
1147 /* ignore known cursed objects */
1148 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1149 continue;
1150
1151 /* all food and drink if desired */
1152 /* question: don't pick up known-poisonous stuff? */
1153 if (op->contr->mode & PU_FOOD)
1154 if (tmp->type == FOOD)
1155 {
1156 pick_up (op, tmp);
1157 continue;
1158 }
1159
1160 if (op->contr->mode & PU_DRINK)
1161 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1162 {
1163 pick_up (op, tmp);
1164 continue;
1165 }
1166
1167 if (op->contr->mode & PU_POTION)
1168 if (tmp->type == POTION)
1169 {
1170 pick_up (op, tmp);
1171 continue;
1172 }
1173
1174 /* spellbooks, skillscrolls and normal books/scrolls */
1175 if (op->contr->mode & PU_SPELLBOOK)
1176 if (tmp->type == SPELLBOOK)
1177 {
1178 pick_up (op, tmp);
1179 continue;
1180 }
1181
1182 if (op->contr->mode & PU_SKILLSCROLL)
1183 if (tmp->type == SKILLSCROLL)
1184 {
1185 pick_up (op, tmp);
1186 continue;
1187 }
1188
1189 if (op->contr->mode & PU_READABLES)
1190 if (tmp->type == BOOK || tmp->type == SCROLL)
1191 {
1192 pick_up (op, tmp);
1193 continue;
1194 }
1195
1196 /* wands/staves/rods/horns */
1197 if (op->contr->mode & PU_MAGIC_DEVICE)
1198 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1199 {
1200 pick_up (op, tmp);
1201 continue;
1202 }
1203
1204 /* pick up all magical items */
1205 if (op->contr->mode & PU_MAGICAL)
1206 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1207 {
1208 pick_up (op, tmp);
1209 continue;
1210 }
1211
1212 if (op->contr->mode & PU_VALUABLES)
1213 {
1214 if (tmp->type == MONEY || tmp->type == GEM)
1215 {
1216 pick_up (op, tmp);
1217 continue;
1218 }
1253 } 1219 }
1220
1221 /* rings & amulets - talismans seems to be typed AMULET */
1222 if (op->contr->mode & PU_JEWELS)
1223 if (tmp->type == RING || tmp->type == AMULET)
1224 {
1225 pick_up (op, tmp);
1226 continue;
1227 }
1228
1229 /* we don't forget dragon food */
1230 if (op->contr->mode & PU_FLESH)
1231 if (tmp->type == FLESH)
1232 {
1233 pick_up (op, tmp);
1234 continue;
1235 }
1236
1237 /* bows and arrows. Bows are good for selling! */
1238 if (op->contr->mode & PU_BOW)
1239 if (tmp->type == BOW)
1240 {
1241 pick_up (op, tmp);
1242 continue;
1243 }
1244
1245 if (op->contr->mode & PU_ARROW)
1246 if (tmp->type == ARROW)
1247 {
1248 pick_up (op, tmp);
1249 continue;
1250 }
1251
1252 /* all kinds of armor etc. */
1253 if (op->contr->mode & PU_ARMOUR)
1254 if (tmp->type == ARMOUR)
1255 {
1256 pick_up (op, tmp);
1257 continue;
1258 }
1259
1260 if (op->contr->mode & PU_HELMET)
1261 if (tmp->type == HELMET)
1262 {
1263 pick_up (op, tmp);
1264 continue;
1265 }
1266
1267 if (op->contr->mode & PU_SHIELD)
1268 if (tmp->type == SHIELD)
1269 {
1270 pick_up (op, tmp);
1271 continue;
1272 }
1273
1274 if (op->contr->mode & PU_BOOTS)
1275 if (tmp->type == BOOTS)
1276 {
1277 pick_up (op, tmp);
1278 continue;
1279 }
1280
1281 if (op->contr->mode & PU_GLOVES)
1282 if (tmp->type == GLOVES)
1283 {
1284 pick_up (op, tmp);
1285 continue;
1286 }
1287
1288 if (op->contr->mode & PU_CLOAK)
1289 if (tmp->type == CLOAK)
1290 {
1291 pick_up (op, tmp);
1292 continue;
1293 }
1294
1295 /* hoping to catch throwing daggers here */
1296 if (op->contr->mode & PU_MISSILEWEAPON)
1297 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1298 {
1299 pick_up (op, tmp);
1300 continue;
1301 }
1302
1303 /* careful: chairs and tables are weapons! */
1304 if (op->contr->mode & PU_ALLWEAPON)
1305 {
1306 if (tmp->type == WEAPON && tmp->name != NULL)
1307 {
1308 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1309 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1310 {
1311 pick_up (op, tmp);
1312 continue;
1313 }
1314 }
1315
1316 if (tmp->type == WEAPON && tmp->name == NULL)
1317 {
1318 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323 }
1254 } 1324 }
1255 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1256 1325
1326 /* misc stuff that's useful */
1327 if (op->contr->mode & PU_KEY)
1328 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1329 {
1330 pick_up (op, tmp);
1331 continue;
1332 }
1333
1334 /* any of the last 4 bits set means we use the ratio for value
1335 * pickups */
1336 if (op->contr->mode & PU_RATIO)
1337 {
1338 /* use value density to decide what else to grab */
1339 /* >=7 was >= op->contr->mode */
1340 /* >=7 is the old standard setting. Now we take the last 4 bits
1341 * and multiply them by 5, giving 0..15*5== 5..75 */
1342 wvratio = (op->contr->mode & PU_RATIO) * 5;
1343 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1344 {
1345 pick_up (op, tmp);
1257#if 0 1346#if 0
1258 /* print the flags too */ 1347 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1259 for(k=0;k<4;k++) 1348 if (tmp->name != NULL)
1260 { 1349 {
1261 fprintf(stderr,"%d [%d] ", k, k*32+31); 1350 fprintf (stderr, "%s", tmp->name);
1262 for(j=0;j<32;j++) 1351 }
1263 { 1352 else
1264 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1353 fprintf (stderr, "%s", tmp->arch->archname);
1265 if(!((j+1)%4))fprintf(stderr," "); 1354 fprintf (stderr, ",%d] = ", tmp->type);
1266 } 1355 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 1356#endif
1270 } 1357 continue;
1271 /* philosophy: 1358 }
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 } 1359 }
1424 else fprintf(stderr,"%s",tmp->arch->name); 1360 } /* 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 } 1361 }
1431 } /* the new pickup model */ 1362
1432 }
1433 return ! stop; 1363 return !stop;
1434} 1364}
1435 1365
1436/* 1366/*
1437 * Find an arrow in the inventory and after that 1367 * Find an arrow in the inventory and after that
1438 * in the right type container (quiver). Pointer to the 1368 * in the right type container (quiver). Pointer to the
1439 * found object is returned. 1369 * found object is returned.
1440 */ 1370 */
1371object *
1441object *find_arrow(object *op, const char *type) 1372find_arrow (object *op, const char *type)
1442{ 1373{
1443 object *tmp = NULL; 1374 object *tmp = 0;
1444 1375
1445 for(op=op->inv; op; op=op->below) 1376 for (op = op->inv; op; op = op->below)
1446 if(!tmp && op->type==CONTAINER && op->race==type && 1377 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); 1378 tmp = find_arrow (op, type);
1449 else if (op->type==ARROW && op->race==type) 1379 else if (op->type == ARROW && op->race == type)
1450 return op; 1380 return op;
1381
1451 return tmp; 1382 return tmp;
1452} 1383}
1453 1384
1454/* 1385/*
1455 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1386 * 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 1387 * 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 1388 * 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. 1389 * the hall. Failing that it does it's best to pick the highest plus arrow.
1459 */ 1390 */
1460 1391object *
1461object *find_better_arrow(object *op, object *target, const char *type, int *better) 1392find_better_arrow (object *op, object *target, const char *type, int *better)
1462{ 1393{
1463 object *tmp = NULL, *arrow, *ntmp; 1394 object *tmp = NULL, *arrow, *ntmp;
1464 int attacknum, attacktype, betterby=0, i; 1395 int attacknum, attacktype, betterby = 0, i;
1465 1396
1466 if (!type) 1397 if (!type)
1467 return NULL; 1398 return NULL;
1468 1399
1469 for (arrow=op->inv; arrow; arrow=arrow->below) { 1400 for (arrow = op->inv; arrow; arrow = arrow->below)
1470 if (arrow->type==CONTAINER && arrow->race==type && 1401 {
1471 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1402 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1403 {
1472 i = 0; 1404 i = 0;
1473 ntmp = find_better_arrow(arrow, target, type, &i); 1405 ntmp = find_better_arrow (arrow, target, type, &i);
1474 if (i > betterby) { 1406 if (i > betterby)
1407 {
1475 tmp = ntmp; 1408 tmp = ntmp;
1476 betterby = i; 1409 betterby = i;
1477 } 1410 }
1411 }
1478 } else if (arrow->type==ARROW && arrow->race==type) { 1412 else if (arrow->type == ARROW && arrow->race == type)
1413 {
1479 /* allways prefer assasination/slaying */ 1414 /* allways prefer assasination/slaying */
1480 if (target->race != NULL && arrow->slaying != NULL && 1415 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1481 strstr(arrow->slaying, target->race)) { 1416 {
1482 if (arrow->attacktype & AT_DEATH) { 1417 if (arrow->attacktype & AT_DEATH)
1418 {
1483 *better = 100; 1419 *better = 100;
1484 return arrow; 1420 return arrow;
1485 } else {
1486 tmp = arrow;
1487 betterby = (arrow->magic + arrow->stats.dam) * 2;
1488 } 1421 }
1489 } else { 1422 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 } 1423 {
1498 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1499 tmp = arrow; 1424 tmp = arrow;
1500 betterby = 2 + arrow->magic + arrow->stats.dam; 1425 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 } 1426 }
1506 } 1427 }
1428 else
1429 {
1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1431 {
1432 attacktype = 1 << attacknum;
1433 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1434 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1435 {
1436 tmp = arrow;
1437 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1438 }
1439 }
1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1441 {
1442 tmp = arrow;
1443 betterby = 2 + arrow->magic + arrow->stats.dam;
1444 }
1445 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1446 {
1447 tmp = arrow;
1448 betterby = 1 + arrow->magic + arrow->stats.dam;
1449 }
1507 } 1450 }
1451 }
1508 } 1452 }
1509 if (tmp == NULL && arrow == NULL) 1453 if (tmp == NULL && arrow == NULL)
1510 return find_arrow(op, type); 1454 return find_arrow (op, type);
1511 1455
1512 *better = betterby; 1456 *better = betterby;
1513 return tmp; 1457 return tmp;
1514} 1458}
1515 1459
1516/* looks in a given direction, finds the first valid target, and calls 1460/* looks in a given direction, finds the first valid target, and calls
1517 * find_better_arrow to find a decent arrow to use. 1461 * find_better_arrow to find a decent arrow to use.
1518 * op = the shooter 1462 * op = the shooter
1519 * type = bow->race 1463 * type = bow->race
1520 * dir = fire direction 1464 * dir = fire direction
1521 */ 1465 */
1522 1466object *
1523object *pick_arrow_target(object *op, const char *type, int dir) 1467pick_arrow_target (object *op, const char *type, int dir)
1524{ 1468{
1525 object *tmp = NULL; 1469 object *tmp = NULL;
1526 mapstruct *m; 1470 maptile *m;
1527 int i, mflags, found, number; 1471 int i, mflags, found, number;
1528 sint16 x, y; 1472 sint16 x, y;
1529 1473
1530 if (op->map == NULL) 1474 if (op->map == NULL)
1531 return find_arrow(op, type); 1475 return find_arrow (op, type);
1532 1476
1533 /* do a dex check */ 1477 /* do a dex check */
1534 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1478 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))) 1479 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1536 return find_arrow(op, type); 1480 return find_arrow (op, type);
1537 1481
1538 m = op->map; 1482 m = op->map;
1539 x = op->x; 1483 x = op->x;
1540 y = op->y; 1484 y = op->y;
1541 1485
1542 /* find the first target */ 1486 /* find the first target */
1543 for (i=0, found=0; i<20; i++) { 1487 for (i = 0, found = 0; i < 20; i++)
1488 {
1544 x += freearr_x[dir]; 1489 x += freearr_x[dir];
1545 y += freearr_y[dir]; 1490 y += freearr_y[dir];
1546 mflags = get_map_flags(m, &m, x, y, &x, &y); 1491 mflags = get_map_flags (m, &m, x, y, &x, &y);
1547 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1492 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1493 {
1548 tmp = NULL; 1494 tmp = NULL;
1495 break;
1496 }
1497 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1498 {
1499 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1500 * perhaps a bad assumption.
1501 */
1502 tmp = NULL;
1503 break;
1504 }
1505 if (mflags & P_IS_ALIVE)
1506 {
1507 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1508 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1509 {
1510 found++;
1511 break;
1512 }
1513 if (found)
1549 break; 1514 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 } 1515 }
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 } 1516 }
1567 if (tmp == NULL) 1517 if (tmp == NULL)
1568 return find_arrow(op, type); 1518 return find_arrow (op, type);
1569 1519
1570 if (tmp->head) 1520 if (tmp->head)
1571 tmp = tmp->head; 1521 tmp = tmp->head;
1572 1522
1573 return find_better_arrow(op, tmp, type, &i); 1523 return find_better_arrow (op, tmp, type, &i);
1574} 1524}
1575 1525
1576/* 1526/*
1577 * Creature fires a bow - op can be monster or player. Returns 1527 * Creature fires a bow - op can be monster or player. Returns
1578 * 1 if bow was actually fired, 0 otherwise. 1528 * 1 if bow was actually fired, 0 otherwise.
1581 * dir is the direction of fire. 1531 * dir is the direction of fire.
1582 * wc_mod is any special modifier to give (used in special player fire modes) 1532 * 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 1533 * sx, sy are coordinates to fire arrow from - also used in some of the special
1584 * player fire modes. 1534 * player fire modes.
1585 */ 1535 */
1536int
1586int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1537fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1587 sint16 sx, sint16 sy)
1588{ 1538{
1589 object *left, *bow; 1539 object *left, *bow;
1590 tag_t left_tag, tag; 1540 int mflags;
1591 int bowspeed, mflags; 1541 maptile *m;
1592 mapstruct *m;
1593 1542
1594 if (!dir) { 1543 if (!dir)
1544 {
1595 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1596 return 0; 1546 return 0;
1547 }
1548
1549 if (op->contr)
1550 bow = op->current_weapon;
1551 else
1597 } 1552 {
1598 if (op->type == PLAYER)
1599 bow=op->contr->ranges[range_bow];
1600 else {
1601 for(bow=op->inv; bow; bow=bow->below) 1553 for (bow = op->inv; bow; bow = bow->below)
1602 /* Don't check for applied - monsters don't apply bows - in that way, they 1554 /* 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. 1555 * don't need to switch back and forth between bows and weapons.
1604 */ 1556 */
1605 if(bow->type==BOW) 1557 if (bow->type == BOW)
1606 break; 1558 break;
1607 1559
1608 if (!bow) { 1560 if (!bow)
1561 {
1609 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1562 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1610 return 0; 1563 return 0;
1564 }
1565
1566 // optimisation: move object to top so we will find it quickly again
1567 if (bow->below)
1611 } 1568 {
1569 bow->remove ();
1570 op->insert (bow);
1571 }
1572
1612 } 1573 }
1574
1613 if( !bow->race || !bow->skill) { 1575 if (!bow->race || !bow->skill)
1576 {
1614 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1577 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1615 return 0; 1578 return 0;
1616 } 1579 }
1617 1580
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) { 1581 if (arrow == NULL)
1582 {
1627 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1583 if ((arrow = find_arrow (op, bow->race)) == NULL)
1584 {
1628 if (op->type == PLAYER) 1585 if (op->type == PLAYER)
1629 new_draw_info_format(NDI_UNIQUE, 0, op, 1586 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 */ 1587 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1632 else 1588 else
1633 CLEAR_FLAG(op, FLAG_READY_BOW); 1589 CLEAR_FLAG (op, FLAG_READY_BOW);
1590
1634 return 0; 1591 return 0;
1635 } 1592 }
1636 } 1593 }
1594
1637 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1595 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1638 if (mflags & P_OUT_OF_MAP) { 1596 if (mflags & P_OUT_OF_MAP)
1639 return 0; 1597 return 0;
1640 } 1598
1641 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1599 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1600 {
1642 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1601 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1643 return 0; 1602 return 0;
1644 } 1603 }
1645 1604
1646 /* this should not happen, but sometimes does */ 1605 /* this should not happen, but sometimes does */
1647 if (arrow->nrof==0) { 1606 if (arrow->nrof == 0)
1648 remove_ob(arrow); 1607 {
1649 free_object(arrow); 1608 arrow->destroy ();
1650 return 0; 1609 return 0;
1651 } 1610 }
1652 1611
1653 left = arrow; /* these are arrows left to the player */ 1612 left = arrow; /* these are arrows left to the player */
1654 left_tag = left->count;
1655 arrow = get_split_ob(arrow, 1); 1613 arrow = get_split_ob (arrow, 1);
1656 if (arrow == NULL) { 1614 if (!arrow)
1615 {
1657 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1616 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1658 return 0; 1617 return 0;
1659 } 1618 }
1660 set_owner(arrow, op); 1619
1620 arrow->set_owner (op);
1661 arrow->skill = bow->skill; 1621 arrow->skill = bow->skill;
1662
1663 arrow->direction=dir; 1622 arrow->direction = dir;
1664 arrow->x = sx;
1665 arrow->y = sy;
1666 1623
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 */ 1624 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1674 arrow->stats.hp = arrow->stats.dam; 1625 arrow->stats.hp = arrow->stats.dam;
1675 arrow->stats.grace = arrow->attacktype; 1626 arrow->stats.grace = arrow->attacktype;
1627
1676 if (arrow->slaying != NULL) 1628 if (arrow->slaying)
1677 arrow->spellarg = strdup_local(arrow->slaying); 1629 arrow->spellarg = strdup (arrow->slaying);
1678 1630
1679 /* Note that this was different for monsters - they got their level 1631#if 0
1680 * added to the damage. I think the strength bonus is more proper. 1632 if (player *pl = op->contr)
1681 */
1682 1633 {
1683 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1634 float speed = pl->weapon_sp;
1684 0 : dam_bonus[op->stats.Str]) +
1685 bow->stats.dam + bow->magic + arrow->magic;
1686 1635
1636 /* penalize ROF for bestarrow */
1637 if (pl->bowtype == bow_bestarrow)
1638 speed *= .9f;
1639 else
1640 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1641
1642 op->speed_left += speed - op->speed;
1643 }
1644#endif
1645
1646 SET_ANIMATION (arrow, arrow->direction);
1647
1687 /* update the speed */ 1648 /* update the speed */
1688 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1649 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; 1650 + bow->stats.dam / 7.f;
1692 1651
1693 if (arrow->speed < 1.0) 1652 arrow->set_speed (max (arrow->speed, 2.f));
1694 arrow->speed = 1.0;
1695 update_ob_speed(arrow);
1696 arrow->speed_left = 0; 1653 arrow->speed_left = 0;
1697 1654
1655 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1656
1698 if (op->type == PLAYER) { 1657 if (op->type == PLAYER)
1699 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1658 {
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; 1659 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1705 } else { 1660 wc -= dex_bonus[op->stats.Dex];
1706 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1707 arrow->stats.wc + wc_mod;
1708 1661
1662 if (!arrow->slaying)
1663 arrow->slaying = op->slaying;
1664
1665 arrow->attacktype |= op->attacktype;
1666 }
1667 else
1668 {
1709 arrow->level = op->level; 1669 arrow->level = op->level;
1710 } 1670 arrow->stats.wc -= bow->magic;
1711 if (arrow->attacktype == AT_PHYSICAL) 1671
1712 arrow->attacktype |= bow->attacktype; 1672 if (!arrow->slaying)
1713 if (bow->slaying != NULL)
1714 arrow->slaying = bow->slaying; 1673 arrow->slaying = bow->slaying;
1715 1674
1716 arrow->map = m; 1675 arrow->attacktype |= bow->attacktype;
1676 }
1677
1678 wc -= arrow->level;
1679 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1680
1681 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1717 arrow->move_type = MOVE_FLY_LOW; 1682 arrow->move_type = MOVE_FLY_LOW;
1718 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1683 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1719 1684
1720 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1685 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1721 tag = arrow->count; 1686 m->insert (arrow, sx, sy, op);
1722 insert_ob_in_map(arrow, m, op, 0);
1723 1687
1724 if (!was_destroyed(arrow, tag)) 1688 if (!arrow->destroyed ())
1725 move_arrow(arrow); 1689 move_arrow (arrow);
1726 1690
1727 if (op->type == PLAYER) { 1691 if (op->type == PLAYER)
1728 if (was_destroyed (left, left_tag)) 1692 {
1693 if (left->destroyed ())
1729 esrv_del_item(op->contr, left_tag); 1694 esrv_del_item (op->contr, left->count);
1730 else 1695 else
1731 esrv_send_item(op, left); 1696 esrv_send_item (op, left);
1732 } 1697 }
1698
1733 return 1; 1699 return 1;
1734} 1700}
1735 1701
1736/* Special fire code for players - this takes into 1702/* Special fire code for players - this takes into
1737 * account the special fire modes players can have 1703 * account the special fire modes players can have
1738 * but monsters can't. Putting that code here 1704 * but monsters can't. Putting that code here
1739 * makes the fire_bow code much cleaner. 1705 * makes the fire_bow code much cleaner.
1740 * this function should only be called if 'op' is a player, 1706 * this function should only be called if 'op' is a player,
1741 * hence the function name. 1707 * hence the function name.
1742 */ 1708 */
1709int
1743int player_fire_bow(object *op, int dir) 1710player_fire_bow (object *op, int dir)
1744{ 1711{
1745 int ret=0, wcmod=0; 1712 int ret = 0, wcmod = 0;
1746 1713
1747 if (op->contr->bowtype == bow_bestarrow) { 1714 if (op->contr->bowtype == bow_bestarrow)
1748 ret = fire_bow(op, op, 1715 {
1749 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1716 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); 1717 }
1751 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1718 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1719 {
1752 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1720 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1753 wcmod =-1; 1721 wcmod = -1;
1722
1754 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1723 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1755 op->x, op->y); 1724 }
1756 } else if (op->contr->bowtype == bow_threewide) { 1725 else if (op->contr->bowtype == bow_threewide)
1726 {
1757 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1727 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)]); 1728 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)]); 1729 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1730 }
1760 } else if (op->contr->bowtype == bow_spreadshot) { 1731 else if (op->contr->bowtype == bow_spreadshot)
1732 {
1761 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1733 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1762 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1734 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); 1735 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1764 1736 }
1765 } else { 1737 else
1738 {
1766 /* Simple case */ 1739 /* Simple case */
1767 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1740 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1768 } 1741 }
1742
1769 return ret; 1743 return ret;
1770} 1744}
1771
1772 1745
1773/* Fires a misc (wand/rod/horn) object in 'dir'. 1746/* Fires a misc (wand/rod/horn) object in 'dir'.
1774 * Broken apart from 'fire' to keep it more readable. 1747 * Broken apart from 'fire' to keep it more readable.
1775 */ 1748 */
1749void
1776void fire_misc_object(object *op, int dir) 1750fire_misc_object (object *op, int dir)
1777{ 1751{
1778 object *item; 1752 object *item = op->contr->ranged_ob;
1779 1753
1780 if (!op->contr->ranges[range_misc]) { 1754 if (!item)
1755 {
1781 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1756 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1782 return; 1757 return;
1783 } 1758 }
1784 1759
1785 item = op->contr->ranges[range_misc];
1786 if (!item->inv) { 1760 if (!item->inv)
1761 {
1787 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1762 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1788 return; 1763 return;
1789 } 1764 }
1765
1766 if (!op->change_weapon (item))
1767 return;
1768
1790 if (item->type == WAND) { 1769 if (item->type == WAND)
1770 {
1791 if(item->stats.food<=0) { 1771 if (item->stats.food <= 0)
1772 {
1792 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1773 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)); 1774 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1775
1794 return; 1776 return;
1795 } 1777 }
1778 }
1796 } else if (item->type == ROD || item->type==HORN) { 1779 else if (item->type == ROD || item->type == HORN)
1780 {
1797 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1781 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1782 {
1798 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1784
1799 if (item->type== ROD) 1785 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)); 1786 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1802 else 1787 else
1803 new_draw_info_format(NDI_UNIQUE, 0,op, 1788 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)); 1789
1805 return; 1790 return;
1806 } 1791 }
1807 } 1792 }
1808 1793
1809 if(cast_spell(op,item,dir,item->inv,NULL)) { 1794 if (cast_spell (op, item, dir, item->inv, NULL))
1795 {
1810 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1796 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1811 if (item->type == WAND) { 1797 if (item->type == WAND)
1798 {
1812 if (!(--item->stats.food)) { 1799 if (!(--item->stats.food))
1800 {
1813 object *tmp; 1801 object *tmp;
1802
1814 if (item->arch) { 1803 if (item->arch)
1804 {
1815 CLEAR_FLAG(item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
1816 item->face = item->arch->clone.face; 1806 item->face = item->arch->face;
1817 item->speed = 0; 1807 item->set_speed (0);
1818 update_ob_speed(item);
1819 } 1808 }
1809
1820 if ((tmp=is_player_inv(item))) 1810 if ((tmp = item->in_player ()))
1821 esrv_update_item(UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
1822 } 1812 }
1823 } 1813 }
1824 else if (item->type == ROD || item->type==HORN) { 1814 else if (item->type == ROD || item->type == HORN)
1825 drain_rod_charge(item); 1815 drain_rod_charge (item);
1826 }
1827 } 1816 }
1828} 1817}
1829 1818
1830/* Received a fire command for the player - go and do it. 1819/* Received a fire command for the player - go and do it.
1831 */ 1820 */
1821bool
1832void fire(object *op,int dir) { 1822fire (object *op, int dir)
1823{
1833 int spellcost=0; 1824 int spellcost = 0;
1834 1825
1835 /* check for loss of invisiblity/hide */ 1826 /* check for loss of invisiblity/hide */
1836 if (action_makes_visible(op)) make_visible(op); 1827 if (action_makes_visible (op))
1828 make_visible (op);
1837 1829
1838 switch(op->contr->shoottype) { 1830 player *pl = op->contr;
1839 case range_none:
1840 return;
1841 1831
1842 case range_bow: 1832 if (pl->golem)
1833 {
1834 control_golem (op->contr->golem, dir);
1835 return false;
1836 }
1837
1838 object *ob = pl->ranged_ob;
1839
1840 if (!ob)
1841 return false;
1842
1843 if (!op->change_weapon (ob))
1844 return false;
1845
1846 if (op->speed_left > 0.f)
1847 --op->speed_left;
1848 else
1849 return false;
1850
1851 switch (ob->type)
1852 {
1853 case BOW:
1843 player_fire_bow(op, dir); 1854 player_fire_bow (op, dir);
1844 return; 1855 break;
1845 1856
1846 case range_magic: /* Casting spells */ 1857 case SPELL:
1847 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1858 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1848 return; 1859 break;
1849 1860
1850 case range_misc: 1861 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 ); 1862 apply_map_builder (op, dir);
1875 return; 1863 break;
1864
1865 case SKILL:
1866 do_skill (op, op, ob, dir, 0);
1867 break;
1868
1876 default: 1869 default:
1877 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1870 fire_misc_object (op, dir);
1878 return; 1871 break;
1879 } 1872 }
1880}
1881 1873
1882 1874 return true;
1875}
1883 1876
1884/* find_key 1877/* find_key
1885 * We try to find a key for the door as passed. If we find a key 1878 * 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 1879 * and successfully use it, we return the key, otherwise NULL
1887 * This function merges both normal and locked door, since the logic 1880 * This function merges both normal and locked door, since the logic
1889 * pl is the player, 1882 * pl is the player,
1890 * inv is the objects inventory to searched 1883 * inv is the objects inventory to searched
1891 * door is the door we are trying to match against. 1884 * door is the door we are trying to match against.
1892 * This function can be called recursively to search containers. 1885 * This function can be called recursively to search containers.
1893 */ 1886 */
1894 1887object *
1895object * find_key(object *pl, object *container, object *door) 1888find_key (object *pl, object *container, object *door)
1896{ 1889{
1897 object *tmp,*key; 1890 object *tmp, *key;
1898 1891
1899 /* Should not happen, but sanity checking is never bad */ 1892 /* Should not happen, but sanity checking is never bad */
1900 if (container->inv == NULL) return NULL; 1893 if (!container->inv)
1894 return 0;
1901 1895
1902 /* First, lets try to find a key in the top level inventory */ 1896 /* First, lets try to find a key in the top level inventory */
1903 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1897 for (tmp = container->inv; tmp; tmp = tmp->below)
1898 {
1904 if (door->type==DOOR && tmp->type==KEY) break; 1899 if (door->type == DOOR && tmp->type == KEY)
1900 break;
1905 /* For sanity, we should really check door type, but other stuff 1901 /* For sanity, we should really check door type, but other stuff
1906 * (like containers) can be locked with special keys 1902 * (like containers) can be locked with special keys
1907 */ 1903 */
1908 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1904 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1909 tmp->slaying==door->slaying) break; 1905 break;
1910 } 1906 }
1907
1911 /* No key found - lets search inventories now */ 1908 /* No key found - lets search inventories now */
1912 /* If we find and use a key in an inventory, return at that time. 1909 /* 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 1910 * otherwise, if we search all the inventories and still don't find
1914 * a key, return 1911 * a key, return
1915 */ 1912 */
1916 if (!tmp) { 1913 if (!tmp)
1914 {
1917 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1915 for (tmp = container->inv; tmp; tmp = tmp->below)
1916 {
1918 /* No reason to search empty containers */ 1917 /* No reason to search empty containers */
1919 if (tmp->type==CONTAINER && tmp->inv) { 1918 if (tmp->type == CONTAINER && tmp->inv)
1919 {
1920 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1920 if ((key = find_key (pl, tmp, door)))
1921 return key;
1921 } 1922 }
1922 } 1923 }
1924
1925 if (!tmp)
1923 if (!tmp) return NULL; 1926 return NULL;
1924 } 1927 }
1928
1925 /* We get down here if we have found a key. Now if its in a container, 1929 /* 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 1930 * see if we actually want to use it
1927 */ 1931 */
1928 if (pl!=container) { 1932 if (pl != container)
1933 {
1929 /* Only let players use keys in containers */ 1934 /* Only let players use keys in containers */
1930 if (!pl->contr) return NULL; 1935 if (!pl->contr)
1936 return NULL;
1931 /* cases where this fails: 1937 /* cases where this fails:
1932 * If we only search the player inventory, return now since we 1938 * If we only search the player inventory, return now since we
1933 * are not in the players inventory. 1939 * are not in the players inventory.
1934 * If the container is not active, return now since only active 1940 * If the container is not active, return now since only active
1935 * containers can be used. 1941 * containers can be used.
1936 * If we only search keyrings and the container does not have 1942 * If we only search keyrings and the container does not have
1937 * a race/isn't a keyring. 1943 * a race/isn't a keyring.
1938 * No checking for all containers - to fall through past here, 1944 * No checking for all containers - to fall through past here,
1939 * inv must have been an container and must have been active. 1945 * inv must have been an container and must have been active.
1940 * 1946 *
1941 * Change the color so that the message doesn't disappear with 1947 * Change the color so that the message doesn't disappear with
1942 * all the others. 1948 * all the others.
1943 */ 1949 */
1944 if (pl->contr->usekeys == key_inventory || 1950 if (pl->contr->usekeys == key_inventory ||
1945 !QUERY_FLAG(container, FLAG_APPLIED) || 1951 !QUERY_FLAG (container, FLAG_APPLIED) ||
1946 (pl->contr->usekeys == keyrings &&
1947 (!container->race || strcmp(container->race, "keys"))) 1952 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1948 ) { 1953 {
1949 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1954 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1950 "The %s in your %s vibrates as you approach the door", 1955 "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; 1956 return NULL;
1953 } 1957 }
1954 } 1958 }
1959
1955 return tmp; 1960 return tmp;
1956} 1961}
1957 1962
1958/* moved door processing out of move_player_attack. 1963/* moved door processing out of move_player_attack.
1959 * returns 1 if player has opened the door with a key 1964 * returns 1 if player has opened the door with a key
1960 * such that the caller should not do anything more, 1965 * such that the caller should not do anything more,
1961 * 0 otherwise 1966 * 0 otherwise
1962 */ 1967 */
1968static int
1963static int player_attack_door(object *op, object *door) 1969player_attack_door (object *op, object *door)
1964{ 1970{
1965
1966 /* If its a door, try to find a use a key. If we do destroy the door, 1971 /* 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 - 1972 * might as well return immediately as there is nothing more to do -
1968 * otherwise, we fall through to the rest of the code. 1973 * otherwise, we fall through to the rest of the code.
1969 */ 1974 */
1970 object *key=find_key(op, op, door); 1975 object *key = find_key (op, op, door);
1971 1976
1972 /* IF we found a key, do some extra work */ 1977 /* If we found a key, do some extra work */
1973 if (key) { 1978 if (key)
1979 {
1974 object *container=key->env; 1980 object *container = key->env;
1975 1981
1976 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1982 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1983
1977 if(action_makes_visible(op)) make_visible(op); 1984 if (action_makes_visible (op))
1985 make_visible (op);
1986
1978 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1987 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1988 spring_trap (door->inv, op);
1989
1979 if (door->type == DOOR) { 1990 if (door->type == DOOR)
1980 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1991 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1981 }
1982 else if(door->type==LOCKED_DOOR) { 1992 else if (door->type == LOCKED_DOOR)
1983 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1993 {
1984 "You open the door with the %s", query_short_name(key)); 1994 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 ;-) */ 1995 remove_door2 (door); /* remove door without violence ;-) */
1986 } 1996 }
1997
1987 /* Do this after we print the message */ 1998 /* Do this after we print the message */
1988 decrease_ob(key); /* Use up one of the keys */ 1999 decrease_ob (key); /* Use up one of the keys */
1989 /* Need to update the weight the container the key was in */ 2000 /* Need to update the weight the container the key was in */
1990 if (container != op) 2001 if (container != op)
1991 esrv_update_item(UPD_WEIGHT, op, container); 2002 esrv_update_item (UPD_WEIGHT, op, container);
2003
1992 return 1; /* Nothing more to do below */ 2004 return 1; /* Nothing more to do below */
2005 }
1993 } else if (door->type==LOCKED_DOOR) { 2006 else if (door->type == LOCKED_DOOR)
2007 {
1994 /* Might as well return now - no other way to open this */ 2008 /* Might as well return now - no other way to open this */
1995 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2009 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1996 return 1; 2010 return 1;
1997 } 2011 }
2012
1998 return 0; 2013 return 0;
1999} 2014}
2000 2015
2001/* This function is just part of a breakup from move_player. 2016/* This function is just part of a breakup from move_player.
2002 * It should keep the code cleaner. 2017 * It should keep the code cleaner.
2003 * When this is called, the players direction has been updated 2018 * When this is called, the players direction has been updated
2004 * (taking into account confusion.) The player is also actually 2019 * (taking into account confusion.) The player is also actually
2005 * going to try and move (not fire weapons). 2020 * going to try and move (not fire weapons).
2006 */ 2021 */
2007 2022bool
2008void move_player_attack(object *op, int dir) 2023move_player_attack (object *op, int dir)
2009{ 2024{
2010 object *tmp, *mon;
2011 sint16 nx, ny;
2012 int on_battleground; 2025 int on_battleground;
2013 mapstruct *m;
2014 2026
2015 nx=freearr_x[dir]+op->x; 2027 sint16 nx = freearr_x[dir] + op->x;
2016 ny=freearr_y[dir]+op->y; 2028 sint16 ny = freearr_y[dir] + op->y;
2017 2029
2018 on_battleground = op_on_battleground(op, NULL, NULL); 2030 on_battleground = op_on_battleground (op, 0, 0);
2019 2031
2032 if (out_of_map (op->map, nx, ny))
2033 return false;
2034
2035 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2036 {
2037 --op->speed_left;
2038 return true;
2039 }
2040
2020 /* If braced, or can't move to the square, and it is not out of the 2041 /* 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 2042 * 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 2043 * 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 2044 * 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 2045 * 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 2046 * 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 2047 * quite a bit of processing. However, it probably is less than what
2027 * move_ob uses. 2048 * move_ob uses.
2028 */ 2049 */
2029 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2050 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 2051
2041 mon = NULL;
2042 /* Go through all the objects, and find ones of interest. Only stop if 2052 /* 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. 2053 * 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 2054 * if its a door or barrel (can roll) see if there may be monsters
2045 * on the space 2055 * on the space
2056 */
2057 object *mon;
2058 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2059 {
2060 if ((mon->flag [FLAG_ALIVE]
2061 || mon->type == LOCKED_DOOR
2062 || mon->flag [FLAG_CAN_ROLL])
2063 && mon != op)
2064 break;
2065 }
2066
2067 if (!mon) /* This happens anytime the player tries to move */
2068 return false; /* into a wall */
2069
2070 mon = mon->head_ ();
2071
2072 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2073 if (op->contr->weapon_sp_left > 0.f)
2074 if (player_attack_door (op, mon))
2046 */ 2075 {
2047 while (tmp!=NULL) { 2076 --op->contr->weapon_sp_left;
2048 if (tmp == op) { 2077 return true;
2049 tmp=tmp->above; 2078 }
2050 continue; 2079
2080 /* The following deals with possibly attacking peaceful
2081 * or friendly creatures. Basically, all players are considered
2082 * unaggressive. If the moving player has peaceful set, then the
2083 * object should be pushed instead of attacked. It is assumed that
2084 * if you are braced, you will not attack friends accidently,
2085 * and thus will not push them.
2086 */
2087
2088 /* If the creature is a pet, push it even if the player is not
2089 * peaceful. Our assumption is the creature is a pet if the
2090 * player owns it and it is either friendly or unagressive.
2091 */
2092 if (op->type == PLAYER
2093 && ((mon->owner && mon->owner->contr
2094 && same_party (mon->owner->contr->party, op->contr->party))
2095 || mon->owner == op)
2096 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2097 {
2098 /* If we're braced, we don't want to switch places with it */
2099 if (op->contr->braced)
2100 return false;
2101
2102 if (op->speed_left > 0.f)
2103 {
2104 --op->speed_left;
2105
2106 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2107 push_ob (mon, dir, op);
2108
2109 if (op->contr->tmp_invis || op->hide)
2110 make_visible (op);
2111
2112 return true;
2113 }
2114 else
2115 return false;
2116 }
2117
2118 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push
2120 * someone, but put it inside this loop so that you won't
2121 * attack them either.
2122 */
2123 if ((mon->type == PLAYER || mon->enemy != op)
2124 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2125 && ((op->contr->peaceful
2126 || (mon->type == PLAYER && mon->contr->peaceful))
2127 && !on_battleground))
2128 {
2129 if (op->speed_left > 0.f)
2130 {
2131 --op->speed_left;
2132
2133 if (!op->contr->braced)
2134 {
2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2136 push_ob (mon, dir, op);
2051 } 2137 }
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 { 2138 else
2122 new_draw_info(0, 0,op,"You withhold your attack"); 2139 new_draw_info (0, 0, op, "You withhold your attack");
2140
2141 if (op->contr->tmp_invis || op->hide)
2142 make_visible (op);
2143
2144 return true;
2123 } 2145 }
2124 if(op->contr->tmp_invis||op->hide) make_visible(op); 2146 }
2125 }
2126
2127 /* If the object is a boulder or other rollable object, then 2147 /* 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. 2148 * roll it if not braced. You can't roll it if you are braced.
2129 */ 2149 */
2130 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2150 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2151 {
2152 if (op->speed_left > 0.f)
2153 {
2154 --op->speed_left;
2155
2131 recursive_roll(mon,dir,op); 2156 recursive_roll (mon, dir, op);
2132 if(action_makes_visible(op)) make_visible(op); 2157 if (action_makes_visible (op))
2133 } 2158 make_visible (op);
2134 2159
2160 return true;
2161 }
2162 }
2135 /* Any generic living creature. Including things like doors. 2163 /* Any generic living creature. Including things like doors.
2136 * Way it works is like this: First, it must have some hit points 2164 * 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: 2165 * 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 2166 * 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. 2167 * that party_number -1 is no party, so attacks can still happen.
2140 */ 2168 */
2141
2142 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2143 ((mon->type!=PLAYER || op->contr->party==NULL || 2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2144 op->contr->party!=mon->contr->party))) { 2171 {
2145 2172 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 } 2173 {
2173 } /* if player should attack something */ 2174 --op->contr->weapon_sp_left;
2174}
2175 2175
2176 skill_attack (mon, op, 0, 0, 0);
2177
2178 if (action_makes_visible (op))
2179 make_visible (op);
2180
2181 return true;
2182 }
2183 }
2184
2185 return false;
2186}
2187
2188bool
2176int move_player(object *op,int dir) { 2189move_player (object *op, int dir)
2190{
2177 int pick; 2191 int pick;
2178 2192
2179 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2193 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; 2194 return 0;
2195
2196 /* Sanity check: make sure dir is valid */
2197 if ((dir < 0) || (dir >= 9))
2198 {
2199 LOG (llevError, "move_player: invalid direction %d\n", dir);
2200 return 0;
2201 }
2202
2203 /* peterm: added following line */
2204 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2205 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2206
2207 op->facing = dir;
2208
2209 if (op->hide)
2210 do_hidden_move (op);
2211
2212 bool retval;
2213
2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2215 retval = RESULT_INT (0);
2216 else if (op->contr->fire_on)
2217 retval = fire (op, dir);
2218 else
2219 {
2220 retval = move_player_attack (op, dir);
2221 pick = check_pick (op);
2222 }
2223
2224 /* Add special check for newcs players and fire on - this way, the
2225 * server can handle repeat firing.
2226 */
2227 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2228 op->direction = dir;
2229 else
2230 op->direction = 0;
2231
2232 /* Update how the player looks. Use the facing, so direction may
2233 * get reset to zero. This allows for full animation capabilities
2234 * for players.
2235 */
2236 animate_object (op, op->facing);
2237
2238 return retval;
2220} 2239}
2221 2240
2222/* This is similar to handle_player, below, but is only used by the 2241/* This is similar to handle_player, below, but is only used by the
2223 * new client/server stuff. 2242 * new client/server stuff.
2224 * This is sort of special, in that the new client/server actually uses 2243 * This is sort of special, in that the new client/server actually uses
2225 * the new speed values for commands. 2244 * the new speed values for commands.
2226 * 2245 *
2227 * Returns true if there are more actions we can do. 2246 * Returns true if there are more actions we can do. Should not do
2247 * many actions in a row, as that would be too unfair to other
2248 * players.
2228 */ 2249 */
2250bool
2229int handle_newcs_player(object *op) 2251handle_newcs_player (object *op)
2230{ 2252{
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)) { 2253 if (QUERY_FLAG (op, FLAG_SCARED))
2254 {
2255 if (op->speed_left > 0.f)
2256 {
2257 --op->speed_left;
2248 flee_player(op); 2258 flee_player (op);
2249 /* If player is still scared, that is his action for this tick */ 2259
2250 if (QUERY_FLAG(op, FLAG_SCARED)) {
2251 op->speed_left--;
2252 return 0; 2260 return true;
2253 } 2261 }
2262 else
2263 return false;
2254 } 2264 }
2255 2265
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 2266 /* call this here - we also will call this in do_ericserver, but
2269 * the players time has been increased when doericserver has been 2267 * the players time has been increased when doericserver has been
2270 * called, so we recheck it here. 2268 * called, so we recheck it here.
2271 */ 2269 */
2272 HandleClient(&op->contr->socket, op->contr); 2270 if (op->contr->ns->handle_command ())
2273 if (op->speed_left<0) return 0; 2271 return true;
2274 2272
2275 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2273 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); 2274 return move_player (op, op->direction);
2284 if (op->speed_left>0) return 1; 2275
2285 else return 0; 2276 return false;
2286 } 2277}
2278
2279int
2280save_life (object *op)
2281{
2282 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2287 return 0; 2283 return 0;
2288}
2289 2284
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) 2285 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2297 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2286 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2287 {
2298 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2288 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2299 new_draw_info_format(NDI_UNIQUE, 0,op, 2289 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2300 "Your %s vibrates violently, then evaporates.", 2290
2301 query_name(tmp));
2302 if (op->contr) 2291 if (op->contr)
2303 esrv_del_item(op->contr, tmp->count); 2292 esrv_del_item (op->contr, tmp->count);
2304 remove_ob(tmp); 2293
2305 free_object(tmp); 2294 tmp->destroy ();
2306 CLEAR_FLAG(op, FLAG_LIFESAVE); 2295 CLEAR_FLAG (op, FLAG_LIFESAVE);
2296
2307 if(op->stats.hp<0) 2297 if (op->stats.hp < 0)
2308 op->stats.hp = op->stats.maxhp; 2298 op->stats.hp = op->stats.maxhp;
2299
2309 if(op->stats.food<0) 2300 if (op->stats.food < 0)
2310 op->stats.food = 999; 2301 op->stats.food = 999;
2311 fix_player(op); 2302
2303 op->update_stats ();
2312 return 1; 2304 return 1;
2313 } 2305 }
2306
2314 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2307 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2315 CLEAR_FLAG(op, FLAG_LIFESAVE); 2308 CLEAR_FLAG (op, FLAG_LIFESAVE);
2316 enter_player_savebed(op); /* bring him home. */ 2309 enter_player_savebed (op); /* bring him home. */
2317 return 0; 2310 return 0;
2318} 2311}
2319 2312
2320/* This goes throws the inventory and removes unpaid objects, and puts them 2313/* 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 2314 * 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 2315 * function will descend into containers. op is the object to start the search
2323 * from. 2316 * from.
2324 */ 2317 */
2318void
2325void remove_unpaid_objects(object *op, object *env) 2319remove_unpaid_objects (object *op, object *env)
2326{ 2320{
2327 object *next;
2328
2329 while (op) { 2321 while (op)
2322 {
2330 next=op->below; /* Make sure we have a good value, in case 2323 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2331 * we remove object 'op' 2324
2332 */
2333 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2325 if (QUERY_FLAG (op, FLAG_UNPAID))
2334 remove_ob(op); 2326 {
2335 op->x = env->x;
2336 op->y = env->y;
2337 if (env->type == PLAYER) 2327 if (env->type == PLAYER)
2338 esrv_del_item(env->contr, op->count); 2328 esrv_del_item (env->contr, op->count);
2339 insert_ob_in_map(op, env->map, NULL,0); 2329
2330 op->insert_at (env);
2340 } 2331 }
2332 else if (op->inv)
2341 else if (op->inv) remove_unpaid_objects(op->inv, env); 2333 remove_unpaid_objects (op->inv, env);
2334
2342 op=next; 2335 op = next;
2343 } 2336 }
2344} 2337}
2345
2346 2338
2347/* 2339/*
2348 * Returns pointer a static string containing gravestone text 2340 * Returns pointer a static string containing gravestone text
2349 * Moved from apply.c to player.c - player.c is what 2341 * Moved from apply.c to player.c - player.c is what
2350 * actually uses this function. player.c may not be quite the 2342 * actually uses this function. player.c may not be quite the
2351 * best, a misc file for object actions is probably better, 2343 * best, a misc file for object actions is probably better,
2352 * but there isn't one in the server directory. 2344 * but there isn't one in the server directory.
2353 */ 2345 */
2346char *
2354char *gravestone_text (object *op) 2347gravestone_text (object *op)
2355{ 2348{
2356 static char buf2[MAX_BUF]; 2349 static char buf2[MAX_BUF];
2357 char buf[MAX_BUF]; 2350 char buf[MAX_BUF];
2358 time_t now = time (NULL); 2351 time_t now = time (NULL);
2359 2352
2360 strcpy (buf2, " R.I.P.\n\n"); 2353 strcpy (buf2, " R.I.P.\n\n");
2361 if (op->type == PLAYER) 2354 if (op->type == PLAYER)
2362 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2355 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2363 else 2356 else
2364 sprintf (buf, "%s\n", &op->name); 2357 sprintf (buf, "%s\n", &op->name);
2358
2365 strncat (buf2, " ", 20 - strlen (buf) / 2); 2359 strncat (buf2, " ", 20 - strlen (buf) / 2);
2366 strcat (buf2, buf); 2360 strcat (buf2, buf);
2367 if (op->type == PLAYER) 2361 if (op->type == PLAYER)
2368 sprintf (buf, "who was in level %d when killed\n", op->level); 2362 sprintf (buf, "who was in level %d when killed\n", op->level);
2369 else 2363 else
2370 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2364 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2365
2371 strncat (buf2, " ", 20 - strlen (buf) / 2); 2366 strncat (buf2, " ", 20 - strlen (buf) / 2);
2372 strcat (buf2, buf); 2367 strcat (buf2, buf);
2373 if (op->type == PLAYER) { 2368 if (op->type == PLAYER)
2369 {
2374 sprintf (buf, "by %s.\n\n", op->contr->killer); 2370 sprintf (buf, "by %s.\n\n", op->contr->killer);
2375 strncat (buf2, " ", 21 - strlen (buf) / 2); 2371 strncat (buf2, " ", 21 - strlen (buf) / 2);
2376 strcat (buf2, buf); 2372 strcat (buf2, buf);
2377 } 2373 }
2374
2378 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2375 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2379 strncat (buf2, " ", 20 - strlen (buf) / 2); 2376 strncat (buf2, " ", 20 - strlen (buf) / 2);
2380 strcat (buf2, buf); 2377 strcat (buf2, buf);
2378
2381 return buf2; 2379 return buf2;
2382} 2380}
2383 2381
2384 2382void
2385
2386void do_some_living(object *op) { 2383do_some_living (object *op)
2384{
2387 int last_food=op->stats.food; 2385 int last_food = op->stats.food;
2388 int gen_hp, gen_sp, gen_grace; 2386 int gen_hp, gen_sp, gen_grace;
2389 int over_hp, over_sp, over_grace; 2387 int over_hp, over_sp, over_grace;
2390 int i; 2388 int i;
2391 int rate_hp = 1200; 2389 int rate_hp = 1200;
2392 int rate_sp = 2500; 2390 int rate_sp = 2500;
2393 int rate_grace = 2000; 2391 int rate_grace = 2000;
2394 const int max_hp = 1; 2392 const int max_hp = 1;
2395 const int max_sp = 1; 2393 const int max_sp = 1;
2396 const int max_grace = 1; 2394 const int max_grace = 1;
2397 2395
2398 if (op->contr->outputs_sync) { 2396 if (op->contr->hidden)
2399 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2397 {
2400 if (op->contr->outputs[i].buf!=NULL && 2398 op->invisible = 1000;
2401 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2399 /* the socket code flashes the player visible/invisible
2402 flush_output_element(op, &op->contr->outputs[i]); 2400 * depending on the value of invisible, so we need to
2401 * alternate it here for it to work correctly.
2402 */
2403 if (pticks & 2)
2404 op->invisible--;
2403 } 2405 }
2406 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2407 {
2408 if (!op->invisible--)
2409 {
2410 make_visible (op);
2411 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2412 }
2413 }
2404 2414
2405 if(op->contr->state==ST_PLAYING) { 2415 if (op->contr->ns->state == ST_PLAYING)
2406 2416 {
2407 /* these next three if clauses make it possible to SLOW DOWN 2417 /* these next three if clauses make it possible to SLOW DOWN
2408 hp/grace/spellpoint regeneration. */ 2418 hp/grace/spellpoint regeneration. */
2409 if(op->contr->gen_hp >= 0 ) 2419 if (op->contr->gen_hp >= 0)
2410 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2420 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2411 else { 2421 else
2422 {
2412 gen_hp = op->stats.maxhp; 2423 gen_hp = op->stats.maxhp;
2413 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2424 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2414 } 2425 }
2426
2415 if(op->contr->gen_sp >= 0 ) 2427 if (op->contr->gen_sp >= 0)
2416 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2428 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2417 else { 2429 else
2430 {
2418 gen_sp = op->stats.maxsp; 2431 gen_sp = op->stats.maxsp;
2419 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2432 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2420 } 2433 }
2434
2421 if(op->contr->gen_grace >= 0) 2435 if (op->contr->gen_grace >= 0)
2422 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2436 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2423 else { 2437 else
2438 {
2424 gen_grace = op->stats.maxgrace; 2439 gen_grace = op->stats.maxgrace;
2425 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2440 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2426 } 2441 }
2427 2442
2428 /* Regenerate Spell Points */ 2443 /* Regenerate Spell Points */
2429 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2444 if (!op->contr->golem && --op->last_sp < 0)
2445 {
2430 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2446 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) { 2447 if (op->stats.sp < op->stats.maxsp)
2447 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2448 {
2448 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2449 op->stats.sp--; 2449 op->stats.sp++;
2450 if(op->stats.sp>op->stats.maxsp) 2450 /* dms do not consume food */
2451 op->stats.sp=op->stats.maxsp; 2451 if (!QUERY_FLAG (op, FLAG_WIZ))
2452 {
2453 op->stats.food--;
2454 if (op->contr->digestion < 0)
2455 op->stats.food += op->contr->digestion;
2456 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2457 op->stats.food = last_food;
2452 } 2458 }
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 } 2459 }
2460
2461 if (max_sp > 1)
2462 {
2463 over_sp = (gen_sp + 10) / rate_sp;
2464 if (over_sp > 0)
2465 {
2466 if (op->stats.sp < op->stats.maxsp)
2467 {
2468 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2469
2470 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2471 op->stats.sp--;
2472
2473 if (op->stats.sp > op->stats.maxsp)
2474 op->stats.sp = op->stats.maxsp;
2475 }
2476 op->last_sp = 0;
2477 }
2478 else
2479 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2480 }
2476 } else { 2481 else
2482 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2483 }
2484
2485 /* Regenerate Grace */
2486 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2487 if (--op->last_grace < 0)
2488 {
2489 if (op->stats.grace < op->stats.maxgrace / 2)
2490 op->stats.grace++; /* no penalty in food for regaining grace */
2491
2492 if (max_grace > 1)
2493 {
2494 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2495 if (over_grace > 0)
2496 {
2497 op->stats.sp += over_grace
2498 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2499 op->last_grace = 0;
2500 }
2501 else
2502 {
2503 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2504 }
2505 }
2506 else
2507 {
2477 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2508 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2478 } 2509 }
2479 /* wearing stuff doesn't detract from grace generation. */ 2510 /* wearing stuff doesn't detract from grace generation. */
2480 } 2511 }
2481 2512
2482 /* Regenerate Hit Points */ 2513 /* Regenerate Hit Points */
2483 if(--op->last_heal<0) { 2514 if (--op->last_heal < 0)
2515 {
2484 if(op->stats.hp<op->stats.maxhp) { 2516 if (op->stats.hp < op->stats.maxhp)
2517 {
2485 op->stats.hp++; 2518 op->stats.hp++;
2486 /* dms do not consume food */ 2519 /* dms do not consume food */
2487 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2520 if (!QUERY_FLAG (op, FLAG_WIZ))
2488 op->stats.food--; 2521 {
2522 op->stats.food--;
2489 if(op->contr->digestion<0) 2523 if (op->contr->digestion < 0)
2490 op->stats.food+=op->contr->digestion; 2524 op->stats.food += op->contr->digestion;
2491 else if(op->contr->digestion>0 && 2525 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; 2526 op->stats.food = last_food;
2527 }
2528 }
2529
2530 if (max_hp > 1)
2531 {
2532 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2533 if (over_hp > 0)
2534 {
2535 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2536 op->last_heal = 0;
2537 }
2538 else
2539 {
2540 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2541 }
2542 }
2543 else
2544 {
2545 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2546 }
2494 } 2547 }
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 2548
2510 /* Digestion */ 2549 /* Digestion */
2511 if(--op->last_eat<0) { 2550 if (--op->last_eat < 0)
2512#ifdef COZY_SERVER 2551 {
2513 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2552 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 2553
2521 if(op->contr->gen_hp > 0) 2554 if (op->contr->gen_hp > 0)
2522 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2555 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2523 else 2556 else
2524 op->last_eat=25*(1+bonus)/(penalty +1); 2557 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2558
2525 /* dms do not consume food */ 2559 /* dms do not consume food */
2526 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2560 if (!QUERY_FLAG (op, FLAG_WIZ))
2527 } 2561 op->stats.food--;
2528 } 2562 }
2529 2563
2530 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2564 if (op->stats.food < 0 && op->stats.hp >= 0)
2565 {
2531 object *tmp, *flesh=NULL; 2566 object *tmp, *flesh = 0;
2532 2567
2533 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2568 for (tmp = op->inv; tmp; tmp = tmp->below)
2569 {
2534 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2570 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2571 {
2535 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2572 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2573 {
2536 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2574 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2537 manual_apply(op,tmp,0); 2575 manual_apply (op, tmp, 0);
2538 if(op->stats.food>=0||op->stats.hp<0) 2576 if (op->stats.food >= 0 || op->stats.hp < 0)
2539 break; 2577 break;
2540 } 2578 }
2541 else if (tmp->type==FLESH) flesh=tmp; 2579 else if (tmp->type == FLESH)
2580 flesh = tmp;
2542 } /* End if paid for object */ 2581 } /* End if paid for object */
2543 } /* end of for loop */ 2582 } /* end of for loop */
2583
2544 /* If player is still starving, it means they don't have any food, so 2584 /* If player is still starving, it means they don't have any food, so
2545 * eat flesh instead. 2585 * eat flesh instead.
2546 */ 2586 */
2547 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2587 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2588 {
2548 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2589 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2549 manual_apply(op,flesh,0); 2590 manual_apply (op, flesh, 0);
2550 } 2591 }
2551 } /* end if player is starving */ 2592 }
2552 2593
2553 while(op->stats.food<0&&op->stats.hp>0) 2594 while (op->stats.food < 0 && op->stats.hp >= 0)
2554 op->stats.food++,op->stats.hp--; 2595 op->stats.food++, op->stats.hp--;
2555 2596
2556 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2597 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2557 kill_player(op); 2598 kill_player (op);
2599 }
2558} 2600}
2559
2560
2561 2601
2562/* If the player should die (lack of hp, food, etc), we call this. 2602/* 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 2603 * 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 2604 * permadeath, no lifesave), this will take care of removing the player
2565 * file. 2605 * file.
2566 */ 2606 */
2607void
2567void kill_player(object *op) 2608kill_player (object *op)
2568{ 2609{
2569 char buf[MAX_BUF]; 2610 char buf[MAX_BUF];
2570 int x,y,i; 2611 int x, y;
2612
2613 //int i;
2571 mapstruct *map; /* this is for resurrection */ 2614 maptile *map; /* this is for resurrection */
2615
2572 int z; 2616 /* int z;
2573 int num_stats_lose; 2617 int num_stats_lose;
2574 int lost_a_stat; 2618 int lost_a_stat;
2575 int lose_this_stat; 2619 int lose_this_stat;
2576 int this_stat; 2620 int this_stat; */
2577 int will_kill_again; 2621 int will_kill_again;
2578 archetype *at; 2622 archetype *at;
2579 object *tmp; 2623 object *tmp;
2580 2624
2581 if(save_life(op)) 2625 if (save_life (op))
2582 return; 2626 return;
2583 2627
2584 2628
2585 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2629 /* 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. 2630 * in cities ONLY!!! It is very important that this doesn't get abused.
2587 * Look at op_on_battleground() for more info --AndreasV 2631 * Look at op_on_battleground() for more info --AndreasV
2588 */ 2632 */
2589 if (op_on_battleground(op, &x, &y)) { 2633 if (op_on_battleground (op, &x, &y))
2590 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2634 {
2591 "You have been defeated in combat!"); 2635 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, 2636 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2593 "Local medics have saved your life..."); 2637
2594
2595 /* restore player */ 2638 /* restore player */
2596 at = find_archetype("poisoning"); 2639 at = archetype::find ("poisoning");
2597 tmp=present_arch_in_ob(at,op); 2640 if (object *tmp = present_arch_in_ob (at, op))
2598 if (tmp) { 2641 {
2599 remove_ob(tmp); 2642 tmp->destroy ();
2600 free_object(tmp);
2601 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2643 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2644 }
2645
2646 at = archetype::find ("confusion");
2647 if (object *tmp = present_arch_in_ob (at, op))
2602 } 2648 {
2603 2649 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"); 2650 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2610 } 2651 }
2611 2652
2612 cure_disease(op,0); /* remove any disease */ 2653 cure_disease (op, 0); /* remove any disease */
2613 op->stats.hp=op->stats.maxhp; 2654 op->stats.hp = op->stats.maxhp;
2614 if (op->stats.food<=0) op->stats.food=999; 2655 if (op->stats.food <= 0)
2615 2656 op->stats.food = 999;
2657
2616 /* create a bodypart-trophy to make the winner happy */ 2658 /* create a bodypart-trophy to make the winner happy */
2617 tmp=arch_to_object(find_archetype("finger")); 2659 if (object *tmp = arch_to_object (archetype::find ("finger")))
2618 if (tmp != NULL)
2619 { 2660 {
2620 sprintf(buf,"%s's finger", &op->name); 2661 sprintf (buf, "%s's finger", &op->name);
2621 tmp->name = buf; 2662 tmp->name = buf;
2622 sprintf(buf," This finger has been cut off %s\n" 2663 sprintf (buf, " This finger has been cut off %s\n"
2623 " the %s, when he was defeated at\n level %d by %s.\n", 2664 " the %s, when he was defeated at\n level %d by %s.\n",
2624 &op->name, op->contr->title, (int)(op->level), 2665 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2625 op->contr->killer);
2626 tmp->msg=buf; 2666 tmp->msg = buf;
2627 tmp->value=0, tmp->material=0, tmp->type=0; 2667 tmp->value = 0, tmp->type = 0;
2628 tmp->materialname = NULL; 2668 tmp->materialname = "organics";
2629 tmp->x = op->x, tmp->y = op->y; 2669 tmp->insert_at (op, tmp);
2630 insert_ob_in_map(tmp,op->map,op,0);
2631 }
2632 2670 }
2671
2633 /* teleport defeated player to new destination*/ 2672 /* teleport defeated player to new destination */
2634 transfer_ob(op, x, y, 0, NULL); 2673 transfer_ob (op, x, y, 0, NULL);
2635 op->contr->braced=0; 2674 op->contr->braced = 0;
2636 return; 2675 return;
2637 } 2676 }
2638 2677
2639 INVOKE_PLAYER (DEATH, op->contr); 2678 INVOKE_PLAYER (DEATH, op->contr);
2640 2679
2641 command_kill_pets (op, 0); 2680 command_kill_pets (op, 0);
2642 2681
2643 if(op->stats.food<0) { 2682 if (op->stats.food < 0)
2644 if (op->contr->explore) { 2683 {
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); 2684 sprintf (buf, "%s starved to death.", &op->name);
2651 strcpy(op->contr->killer,"starvation"); 2685 strcpy (op->contr->killer, "starvation");
2652 } 2686 }
2653 else { 2687 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); 2688 sprintf (buf, "%s died.", &op->name);
2661 } 2689
2662 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2690 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2663 2691
2664 /* save the map location for corpse, gravestone*/ 2692 /* save the map location for corpse, gravestone */
2665 x=op->x;y=op->y;map=op->map; 2693 x = op->x;
2694 y = op->y;
2695 map = op->map;
2666 2696
2667
2668 if (settings.not_permadeth == TRUE) {
2669 /* NOT_PERMADEATH code. This basically brings the character back to 2697 /* NOT_PERMADEATH code. This basically brings the character back to
2670 * life if they are dead - it takes some exp and a random stat. 2698 * 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. 2699 * See the config.h file for a little more in depth detail about this.
2672 */ 2700 */
2673 2701
2674 /* Basically two ways to go - remove a stat permanently, or just 2702 /* Basically two ways to go - remove a stat permanently, or just
2675 * make it depletion. This bunch of code deals with that aspect 2703 * make it depletion. This bunch of code deals with that aspect
2676 * of death. 2704 * of death.
2677 */ 2705 */
2678#ifndef COZY_SERVER 2706#ifndef COZY_SERVER
2679 if (settings.balanced_stat_loss) { 2707 if (settings.balanced_stat_loss)
2708 {
2680 /* If stat loss is permanent, lose one stat only. */ 2709 /* If stat loss is permanent, lose one stat only. */
2681 /* Lower level chars don't lose as many stats because they suffer 2710 /* Lower level chars don't lose as many stats because they suffer
2682 more if they do. */ 2711 more if they do. */
2683 /* Higher level characters can afford things such as potions of 2712 /* Higher level characters can afford things such as potions of
2684 restoration, or better, stat potions. So we slug them that 2713 restoration, or better, stat potions. So we slug them that
2685 little bit harder. */ 2714 little bit harder. */
2686 /* GD */ 2715 /* GD */
2687 if (settings.stat_loss_on_death) 2716 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; 2717 num_stats_lose = 1;
2693 } 2718 else
2719 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2720 }
2721 else
2722 num_stats_lose = 1;
2723
2694 lost_a_stat = 0; 2724 lost_a_stat = 0;
2695 2725
2696 for (z=0; z<num_stats_lose; z++) { 2726 for (z = 0; z < num_stats_lose; z++)
2727 {
2697 i = RANDOM() % NUM_STATS; 2728 i = RANDOM () % NUM_STATS;
2698 2729
2699 if (settings.stat_loss_on_death) { 2730 if (settings.stat_loss_on_death)
2731 {
2700 /* Pick a random stat and take a point off it. Tell the player 2732 /* Pick a random stat and take a point off it. Tell the player
2701 * what he lost. 2733 * what he lost.
2702 */ 2734 */
2703 change_attr_value(&(op->stats), i,-1); 2735 change_attr_value (&(op->stats), i, -1);
2704 check_stat_bounds(&(op->stats)); 2736 check_stat_bounds (&(op->stats));
2705 change_attr_value(&(op->contr->orig_stats), i,-1); 2737 change_attr_value (&(op->contr->orig_stats), i, -1);
2706 check_stat_bounds(&(op->contr->orig_stats)); 2738 check_stat_bounds (&(op->contr->orig_stats));
2707 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2739 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2708 lost_a_stat = 1; 2740 lost_a_stat = 1;
2709 } else { 2741 }
2742 else
2743 {
2710 /* deplete a stat */ 2744 /* deplete a stat */
2711 archetype *deparch=find_archetype("depletion"); 2745 archetype *deparch = archetype::find ("depletion");
2712 object *dep; 2746 object *dep;
2747
2748 dep = present_arch_in_ob (deparch, op);
2749 if (!dep)
2713 2750 {
2714 dep = present_arch_in_ob(deparch,op);
2715 if(!dep) {
2716 dep = arch_to_object(deparch); 2751 dep = arch_to_object (deparch);
2717 insert_ob_in_ob(dep, op); 2752 insert_ob_in_ob (dep, op);
2718 } 2753 }
2719 lose_this_stat = 1; 2754 lose_this_stat = 1;
2720 if (settings.balanced_stat_loss) { 2755 if (settings.balanced_stat_loss)
2756 {
2721 /* GD */ 2757 /* GD */
2722 /* Get the stat that we're about to deplete. */ 2758 /* Get the stat that we're about to deplete. */
2723 this_stat = get_attr_value(&(dep->stats), i); 2759 this_stat = get_attr_value (&(dep->stats), i);
2724 if (this_stat < 0) { 2760 if (this_stat < 0)
2761 {
2725 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2762 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2726 int keep_chance = this_stat * this_stat; 2763 int keep_chance = this_stat * this_stat;
2764
2727 /* Yes, I am paranoid. Sue me. */ 2765 /* Yes, I am paranoid. Sue me. */
2728 if (keep_chance < 1) 2766 if (keep_chance < 1)
2729 keep_chance = 1; 2767 keep_chance = 1;
2730 2768
2731 /* There is a maximum depletion total per level. */ 2769 /* There is a maximum depletion total per level. */
2732 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2770 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2771 {
2733 lose_this_stat = 0; 2772 lose_this_stat = 0;
2734 /* Take loss chance vs keep chance to see if we 2773 /* Take loss chance vs keep chance to see if we
2735 retain the stat. */ 2774 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 } 2775 }
2745 } 2776 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 */ 2777 {
2755 if (this_stat>=-50) { 2778 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; 2779 lose_this_stat = 0;
2780 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2781 this_stat, keep_chance, loss_chance,
2782 lose_this_stat?"LOSE":"KEEP"); */
2761 } 2783 }
2762 } 2784 }
2763 } 2785 }
2764 } 2786
2765 /* If no stat lost, tell the player. */
2766 if (!lost_a_stat) 2787 if (lose_this_stat)
2767 { 2788 {
2768 /* determine_god() seems to not work sometimes... why is this? 2789 this_stat = get_attr_value (&(dep->stats), i);
2769 Should I be using something else? GD */ 2790 /* We could try to do something clever like find another
2770 const char *god = determine_god(op); 2791 * stat to reduce if this fails. But chances are, if
2771 if (god && (strcmp(god, "none"))) 2792 * stats have been depleted to -50, all are pretty low
2772 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2793 * and should be roughly the same, so it shouldn't make a
2773 "moment you feel the holy presence of %s protecting" 2794 * difference.
2774 " you.", god); 2795 */
2796 if (this_stat >= -50)
2775 else 2797 {
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2798 change_attr_value (&(dep->stats), i, -1);
2777 " feel a holy presence protecting you."); 2799 SET_FLAG (dep, FLAG_APPLIED);
2800 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2801 op->update_stats ();
2802 lost_a_stat = 1;
2803 }
2778 } 2804 }
2805 }
2806 }
2807 /* If no stat lost, tell the player. */
2808 if (!lost_a_stat)
2809 {
2810 /* determine_god() seems to not work sometimes... why is this?
2811 Should I be using something else? GD */
2812 const char *god = determine_god (op);
2813
2814 if (god && (strcmp (god, "none")))
2815 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2816 else
2817 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2818 }
2819#else
2820 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2779#endif 2821#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 2822
2783 /* Put a gravestone up where the character 'almost' died. List the 2823 /* Put a gravestone up where the character 'almost' died. List the
2784 * exp loss on the stone. 2824 * exp loss on the stone.
2785 */ 2825 */
2786 tmp=arch_to_object(find_archetype("gravestone")); 2826 tmp = arch_to_object (archetype::find ("gravestone"));
2787 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2827 sprintf (buf, "%s's gravestone", &op->name);
2828 tmp->name = buf;
2788 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2829 sprintf (buf, "%s's gravestones", &op->name);
2789 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2830 tmp->name_pl = buf;
2790 "who was killed\n" 2831 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; 2832 tmp->msg = buf;
2795 tmp->x=op->x,tmp->y=op->y; 2833 tmp->x = op->x, tmp->y = op->y;
2796 insert_ob_in_map (tmp, op->map, NULL,0); 2834 insert_ob_in_map (tmp, op->map, NULL, 0);
2797 2835
2798 /**************************************/ 2836 /**************************************/
2799 /* */ 2837 /* */
2800 /* Subtract the experience points, */ 2838 /* Subtract the experience points, */
2801 /* if we died cause of food, give us */ 2839 /* if we died cause of food, give us */
2802 /* food, and reset HP's... */ 2840 /* food, and reset HP's... */
2803 /* */ 2841 /* */
2804 /**************************************/ 2842 /**************************************/
2805 2843
2806 /* remove any poisoning and confusion the character may be suffering.*/ 2844 /* remove any poisoning and confusion the character may be suffering. */
2807 /* restore player */ 2845 /* restore player */
2808 at = find_archetype("poisoning"); 2846 at = archetype::find ("poisoning");
2809 tmp=present_arch_in_ob(at,op); 2847 tmp = present_arch_in_ob (at, op);
2810 if (tmp) { 2848
2811 remove_ob(tmp); 2849 if (tmp)
2812 free_object(tmp); 2850 {
2851 tmp->destroy ();
2813 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2852 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2814 } 2853 }
2815 2854
2816 at = find_archetype("confusion"); 2855 at = archetype::find ("confusion");
2817 tmp=present_arch_in_ob(at,op); 2856 tmp = present_arch_in_ob (at, op);
2818 if (tmp) { 2857 if (tmp)
2819 remove_ob(tmp); 2858 {
2820 free_object(tmp); 2859 tmp->destroy ();
2821 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2860 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2822 } 2861 }
2862
2823 cure_disease(op,0); /* remove any disease */ 2863 cure_disease (op, 0); /* remove any disease */
2824 2864
2825 /*add_exp(op, (op->stats.exp * -0.20)); */ 2865 /*add_exp(op, (op->stats.exp * -0.20)); */
2826 apply_death_exp_penalty(op); 2866 apply_death_exp_penalty (op);
2827 if(op->stats.food < 100) op->stats.food = 900; 2867 if (op->stats.food < 100)
2868 op->stats.food = 900;
2828 op->stats.hp = op->stats.maxhp; 2869 op->stats.hp = op->stats.maxhp;
2829 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2870 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2830 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2871 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2831 2872
2832 /* 2873 /*
2833 * Check to see if the player is in a shop. IF so, then check to see if 2874 * 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 2875 * and put them back in the map.
2835 * in the map. 2876 */
2836 */
2837
2838 if (is_in_shop (op))
2839 remove_unpaid_objects(op->inv, op); 2877 remove_unpaid_objects (op->inv, op);
2840 2878
2841 /****************************************/ 2879 /****************************************/
2842 /* */ 2880 /* */
2843 /* Move player to his current respawn- */ 2881 /* Move player to his current respawn- */
2844 /* position (usually last savebed) */ 2882 /* position (usually last savebed) */
2845 /* */ 2883 /* */
2846 /****************************************/ 2884 /****************************************/
2847 2885
2848 enter_player_savebed(op); 2886 enter_player_savebed (op);
2849 2887
2850 /* Save the player before inserting the force to reduce
2851 * chance of abuse.
2852 */
2853 op->contr->braced=0; 2888 op->contr->braced = 0;
2854 save_player(op,1);
2855 2889
2856 /* it is possible that the player has blown something up 2890 /* it is possible that the player has blown something up
2857 * at his savebed location, and that can have long lasting 2891 * at his savebed location, and that can have long lasting
2858 * spell effects. So first see if there is a spell effect 2892 * spell effects. So first see if there is a spell effect
2859 * on the space that might harm the player. 2893 * on the space that might harm the player.
2860 */ 2894 */
2861 will_kill_again=0; 2895 will_kill_again = 0;
2862 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2896 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2863 if (tmp->type ==SPELL_EFFECT) 2897 if (tmp->type == SPELL_EFFECT)
2864 will_kill_again|=tmp->attacktype; 2898 will_kill_again |= tmp->attacktype;
2865 } 2899
2866 if (will_kill_again) { 2900 if (will_kill_again)
2901 {
2867 object *force; 2902 object *force;
2868 int at; 2903 int at;
2869 2904
2870 force=get_archetype(FORCE_NAME); 2905 force = get_archetype (FORCE_NAME);
2871 /* 50 ticks should be enough time for the spell to abate */ 2906 /* 50 ticks should be enough time for the spell to abate */
2872 force->speed=0.1; 2907 force->speed = 0.1f;
2873 force->speed_left=-5.0; 2908 force->speed_left = -5.f;
2874 SET_FLAG(force, FLAG_APPLIED); 2909 SET_FLAG (force, FLAG_APPLIED);
2875 for (at=0; at<NROFATTACKS; at++) { 2910 for (at = 0; at < NROFATTACKS; at++)
2876 if (will_kill_again & (1 << at)) 2911 if (will_kill_again & (1 << at))
2877 force->resist[at] = 100; 2912 force->resist[at] = 100;
2913
2914 insert_ob_in_ob (force, op);
2915 op->update_stats ();
2916
2917 }
2918
2919 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2920}
2921
2922void
2923loot_object (object *op)
2924{ /* Grab and destroy some treasure */
2925 object *tmp, *tmp2, *next;
2926
2927 op->close_container (); /* close open sack first */
2928
2929 for (tmp = op->inv; tmp; tmp = next)
2930 {
2931 next = tmp->below;
2932
2933 if (tmp->invisible)
2934 continue;
2935
2936 tmp->remove ();
2937 tmp->x = op->x, tmp->y = op->y;
2938
2939 if (tmp->type == CONTAINER)
2940 loot_object (tmp); /* empty container to ground */
2941
2942 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2943 {
2944 if (tmp->nrof > 1)
2945 {
2946 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2947 tmp2->destroy ();
2948 insert_ob_in_map (tmp, op->map, NULL, 0);
2878 } 2949 }
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 { 2950 else
2937 delete_character(op->name,1); 2951 tmp->destroy ();
2938 } 2952 }
2939 } 2953 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); 2954 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 } 2955 }
2981} 2956}
2982 2957
2983/* 2958/*
2984 * fix_weight(): Check recursively the weight of all players, and fix 2959 * fix_weight(): Check recursively the weight of all players, and fix
2985 * what needs to be fixed. Refresh windows and fix speed if anything 2960 * what needs to be fixed. Refresh windows and fix speed if anything
2986 * was changed. 2961 * was changed.
2987 */ 2962 */
2988 2963void
2989void fix_weight(void) { 2964fix_weight (void)
2990 player *pl; 2965{
2991 for (pl = first_player; pl != NULL; pl = pl->next) { 2966 for_all_players (pl)
2967 {
2992 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2968 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2969
2993 if(old == sum) 2970 if (old == sum)
2994 continue; 2971 continue;
2995 fix_player(pl->ob); 2972 pl->ob->update_stats ();
2996 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2973 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2997 &pl->ob->name, old, sum);
2998 } 2974 }
2999} 2975}
3000 2976
2977void
3001void fix_luck(void) { 2978fix_luck (void)
3002 player *pl; 2979{
3003 for (pl = first_player; pl != NULL; pl = pl->next) 2980 for_all_players (pl)
3004 if (!pl->ob->contr->state) 2981 if (!pl->ob->contr->ns->state)
3005 change_luck(pl->ob, 0); 2982 pl->ob->change_luck (0);
3006} 2983}
3007
3008 2984
3009/* cast_dust() - handles op throwing objects of type 'DUST'. 2985/* cast_dust() - handles op throwing objects of type 'DUST'.
3010 * This is much simpler in the new spell code - we basically 2986 * This is much simpler in the new spell code - we basically
3011 * just treat this as any other spell casting object. 2987 * just treat this as any other spell casting object.
3012 */ 2988 */
3013
3014void 2989void
3015cast_dust (object * op, object * throw_ob, int dir) 2990cast_dust (object *op, object *throw_ob, int dir)
3016{ 2991{
3017 object *skop, *spob; 2992 object *skop, *spob;
3018 2993
3019 skop = find_skill_by_name (op, throw_ob->skill); 2994 skop = find_skill_by_name (op, throw_ob->skill);
3020 2995
3021 /* casting POTION 'dusts' is really a use_magic_item skill */ 2996 /* casting POTION 'dusts' is really a use_magic_item skill */
3022 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2997 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3023 { 2998 {
3024 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2999 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3025 &op->name);
3026 return; 3000 return;
3027 } 3001 }
3028 3002
3029 spob = throw_ob->inv; 3003 spob = throw_ob->inv;
3030 3004
3031 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3005 // 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 3006 // not pass NULL to cast_spell (which did indeed check itself, but
3033 // errors should be reported as early as possible IMHO) 3007 // errors should be reported as early as possible IMHO)
3034 if (!spob) 3008 if (!spob)
3035 { 3009 {
3036 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3010 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; 3011 return;
3039 } 3012 }
3040 3013
3041 if (op->type == PLAYER) 3014 if (op->type == PLAYER)
3042 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3015 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3043 3016
3044 cast_spell (op, throw_ob, dir, spob, NULL); 3017 cast_spell (op, throw_ob, dir, spob, NULL);
3045 3018
3046 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3019 throw_ob->destroy ();
3047 remove_ob (throw_ob);
3048 free_object (throw_ob);
3049} 3020}
3050 3021
3022void
3051void make_visible (object *op) { 3023make_visible (object *op)
3024{
3052 op->hide = 0; 3025 op->hide = 0;
3053 op->invisible = 0; 3026 op->invisible = 0;
3054 if(op->type==PLAYER) { 3027 if (op->type == PLAYER)
3028 {
3055 op->contr->tmp_invis = 0; 3029 op->contr->tmp_invis = 0;
3056 op->contr->invis_race = 0; 3030 op->contr->invis_race = 0;
3057 } 3031 }
3032
3058 update_object(op,UP_OBJ_FACE); 3033 update_object (op, UP_OBJ_CHANGE);
3059} 3034}
3060 3035
3036int
3061int is_true_undead(object *op) { 3037is_true_undead (object *op)
3062 object *tmp=NULL; 3038{
3063
3064 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3039 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3040 return 1;
3065 3041
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; 3042 return 0;
3071} 3043}
3072 3044
3073/* look at the surrounding terrain to determine 3045/* look at the surrounding terrain to determine
3074 * the hideability of this object. Positive levels 3046 * the hideability of this object. Positive levels
3075 * indicate greater hideability. 3047 * indicate greater hideability.
3076 */ 3048 */
3077 3049
3050int
3078int hideability(object *ob) { 3051hideability (object *ob)
3052{
3079 int i,level=0, mflag; 3053 int i, level = 0, mflag;
3080 sint16 x,y; 3054 sint16 x, y;
3081 3055
3082 if(!ob||!ob->map) return 0; 3056 if (!ob || !ob->map)
3057 return 0;
3083 3058
3084 /* so, on normal lighted maps, its hard to hide */ 3059 /* so, on normal lighted maps, its hard to hide */
3085 level=ob->map->darkness - 2; 3060 level = ob->map->darkness - 2;
3086 3061
3087 /* this also picks up whether the object is glowing. 3062 /* this also picks up whether the object is glowing.
3088 * If you carry a light on a non-dark map, its not 3063 * If you carry a light on a non-dark map, its not
3089 * as bad as carrying a light on a pitch dark map */ 3064 * as bad as carrying a light on a pitch dark map */
3090 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3065 if (has_carried_lights (ob))
3066 level = -(10 + (2 * ob->map->darkness));
3091 3067
3092 /* scan through all nearby squares for terrain to hide in */ 3068 /* 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]) { 3069 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3070 {
3094 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3071 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3095 if (mflag & P_OUT_OF_MAP) { continue; } 3072 if (mflag & P_OUT_OF_MAP)
3073 {
3074 continue;
3075 }
3096 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3076 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3097 level += 2; 3077 level += 2;
3098 else /* open terrain! */ 3078 else /* open terrain! */
3099 level -= 1; 3079 level -= 1;
3100 } 3080 }
3101 3081
3102#if 0 3082#if 0
3103 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3083 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3104#endif 3084#endif
3105 return level; 3085 return level;
3106} 3086}
3107 3087
3108/* For Hidden creatures - a chance of becoming 'unhidden' 3088/* For Hidden creatures - a chance of becoming 'unhidden'
3109 * every time they move - as we subtract off 'invisibility' 3089 * every time they move - as we subtract off 'invisibility'
3110 * AND, for players, if they move into a ridiculously unhideable 3090 * AND, for players, if they move into a ridiculously unhideable
3111 * spot (surrounded by clear terrain in broad daylight). -b.t. 3091 * spot (surrounded by clear terrain in broad daylight). -b.t.
3112 */ 3092 */
3113 3093void
3114void do_hidden_move (object *op) { 3094do_hidden_move (object *op)
3095{
3115 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3096 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3116 object *skop; 3097 object *skop;
3117 3098
3118 if(!op || !op->map) return; 3099 if (!op || !op->map)
3100 return;
3119 3101
3120 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3102 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3121 3103
3122 /* its *extremely* hard to run and sneak/hide at the same time! */ 3104 /* its *extremely* hard to run and sneak/hide at the same time! */
3123 if(op->type==PLAYER && op->contr->run_on) { 3105 if (op->type == PLAYER && op->contr->run_on)
3124 if(!skop || num >= skop->level) { 3106 if (!skop || num >= skop->level)
3107 {
3125 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3108 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); 3109 make_visible (op);
3135 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3110 return;
3136 "You moved out of hiding! You are visible!");
3137 } 3111 }
3112 else
3113 num += 20;
3114
3115 num += op->map->difficulty;
3116 hide = hideability (op); /* modify by terrain hidden level */
3117 num -= hide;
3118
3119 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3120 {
3121 make_visible (op);
3122 if (op->type == PLAYER)
3123 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3124 }
3138 else if (op->type == PLAYER && skop) { 3125 else if (op->type == PLAYER && skop)
3139 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3126 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3140 }
3141} 3127}
3142 3128
3143/* determine if who is standing near a hostile creature. */ 3129/* determine if who is standing near a hostile creature. */
3144 3130
3131int
3145int stand_near_hostile( object *who ) { 3132stand_near_hostile (object *who)
3133{
3146 object *tmp=NULL; 3134 object *tmp = NULL;
3147 int i,friendly=0,player=0, mflags; 3135 int i, friendly = 0, player = 0, mflags;
3148 mapstruct *m; 3136 maptile *m;
3149 sint16 x,y; 3137 sint16 x, y;
3150 3138
3151 if(!who) return 0; 3139 if (!who)
3140 return 0;
3152 3141
3153 if(who->type==PLAYER) player=1; 3142 if (who->type == PLAYER)
3143 player = 1;
3144
3145 else
3154 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3146 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3155 3147
3156 /* search adjacent squares */ 3148 /* search adjacent squares */
3157 for(i=1;i<9;i++) { 3149 for (i = 1; i < 9; i++)
3150 {
3158 x = who->x+freearr_x[i]; 3151 x = who->x + freearr_x[i];
3159 y = who->y+freearr_y[i]; 3152 y = who->y + freearr_y[i];
3160 m = who->map; 3153 m = who->map;
3161 mflags = get_map_flags(m, &m, x, y, &x, &y); 3154 mflags = get_map_flags (m, &m, x, y, &x, &y);
3162 /* space must be blocked if there is a monster. If not 3155 /* space must be blocked if there is a monster. If not
3163 * blocked, don't need to check this space. 3156 * blocked, don't need to check this space.
3164 */ 3157 */
3165 if (mflags & P_OUT_OF_MAP) continue; 3158 if (mflags & P_OUT_OF_MAP)
3159 continue;
3166 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3160 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3167 3161 continue;
3168 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3162
3169 if((player||friendly) 3163 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3164 {
3170 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3165 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3166 return 1;
3167 else if (tmp->type == PLAYER)
3168 {
3169 /*don't let a hidden DM prevent you from hiding */
3170 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3171 return 1; 3171 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 } 3172 }
3178 } 3173 }
3179 } 3174 }
3180 return 0; 3175 return 0;
3181} 3176}
3182 3177
3183/* check the player los field for viewability of the 3178/* check the player los field for viewability of the
3184 * object op. This function works fine for monsters, 3179 * object op. This function works fine for monsters,
3185 * but we dont worry if the object isnt the top one in 3180 * 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. 3187 * for them to differ. Sigh, this fctn could get a bit more complex.
3193 * -b.t. 3188 * -b.t.
3194 * This function is now map tiling safe. 3189 * This function is now map tiling safe.
3195 */ 3190 */
3196 3191
3192int
3197int player_can_view (object *pl,object *op) { 3193player_can_view (object *pl, object *op)
3194{
3198 rv_vector rv; 3195 rv_vector rv;
3199 int dx,dy; 3196 int dx, dy;
3200 3197
3201 if(pl->type!=PLAYER) { 3198 if (pl->type != PLAYER)
3199 {
3202 LOG(llevError,"player_can_view() called for non-player object\n"); 3200 LOG (llevError, "player_can_view() called for non-player object\n");
3203 return -1; 3201 return -1;
3204 } 3202 }
3205 if (!pl || !op) return 0;
3206 3203
3207 if(op->head) { op = op->head; } 3204 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; 3205 return 0;
3206
3207 op = op->head_ ();
3208
3209 get_rangevector (pl, op, &rv, 0x1);
3210
3211 /* starting with the 'head' part, lets loop
3212 * through the object and find if it has any
3213 * part that is in the los array but isnt on
3214 * a blocked los square.
3215 * we use the archetype to figure out offsets.
3216 */
3217 while (op)
3218 {
3219 dx = rv.distance_x + op->arch->x;
3220 dy = rv.distance_y + op->arch->y;
3221
3222 /* only the viewable area the player sees is updated by LOS
3223 * code, so we need to restrict ourselves to that range of values
3224 * for any meaningful values.
3225 */
3226 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3227 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3228 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3229 return 1;
3230 op = op->more;
3231 }
3232 return 0;
3231} 3233}
3232 3234
3233/* routine for both players and monsters. We call this when 3235/* routine for both players and monsters. We call this when
3234 * there is a possibility for our action distrubing our hiding 3236 * there is a possibility for our action distrubing our hiding
3235 * place or invisiblity spell. Artefact invisiblity is not 3237 * place or invisiblity spell. Artefact invisiblity is not
3236 * effected by this. If we arent invisible to begin with, we 3238 * effected by this. If we arent invisible to begin with, we
3237 * return 0. 3239 * return 0.
3238 */ 3240 */
3241int
3239int action_makes_visible (object *op) { 3242action_makes_visible (object *op)
3243{
3240 3244
3241 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3245 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3246 {
3242 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3247 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3243 return 0; 3248 return 0;
3244 3249
3245 if (op->contr && op->contr->tmp_invis == 0) return 0; 3250 if (op->contr && op->contr->tmp_invis == 0)
3251 return 0;
3246 3252
3247 /* If monsters, they should become visible */ 3253 /* If monsters, they should become visible */
3248 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3254 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3255 {
3249 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3256 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3250 return 1; 3257 return 1;
3251 } 3258 }
3252 } 3259 }
3253 return 0; 3260 return 0;
3254} 3261}
3255 3262
3256/* op_on_battleground - checks if the given object op (usually 3263/* op_on_battleground - checks if the given object op (usually
3257 * a player) is standing on a valid battleground-tile, 3264 * a player) is standing on a valid battleground-tile,
3258 * function returns TRUE/FALSE. If true x, y returns the battleground 3265 * function returns TRUE/FALSE. If true x, y returns the battleground
3259 * -exit-coord. (and if x, y not NULL) 3266 * -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 3267 * 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 3268 * 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 3269 * Default is to do the same as before, so only people wanting to have different points need worry about this
3263 */ 3270 */
3271int
3264int op_on_battleground (object *op, int *x, int *y) { 3272op_on_battleground (object *op, int *x, int *y)
3273{
3265 object *tmp; 3274 object *tmp;
3266 3275
3267 /* A battleground-tile needs the following attributes to be valid: 3276 /* 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), 3277 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3269 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3278 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3270 * and the exit-coordinates sp/hp must both be > 0. 3279 * and the exit-coordinates sp/hp must both be > 0.
3271 * => The intention here is to prevent abuse of the battleground- 3280 * => The intention here is to prevent abuse of the battleground-
3272 * feature (like pickable or hidden battleground tiles). */ 3281 * feature (like pickable or hidden battleground tiles). */
3273 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3282 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3283 {
3274 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3284 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3285 {
3275 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3286 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3276 strcmp(tmp->name, "battleground")==0 && 3287 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3277 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3288 {
3278 /*before we assign the exit, check if this is a teambattle*/ 3289 /*before we assign the exit, check if this is a teambattle */
3279 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3290 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3291 {
3280 object *invtmp; 3292 object *invtmp;
3293
3281 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3294 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3282 if(invtmp->type==FORCE && invtmp->slaying && 3295 {
3283 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3296 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3297 {
3284 if (x != NULL && y != NULL) 3298 if (x != NULL && y != NULL)
3285 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3299 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3286 return 1; 3300 return 1;
3301 }
3287 } 3302 }
3288 } 3303 }
3289 }
3290 if (x != NULL && y != NULL) 3304 if (x != NULL && y != NULL)
3291 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3305 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3292 return 1; 3306 return 1;
3307 }
3293 } 3308 }
3294 }
3295 } 3309 }
3296 /* If we got here, did not find a battleground */ 3310 /* If we got here, did not find a battleground */
3297 return 0; 3311 return 0;
3298} 3312}
3299 3313
3300/* 3314/*
3304 * attributes: 3318 * attributes:
3305 * object *who the dragon player 3319 * object *who the dragon player
3306 * int atnr the attack-number of the ability focus 3320 * int atnr the attack-number of the ability focus
3307 * int level ability level 3321 * int level ability level
3308 */ 3322 */
3323void
3309void dragon_ability_gain(object *who, int atnr, int level) { 3324dragon_ability_gain (object *who, int atnr, int level)
3325{
3310 treasurelist *trlist = NULL; /* treasurelist */ 3326 treasurelist *trlist = NULL; /* treasurelist */
3311 treasure *tr; /* treasure */ 3327 treasure *tr; /* treasure */
3312 object *tmp,*skop; /* tmp. object */ 3328 object *tmp, *skop; /* tmp. object */
3313 object *item; /* treasure object */ 3329 object *item; /* treasure object */
3314 char buf[MAX_BUF]; /* tmp. string buffer */ 3330 char buf[MAX_BUF]; /* tmp. string buffer */
3315 int i=0, j=0; 3331 int i = 0, j = 0;
3316 3332
3317 /* get the appropriate treasurelist */ 3333 /* get the appropriate treasurelist */
3318 if (atnr == ATNR_FIRE) 3334 if (atnr == ATNR_FIRE)
3319 trlist = find_treasurelist("dragon_ability_fire"); 3335 trlist = treasurelist::find ("dragon_ability_fire");
3320 else if (atnr == ATNR_COLD) 3336 else if (atnr == ATNR_COLD)
3321 trlist = find_treasurelist("dragon_ability_cold"); 3337 trlist = treasurelist::find ("dragon_ability_cold");
3322 else if (atnr == ATNR_ELECTRICITY) 3338 else if (atnr == ATNR_ELECTRICITY)
3323 trlist = find_treasurelist("dragon_ability_elec"); 3339 trlist = treasurelist::find ("dragon_ability_elec");
3324 else if (atnr == ATNR_POISON) 3340 else if (atnr == ATNR_POISON)
3325 trlist = find_treasurelist("dragon_ability_poison"); 3341 trlist = treasurelist::find ("dragon_ability_poison");
3326 3342
3327 if (trlist == NULL || who->type != PLAYER) 3343 if (trlist == NULL || who->type != PLAYER)
3344 return;
3345
3346 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3347
3348 if (!tr || !tr->item)
3349 {
3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3351 return;
3352 }
3353
3354 /* everything seems okay - now bring on the gift: */
3355 item = tr->item;
3356
3357 if (item->type == SPELL)
3358 {
3359 if (check_spell_known (who, item->name))
3328 return; 3360 return;
3329 3361
3330 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3362 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3331 tr = tr->next, i++); 3363 do_learn_spell (who, item, 0);
3332 3364 return;
3333 if (tr == NULL || tr->item == NULL) { 3365 }
3334 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3366
3367 /* grant direct spell */
3368 if (item->type == SPELLBOOK)
3369 {
3370 if (!item->inv)
3371 {
3372 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3373 return;
3374 }
3375 if (check_spell_known (who, item->inv->name))
3335 return; 3376 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) { 3377 if (item->invisible)
3378 {
3359 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); 3379 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); 3380 do_learn_spell (who, item->inv, 0);
3361 return; 3381 return;
3362 } 3382 }
3363 } 3383 }
3364 else if (item->type == SKILL_TOOL && item->invisible) { 3384 else if (item->type == SKILL_TOOL && item->invisible)
3385 {
3365 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3386 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3387 {
3366 3388
3367 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3389 /* 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 3390 * 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, 3391 * them. As it is now, if the player has any that match the granted skill,
3370 * but not all of them, he gets nothing. 3392 * but not all of them, he gets nothing.
3371 */ 3393 */
3372 if (!(skop->attacktype & item->attacktype)) { 3394 if (!(skop->attacktype & item->attacktype))
3395 {
3373 /* Give new attacktype */ 3396 /* Give new attacktype */
3374 skop->attacktype |= item->attacktype; 3397 skop->attacktype |= item->attacktype;
3375 3398
3376 /* always add physical if there's none */ 3399 /* always add physical if there's none */
3377 skop->attacktype |= AT_PHYSICAL; 3400 skop->attacktype |= AT_PHYSICAL;
3378 3401
3379 if (item->msg != NULL) 3402 if (item->msg != NULL)
3380 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3403 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3381 3404
3382 /* Give player new face */ 3405 /* Give player new face */
3383 if (item->animation_id) { 3406 if (item->animation_id)
3407 {
3384 who->face = skop->face; 3408 who->face = skop->face;
3385 who->animation_id = item->animation_id; 3409 who->animation_id = item->animation_id;
3386 who->anim_speed = item->anim_speed; 3410 who->anim_speed = item->anim_speed;
3387 who->last_anim = 0; 3411 who->last_anim = 0;
3388 who->state = 0; 3412 who->state = 0;
3389 animate_object(who, who->direction); 3413 animate_object (who, who->direction);
3390 } 3414 }
3391 } 3415 }
3392 } 3416 }
3393 } 3417 }
3394 else if (item->type == FORCE) { 3418 else if (item->type == FORCE)
3419 {
3395 /* forces in the treasurelist can alter the player's stats */ 3420 /* forces in the treasurelist can alter the player's stats */
3396 object *skin; 3421 object *skin;
3422
3397 /* first get the dragon skin force */ 3423 /* first get the dragon skin force */
3398 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3424 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3399 skin=skin->below); 3425 ;
3400 if (skin == NULL) return; 3426
3401 3427 if (!skin)
3428 return;
3429
3402 /* adding new spellpath attunements */ 3430 /* adding new spellpath attunements */
3403 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3431 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3432 {
3404 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3433 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3405 3434
3406 /* print message */ 3435 /* print message */
3407 sprintf(buf, "You feel attuned to "); 3436 sprintf (buf, "You feel attuned to ");
3408 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3437 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3438 {
3409 if(item->path_attuned & (1<<i)) { 3439 if (item->path_attuned & (1 << i))
3440 {
3410 if (j) 3441 if (j)
3411 strcat(buf," and "); 3442 strcat (buf, " and ");
3412 else 3443 else
3413 j = 1; 3444 j = 1;
3414 strcat(buf, spellpathnames[i]); 3445 strcat (buf, spellpathnames[i]);
3415 } 3446 }
3416 } 3447 }
3417 strcat(buf,"."); 3448 strcat (buf, ".");
3418 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3449 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3419 } 3450 }
3420 3451
3421 /* evtl. adding flags: */ 3452 /* evtl. adding flags: */
3422 if(QUERY_FLAG(item, FLAG_XRAYS)) 3453 if (QUERY_FLAG (item, FLAG_XRAYS))
3423 SET_FLAG(skin, FLAG_XRAYS); 3454 SET_FLAG (skin, FLAG_XRAYS);
3424 if(QUERY_FLAG(item, FLAG_STEALTH)) 3455 if (QUERY_FLAG (item, FLAG_STEALTH))
3425 SET_FLAG(skin, FLAG_STEALTH); 3456 SET_FLAG (skin, FLAG_STEALTH);
3426 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3457 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3427 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3458 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3428 3459
3429 /* print message if there is one */ 3460 /* print message if there is one */
3430 if (item->msg != NULL) 3461 if (item->msg != NULL)
3431 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3462 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3463 }
3464 else
3432 } 3465 {
3433 else {
3434 /* generate misc. treasure */ 3466 /* generate misc. treasure */
3435 tmp = arch_to_object (tr->item); 3467 tmp = arch_to_object (tr->item);
3436 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3468 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); 3469 tmp = insert_ob_in_ob (tmp, who);
3438 if (who->type == PLAYER) 3470 if (who->type == PLAYER)
3439 esrv_send_item(who, tmp); 3471 esrv_send_item (who, tmp);
3440 } 3472 }
3441} 3473}
3442 3474
3443/** 3475/**
3444 * Unready an object for a player. This function does nothing if the object was 3476 * Unready an object for a player. This function does nothing if the object was
3445 * not readied. 3477 * not readied.
3446 */ 3478 */
3479void
3447void player_unready_range_ob(player *pl, object *ob) { 3480player_unready_range_ob (player *pl, object *ob)
3448 rangetype i; 3481{
3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3449 3484
3450 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3485 if (pl->combat_ob == ob)
3451 if (pl->ranges[i] == ob) { 3486 pl->combat_ob = 0;
3452 pl->ranges[i] = NULL; 3487
3453 if (pl->shoottype == i) { 3488 if (pl->ranged_ob == ob)
3454 pl->shoottype = range_none; 3489 pl->ranged_ob = 0;
3455 }
3456 }
3457 }
3458} 3490}
3491
3492sint8
3493player::visibility_at (maptile *map, int x, int y) const
3494{
3495 if (!ns)
3496 return 0;
3497
3498 int dx, dy;
3499 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3500 return 0;
3501
3502 x += dx - ns->current_x + ns->mapx / 2;
3503 y += dy - ns->current_y + ns->mapy / 2;
3504
3505 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3506 return 0;
3507
3508 return 100 - blocked_los [x][y];
3509}

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