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Comparing deliantra/server/server/player.C (file contents):
Revision 1.6 by root, Sat Aug 26 23:36:34 2006 UTC vs.
Revision 1.166 by root, Thu Aug 30 05:16:10 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 1.6 2006/08/26 23:36:34 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 enemy = 0; // sometimes keeps an extra refcount on itself
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
199void
200player::connect (client *ns)
201{
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (this);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race;
219
220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->object::name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
115 } 229 {
116 rules[0]='\0'; 230 object *tmp, *abil = 0, *skin = 0;
117 size=0; 231
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
119 if( *buf == '#') 233 if (tmp->type == FORCE)
120 continue; 234 if (tmp->arch->archname == shstr_dragon_ability_force)
121 if (size + strlen(buf)>=HUGE_BUF) 235 abil = tmp;
236 else if (tmp->arch->archname == shstr_dragon_skin_force)
237 skin = tmp;
238
239 set_dragon_name (ob, abil, skin);
240 }
241
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243
244 esrv_new_player (this, ob->weight + ob->carrying);
245
246 ob->flag [FLAG_READY_WEAPON] = false;
247 ob->flag [FLAG_READY_SKILL] = false;
248 ob->flag [FLAG_READY_BOW] = false;
249
250 for (object *op = ob->inv; op; op = op->below)
251 if (op->flag [FLAG_APPLIED])
252 switch (op->type)
122 { 253 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 254 case SKILL:
124 break; 255 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; 256 break;
167 } 257
168 strncat(news+size,buf,HUGE_BUF-size); 258 case WAND:
169 size+=strlen(buf); 259 case ROD:
260 case HORN:
261 case BOW:
262 ranged_ob = op;
263 break;
264
265 case WEAPON:
266 combat_ob = op;
267 break;
170 } 268 }
171 } 269
270 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
271 ob->update_stats ();
272
273 ns->floorbox_update ();
274 esrv_send_inventory (ob, ob);
275 esrv_add_spells (this, 0);
276
277 activate ();
278
279 send_rules (ob);
280 send_news (ob);
281 display_motd (ob);
282
283 INVOKE_PLAYER (CONNECT, this);
284 INVOKE_PLAYER (LOGIN, this);
285}
286
287void
288player::disconnect ()
289{
290 if (ob)
172 291 {
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 292 ob->close_container (); //TODO: client-specific
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 293 ob->drop_unpaid_items ();
175 "INFORMATION: %s\n%s\n", 294 }
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179}
180 295
181int playername_ok(const char *cp) { 296 if (ns)
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1;
189}
190
191/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map.
194 */
195
196/* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 player *tmp;
208
209 p = (player *) malloc(sizeof(player));
210 if(p==NULL)
211 fatal(OUT_OF_MEMORY);
212
213 /* This adds the player in the linked list. There is extra
214 * complexity here because we want to add the new player at the
215 * end of the list - there is in fact no compelling reason that
216 * that needs to be done except for things like output of
217 * 'who'.
218 */
219 tmp=first_player;
220 while(tmp!=NULL&&tmp->next!=NULL)
221 tmp=tmp->next;
222 if(tmp!=NULL)
223 tmp->next=p;
224 else
225 first_player=p;
226
227 p->next = NULL;
228 } 297 {
298 if (active)
299 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
229 300
230 /* Clears basically the entire player structure except 301 INVOKE_PLAYER (DISCONNECT, this);
231 * for next and socket.
232 */
233 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
234 302
303 ns->reset_stats ();
304 ns->pl = 0;
305 ns = 0;
306 }
307
308 observe = ob;
309
310 deactivate ();
311}
312
313// the need for this function can be explained
314// by load_object not returning the object
315void
316player::set_object (object *op)
317{
318 ob = observe = op;
319 ob->contr = this; /* this aren't yet in archetype */
320
321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
324 ob->direction = 5; /* So player faces south */
325}
326
327void
328player::set_observe (object *op)
329{
330 observe = op ? op : ob;
331 do_los = 1;
332}
333
334player::player ()
335{
235 /* There are some elements we want initialized to non zero value - 336 /* There are some elements we want initialised to non zero value -
236 * we deal with that below this point. 337 * we deal with that below this point.
237 */ 338 */
238 p->party=NULL; 339 outputs_sync = 4;
239 p->outputs_sync=16; /* Every 2 seconds */ 340 outputs_count = 4;
240 p->outputs_count=1; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 341 unapply = unapply_nochoice;
242 p->Swap_First = -1;
243 342
244#ifdef AUTOSAVE 343 savebed_map = first_map_path; /* Init. respawn position */
245 p->last_save_tick = 9999999; 344
246#endif 345 gen_sp_armour = 10;
346 bowtype = bow_normal;
347 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers;
350 peaceful = 1; /* default peaceful */
351 do_los = 1;
352
353 weapon_sp = 1.0f;
354 weapon_sp_left = 0.5f;
355}
356
357void
358player::do_destroy ()
359{
360 disconnect ();
361
362 attachable::do_destroy ();
363
364 if (ob)
247 365 {
248 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 366 ob->destroy_inv (false);
367 ob->destroy ();
249 368 }
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 */
258 369
259 roll_stats(op); 370 ob = observe = 0;
260 p->state=ST_ROLL_STAT;
261 clear_los(op);
262
263 p->gen_sp_armour=10;
264 p->last_speed= -1;
265 p->shoottype=range_none;
266 p->bowtype=bow_normal;
267 p->petmode=pet_normal;
268 p->listening=10;
269 p->usekeys=containers;
270 p->last_weapon_sp= -1;
271 p->peaceful=1; /* default peaceful */
272 p->do_los=1;
273 p->explore=0;
274 p->no_shout=0; /* default can shout */
275
276 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
277 p->title[sizeof(p->title)-1] = '\0';
278 op->race = add_string (op->arch->clone.race);
279
280 CLEAR_FLAG(op,FLAG_READY_SKILL);
281
282 /* we need to clear these to -1 and not zero - otherwise,
283 * if a player quits and starts a new character, we wont
284 * send new values to the client, as things like exp start
285 * at zero.
286 */
287 for (i=0; i < NUM_SKILLS; i++) {
288 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL;
290 }
291 for (i=0; i < NROFATTACKS; i++) {
292 p->last_resist[i] = -1;
293 }
294 p->last_stats.exp = -1;
295 p->last_weight = (uint32)-1;
296
297 p->socket.update_look=0;
298 p->socket.look_position=0;
299 return p;
300} 371}
301 372
302 373player::~player ()
303/* This loads the first map an puts the player on it. */
304static void set_first_map(object *op)
305{ 374{
306 strcpy(op->contr->maplevel, first_map_path); 375 /* Clear item stack */
307 op->x = -1; 376 free (stack_items);
308 op->y = -1;
309 enter_exit(op, NULL);
310} 377}
311 378
312/* Tries to add player on the connection passwd in ns. 379/* Tries to add player on the connection passed in ns.
313 * All we can really get in this is some settings like host and display 380 * All we can really get in this is some settings like host and display
314 * mode. 381 * mode.
315 */ 382 */
383player *
384player::create ()
385{
386 player *pl = new player;
316 387
317int add_player(NewSocket *ns) { 388 pl->set_object (arch_to_object (get_player_archetype (0)));
318 player *p;
319 389
320 p=get_player(NULL); 390 pl->ob->roll_stats ();
321 p->socket = *ns; 391 pl->ob->stats.wc = 2;
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 392 pl->ob->run_away = 25; /* Then we panick... */
323 if(p->socket.faces_sent == NULL) 393
324 fatal(OUT_OF_MEMORY);
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
326 /* Needed because the socket we just copied over needs to be cleared.
327 * Note that this can result in a client reset if there is partial data
328 * on the uncoming socket.
329 */
330 p->socket.inbuf.len = 0;
331 set_first_map(p->ob); 394 set_first_map (pl->ob);
332 395
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
334 add_friendly_object(p->ob);
335 send_rules(p->ob);
336 send_news(p->ob);
337 display_motd(p->ob);
338 get_name(p->ob);
339 return 0; 396 return pl;
340} 397}
341 398
342/* 399/*
343 * get_player_archetype() return next player archetype from archetype 400 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 401 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 402 * Note: there MUST be at least one player archetype!
346 */ 403 */
404archetype *
347archetype *get_player_archetype(archetype* at) 405get_player_archetype (archetype *at)
348{ 406{
349 archetype *start = at; 407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
408
350 for (;;) { 409 for (;;)
351 if (at==NULL || at->next==NULL)
352 at=first_archetype;
353 else
354 at=at->next;
355 if(at->clone.type==PLAYER)
356 return at;
357 if (at == start) {
358 LOG (llevError, "No Player archetypes\n");
359 exit (-1);
360 }
361 } 410 {
362} 411 if (++i == archetypes.end ())
412 i = archetypes.begin ();
413 else if (*i == at)
414 cleanup ("not a single player archetype found");
363 415
416 if ((*i)->type == PLAYER)
417 return *i;
418 }
419}
364 420
421object *
365object *get_nearest_player(object *mon) { 422get_nearest_player (object *mon)
423{
366 object *op = NULL; 424 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 425 objectlink *ol;
369 unsigned lastdist; 426 unsigned lastdist;
370 rv_vector rv; 427 rv_vector rv;
371 428
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 429 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
373 /* We should not find free objects on this friendly list, but it 430 {
374 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop.
377 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
379 object *tmp=ol->ob;
380
381 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared.
383 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
385 ol = ol->next;
386 remove_friendly_object(tmp);
387 if (!ol) return op;
388 }
389
390 /* Remove special check for player from this. First, it looks to cause
391 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case -
393 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this
396 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 431 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 432 continue;
399 433
400 if(lastdist>rv.distance) {
401 op=ol->ob;
402 lastdist=rv.distance;
403 }
404 }
405 for (pl=first_player; pl != NULL; pl=pl->next) {
406 if (can_detect_enemy(mon, pl->ob,&rv)) {
407
408 if(lastdist>rv.distance) { 434 if (lastdist > rv.distance)
409 op=pl->ob; 435 {
436 op = ol->ob;
410 lastdist=rv.distance; 437 lastdist = rv.distance;
438 }
411 } 439 }
412 } 440
413 } 441 for_all_players (pl)
442 if (can_detect_enemy (mon, pl->ob, &rv))
443 if (lastdist > rv.distance)
444 {
445 op = pl->ob;
446 lastdist = rv.distance;
447 }
448
414#if 0 449#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 450 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 451#endif
417 return op; 452 return op;
418} 453}
419 454
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 455/* I believe this can safely go to 2, 3 is questionable, 4 will likely
421 * result in a monster paths backtracking. It basically determines how large a 456 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 457 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 471 * circling behaviour. Unfortunately, this function is also used to determined
437 * if the creature should cast a spell, so returning a direction in that case 472 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 473 * is probably not a good thing.
439 */ 474 */
440#define MAX_SPACES 50 475#define MAX_SPACES 50
441
442 476
443/* 477/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 478 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * modified to verify there is a path to the player. Does this by stepping towards 479 * modified to verify there is a path to the player. Does this by stepping towards
446 * player and if path is blocked then see if blockage is close enough to player that 480 * player and if path is blocked then see if blockage is close enough to player that
459 * monster can in fact move one space in that direction. 493 * monster can in fact move one space in that direction.
460 * 3) I'm not sure how good this code will be for moving multipart monsters, 494 * 3) I'm not sure how good this code will be for moving multipart monsters,
461 * since only simple checks to blocked are being called, which could mean the monster 495 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 496 * is blocking itself.
463 */ 497 */
498int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 499path_to_player (object *mon, object *pl, unsigned mindiff)
500{
465 rv_vector rv; 501 rv_vector rv;
466 sint16 x,y; 502 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 503 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 504 maptile *m, *lastmap;
469 505
470 get_rangevector(mon, pl, &rv, 0); 506 get_rangevector (mon, pl, &rv, 0);
471 507
472 if (rv.distance<mindiff) return 0; 508 if (rv.distance < mindiff)
473
474 x=mon->x;
475 y=mon->y;
476 m=mon->map;
477 dir = rv.direction;
478 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
479 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
480 /* If we can't solve it within the search distance, return now. */
481 if (diff>max) return 0;
482 while (diff >1 && max>0) {
483 lastx = x;
484 lasty = y;
485 lastmap = m;
486 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir];
488
489 mflags = get_map_flags(m, &m, x, y, &x, &y);
490 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
491
492 /* Space is blocked - try changing direction a little */
493 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
494 && (m == mon->map && blocked_link(mon, m, x, y)))) {
495 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before.
497 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) {
500 /* OK - says direction should be different - lets reset the
501 * the values so it will try again.
502 */
503 x = lastx;
504 y = lasty;
505 m = lastmap;
506 dir = firstdir = rv.direction;
507 } else {
508 /* direct path is blocked - try taking a side step to
509 * either the left or right.
510 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting
513 * too big (3 or maybe 4 or higher) as the monster may just try
514 * stepping back and forth
515 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
517 if (i==0) continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in
520 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north,
524 * can't do that, but now finds it can move east, and
525 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully
527 * moved.
528 */
529
530 x = lastx + freearr_x[absdir(lastdir+i)];
531 y = lasty + freearr_y[absdir(lastdir+i)];
532 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
537 if (mflags & P_BLOCKSVIEW) continue;
538
539 if (m == mon->map && blocked_link(mon, m, x, y)) break;
540 }
541 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path.
543 */
544 if (i==(DETOUR_AMOUNT+1))
545 return 0;
546 diff--;
547 lastdir=dir;
548 max--;
549 if (!firstdir) firstdir = dir+i;
550 } /* else check alternate directions */
551 } /* if blocked */
552 else {
553 /* we moved towards creature, so diff is less */
554 diff--;
555 max--;
556 lastdir=dir;
557 if (!firstdir) firstdir = dir;
558 }
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance.
562 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
564 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
565 }
566 if (diff>max) return 0;
567 }
568 /* If we reached the max, didn't find a direction in time */
569 if (!max) return 0;
570
571 return firstdir;
572}
573
574void give_initial_items(object *pl,treasurelist *items) {
575 object *op,*next=NULL;
576
577 if(pl->randomitems!=NULL)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
579
580 for (op=pl->inv; op; op=next) {
581 next = op->below;
582
583 /* Forces get applied per default, unless they have the
584 * flag "neutral" set. Sorry but I can't think of a better way
585 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED);
588
589 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions
591 */
592 if (pl->type == PLAYER) {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
594 (op->type == ARMOUR || op->type == BOOTS ||
595 op->type == CLOAK || op->type == HELMET ||
596 op->type == SHIELD || op->type == GLOVES ||
597 op->type == BRACERS || op->type == GIRDLE)) ||
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
599 remove_ob (op);
600 free_object (op);
601 continue;
602 }
603 }
604
605 /* This really needs to be better - we should really give
606 * a substitute spellbook. The problem is that we don't really
607 * have a good idea what to replace it with (need something like
608 * a first level treasurelist for each skill.)
609 * remove duplicate skills also
610 */
611 if(op->type==SPELLBOOK || op->type == SKILL) {
612 object *tmp;
613
614 for (tmp=op->below; tmp; tmp=tmp->below)
615 if (tmp->type == op->type && tmp->name == op->name) break;
616
617 if (tmp) {
618 remove_ob(op);
619 free_object(op);
620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 tmp->name);
622 continue;
623 }
624 if (op->nrof > 1) op->nrof = 1;
625 }
626
627 if (op->type == SPELLBOOK && op->inv) {
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
629 }
630
631 /* Give starting characters identified, uncursed, and undamned
632 * items. Just don't identify gold or silver, or it won't be
633 * merged properly.
634 */
635 if (need_identify(op)) {
636 SET_FLAG(op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED);
639 }
640 if(op->type==SPELL) {
641 remove_ob(op);
642 free_object(op);
643 continue;
644 }
645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0;
648 op->level = 1;
649 }
650 /* lock all 'normal items by default */
651 else SET_FLAG(op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */
653
654 /* Need to set up the skill pointers */
655 link_player_skills(pl);
656}
657
658void get_name(object *op) {
659 op->contr->write_buf[0]='\0';
660 op->contr->state=ST_GET_NAME;
661 send_query(&op->contr->socket,0,"What is your name?\n:");
662}
663
664void get_password(object *op) {
665 op->contr->write_buf[0]='\0';
666 op->contr->state=ST_GET_PASSWORD;
667 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
668}
669
670void play_again(object *op)
671{
672 op->contr->state=ST_PLAY_AGAIN;
673 op->chosen_skill = NULL;
674 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
675 /* a bit of a hack, but there are various places early in th
676 * player creation process that a user can quit (eg, roll
677 * stats) that isn't removing the player. Taking a quick
678 * look, there are many places that call play_again without
679 * removing the player - it probably makes more sense
680 * to leave it to play_again to remove the object in all
681 * cases.
682 */
683 if (!QUERY_FLAG(op, FLAG_REMOVED))
684 remove_ob(op);
685 /* Need to set this to null - otherwise, it could point to garbage,
686 * and draw() doesn't check to see if the player is removed, only if
687 * the map is null or not swapped out.
688 */
689 op->map = NULL;
690}
691
692
693int receive_play_again(object *op, char key)
694{
695 if(key=='q'||key=='Q') {
696 remove_friendly_object(op);
697 leave(op->contr,0); /* ericserver will draw the message */
698 return 2;
699 }
700 else if(key=='a'||key=='A') {
701 player *pl = op->contr;
702 const char *name = op->name;
703
704 add_refcount(name);
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 FREE_AND_CLEAR_STR(op->name);
712 FREE_AND_CLEAR_STR(op->name_pl);
713
714 /* Lets put a space in here */
715 new_draw_info(NDI_UNIQUE, 0, op, "\n");
716 get_name(op);
717 op->name = name; /* Alrady added a refcount above */
718 op->name_pl = add_string(name);
719 set_first_map(op);
720 } else {
721 /* user pressed something else so just ask again... */
722 play_again(op);
723 }
724 return 0; 509 return 0;
725}
726 510
727void confirm_password(object *op) { 511 x = mon->x;
512 y = mon->y;
513 m = mon->map;
514 dir = rv.direction;
515 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
516 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
728 517
729 op->contr->write_buf[0]='\0'; 518 /* If we can't solve it within the search distance, return now. */
730 op->contr->state=ST_CONFIRM_PASSWORD; 519 if (diff > max)
731 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 520 return 0;
732}
733 521
522 while (diff > 1 && max > 0)
523 {
524 lastx = x;
525 lasty = y;
526 lastmap = m;
527 x = lastx + freearr_x[dir];
528 y = lasty + freearr_y[dir];
529
530 mflags = get_map_flags (m, &m, x, y, &x, &y);
531 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
532
533 /* Space is blocked - try changing direction a little */
534 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
535 && (m == mon->map && blocked_link (mon, m, x, y))))
536 {
537 /* recalculate direction from last good location. Possible
538 * we were not traversing ideal location before.
539 */
540 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
541 if (rv.direction != dir)
542 {
543 /* OK - says direction should be different - lets reset the
544 * the values so it will try again.
545 */
546 x = lastx;
547 y = lasty;
548 m = lastmap;
549 dir = firstdir = rv.direction;
550 }
551 else
552 {
553 /* direct path is blocked - try taking a side step to
554 * either the left or right.
555 * Note increase the values in the loop below to be
556 * more than -1/1 respectively will mean the monster takes
557 * bigger detour. Have to be careful about these values getting
558 * too big (3 or maybe 4 or higher) as the monster may just try
559 * stepping back and forth
560 */
561 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
562 {
563 if (i == 0)
564 continue; /* already did this, so skip it */
565 /* Use lastdir here - otherwise,
566 * since the direction that the creature should move in
567 * may change, you could get infinite loops.
568 * ie, player is northwest, but monster can only
569 * move west, so it does that. It goes some distance,
570 * gets blocked, finds that it should move north,
571 * can't do that, but now finds it can move east, and
572 * gets back to its original point. lastdir contains
573 * the last direction the creature has successfully
574 * moved.
575 */
576
577 x = lastx + freearr_x[absdir (lastdir + i)];
578 y = lasty + freearr_y[absdir (lastdir + i)];
579 m = lastmap;
580 mflags = get_map_flags (m, &m, x, y, &x, &y);
581 if (mflags & P_OUT_OF_MAP)
582 continue;
583 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
584 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
585 continue;
586 if (mflags & P_BLOCKSVIEW)
587 continue;
588
589 if (m == mon->map && blocked_link (mon, m, x, y))
590 break;
591 }
592 /* go through entire loop without finding a valid
593 * sidestep to take - thus, no valid path.
594 */
595 if (i == (DETOUR_AMOUNT + 1))
596 return 0;
597 diff--;
598 lastdir = dir;
599 max--;
600 if (!firstdir)
601 firstdir = dir + i;
602 } /* else check alternate directions */
603 } /* if blocked */
604 else
605 {
606 /* we moved towards creature, so diff is less */
607 diff--;
608 max--;
609 lastdir = dir;
610 if (!firstdir)
611 firstdir = dir;
612 }
613
614 if (diff <= 1)
615 {
616 /* Recalculate diff (distance) because we may not have actually
617 * headed toward player for entire distance.
618 */
619 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
620 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
621 }
622
623 if (diff > max)
624 return 0;
625 }
626
627 /* If we reached the max, didn't find a direction in time */
628 if (!max)
629 return 0;
630
631 return firstdir;
632}
633
634void
635give_initial_items (object *pl, treasurelist * items)
636{
637 object *op, *next = NULL;
638
639 if (pl->randomitems != NULL)
640 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
641
642 for (op = pl->inv; op; op = next)
643 {
644 next = op->below;
645
646 /* Forces get applied per default, unless they have the
647 * flag "neutral" set. Sorry but I can't think of a better way
648 */
649 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
650 SET_FLAG (op, FLAG_APPLIED);
651
652 /* we never give weapons/armour if these cannot be used
653 * by this player due to race restrictions
654 */
655 if (pl->type == PLAYER)
656 {
657 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
658 (op->type == ARMOUR || op->type == BOOTS ||
659 op->type == CLOAK || op->type == HELMET ||
660 op->type == SHIELD || op->type == GLOVES ||
661 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
662 {
663 op->destroy ();
664 continue;
665 }
666 }
667
668 /* This really needs to be better - we should really give
669 * a substitute spellbook. The problem is that we don't really
670 * have a good idea what to replace it with (need something like
671 * a first level treasurelist for each skill.)
672 * remove duplicate skills also
673 */
674 if (op->type == SPELLBOOK || op->type == SKILL)
675 {
676 object *tmp;
677
678 for (tmp = op->below; tmp; tmp = tmp->below)
679 if (tmp->type == op->type && tmp->name == op->name)
680 break;
681
682 if (tmp)
683 {
684 op->destroy ();
685 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
686 continue;
687 }
688
689 if (op->nrof > 1)
690 op->nrof = 1;
691 }
692
693 if (op->type == SPELLBOOK && op->inv)
694 {
695 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
696 }
697
698 /* Give starting characters identified, uncursed, and undamned
699 * items. Just don't identify gold or silver, or it won't be
700 * merged properly.
701 */
702 if (need_identify (op))
703 {
704 SET_FLAG (op, FLAG_IDENTIFIED);
705 CLEAR_FLAG (op, FLAG_CURSED);
706 CLEAR_FLAG (op, FLAG_DAMNED);
707 }
708 if (op->type == SPELL)
709 {
710 op->destroy ();
711 continue;
712 }
713 else if (op->type == SKILL)
714 {
715 SET_FLAG (op, FLAG_CAN_USE_SKILL);
716 op->stats.exp = 0;
717 op->level = 1;
718 }
719 /* lock all 'normal items by default */
720 else
721 SET_FLAG (op, FLAG_INV_LOCKED);
722 } /* for loop of objects in player inv */
723
724 /* Need to set up the skill pointers */
725 link_player_skills (pl);
726}
727
728void
734void get_party_password(object *op, partylist *party) { 729get_party_password (object *op, partylist *party)
730{
735 if (party == NULL) { 731 if (party == NULL)
732 {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 733 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
737 return; 734 return;
738 } 735 }
736
739 op->contr->write_buf[0]='\0'; 737 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 738 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 739 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 740 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743} 741}
744
745 742
746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 743/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
744static int
747int roll_stat(void) { 745roll_stat (void)
746{
748 int a[4],i,j,k; 747 int a[4], i, j, k;
749 748
750 for(i=0;i<4;i++) 749 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 750 a[i] = (int) rndm (6) + 1;
752 751
753 for(i=0,j=0,k=7;i<4;i++) 752 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 753 if (a[i] < k)
755 k=a[i],j=i; 754 k = a[i], j = i;
756 755
757 for(i=0,k=0;i<4;i++) { 756 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j) 757 if (i != j)
759 k+=a[i]; 758 k += a[i];
760 } 759
761 return k; 760 return k;
762} 761}
763 762
764void roll_stats(object *op) { 763void
764object::roll_stats ()
765{
766 int statsort [NUM_STATS];
767
768 for (;;)
769 {
765 int sum=0; 770 int sum = 0;
766 int i = 0, j = 0; 771 for (int i = NUM_STATS; i--; )
767 int statsort[7]; 772 sum += statsort [i] = roll_stat ();
768 773
769 do { 774 if (sum >= 82 && sum <= 116)
770 op->stats.Str=roll_stat(); 775 break;
771 op->stats.Dex=roll_stat(); 776 }
772 op->stats.Int=roll_stat();
773 op->stats.Con=roll_stat();
774 op->stats.Wis=roll_stat();
775 op->stats.Pow=roll_stat();
776 op->stats.Cha=roll_stat();
777 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
778 op->stats.Con+op->stats.Wis+op->stats.Pow+
779 op->stats.Cha;
780 } while(sum<82||sum>116);
781 777
782 /* Sort the stats so that rerolling is easier... */ 778 // Sort the stats so that rerolling is easier...
783 statsort[0] = op->stats.Str; 779 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
784 statsort[1] = op->stats.Dex;
785 statsort[2] = op->stats.Int;
786 statsort[3] = op->stats.Con;
787 statsort[4] = op->stats.Wis;
788 statsort[5] = op->stats.Pow;
789 statsort[6] = op->stats.Cha;
790 780
791 /* a quick and dirty bubblesort? */ 781 for (int i = 0; i < NUM_STATS; ++i)
792 do {
793 if (statsort[i] < statsort[i + 1]) {
794 j = statsort[i];
795 statsort[i] = statsort[i + 1];
796 statsort[i + 1] = j;
797 i = 0;
798 } else {
799 i++;
800 }
801 } while (i < 6);
802
803 op->stats.Str = statsort[0]; 782 stats.stat (i) = statsort [i];
804 op->stats.Dex = statsort[1];
805 op->stats.Con = statsort[2];
806 op->stats.Int = statsort[3];
807 op->stats.Wis = statsort[4];
808 op->stats.Pow = statsort[5];
809 op->stats.Cha = statsort[6];
810 783
811
812 op->contr->orig_stats.Str=op->stats.Str;
813 op->contr->orig_stats.Dex=op->stats.Dex;
814 op->contr->orig_stats.Int=op->stats.Int;
815 op->contr->orig_stats.Con=op->stats.Con;
816 op->contr->orig_stats.Wis=op->stats.Wis;
817 op->contr->orig_stats.Pow=op->stats.Pow;
818 op->contr->orig_stats.Cha=op->stats.Cha;
819
820 op->level=1;
821 op->stats.exp=0; 784 stats.exp = 0;
822 op->stats.ac=0; 785 stats.ac = 0;
823 786
787 stats.hp = stats.maxhp;
788 stats.sp = stats.maxsp;
789 stats.grace = stats.maxgrace;
790
791 if (contr)
792 {
824 op->contr->levhp[1] = 9; 793 contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 794 contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 795 contr->levgrace[1] = 3;
827 796
828 fix_player(op); 797 contr->orig_stats = stats;
798 }
799}
800
801void
802object::swap_stats (int a, int b)
803{
804 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
805
806 for (int i = 0; i < NUM_STATS; ++i)
807 stats.stat (i) = contr->orig_stats.stat (i);
808
809 //TODO: the following code looks so borked and should, at the very least,
810 // be merged with the similar code in roll_stats
811 stats.ac = 0;
812
813 level = 1;
814 stats.exp = 0;
815 stats.ac = 0;
816
829 op->stats.hp = op->stats.maxhp; 817 stats.hp = stats.maxhp;
830 op->stats.sp = op->stats.maxsp; 818 stats.sp = stats.maxsp;
831 op->stats.grace = op->stats.maxgrace; 819 stats.grace = stats.maxgrace;
820
821 if (contr)
822 {
823 contr->levhp[1] = 9;
824 contr->levsp[1] = 6;
825 contr->levgrace[1] = 3;
826
832 op->contr->orig_stats=op->stats; 827 contr->orig_stats = stats;
828 }
833} 829}
834 830
835void Roll_Again(object *op) 831static void
832start_info (object *op)
836{ 833{
837 esrv_new_player(op->contr, 0);
838 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)? ");
839}
840
841void Swap_Stat(object *op,int Swap_Second)
842{
843 signed char tmp;
844 char buf[MAX_BUF]; 834 char buf[MAX_BUF];
845 835
846 if ( op->contr->Swap_First == -1 ) { 836 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
847 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
848 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
849 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
850 return;
851 }
852
853 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
854
855 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
856 get_attr_value(&op->contr->orig_stats, Swap_Second));
857
858 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
859
860 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
861 new_draw_info(NDI_UNIQUE, 0,op, buf); 837 new_draw_info (NDI_UNIQUE, 0, op, buf);
862 op->stats.Str = op->contr->orig_stats.Str; 838 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
863 op->stats.Dex = op->contr->orig_stats.Dex;
864 op->stats.Con = op->contr->orig_stats.Con;
865 op->stats.Int = op->contr->orig_stats.Int;
866 op->stats.Wis = op->contr->orig_stats.Wis;
867 op->stats.Pow = op->contr->orig_stats.Pow;
868 op->stats.Cha = op->contr->orig_stats.Cha;
869 op->stats.ac=0;
870
871 op->level=1;
872 op->stats.exp=0;
873 op->stats.ac=0;
874
875 op->contr->levhp[1] = 9;
876 op->contr->levsp[1] = 6;
877 op->contr->levgrace[1] = 3;
878
879 fix_player(op);
880 op->stats.hp = op->stats.maxhp;
881 op->stats.sp = op->stats.maxsp;
882 op->stats.grace = op->stats.maxgrace;
883 op->contr->orig_stats=op->stats;
884 op->contr->Swap_First=-1;
885}
886
887
888/* This code has been greatly reduced, because with set_attr_value
889 * and get_attr_value, the stats can be accessed just numeric
890 * ids. stat_trans is a table that translate the number entered
891 * into the actual stat. It is needed because the order the stats
892 * are displayed in the stat window is not the same as how
893 * the number's access that stat. The table does that translation.
894 */
895int key_roll_stat(object *op, char key)
896{
897 int keynum = key -'0';
898 char buf[MAX_BUF];
899 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
900
901 if (keynum>0 && keynum<=7) {
902 if (op->contr->Swap_First==-1) {
903 op->contr->Swap_First=stat_trans[keynum];
904 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
905 new_draw_info(NDI_UNIQUE, 0,op,buf); 839 //new_draw_info (NDI_UNIQUE, 0, op, " ");
906 }
907 else
908 Swap_Stat(op,stat_trans[keynum]);
909
910 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
911 return 1;
912 }
913 switch (key) {
914 case 'n':
915 case 'N': {
916 SET_FLAG(op, FLAG_WIZ);
917 if(op->map==NULL) {
918 LOG(llevError,"Map == NULL in state 2\n");
919 break;
920 }
921
922#if 0
923 /* So that enter_exit will put us at startx/starty */
924 op->x= -1;
925
926 enter_exit(op,NULL);
927#endif
928 SET_ANIMATION(op, 2); /* So player faces south */
929 /* Enter exit adds a player otherwise */
930 add_statbonus(op);
931 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");
932 op->contr->state = ST_CHANGE_CLASS;
933 if (op->msg)
934 new_draw_info(NDI_BLUE, 0, op, op->msg);
935 return 0;
936 }
937 case 'y':
938 case 'Y':
939 roll_stats(op);
940 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
941 return 1;
942
943 case 'q':
944 case 'Q':
945 play_again(op);
946 return 1;
947
948 default:
949 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
950 return 0;
951 }
952 return 0;
953} 840}
954 841
955/* This function takes the key that is passed, and does the 842/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 843 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 844 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 845 * separate race and class; this actually changes the RACE,
959 * not the class. 846 * not the class.
960 */ 847 */
961 848void
962int key_change_class(object *op, char key) 849player::chargen_race_done ()
963{ 850{
964 int tmp_loop;
965
966 if(key=='q'||key=='Q') {
967 remove_ob(op);
968 play_again(op);
969 return 0;
970 }
971 if(key=='d'||key=='D') {
972 char buf[MAX_BUF];
973
974 /* this must before then initial items are given */ 851 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 852 esrv_new_player (ob->contr, ob->weight + ob->carrying);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 853
854 treasurelist *tl = treasurelist::find ("starting_wealth");
855 if (tl)
856 create_treasure (tl, ob, 0, 0, 0);
857
978 INVOKE_PLAYER (BIRTH, op->contr); 858 INVOKE_PLAYER (BIRTH, ob->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 859 INVOKE_PLAYER (LOGIN, ob->contr);
980 860
981 op->contr->state=ST_PLAYING; 861 ob->contr->ns->state = ST_PLAYING;
982 862
983 if (op->msg) { 863 if (ob->msg)
984 free_string(op->msg); 864 ob->msg = 0;
985 op->msg=NULL;
986 }
987 865
988 /* We create this now because some of the unique maps will need it 866 /* We create this now because some of the unique maps will need it
989 * to save here. 867 * to save here.
990 */
991 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
992 make_path_to_file(buf);
993
994#ifdef AUTOSAVE
995 op->contr->last_save_tick = pticks;
996#endif
997 start_info(op);
998 CLEAR_FLAG(op, FLAG_WIZ);
999 give_initial_items(op,op->randomitems);
1000 link_player_skills(op);
1001 esrv_send_inventory(op, op);
1002 fix_player(op);
1003
1004 /* This moves the player to a different start map, if there
1005 * is one for this race
1006 */
1007 if(*first_map_ext_path) {
1008 object *tmp;
1009 mapstruct *oldmap = op->map;
1010 char mapname[MAX_BUF];
1011 snprintf(mapname, MAX_BUF-1, "%s/%s",
1012 first_map_ext_path, op->arch->name);
1013 tmp=get_object();
1014 EXIT_PATH(tmp) = add_string(mapname);
1015 EXIT_X(tmp) = op->x;
1016 EXIT_Y(tmp) = op->y;
1017 enter_exit(op,tmp); /* we don't really care if it succeeded;
1018 * if the map isn't there, then stay on the
1019 * default initial map */
1020 free_object(tmp);
1021 } else {
1022 LOG(llevDebug,"first_map_ext_path not set\n");
1023 }
1024 return 0;
1025 }
1026
1027 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above.
1029 */ 868 */
1030 869 {
1031 tmp_loop = 0;
1032 while(!tmp_loop) {
1033 const char *name = add_string (op->name);
1034 int x = op->x, y = op->y;
1035 remove_statbonus(op);
1036 remove_ob (op);
1037 op->arch = get_player_archetype(op->arch);
1038 copy_object (&op->arch->clone, op);
1039 op->instantiate ();
1040 op->stats = op->contr->orig_stats;
1041 free_string (op->name);
1042 op->name = name;
1043 free_string(op->name_pl);
1044 op->name_pl = add_string(name);
1045 op->x = x;
1046 op->y = y;
1047 SET_ANIMATION(op, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1051 add_statbonus(op);
1052 tmp_loop=allowed_class(op);
1053
1054 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055 }
1056 update_object(op,UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op);
1058 fix_player(op);
1059 op->stats.hp=op->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp;
1061 op->stats.grace=0;
1062 if (op->msg)
1063 new_draw_info(NDI_BLUE, 0, op, op->msg);
1064 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1065 return 0;
1066}
1067
1068int key_confirm_quit(object *op, char key)
1069{
1070 char buf[MAX_BUF]; 870 char buf[MAX_BUF];
1071
1072 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1073 op->contr->state=ST_PLAYING;
1074 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1075 return 1;
1076 }
1077
1078 INVOKE_PLAYER (LOGOUT, op->contr);
1079 INVOKE_PLAYER (QUIT , op->contr);
1080
1081 terminate_all_pets(op);
1082 leave_map(op);
1083 op->direction=0;
1084 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1085 "%s quits the game.",op->name);
1086
1087 strcpy(op->contr->killer,"quit");
1088 check_score(op);
1089 op->contr->party=NULL;
1090 if (settings.set_title == TRUE)
1091 op->contr->own_title[0]='\0';
1092
1093 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1094 mapstruct *mp, *next;
1095
1096 /* We need to hunt for any per player unique maps in memory and
1097 * get rid of them. The trailing slash in the path is intentional,
1098 * so that players named 'Ab' won't match against players 'Abe' pathname
1099 */
1100 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 871 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1101 for (mp=first_map; mp!=NULL; mp=next) { 872 make_path_to_file (buf);
1102 next = mp->next; 873 }
1103 if (!strncmp(mp->path, buf, strlen(buf))) 874
1104 delete_map(mp); 875 start_info (ob);
1105 } 876 CLEAR_FLAG (ob, FLAG_WIZ);
1106 877 give_initial_items (ob, ob->randomitems);
1107 delete_character(op->name, 1); 878 link_player_skills (ob);
879 esrv_send_inventory (ob, ob);
880 ob->update_stats ();
881
882 /* This moves the player to a different start map, if there
883 * is one for this race
884 */
885 if (*first_map_ext_path)
1108 } 886 {
1109 play_again(op); 887 object *tmp;
1110 return 1; 888 char mapname[MAX_BUF];
1111}
1112 889
890 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
891 tmp = object::create ();
892 EXIT_PATH (tmp) = mapname;
893 EXIT_X (tmp) = ob->x;
894 EXIT_Y (tmp) = ob->y;
895 ob->enter_exit (tmp); /* we don't really care if it succeeded;
896 * if the map isn't there, then stay on the
897 * default initial map */
898 tmp->destroy ();
899 }
900 else
901 LOG (llevDebug, "first_map_ext_path not set\n");
902}
903
904void
905player::chargen_race_next ()
906{
907 /* Following actually changes the race - this is the default command
908 * if we don't match with one of the options above.
909 */
910
911 do
912 {
913 shstr name = ob->name;
914 int x = ob->x, y = ob->y;
915
916 ob->remove_statbonus ();
917 ob->remove ();
918 ob->arch = get_player_archetype (ob->arch);
919 ob->arch->copy_to (ob);
920 ob->instantiate ();
921 ob->stats = ob->contr->orig_stats;
922 ob->name = ob->name_pl = name;
923 ob->x = x;
924 ob->y = y;
925 SET_ANIMATION (ob, 2); /* So player faces south */
926 insert_ob_in_map (ob, ob->map, ob, 0);
927 assign (ob->contr->title, ob->arch->object::name);
928 ob->add_statbonus ();
929 }
930 while (!allowed_class (ob));
931
932 update_object (ob, UP_OBJ_FACE);
933 esrv_update_item (UPD_FACE, ob, ob);
934 ob->update_stats ();
935 ob->stats.hp = ob->stats.maxhp;
936 ob->stats.sp = ob->stats.maxsp;
937 ob->stats.grace = 0;
938}
939
940void
1113void flee_player(object *op) { 941flee_player (object *op)
942{
1114 int dir,diff; 943 int dir, diff;
1115 rv_vector rv; 944 rv_vector rv;
1116 945
1117 if(op->stats.hp < 0) { 946 if (op->stats.hp < 0)
947 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 948 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 949 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 950 return;
1121 } 951 }
1122 952
1123 if(op->enemy==NULL) { 953 if (op->enemy == NULL)
954 {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 955 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 956 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 957 return;
1127 } 958 }
1128 959
1129 /* Seen some crashes here. Since we don't store an 960 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 961 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 962 * actual enemy, and the object is recycled.
1132 */ 963 */
1133 if (op->enemy->map == NULL) { 964 if (op->enemy->map == NULL)
965 {
1134 CLEAR_FLAG(op, FLAG_SCARED); 966 CLEAR_FLAG (op, FLAG_SCARED);
1135 op->enemy=NULL; 967 op->enemy = NULL;
1136 return; 968 return;
1137 } 969 }
1138 970
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 971 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
972 {
1140 op->enemy=NULL; 973 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 974 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 975 return;
1143 } 976 }
977
1144 get_rangevector(op, op->enemy, &rv, 0); 978 get_rangevector (op, op->enemy, &rv, 0);
1145 979
1146 dir=absdir(4+rv.direction); 980 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 981 for (diff = 0; diff < 3; diff++)
1148 int m=1-(RANDOM()&2);
1149 if(move_ob(op,absdir(dir+diff*m),op)||
1150 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1151 return;
1152 }
1153 } 982 {
983 int m = 1 - (RANDOM () & 2);
984
985 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
986 return;
987 }
988
1154 /* Cornered, get rid of scared */ 989 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 990 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 991 op->enemy = NULL;
1157} 992}
1158
1159 993
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 994/* check_pick sees if there is stuff to be picked up/picks up stuff.
1161 * IT returns 1 if the player should keep on moving, 0 if he should 995 * It returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 996 * stop.
1163 */ 997 */
998int
1164int check_pick(object *op) { 999check_pick (object *op)
1000{
1165 object *tmp, *next; 1001 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 1002 int stop = 0;
1168 int j, k, wvratio; 1003 int wvratio;
1169 char putstring[128], tmpstr[16]; 1004 char putstring[128];
1170
1171 1005
1172 /* if you're flying, you cna't pick up anything */ 1006 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 1007 if (op->move_type & MOVE_FLYING)
1174 return 1; 1008 return 1;
1175 1009
1176 op_tag = op->count;
1177
1178 next = op->below; 1010 next = op->below;
1179 if (next)
1180 next_tag = next->count;
1181 1011
1182 /* loop while there are items on the floor that are not marked as 1012 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 1013 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 1014 while (next && !next->destroyed ())
1185 { 1015 {
1186 tmp = next; 1016 tmp = next;
1187 next = tmp->below; 1017 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 1018
1191 if (was_destroyed (op, op_tag)) 1019 if (op->destroyed ())
1192 return 0; 1020 return 0;
1193 1021
1194 if ( ! can_pick (op, tmp)) 1022 if (!can_pick (op, tmp))
1195 continue; 1023 continue;
1196 1024
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1025 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 1026 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 1027 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 1028 pick_up (op, tmp);
1201 continue; 1029 continue;
1202 } 1030 }
1203 1031
1204 /* high not bit set? We're using the old autopickup model */ 1032 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1033 if (!(op->contr->mode & PU_NEWMODE))
1034 {
1206 switch (op->contr->mode) { 1035 switch (op->contr->mode)
1207 case 0: return 1; /* don't pick up */ 1036 {
1208 case 1: pick_up (op, tmp); 1037 case 0:
1209 return 1; 1038 return 1; /* don't pick up */
1210 case 2: pick_up (op, tmp); 1039 case 1:
1211 return 0; 1040 pick_up (op, tmp);
1212 case 3: return 0; /* stop before pickup */ 1041 return 1;
1213 case 4: pick_up (op, tmp); 1042 case 2:
1214 break; 1043 pick_up (op, tmp);
1215 case 5: pick_up (op, tmp); 1044 return 0;
1216 stop = 1; 1045 case 3:
1217 break; 1046 return 0; /* stop before pickup */
1218 case 6: 1047 case 4:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1048 pick_up (op, tmp);
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1049 break;
1221 pick_up(op, tmp); 1050 case 5:
1222 break; 1051 pick_up (op, tmp);
1052 stop = 1;
1053 break;
1054 case 6:
1055 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1056 pick_up (op, tmp);
1057 break;
1223 1058
1224 case 7: 1059 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1060 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1061 pick_up (op, tmp);
1227 break; 1062 break;
1228 1063
1229 default: 1064 default:
1230 /* use value density */ 1065 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1066 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1067 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1068 pick_up (op, tmp);
1234 >= op->contr->mode) 1069 }
1235 pick_up(op,tmp); 1070 }
1236 } 1071 else
1237 } 1072 { /* old model */
1238 else { /* old model */
1239 /* NEW pickup handling */ 1073 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1074 if (op->contr->mode & PU_DEBUG)
1241 { 1075 {
1242 /* some debugging code to figure out item information */ 1076 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1077 if (tmp->name != NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1078 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1079 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1246 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1080 else
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1081 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1082 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1250 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1083
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1084 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1085 }
1252 1086
1253 sprintf(putstring,"...flags: "); 1087 /* philosophy:
1254 for(k=0;k<4;k++) 1088 * It's easy to grab an item type from a pile, as long as it's
1255 { 1089 * generic. This takes no game-time. For more detailed pickups
1256 for(j=0;j<32;j++) 1090 * and selections, select-items should be used. This is a
1257 { 1091 * grab-as-you-run type mode that's really useful for arrows for
1258 if((tmp->flags[k]>>j)&0x01) 1092 * example.
1259 { 1093 * The drawback: right now it has no frontend, so you need to
1260 sprintf(tmpstr,"%d ",k*32+j); 1094 * stick the bits you want into a calculator in hex mode and then
1261 strcat(putstring, tmpstr); 1095 * convert to decimal and then 'pickup <#>
1262 } 1096 */
1263 }
1264 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1266 1097
1098 /* the first two modes are exclusive: if NOTHING we return, if
1099 * STOP then we stop. All the rest are applied sequentially,
1100 * meaning if any test passes, the item gets picked up. */
1101
1102 /* if mode is set to pick nothing up, return */
1103
1104 if (op->contr->mode & PU_NOTHING)
1105 return 1;
1106
1107 /* if mode is set to stop when encountering objects, return */
1108 /* take STOP before INHIBIT since it doesn't actually pick
1109 * anything up */
1110
1111 if (op->contr->mode & PU_STOP)
1112 return 0;
1113
1114 /* useful for going into stores and not losing your settings... */
1115 /* and for battles wher you don't want to get loaded down while
1116 * fighting */
1117 if (op->contr->mode & PU_INHIBIT)
1118 return 1;
1119
1120 /* prevent us from turning into auto-thieves :) */
1121 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1122 continue;
1123
1124 /* ignore known cursed objects */
1125 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1126 continue;
1127
1128 /* all food and drink if desired */
1129 /* question: don't pick up known-poisonous stuff? */
1130 if (op->contr->mode & PU_FOOD)
1131 if (tmp->type == FOOD)
1132 {
1133 pick_up (op, tmp);
1134 continue;
1135 }
1136
1137 if (op->contr->mode & PU_DRINK)
1138 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1139 {
1140 pick_up (op, tmp);
1141 continue;
1142 }
1143
1144 if (op->contr->mode & PU_POTION)
1145 if (tmp->type == POTION)
1146 {
1147 pick_up (op, tmp);
1148 continue;
1149 }
1150
1151 /* spellbooks, skillscrolls and normal books/scrolls */
1152 if (op->contr->mode & PU_SPELLBOOK)
1153 if (tmp->type == SPELLBOOK)
1154 {
1155 pick_up (op, tmp);
1156 continue;
1157 }
1158
1159 if (op->contr->mode & PU_SKILLSCROLL)
1160 if (tmp->type == SKILLSCROLL)
1161 {
1162 pick_up (op, tmp);
1163 continue;
1164 }
1165
1166 if (op->contr->mode & PU_READABLES)
1167 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1168 {
1169 pick_up (op, tmp);
1170 continue;
1171 }
1172
1173 /* wands/staves/rods/horns */
1174 if (op->contr->mode & PU_MAGIC_DEVICE)
1175 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1176 {
1177 pick_up (op, tmp);
1178 continue;
1179 }
1180
1181 /* pick up all magical items */
1182 if (op->contr->mode & PU_MAGICAL)
1183 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1184 {
1185 pick_up (op, tmp);
1186 continue;
1187 }
1188
1189 if (op->contr->mode & PU_VALUABLES)
1190 {
1191 if (tmp->type == MONEY || tmp->type == GEM)
1192 {
1193 pick_up (op, tmp);
1194 continue;
1195 }
1196 }
1197
1198 /* rings & amulets - talismans seems to be typed AMULET */
1199 if (op->contr->mode & PU_JEWELS)
1200 if (tmp->type == RING || tmp->type == AMULET)
1201 {
1202 pick_up (op, tmp);
1203 continue;
1204 }
1205
1206 /* we don't forget dragon food */
1207 if (op->contr->mode & PU_FLESH)
1208 if (tmp->type == FLESH)
1209 {
1210 pick_up (op, tmp);
1211 continue;
1212 }
1213
1214 /* bows and arrows. Bows are good for selling! */
1215 if (op->contr->mode & PU_BOW)
1216 if (tmp->type == BOW)
1217 {
1218 pick_up (op, tmp);
1219 continue;
1220 }
1221
1222 if (op->contr->mode & PU_ARROW)
1223 if (tmp->type == ARROW)
1224 {
1225 pick_up (op, tmp);
1226 continue;
1227 }
1228
1229 /* all kinds of armor etc. */
1230 if (op->contr->mode & PU_ARMOUR)
1231 if (tmp->type == ARMOUR)
1232 {
1233 pick_up (op, tmp);
1234 continue;
1235 }
1236
1237 if (op->contr->mode & PU_HELMET)
1238 if (tmp->type == HELMET)
1239 {
1240 pick_up (op, tmp);
1241 continue;
1242 }
1243
1244 if (op->contr->mode & PU_SHIELD)
1245 if (tmp->type == SHIELD)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_BOOTS)
1252 if (tmp->type == BOOTS)
1253 {
1254 pick_up (op, tmp);
1255 continue;
1256 }
1257
1258 if (op->contr->mode & PU_GLOVES)
1259 if (tmp->type == GLOVES)
1260 {
1261 pick_up (op, tmp);
1262 continue;
1263 }
1264
1265 if (op->contr->mode & PU_CLOAK)
1266 if (tmp->type == CLOAK)
1267 {
1268 pick_up (op, tmp);
1269 continue;
1270 }
1271
1272 /* hoping to catch throwing daggers here */
1273 if (op->contr->mode & PU_MISSILEWEAPON)
1274 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 /* careful: chairs and tables are weapons! */
1281 if (op->contr->mode & PU_ALLWEAPON)
1282 {
1283 if (tmp->type == WEAPON && tmp->name != NULL)
1284 {
1285 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1286 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1287 {
1288 pick_up (op, tmp);
1289 continue;
1290 }
1291 }
1292
1293 if (tmp->type == WEAPON && tmp->name == NULL)
1294 {
1295 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300 }
1301 }
1302
1303 /* misc stuff that's useful */
1304 if (op->contr->mode & PU_KEY)
1305 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1306 {
1307 pick_up (op, tmp);
1308 continue;
1309 }
1310
1311 /* any of the last 4 bits set means we use the ratio for value
1312 * pickups */
1313 if (op->contr->mode & PU_RATIO)
1314 {
1315 /* use value density to decide what else to grab */
1316 /* >=7 was >= op->contr->mode */
1317 /* >=7 is the old standard setting. Now we take the last 4 bits
1318 * and multiply them by 5, giving 0..15*5== 5..75 */
1319 wvratio = (op->contr->mode & PU_RATIO) * 5;
1320 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1321 {
1322 pick_up (op, tmp);
1267#if 0 1323#if 0
1268 /* print the flags too */ 1324 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1269 for(k=0;k<4;k++) 1325 if (tmp->name != NULL)
1270 { 1326 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1327 fprintf (stderr, "%s", tmp->name);
1272 for(j=0;j<32;j++) 1328 }
1273 { 1329 else
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1330 fprintf (stderr, "%s", tmp->arch->archname);
1275 if(!((j+1)%4))fprintf(stderr," "); 1331 fprintf (stderr, ",%d] = ", tmp->type);
1276 } 1332 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1277 fprintf(stderr," [%d]\n", k*32);
1278 }
1279#endif 1333#endif
1334 continue;
1335 }
1336 }
1337 } /* the new pickup model */
1280 } 1338 }
1281 /* philosophy:
1282 * It's easy to grab an item type from a pile, as long as it's
1283 * generic. This takes no game-time. For more detailed pickups
1284 * and selections, select-items shoul dbe used. This is a
1285 * grab-as-you-run type mode that's really useful for arrows for
1286 * example.
1287 * The drawback: right now it has no frontend, so you need to
1288 * stick the bits you want into a calculator in hex mode and then
1289 * convert to decimal and then 'pickup <#>
1290 */
1291 1339
1292 /* the first two modes are exclusive: if NOTHING we return, if
1293 * STOP then we stop. All the rest are applied sequentially,
1294 * meaning if any test passes, the item gets picked up. */
1295
1296 /* if mode is set to pick nothing up, return */
1297
1298 if(op->contr->mode & PU_NOTHING) return 1;
1299
1300 /* if mode is set to stop when encountering objects, return */
1301 /* take STOP before INHIBIT since it doesn't actually pick
1302 * anything up */
1303
1304 if(op->contr->mode & PU_STOP) return 0;
1305
1306 /* useful for going into stores and not losing your settings... */
1307 /* and for battles wher you don't want to get loaded down while
1308 * fighting */
1309 if(op->contr->mode & PU_INHIBIT) return 1;
1310
1311 /* prevent us from turning into auto-thieves :) */
1312 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1313
1314 /* ignore known cursed objects */
1315 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1316
1317 /* all food and drink if desired */
1318 /* question: don't pick up known-poisonous stuff? */
1319 if(op->contr->mode & PU_FOOD)
1320 if (tmp->type == FOOD)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1322 if(op->contr->mode & PU_DRINK)
1323 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1324 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1325
1326 if(op->contr->mode & PU_POTION)
1327 if (tmp->type == POTION)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1329
1330 /* spellbooks, skillscrolls and normal books/scrolls */
1331 if(op->contr->mode & PU_SPELLBOOK)
1332 if (tmp->type == SPELLBOOK)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1334 if(op->contr->mode & PU_SKILLSCROLL)
1335 if (tmp->type == SKILLSCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1337 if(op->contr->mode & PU_READABLES)
1338 if (tmp->type == BOOK || tmp->type == SCROLL)
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1340
1341 /* wands/staves/rods/horns */
1342 if (op->contr->mode & PU_MAGIC_DEVICE)
1343 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1345
1346 /* pick up all magical items */
1347 if(op->contr->mode & PU_MAGICAL)
1348 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1349 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1350
1351 if(op->contr->mode & PU_VALUABLES)
1352 {
1353 if (tmp->type == MONEY || tmp->type == GEM)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1355 }
1356
1357 /* rings & amulets - talismans seems to be typed AMULET */
1358 if(op->contr->mode & PU_JEWELS)
1359 if (tmp->type == RING || tmp->type == AMULET)
1360 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1361
1362 /* bows and arrows. Bows are good for selling! */
1363 if(op->contr->mode & PU_BOW)
1364 if (tmp->type == BOW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1366 if(op->contr->mode & PU_ARROW)
1367 if (tmp->type == ARROW)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1369
1370 /* all kinds of armor etc. */
1371 if(op->contr->mode & PU_ARMOUR)
1372 if (tmp->type == ARMOUR)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1374 if(op->contr->mode & PU_HELMET)
1375 if (tmp->type == HELMET)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1377 if(op->contr->mode & PU_SHIELD)
1378 if (tmp->type == SHIELD)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1380 if(op->contr->mode & PU_BOOTS)
1381 if (tmp->type == BOOTS)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1383 if(op->contr->mode & PU_GLOVES)
1384 if (tmp->type == GLOVES)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1386 if(op->contr->mode & PU_CLOAK)
1387 if (tmp->type == CLOAK)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1389
1390 /* hoping to catch throwing daggers here */
1391 if(op->contr->mode & PU_MISSILEWEAPON)
1392 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1393 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1394
1395 /* careful: chairs and tables are weapons! */
1396 if(op->contr->mode & PU_ALLWEAPON)
1397 {
1398 if(tmp->type == WEAPON && tmp->name!=NULL)
1399 {
1400 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1401 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1402 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1403 }
1404 if(tmp->type == WEAPON && tmp->name==NULL)
1405 {
1406 if(strstr(tmp->arch->name,"table")==NULL &&
1407 strstr(tmp->arch->name,"chair")==NULL)
1408 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1409 }
1410 }
1411
1412 /* misc stuff that's useful */
1413 if(op->contr->mode & PU_KEY)
1414 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1415 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1416
1417 /* any of the last 4 bits set means we use the ratio for value
1418 * pickups */
1419 if(op->contr->mode & PU_RATIO)
1420 {
1421 /* use value density to decide what else to grab */
1422 /* >=7 was >= op->contr->mode */
1423 /* >=7 is the old standard setting. Now we take the last 4 bits
1424 * and multiply them by 5, giving 0..15*5== 5..75 */
1425 wvratio=(op->contr->mode & PU_RATIO) * 5;
1426 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1427 {
1428 pick_up(op, tmp);
1429#if 0
1430 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1431 if(tmp->name!=NULL) {
1432 fprintf(stderr,"%s", tmp->name);
1433 }
1434 else fprintf(stderr,"%s",tmp->arch->name);
1435 fprintf(stderr,",%d] = ", tmp->type);
1436 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1437#endif
1438 continue;
1439 }
1440 }
1441 } /* the new pickup model */
1442 }
1443 return ! stop; 1340 return !stop;
1444} 1341}
1445 1342
1446/* 1343/*
1447 * Find an arrow in the inventory and after that 1344 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1345 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1346 * found object is returned.
1450 */ 1347 */
1348object *
1451object *find_arrow(object *op, const char *type) 1349find_arrow (object *op, const char *type)
1452{ 1350{
1453 object *tmp = NULL; 1351 object *tmp = 0;
1454 1352
1455 for(op=op->inv; op; op=op->below) 1353 for (op = op->inv; op; op = op->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1354 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1457 QUERY_FLAG(op,FLAG_APPLIED))
1458 tmp = find_arrow (op, type); 1355 tmp = find_arrow (op, type);
1459 else if (op->type==ARROW && op->race==type) 1356 else if (op->type == ARROW && op->race == type)
1460 return op; 1357 return op;
1358
1461 return tmp; 1359 return tmp;
1462} 1360}
1463 1361
1464/* 1362/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1363 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1466 * against the target. A full test is not performed, simply a basic test 1364 * against the target. A full test is not performed, simply a basic test
1467 * of resistances. The archer is making a quick guess at what he sees down 1365 * of resistances. The archer is making a quick guess at what he sees down
1468 * the hall. Failing that it does it's best to pick the highest plus arrow. 1366 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1367 */
1470 1368object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1369find_better_arrow (object *op, object *target, const char *type, int *better)
1472{ 1370{
1473 object *tmp = NULL, *arrow, *ntmp; 1371 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1372 int attacknum, attacktype, betterby = 0, i;
1475 1373
1476 if (!type) 1374 if (!type)
1477 return NULL; 1375 return NULL;
1478 1376
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1377 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1378 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1379 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1380 {
1381 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1382 ntmp = find_better_arrow (arrow, target, type, &i);
1484 if (i > betterby) { 1383 if (i > betterby)
1485 tmp = ntmp; 1384 {
1486 betterby = i; 1385 tmp = ntmp;
1487 } 1386 betterby = i;
1387 }
1388 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1389 else if (arrow->type == ARROW && arrow->race == type)
1390 {
1489 /* allways prefer assasination/slaying */ 1391 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1392 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1491 strstr(arrow->slaying, target->race)) { 1393 {
1492 if (arrow->attacktype & AT_DEATH) { 1394 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1395 {
1494 return arrow; 1396 *better = 100;
1495 } else { 1397 return arrow;
1496 tmp = arrow; 1398 }
1399 else
1400 {
1401 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1402 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1403 }
1499 } else { 1404 }
1405 else
1406 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1407 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1408 {
1501 attacktype = 1<<attacknum; 1409 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1410 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1503 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1411 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1412 {
1413 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1414 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1506 } 1415 }
1507 } 1416 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1417 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1418 {
1419 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1420 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1421 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1422 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1423 {
1424 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1425 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1426 }
1427 }
1428 }
1516 } 1429 }
1517 }
1518 }
1519 if (tmp == NULL && arrow == NULL) 1430 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1431 return find_arrow (op, type);
1521 1432
1522 *better = betterby; 1433 *better = betterby;
1523 return tmp; 1434 return tmp;
1524} 1435}
1525 1436
1526/* looks in a given direction, finds the first valid target, and calls 1437/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1438 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1439 * op = the shooter
1529 * type = bow->race 1440 * type = bow->race
1530 * dir = fire direction 1441 * dir = fire direction
1531 */ 1442 */
1532 1443object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1444pick_arrow_target (object *op, const char *type, int dir)
1534{ 1445{
1535 object *tmp = NULL; 1446 object *tmp = NULL;
1536 mapstruct *m; 1447 maptile *m;
1537 int i, mflags, found, number; 1448 int i, mflags, found, number;
1538 sint16 x, y; 1449 sint16 x, y;
1539 1450
1540 if (op->map == NULL) 1451 if (op->map == NULL)
1541 return find_arrow(op, type); 1452 return find_arrow (op, type);
1542 1453
1543 /* do a dex check */ 1454 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1455 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1545 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1456 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1457 return find_arrow (op, type);
1547 1458
1548 m = op->map; 1459 m = op->map;
1549 x = op->x; 1460 x = op->x;
1550 y = op->y; 1461 y = op->y;
1551 1462
1552 /* find the first target */ 1463 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1464 for (i = 0, found = 0; i < 20; i++)
1465 {
1554 x += freearr_x[dir]; 1466 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1467 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1468 mflags = get_map_flags (m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1469 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1470 {
1558 tmp = NULL; 1471 tmp = NULL;
1559 break; 1472 break;
1473 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1474 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1475 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1476 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1477 * perhaps a bad assumption.
1563 */ 1478 */
1564 tmp = NULL; 1479 tmp = NULL;
1565 break; 1480 break;
1566 } 1481 }
1567 if (mflags & P_IS_ALIVE) { 1482 if (mflags & P_IS_ALIVE)
1483 {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1484 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1485 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1486 {
1571 break; 1487 found++;
1572 } 1488 break;
1489 }
1573 if (found) 1490 if (found)
1574 break; 1491 break;
1575 } 1492 }
1576 } 1493 }
1577 if (tmp == NULL) 1494 if (tmp == NULL)
1578 return find_arrow(op, type); 1495 return find_arrow (op, type);
1579 1496
1580 if (tmp->head) 1497 if (tmp->head)
1581 tmp = tmp->head; 1498 tmp = tmp->head;
1582 1499
1583 return find_better_arrow(op, tmp, type, &i); 1500 return find_better_arrow (op, tmp, type, &i);
1584} 1501}
1585 1502
1586/* 1503/*
1587 * Creature fires a bow - op can be monster or player. Returns 1504 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1505 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1508 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1509 * wc_mod is any special modifier to give (used in special player fire modes)
1593 * sx, sy are coordinates to fire arrow from - also used in some of the special 1510 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1511 * player fire modes.
1595 */ 1512 */
1513int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1514fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1515{
1599 object *left, *bow; 1516 object *left, *bow;
1600 tag_t left_tag, tag; 1517 int mflags;
1601 int bowspeed, mflags; 1518 maptile *m;
1602 mapstruct *m;
1603 1519
1604 if (!dir) { 1520 if (!dir)
1521 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1522 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1523 return 0;
1524 }
1525
1526 if (op->contr)
1527 bow = op->current_weapon;
1528 else
1607 } 1529 {
1608 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow];
1610 else {
1611 for(bow=op->inv; bow; bow=bow->below) 1530 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1531 /* Don't check for applied - monsters don't apply bows - in that way, they
1613 * don't need to switch back and forth between bows and weapons. 1532 * don't need to switch back and forth between bows and weapons.
1614 */ 1533 */
1615 if(bow->type==BOW) 1534 if (bow->type == BOW)
1616 break; 1535 break;
1617 1536
1618 if (!bow) { 1537 if (!bow)
1538 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1539 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1540 return 0;
1621 } 1541 }
1542
1543 // optimisation: move object to top so we will find it quickly again
1544 if (bow->below)
1545 {
1546 bow->remove ();
1547 op->insert (bow);
1548 }
1549
1622 } 1550 }
1551
1623 if( !bow->race || !bow->skill) { 1552 if (!bow->race || !bow->skill)
1553 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1554 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1555 return 0;
1626 } 1556 }
1627 1557
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629
1630 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1633 if (bowspeed < 1)
1634 bowspeed = 1;
1635
1636 if (arrow == NULL) { 1558 if (arrow == NULL)
1559 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1560 if ((arrow = find_arrow (op, bow->race)) == NULL)
1561 {
1638 if (op->type == PLAYER) 1562 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1563 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1640 "You have no %s left.", bow->race);
1641 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1564 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1565 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1566 CLEAR_FLAG (op, FLAG_READY_BOW);
1567
1644 return 0; 1568 return 0;
1645 } 1569 }
1646 } 1570 }
1571
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1572 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1573 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1574 return 0;
1650 } 1575
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1576 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1577 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1578 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1579 return 0;
1654 } 1580 }
1655 1581
1656 /* this should not happen, but sometimes does */ 1582 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1583 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1584 {
1585 arrow->destroy ();
1586 return 0;
1587 }
1662 1588
1663 left = arrow; /* these are arrows left to the player */ 1589 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count;
1665 arrow = get_split_ob(arrow, 1); 1590 arrow = get_split_ob (arrow, 1);
1666 if (arrow == NULL) { 1591 if (!arrow)
1592 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1594 return 0;
1669 return 0;
1670 } 1595 }
1671 set_owner(arrow, op); 1596
1672 if (arrow->skill) free_string(arrow->skill); 1597 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1598 arrow->skill = bow->skill;
1674
1675 arrow->direction=dir; 1599 arrow->direction = dir;
1676 arrow->x = sx;
1677 arrow->y = sy;
1678 1600
1679 if (op->type == PLAYER) {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1681 fix_player(op);
1682 }
1683
1684 SET_ANIMATION(arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1601 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1686 arrow->stats.hp = arrow->stats.dam; 1602 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1603 arrow->stats.grace = arrow->attacktype;
1604
1688 if (arrow->slaying != NULL) 1605 if (arrow->slaying)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1606 arrow->spellarg = strdup (arrow->slaying);
1690 1607
1691 /* Note that this was different for monsters - they got their level 1608#if 0
1692 * added to the damage. I think the strength bonus is more proper. 1609 if (player *pl = op->contr)
1693 */
1694 1610 {
1695 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1611 float speed = pl->weapon_sp;
1696 0 : dam_bonus[op->stats.Str]) +
1697 bow->stats.dam + bow->magic + arrow->magic;
1698 1612
1613 /* penalize ROF for bestarrow */
1614 if (pl->bowtype == bow_bestarrow)
1615 speed *= .9f;
1616 else
1617 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1618
1619 op->speed_left += speed - op->speed;
1620 }
1621#endif
1622
1623 SET_ANIMATION (arrow, arrow->direction);
1624
1699 /* update the speed */ 1625 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1626 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1701 0 : dam_bonus[op->stats.Str]) + 1627 + bow->stats.dam / 7.f;
1702 bow->magic + arrow->magic) / 5.0 +
1703 (float)bow->stats.dam / 7.0;
1704 1628
1705 if (arrow->speed < 1.0) 1629 arrow->set_speed (max (arrow->speed, 2.f));
1706 arrow->speed = 1.0;
1707 update_ob_speed(arrow);
1708 arrow->speed_left = 0; 1630 arrow->speed_left = 0;
1709 1631
1632 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1633
1710 if (op->type == PLAYER) { 1634 if (op->type == PLAYER)
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1635 {
1712 (op->chosen_skill?op->chosen_skill->level:op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1714 arrow->stats.wc - bow->stats.wc + wc_mod;
1715
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1636 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1637 wc -= dex_bonus[op->stats.Dex];
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1719 arrow->stats.wc + wc_mod;
1720 1638
1639 if (!arrow->slaying)
1640 arrow->slaying = op->slaying;
1641
1642 arrow->attacktype |= op->attacktype;
1643 }
1644 else
1645 {
1721 arrow->level = op->level; 1646 arrow->level = op->level;
1722 } 1647 arrow->stats.wc -= bow->magic;
1723 if (arrow->attacktype == AT_PHYSICAL) 1648
1649 if (!arrow->slaying)
1650 arrow->slaying = bow->slaying;
1651
1724 arrow->attacktype |= bow->attacktype; 1652 arrow->attacktype |= bow->attacktype;
1725 if (bow->slaying != NULL) 1653 }
1726 arrow->slaying = add_string(bow->slaying);
1727 1654
1728 arrow->map = m; 1655 wc -= arrow->level;
1656 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1657
1658 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1729 arrow->move_type = MOVE_FLY_LOW; 1659 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1661
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1662 op->play_sound (sound_find ("fire_arrow"));
1733 tag = arrow->count; 1663 m->insert (arrow, sx, sy, op);
1734 insert_ob_in_map(arrow, m, op, 0);
1735 1664
1736 if (!was_destroyed(arrow, tag)) 1665 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1666 move_arrow (arrow);
1738 1667
1739 if (op->type == PLAYER) { 1668 if (op->type == PLAYER)
1740 if (was_destroyed (left, left_tag)) 1669 {
1670 if (left->destroyed ())
1741 esrv_del_item(op->contr, left_tag); 1671 esrv_del_item (op->contr, left->count);
1742 else 1672 else
1743 esrv_send_item(op, left); 1673 esrv_send_item (op, left);
1744 } 1674 }
1675
1745 return 1; 1676 return 1;
1746} 1677}
1747 1678
1748/* Special fire code for players - this takes into 1679/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1680 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1681 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1682 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1683 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1684 * hence the function name.
1754 */ 1685 */
1686int
1755int player_fire_bow(object *op, int dir) 1687player_fire_bow (object *op, int dir)
1756{ 1688{
1757 int ret=0, wcmod=0; 1689 int ret = 0, wcmod = 0;
1758 1690
1759 if (op->contr->bowtype == bow_bestarrow) { 1691 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1692 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1693 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1762 dir, 0, op->x, op->y); 1694 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1695 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1696 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1697 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1; 1698 wcmod = -1;
1699
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1700 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1701 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1702 else if (op->contr->bowtype == bow_threewide)
1703 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1704 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1705 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1771 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1706 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1707 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1708 else if (op->contr->bowtype == bow_spreadshot)
1709 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1710 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1711 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1775 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1712 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1713 }
1777 } else { 1714 else
1715 {
1778 /* Simple case */ 1716 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1717 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1718 }
1719
1781 return ret; 1720 return ret;
1782} 1721}
1783
1784 1722
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1723/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1724 * Broken apart from 'fire' to keep it more readable.
1787 */ 1725 */
1726void
1788void fire_misc_object(object *op, int dir) 1727fire_misc_object (object *op, int dir)
1789{ 1728{
1790 object *item; 1729 object *item = op->contr->ranged_ob;
1791 1730
1792 if (!op->contr->ranges[range_misc]) { 1731 if (!item)
1732 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1733 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 1734 return;
1795 } 1735 }
1796 1736
1797 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1737 if (!item->inv)
1738 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1739 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1740 return;
1801 } 1741 }
1802 if (item->type == WAND) { 1742
1803 if(item->stats.food<=0) { 1743 if (!op->change_weapon (item))
1804 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1805 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1806 return; 1744 return;
1807 } 1745
1746 if (item->type == WAND)
1747 {
1748 if (item->stats.food <= 0)
1749 {
1750 op->contr->play_sound (sound_find ("wand_poof"));
1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1752
1753 return;
1754 }
1755 }
1808 } else if (item->type == ROD || item->type==HORN) { 1756 else if (item->type == ROD || item->type == HORN)
1757 {
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1758 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1759 {
1760 op->contr->play_sound (sound_find ("wand_poof"));
1761
1811 if (item->type== ROD) 1762 if (item->type == ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 1763 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1764 else
1814 else 1765 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1815 new_draw_info_format(NDI_UNIQUE, 0,op, 1766
1816 "The %s needs more time to charge.", query_base_name(item,0));
1817 return; 1767 return;
1818 } 1768 }
1819 } 1769 }
1820 1770
1821 if(cast_spell(op,item,dir,item->inv,NULL)) { 1771 if (cast_spell (op, item, dir, item->inv, NULL))
1772 {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1773 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) { 1774 if (item->type == WAND)
1775 {
1824 if (!(--item->stats.food)) { 1776 if (!(--item->stats.food))
1825 object *tmp; 1777 {
1826 if (item->arch) { 1778 object *tmp;
1779
1780 if (item->arch)
1781 {
1827 CLEAR_FLAG(item, FLAG_ANIMATE); 1782 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 1783 item->face = item->arch->face;
1829 item->speed = 0; 1784 item->set_speed (0);
1830 update_ob_speed(item); 1785 }
1831 } 1786
1832 if ((tmp=is_player_inv(item))) 1787 if ((tmp = item->in_player ()))
1833 esrv_update_item(UPD_ANIM, tmp, item); 1788 esrv_update_item (UPD_ANIM, tmp, item);
1834 } 1789 }
1835 } 1790 }
1836 else if (item->type == ROD || item->type==HORN) { 1791 else if (item->type == ROD || item->type == HORN)
1837 drain_rod_charge(item); 1792 drain_rod_charge (item);
1838 }
1839 } 1793 }
1840} 1794}
1841 1795
1842/* Received a fire command for the player - go and do it. 1796/* Received a fire command for the player - go and do it.
1843 */ 1797 */
1798bool
1844void fire(object *op,int dir) { 1799fire (object *op, int dir)
1800{
1845 int spellcost=0; 1801 int spellcost = 0;
1846 1802
1847 /* check for loss of invisiblity/hide */ 1803 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1804 if (action_makes_visible (op))
1805 make_visible (op);
1849 1806
1850 switch(op->contr->shoottype) { 1807 player *pl = op->contr;
1851 case range_none:
1852 return;
1853 1808
1854 case range_bow: 1809 if (pl->golem)
1855 player_fire_bow(op, dir); 1810 {
1856 return; 1811 control_golem (op->contr->golem, dir);
1857 1812 return false;
1858 case range_magic: /* Casting spells */
1859 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1860 return;
1861
1862 case range_misc:
1863 fire_misc_object(op, dir);
1864 return;
1865
1866 case range_golem: /* Control summoned monsters from scrolls */
1867 if(op->contr->ranges[range_golem]==NULL ||
1868 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1869 op->contr->ranges[range_golem] = NULL;
1870 op->contr->shoottype=range_none;
1871 op->contr->golem_count = 0;
1872 } 1813 }
1873 else 1814
1874 control_golem(op->contr->ranges[range_golem], dir); 1815 object *ob = pl->ranged_ob;
1816
1817 if (!ob)
1875 return; 1818 return false;
1876 1819
1877 case range_skill: 1820 if (!op->change_weapon (ob))
1878 if(!op->chosen_skill) {
1879 if(op->type==PLAYER)
1880 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1881 return;
1882 }
1883 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1884 return; 1821 return false;
1885 case range_builder: 1822
1823 if (op->speed_left > 0.f)
1824 --op->speed_left;
1825 else
1826 return false;
1827
1828 switch (ob->type)
1829 {
1830 case BOW:
1831 player_fire_bow (op, dir);
1832 break;
1833
1834 case SPELL:
1835 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1836 break;
1837
1838 case BUILDER:
1886 apply_map_builder( op, dir ); 1839 apply_map_builder (op, dir);
1887 return; 1840 break;
1888 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1890 return;
1891 }
1892}
1893 1841
1842 case SKILL:
1843 do_skill (op, op, ob, dir, 0);
1844 break;
1894 1845
1846 default:
1847 fire_misc_object (op, dir);
1848 break;
1849 }
1850
1851 return true;
1852}
1895 1853
1896/* find_key 1854/* find_key
1897 * We try to find a key for the door as passed. If we find a key 1855 * We try to find a key for the door as passed. If we find a key
1898 * and successfully use it, we return the key, otherwise NULL 1856 * and successfully use it, we return the key, otherwise NULL
1899 * This function merges both normal and locked door, since the logic 1857 * This function merges both normal and locked door, since the logic
1901 * pl is the player, 1859 * pl is the player,
1902 * inv is the objects inventory to searched 1860 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1861 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1862 * This function can be called recursively to search containers.
1905 */ 1863 */
1906 1864object *
1907object * find_key(object *pl, object *container, object *door) 1865find_key (object *pl, object *container, object *door)
1908{ 1866{
1909 object *tmp,*key; 1867 object *tmp, *key;
1910 1868
1911 /* Should not happen, but sanity checking is never bad */ 1869 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 1870 if (!container->inv)
1871 return 0;
1913 1872
1914 /* First, lets try to find a key in the top level inventory */ 1873 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1874 for (tmp = container->inv; tmp; tmp = tmp->below)
1875 {
1916 if (door->type==DOOR && tmp->type==KEY) break; 1876 if (door->type == DOOR && tmp->type == KEY)
1877 break;
1917 /* For sanity, we should really check door type, but other stuff 1878 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 1879 * (like containers) can be locked with special keys
1919 */ 1880 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1881 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1921 tmp->slaying==door->slaying) break; 1882 break;
1922 } 1883 }
1884
1923 /* No key found - lets search inventories now */ 1885 /* No key found - lets search inventories now */
1924 /* If we find and use a key in an inventory, return at that time. 1886 /* If we find and use a key in an inventory, return at that time.
1925 * otherwise, if we search all the inventories and still don't find 1887 * otherwise, if we search all the inventories and still don't find
1926 * a key, return 1888 * a key, return
1927 */ 1889 */
1928 if (!tmp) { 1890 if (!tmp)
1891 {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1892 for (tmp = container->inv; tmp; tmp = tmp->below)
1893 {
1930 /* No reason to search empty containers */ 1894 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 1895 if (tmp->type == CONTAINER && tmp->inv)
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1896 {
1897 if ((key = find_key (pl, tmp, door)))
1898 return key;
1899 }
1900 }
1901
1902 if (!tmp)
1903 return NULL;
1933 } 1904 }
1934 } 1905
1935 if (!tmp) return NULL;
1936 }
1937 /* We get down here if we have found a key. Now if its in a container, 1906 /* We get down here if we have found a key. Now if its in a container,
1938 * see if we actually want to use it 1907 * see if we actually want to use it
1939 */ 1908 */
1940 if (pl!=container) { 1909 if (pl != container)
1910 {
1941 /* Only let players use keys in containers */ 1911 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 1912 if (!pl->contr)
1913 return NULL;
1943 /* cases where this fails: 1914 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 1915 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 1916 * are not in the players inventory.
1946 * If the container is not active, return now since only active 1917 * If the container is not active, return now since only active
1947 * containers can be used. 1918 * containers can be used.
1948 * If we only search keyrings and the container does not have 1919 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 1920 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 1921 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 1922 * inv must have been an container and must have been active.
1952 * 1923 *
1953 * Change the color so that the message doesn't disappear with 1924 * Change the color so that the message doesn't disappear with
1954 * all the others. 1925 * all the others.
1955 */ 1926 */
1956 if (pl->contr->usekeys == key_inventory || 1927 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 1928 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 1929 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 (!container->race || strcmp(container->race, "keys"))) 1930 {
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1931 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door", 1932 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1963 query_name(tmp), query_name(container));
1964 return NULL; 1933 return NULL;
1965 } 1934 }
1966 } 1935 }
1936
1967 return tmp; 1937 return tmp;
1968} 1938}
1969 1939
1970/* moved door processing out of move_player_attack. 1940/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 1941 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 1942 * such that the caller should not do anything more,
1973 * 0 otherwise 1943 * 0 otherwise
1974 */ 1944 */
1945static int
1975static int player_attack_door(object *op, object *door) 1946player_attack_door (object *op, object *door)
1976{ 1947{
1977
1978 /* If its a door, try to find a use a key. If we do destroy the door, 1948 /* If its a door, try to find a key. If we do destroy the door,
1979 * might as well return immediately as there is nothing more to do - 1949 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 1950 * otherwise, we fall through to the rest of the code.
1981 */ 1951 */
1982 object *key=find_key(op, op, door); 1952 object *key = find_key (op, op, door);
1983 1953
1984 /* IF we found a key, do some extra work */ 1954 /* If we found a key, do some extra work */
1985 if (key) { 1955 if (key)
1956 {
1986 object *container=key->env; 1957 object *container = key->env;
1987 1958
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1959 if (action_makes_visible (op))
1989 if(action_makes_visible(op)) make_visible(op); 1960 make_visible (op);
1961
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1962 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1963 spring_trap (door->inv, op);
1964
1991 if (door->type == DOOR) { 1965 if (door->type == DOOR)
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1966 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 }
1994 else if(door->type==LOCKED_DOOR) { 1967 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1968 {
1996 "You open the door with the %s", query_short_name(key)); 1969 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1997 remove_door2(door); /* remove door without violence ;-) */ 1970 remove_door2 (door); /* remove door without violence ;-) */
1998 } 1971 }
1972
1999 /* Do this after we print the message */ 1973 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 1974 decrease_ob (key); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 1975 /* Need to update the weight the container the key was in */
2002 if (container != op) 1976 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container); 1977 esrv_update_item (UPD_WEIGHT, op, container);
1978
2004 return 1; /* Nothing more to do below */ 1979 return 1; /* Nothing more to do below */
1980 }
2005 } else if (door->type==LOCKED_DOOR) { 1981 else if (door->type == LOCKED_DOOR)
1982 {
2006 /* Might as well return now - no other way to open this */ 1983 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1984 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2008 return 1; 1985 return 1;
2009 } 1986 }
1987
2010 return 0; 1988 return 0;
2011} 1989}
2012 1990
2013/* This function is just part of a breakup from move_player. 1991/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 1992 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 1993 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 1994 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 1995 * going to try and move (not fire weapons).
2018 */ 1996 */
2019 1997bool
2020void move_player_attack(object *op, int dir) 1998move_player_attack (object *op, int dir)
2021{ 1999{
2022 object *tmp, *mon, *tpl;
2023 sint16 nx, ny;
2024 int on_battleground; 2000 int on_battleground;
2025 mapstruct *m;
2026 2001
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 2002 sint16 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 2003 sint16 ny = freearr_y[dir] + op->y;
2031 2004
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 2005 on_battleground = op_on_battleground (op, 0, 0);
2033 2006
2007 if (out_of_map (op->map, nx, ny))
2008 return false;
2009
2010 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2011 {
2012 --op->speed_left;
2013 return true;
2014 }
2015
2034 /* If braced, or can't move to the square, and it is not out of the 2016 /* If braced, or can't move to the square, and it is not out of the
2035 * map, attack it. Note order of if statement is important - don't 2017 * map, attack it. Note order of if statement is important - don't
2036 * want to be calling move_ob if braced, because move_ob will move the 2018 * want to be calling move_ob if braced, because move_ob will move the
2037 * player. This is a pretty nasty hack, because if we could 2019 * player. This is a pretty nasty hack, because if we could
2038 * move to some space, it then means that if we are braced, we should 2020 * move to some space, it then means that if we are braced, we should
2039 * do nothing at all. As it is, if we are braced, we go through 2021 * do nothing at all. As it is, if we are braced, we go through
2040 * quite a bit of processing. However, it probably is less than what 2022 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 2023 * move_ob uses.
2042 */ 2024 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2025 maptile *m = op->map->xy_find (nx, ny);
2044 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2045 m = get_map_from_coord(tpl->map, &nx, &ny);
2046 if (!m) return; /* Don't think this should happen */
2047 }
2048 else m =tpl->map;
2049
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2051 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2052 return;
2053 }
2054 2026
2055 mon = NULL;
2056 /* Go through all the objects, and find ones of interest. Only stop if 2027 /* Go through all the objects, and find ones of interest. Only stop if
2057 * we find a monster - that is something we know we want to attack. 2028 * we find a monster - that is something we know we want to attack.
2058 * if its a door or barrel (can roll) see if there may be monsters 2029 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 2030 * on the space
2060 */ 2031 */
2061 while (tmp!=NULL) { 2032 object *mon;
2062 if (tmp == op) { 2033 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2063 tmp=tmp->above; 2034 {
2064 continue; 2035 if ((mon->flag [FLAG_ALIVE]
2036 || mon->type == LOCKED_DOOR
2037 || mon->flag [FLAG_CAN_ROLL])
2038 && mon != op)
2039 break;
2065 } 2040 }
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2041
2067 mon = tmp;
2068 break;
2069 }
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2071 mon = tmp;
2072 tmp=tmp->above;
2073 }
2074
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 2042 if (!mon) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2043 return false; /* into a wall */
2077 2044
2078 if(mon->head != NULL)
2079 mon = mon->head; 2045 mon = mon->head_ ();
2080 2046
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2047 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2048 if (op->contr->weapon_sp_left > 0.f)
2082 if (player_attack_door(op, mon)) return; 2049 if (player_attack_door (op, mon))
2050 {
2051 --op->contr->weapon_sp_left;
2052 return true;
2053 }
2083 2054
2084 /* The following deals with possibly attacking peaceful 2055 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2056 * or friendly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2057 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2058 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2059 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2060 * and thus will not push them.
2090 */ 2061 */
2091 2062
2092 /* If the creature is a pet, push it even if the player is not 2063 /* If the creature is a pet, push it even if the player is not
2093 * peaceful. Our assumption is the creature is a pet if the 2064 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2065 * player owns it and it is either friendly or unagressive.
2095 */ 2066 */
2096 if ((op->type==PLAYER) 2067 if (op->type == PLAYER
2097#if COZY_SERVER 2068 && ((mon->owner && mon->owner->contr
2098 &&
2099 (
2100 (get_owner(mon) && get_owner(mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2069 && same_party (mon->owner->contr->party, op->contr->party))
2102 || get_owner(mon) == op 2070 || mon->owner == op)
2103 )
2104#else
2105 && get_owner(mon)==op
2106#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2071 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2072 {
2109 /* If we're braced, we don't want to switch places with it */ 2073 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2074 if (op->contr->braced)
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2075 return false;
2112 (void) push_ob(mon,dir,op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op);
2114 return;
2115 }
2116 2076
2077 if (op->speed_left > 0.f)
2078 {
2079 --op->speed_left;
2080
2081 op->play_sound (sound_find ("push_player"));
2082 push_ob (mon, dir, op);
2083
2084 if (op->contr->tmp_invis || op->hide)
2085 make_visible (op);
2086
2087 return true;
2088 }
2089 else
2090 return false;
2091 }
2092
2117 /* in certain circumstances, you shouldn't attack friendly 2093 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2094 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2095 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2096 * attack them either.
2121 */ 2097 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2098 if ((mon->type == PLAYER || mon->enemy != op)
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2099 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2124 ( 2100 && ((op->contr->peaceful
2125#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2101 || (mon->type == PLAYER && mon->contr->peaceful))
2127#else
2128 op->contr->peaceful &&
2129#endif
2130 !on_battleground 2102 && !on_battleground))
2103 {
2104 if (op->speed_left > 0.f)
2105 {
2106 --op->speed_left;
2107
2108 if (!op->contr->braced)
2131 )) { 2109 {
2132 if (!op->contr->braced) { 2110 op->play_sound (sound_find ("push_player"));
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2111 push_ob (mon, dir, op);
2134 (void) push_ob(mon,dir,op); 2112 }
2135 } else { 2113 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2114 new_draw_info (0, 0, op, "You withhold your attack");
2115
2116 if (op->contr->tmp_invis || op->hide)
2117 make_visible (op);
2118
2119 return true;
2120 }
2137 } 2121 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op);
2139 }
2140
2141 /* If the object is a boulder or other rollable object, then 2122 /* If the object is a boulder or other rollable object, then
2142 * roll it if not braced. You can't roll it if you are braced. 2123 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2124 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2125 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2126 {
2127 if (op->speed_left > 0.f)
2128 {
2129 --op->speed_left;
2130
2145 recursive_roll(mon,dir,op); 2131 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2132 if (action_makes_visible (op))
2147 } 2133 make_visible (op);
2148 2134
2135 return true;
2136 }
2137 }
2149 /* Any generic living creature. Including things like doors. 2138 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2139 * Way it works is like this: First, it must have some hit points
2151 * and be living. Then, it must be one of the following: 2140 * and be living. Then, it must be one of the following:
2152 * 1) Not a player, 2) A player, but of a different party. Note 2141 * 1) Not a player, 2) A player, but of a different party. Note
2153 * that party_number -1 is no party, so attacks can still happen. 2142 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2143 */
2155
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2144 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2145 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2146 {
2147 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2148 {
2149 --op->contr->weapon_sp_left;
2159 2150
2160 /* If the player hasn't hit something this tick, and does 2151 skill_attack (mon, op, 0, 0, 0);
2161 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset.
2164 */
2165 if (!op->contr->has_hit) {
2166 op->speed_left += op->speed / op->contr->weapon_sp;
2167 2152
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2153 if (action_makes_visible (op))
2154 make_visible (op);
2155
2156 return true;
2157 }
2169 } 2158 }
2170 2159
2171 skill_attack(mon, op, 0, NULL, NULL); 2160 return false;
2172
2173 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is
2176 * the wiz.
2177 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2179 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2180 short luck = mon->stats.luck;
2181 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL);
2183 mon->stats.luck = luck;
2184 }
2185 if(action_makes_visible(op)) make_visible(op);
2186 }
2187 } /* if player should attack something */
2188} 2161}
2189 2162
2163bool
2190int move_player(object *op,int dir) { 2164move_player (object *op, int dir)
2165{
2191 int pick; 2166 int pick;
2192 object *transport = op->contr->transport;
2193 2167
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2168 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2195 return 0;
2196
2197 /* Sanity check: make sure dir is valid */
2198 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
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 + RANDOM()%3 + RANDOM()%3 - 2);
2206
2207 op->facing = dir;
2208
2209 if(!transport && op->hide) do_hidden_move(op);
2210
2211 if (transport) {
2212 /* transport->contr is set up for the person in charge of the boat.
2213 * if that isn't this person, he can't steer it, etc
2214 */
2215 if (transport->contr != op->contr) return 0;
2216
2217 /* Transport can't move. But update dir so it at least
2218 * will point in the same direction if player is running.
2219 */
2220 if (transport->speed_left < 0.0) {
2221 transport->direction = dir;
2222 op->direction = dir;
2223 return 0;
2224 }
2225 /* Remove transport speed. Give player just a little speed -
2226 * enough so that they will get an action again quickly.
2227 *
2228 */
2229 transport->speed_left -= 1.0;
2230 if (op->speed_left < 0.0) op->speed_left = -0.01;
2231
2232 }
2233
2234 if(op->contr->fire_on) {
2235 fire(op,dir);
2236 }
2237 else move_player_attack(op,dir);
2238
2239 pick = check_pick(op);
2240
2241
2242 /* Add special check for newcs players and fire on - this way, the
2243 * server can handle repeat firing.
2244 */
2245 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2246 op->direction = dir;
2247 } else {
2248 op->direction=0;
2249 }
2250 /* Update how the player looks. Use the facing, so direction may
2251 * get reset to zero. This allows for full animation capabilities
2252 * for players.
2253 */
2254 if (!transport) animate_object(op, op->facing);
2255 return 0; 2169 return 0;
2170
2171 /* Sanity check: make sure dir is valid */
2172 if ((dir < 0) || (dir >= 9))
2173 {
2174 LOG (llevError, "move_player: invalid direction %d\n", dir);
2175 return 0;
2176 }
2177
2178 /* peterm: added following line */
2179 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2180 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2181
2182 op->facing = dir;
2183
2184 if (op->hide)
2185 do_hidden_move (op);
2186
2187 bool retval;
2188
2189 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2190 retval = RESULT_INT (0);
2191 else if (op->contr->fire_on)
2192 retval = fire (op, dir);
2193 else
2194 {
2195 retval = move_player_attack (op, dir);
2196 pick = check_pick (op);
2197 }
2198
2199 /* Add special check for newcs players and fire on - this way, the
2200 * server can handle repeat firing.
2201 */
2202 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2203 op->direction = dir;
2204 else
2205 op->direction = 0;
2206
2207 /* Update how the player looks. Use the facing, so direction may
2208 * get reset to zero. This allows for full animation capabilities
2209 * for players.
2210 */
2211 animate_object (op, op->facing);
2212
2213 return retval;
2256} 2214}
2257 2215
2258/* This is similar to handle_player, below, but is only used by the 2216/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2217 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2218 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2219 * the new speed values for commands.
2262 * 2220 *
2263 * Returns true if there are more actions we can do. 2221 * Returns true if there are more actions we can do. Should not do
2222 * many actions in a row, as that would be too unfair to other
2223 * players.
2264 */ 2224 */
2225bool
2265int handle_newcs_player(object *op) 2226handle_newcs_player (object *op)
2266{ 2227{
2267 if (op->contr->hidden) {
2268 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly.
2272 */
2273 if (pticks & 2) op->invisible--;
2274 }
2275 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2276 op->invisible--;
2277 if(!op->invisible) {
2278 make_visible(op);
2279 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2280 }
2281 }
2282
2283 if (QUERY_FLAG(op, FLAG_SCARED)) { 2228 if (QUERY_FLAG (op, FLAG_SCARED))
2284 flee_player(op);
2285 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) {
2287 op->speed_left--;
2288 return 0;
2289 }
2290 } 2229 {
2230 if (op->speed_left > 0.f)
2231 {
2232 --op->speed_left;
2233 flee_player (op);
2291 2234
2292 /* I've been seeing crashes where the golem has been destroyed, but 2235 return true;
2293 * the player object still points to the defunct golem. The code that 2236 }
2294 * destroys the golem looks correct, and it doesn't always happen, so 2237 else
2295 * put this in a a workaround to clean up the golem pointer. 2238 return false;
2296 */
2297 if (op->contr->ranges[range_golem] &&
2298 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2299 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2300 op->contr->ranges[range_golem] = NULL;
2301 op->contr->golem_count = 0;
2302 } 2239 }
2303 2240
2304 /* call this here - we also will call this in do_ericserver, but 2241 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2242 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2243 * called, so we recheck it here.
2307 */ 2244 */
2308 HandleClient(&op->contr->socket, op->contr); 2245 if (op->contr->ns->handle_command ())
2309 if (op->speed_left<0) return 0; 2246 return true;
2310 2247
2311 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2248 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2312 /* All move commands take 1 tick, at least for now */
2313 op->speed_left--;
2314
2315 /* Instead of all the stuff below, let move_player take care
2316 * of it. Also, some of the skill stuff is only put in
2317 * there, as well as the confusion stuff.
2318 */
2319 move_player(op, op->direction); 2249 return move_player (op, op->direction);
2320 if (op->speed_left>0) return 1; 2250
2321 else return 0; 2251 return false;
2322 } 2252}
2253
2254int
2255save_life (object *op)
2256{
2257 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2323 return 0; 2258 return 0;
2324}
2325 2259
2326int save_life(object *op) {
2327 object *tmp;
2328
2329 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2330 return 0;
2331
2332 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2260 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2333 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2261 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2334 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2262 {
2335 new_draw_info_format(NDI_UNIQUE, 0,op, 2263 op->play_sound (sound_find ("ob_evaporate"));
2336 "Your %s vibrates violently, then evaporates.", 2264 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2337 query_name(tmp)); 2265
2338 if (op->contr) 2266 if (op->contr)
2339 esrv_del_item(op->contr, tmp->count); 2267 esrv_del_item (op->contr, tmp->count);
2340 remove_ob(tmp); 2268
2341 free_object(tmp); 2269 tmp->destroy ();
2342 CLEAR_FLAG(op, FLAG_LIFESAVE); 2270 CLEAR_FLAG (op, FLAG_LIFESAVE);
2271
2343 if(op->stats.hp<0) 2272 if (op->stats.hp < 0)
2344 op->stats.hp = op->stats.maxhp; 2273 op->stats.hp = op->stats.maxhp;
2274
2345 if(op->stats.food<0) 2275 if (op->stats.food < 0)
2346 op->stats.food = 999; 2276 op->stats.food = 999;
2347 fix_player(op); 2277
2278 op->update_stats ();
2348 return 1; 2279 return 1;
2349 } 2280 }
2281
2350 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2282 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2351 CLEAR_FLAG(op, FLAG_LIFESAVE); 2283 CLEAR_FLAG (op, FLAG_LIFESAVE);
2352 enter_player_savebed(op); /* bring him home. */ 2284 enter_player_savebed (op); /* bring him home. */
2353 return 0; 2285 return 0;
2354} 2286}
2355 2287
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2288/* This goes throws the inventory and removes unpaid objects, and puts them
2357 * back in the map (location and map determined by values of env). This 2289 * back in the map (location and map determined by values of env). This
2358 * function will descend into containers. op is the object to start the search 2290 * function will descend into containers. op is the object to start the search
2359 * from. 2291 * from.
2360 */ 2292 */
2293static void
2361void remove_unpaid_objects(object *op, object *env) 2294drop_unpaid_items (object *op, object *env)
2362{ 2295{
2363 object *next;
2364
2365 while (op) { 2296 while (op)
2366 next=op->below; /* Make sure we have a good value, in case 2297 {
2367 * we remove object 'op' 2298 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368 */ 2299
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2300 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2301 {
2371 op->x = env->x;
2372 op->y = env->y;
2373 if (env->type == PLAYER) 2302 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count); 2303 esrv_del_item (env->contr, op->count);
2375 insert_ob_in_map(op, env->map, NULL,0);
2376 }
2377 else if (op->inv) remove_unpaid_objects(op->inv, env);
2378 op=next;
2379 }
2380}
2381 2304
2305 op->insert_at (env);
2306 }
2307 else if (op->inv)
2308 drop_unpaid_items (op->inv, env);
2309
2310 op = next;
2311 }
2312}
2313
2314void
2315object::drop_unpaid_items ()
2316{
2317 if (!flag [FLAG_REMOVED])
2318 ::drop_unpaid_items (inv, this);
2319}
2382 2320
2383/* 2321/*
2384 * Returns pointer a static string containing gravestone text 2322 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what 2323 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2324 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2325 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2326 * but there isn't one in the server directory.
2389 */ 2327 */
2328char *
2390char *gravestone_text (object *op) 2329gravestone_text (object *op)
2391{ 2330{
2392 static char buf2[MAX_BUF]; 2331 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF]; 2332 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2333 time_t now = time (NULL);
2395 2334
2396 strcpy (buf2, " R.I.P.\n\n"); 2335 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER) 2336 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2337 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2399 else 2338 else
2400 sprintf (buf, "%s\n", op->name); 2339 sprintf (buf, "%s\n", &op->name);
2340
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2341 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf); 2342 strcat (buf2, buf);
2403 if (op->type == PLAYER) 2343 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level); 2344 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else 2345 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2346 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2347
2407 strncat (buf2, " ", 20 - strlen (buf) / 2); 2348 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf); 2349 strcat (buf2, buf);
2409 if (op->type == PLAYER) { 2350 if (op->type == PLAYER)
2351 {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer); 2352 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2); 2353 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf); 2354 strcat (buf2, buf);
2413 } 2355 }
2356
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2357 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf); 2359 strcat (buf2, buf);
2360
2417 return buf2; 2361 return buf2;
2418} 2362}
2419 2363
2420 2364void
2421
2422void do_some_living(object *op) { 2365do_some_living (object *op)
2366{
2423 int last_food=op->stats.food; 2367 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2368 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2369 int over_hp, over_sp, over_grace;
2426 int i; 2370 int i;
2427 int rate_hp = 1200; 2371 int rate_hp = 1200;
2428 int rate_sp = 2500; 2372 int rate_sp = 2500;
2429 int rate_grace = 2000; 2373 int rate_grace = 2000;
2430 const int max_hp = 1; 2374 const int max_hp = 1;
2431 const int max_sp = 1; 2375 const int max_sp = 1;
2432 const int max_grace = 1; 2376 const int max_grace = 1;
2433 2377
2434 if (op->contr->outputs_sync) { 2378 if (op->contr->hidden)
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2379 {
2436 if (op->contr->outputs[i].buf!=NULL && 2380 op->invisible = 1000;
2437 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2381 /* the socket code flashes the player visible/invisible
2438 flush_output_element(op, &op->contr->outputs[i]); 2382 * depending on the value of invisible, so we need to
2383 * alternate it here for it to work correctly.
2384 */
2385 if (pticks & 2)
2386 op->invisible--;
2439 } 2387 }
2388 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2389 {
2390 if (!op->invisible--)
2391 {
2392 make_visible (op);
2393 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2394 }
2395 }
2440 2396
2441 if(op->contr->state==ST_PLAYING) { 2397 if (op->contr->ns->state == ST_PLAYING)
2442 2398 {
2443 /* these next three if clauses make it possible to SLOW DOWN 2399 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2400 hp/grace/spellpoint regeneration. */
2445 if(op->contr->gen_hp >= 0 )
2446 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2447 else {
2448 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2450 }
2451 if(op->contr->gen_sp >= 0 )
2452 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2453 else {
2454 gen_sp = op->stats.maxsp;
2455 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2456 }
2457 if(op->contr->gen_grace >= 0)
2458 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2459 else {
2460 gen_grace = op->stats.maxgrace;
2461 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2462 }
2463
2464 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2467 if(op->stats.sp<op->stats.maxsp) {
2468 op->stats.sp++;
2469 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2471 op->stats.food--;
2472 if(op->contr->digestion<0)
2473 op->stats.food+=op->contr->digestion;
2474 else if(op->contr->digestion>0 &&
2475 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2476 op->stats.food=last_food;
2477 }
2478 }
2479 if (max_sp>1) {
2480 over_sp = (gen_sp+10)/rate_sp;
2481 if (over_sp > 0) {
2482 if(op->stats.sp<op->stats.maxsp) {
2483 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2484 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2485 op->stats.sp--;
2486 if(op->stats.sp>op->stats.maxsp)
2487 op->stats.sp=op->stats.maxsp;
2488 }
2489 op->last_sp=0;
2490 } else {
2491 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2492 }
2493 } else {
2494 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2495 }
2496 }
2497
2498 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2500 if(--op->last_grace<0) {
2501 if(op->stats.grace<op->stats.maxgrace/2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2505 if (over_grace > 0) {
2506 op->stats.sp += over_grace
2507 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2508 op->last_grace=0;
2509 } else {
2510 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2511 }
2512 } else {
2513 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2514 }
2515 /* wearing stuff doesn't detract from grace generation. */
2516 }
2517
2518 /* Regenerate Hit Points */
2519 if(--op->last_heal<0) {
2520 if(op->stats.hp<op->stats.maxhp) {
2521 op->stats.hp++;
2522 /* dms do not consume food */
2523 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2524 op->stats.food--;
2525 if(op->contr->digestion<0)
2526 op->stats.food+=op->contr->digestion;
2527 else if(op->contr->digestion>0 &&
2528 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2529 op->stats.food=last_food;
2530 }
2531 }
2532 if(max_hp>1) {
2533 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2534 if (over_hp > 0) {
2535 op->stats.sp += over_hp
2536 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2537 op->last_heal=0;
2538 } else {
2539 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2540 }
2541 } else {
2542 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2543 }
2544 }
2545
2546 /* Digestion */
2547 if(--op->last_eat<0) {
2548#ifdef COZY_SERVER
2549 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2550 int bonus=dg>0?dg:0,
2551 penalty=dg<0?-dg:0;
2552#else
2553 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2554 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2555#endif
2556
2557 if(op->contr->gen_hp > 0) 2401 if (op->contr->gen_hp >= 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2402 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2559 else 2403 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2404 {
2405 gen_hp = op->stats.maxhp;
2406 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2407 }
2408
2409 if (op->contr->gen_sp >= 0)
2410 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2411 else
2412 {
2413 gen_sp = op->stats.maxsp;
2414 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2415 }
2416
2417 if (op->contr->gen_grace >= 0)
2418 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2419 else
2420 {
2421 gen_grace = op->stats.maxgrace;
2422 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2423 }
2424
2425 /* Regenerate Grace */
2426 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2427 if (--op->last_grace < 0)
2428 {
2429 if (op->stats.grace < op->stats.maxgrace / 2)
2430 op->stats.grace++; /* no penalty in food for regaining grace */
2431
2432 if (max_grace > 1)
2433 {
2434 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2435 if (over_grace > 0)
2436 {
2437 op->stats.sp += over_grace
2438 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2439 op->last_grace = 0;
2440 }
2441 else
2442 {
2443 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2444 }
2445 }
2446 else
2447 {
2448 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2449 }
2450 /* wearing stuff doesn't detract from grace generation. */
2451 }
2452
2453 if (op->stats.food > 0)
2454 {
2455 /* Regenerate Spell Points */
2456 if (!op->contr->golem && --op->last_sp < 0)
2457 {
2458 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2459
2460 if (op->stats.sp < op->stats.maxsp)
2461 {
2462 op->stats.sp++;
2463
2464 /* dms do not consume food */
2465 if (!QUERY_FLAG (op, FLAG_WIZ))
2466 {
2467 op->stats.food--;
2468
2469 if (op->contr->digestion < 0)
2470 op->stats.food += op->contr->digestion;
2471 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2472 op->stats.food = last_food;
2473 }
2474 }
2475
2476 if (max_sp > 1)
2477 {
2478 over_sp = (gen_sp + 10) / rate_sp;
2479 if (over_sp > 0)
2480 {
2481 if (op->stats.sp < op->stats.maxsp)
2482 {
2483 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2484
2485 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2486 op->stats.sp--;
2487
2488 if (op->stats.sp > op->stats.maxsp)
2489 op->stats.sp = op->stats.maxsp;
2490 }
2491
2492 op->last_sp = 0;
2493 }
2494 else
2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2496 }
2497 else
2498 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2499 }
2500
2501 /* Regenerate Hit Points */
2502 if (--op->last_heal < 0)
2503 {
2504 if (op->stats.hp < op->stats.maxhp)
2505 {
2506 op->stats.hp++;
2507
2508 /* dms do not consume food */
2509 if (!QUERY_FLAG (op, FLAG_WIZ))
2510 {
2511 op->stats.food--;
2512
2513 if (op->contr->digestion < 0)
2514 op->stats.food += op->contr->digestion;
2515 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2516 op->stats.food = last_food;
2517 }
2518 }
2519
2520 if (max_hp > 1)
2521 {
2522 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2523
2524 if (over_hp > 0)
2525 {
2526 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2527 op->last_heal = 0;
2528 }
2529 else
2530 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2531 }
2532 else
2533 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2534 }
2535 }
2536
2537 /* Digestion */
2538 if (--op->last_eat < 0)
2539 {
2540 int bonus = max (0, op->contr->digestion),
2541 penalty = max (0, -op->contr->digestion);
2542
2543 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2544
2561 /* dms do not consume food */ 2545 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2546 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2547 op->stats.food--;
2564 } 2548 }
2565 2549
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2550 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2551 {
2552 object *tmp, *flesh = 0;
2568 2553
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2554 for (tmp = op->inv; tmp; tmp = tmp->below)
2555 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2556 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2557 {
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2558 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2559 {
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2560 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2573 manual_apply(op,tmp,0); 2561 manual_apply (op, tmp, 0);
2574 if(op->stats.food>=0||op->stats.hp<0) 2562 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2563 break;
2576 } 2564 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2565 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2566 flesh = tmp;
2579 } /* end of for loop */ 2567 } /* End if paid for object */
2568 } /* end of for loop */
2569
2580 /* If player is still starving, it means they don't have any food, so 2570 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2571 * eat flesh instead.
2582 */ 2572 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2573 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2574 {
2584 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2575 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2585 manual_apply(op,flesh,0); 2576 manual_apply (op, flesh, 0);
2586 } 2577 }
2587 } /* end if player is starving */
2588
2589 while(op->stats.food<0&&op->stats.hp>0)
2590 op->stats.food++,op->stats.hp--;
2591
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0))
2593 kill_player(op);
2594}
2595
2596 2578 }
2579
2580 if (op->stats.food < 0)
2581 {
2582 op->stats.hp += op->stats.food;
2583 op->stats.food = 0;
2584 }
2585
2586 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2587 kill_player (op);
2588 }
2589}
2597 2590
2598/* If the player should die (lack of hp, food, etc), we call this. 2591/* If the player should die (lack of hp, food, etc), we call this.
2599 * op is the player in jeopardy. If the player can not be saved (not 2592 * op is the player in jeopardy. If the player can not be saved (not
2600 * permadeath, no lifesave), this will take care of removing the player 2593 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2594 * file.
2602 */ 2595 */
2596void
2603void kill_player(object *op) 2597kill_player (object *op)
2604{ 2598{
2605 char buf[MAX_BUF]; 2599 char buf[MAX_BUF];
2606 int x,y,i; 2600 int x, y;
2601
2602 //int i;
2607 mapstruct *map; /* this is for resurrection */ 2603 maptile *map; /* this is for resurrection */
2604
2608 int z; 2605 /* int z;
2609 int num_stats_lose; 2606 int num_stats_lose;
2610 int lost_a_stat; 2607 int lost_a_stat;
2611 int lose_this_stat; 2608 int lose_this_stat;
2612 int this_stat; 2609 int this_stat; */
2613 int will_kill_again; 2610 int will_kill_again;
2614 archetype *at; 2611 archetype *at;
2615 object *tmp; 2612 object *tmp;
2616 2613
2617 if(save_life(op)) 2614 if (save_life (op))
2618 return; 2615 return;
2619 2616
2620
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2617 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2622 * in cities ONLY!!! It is very important that this doesn't get abused. 2618 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2619 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2620 */
2625 if (op_on_battleground(op, &x, &y)) { 2621 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2622 {
2627 "You have been defeated in combat!"); 2623 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2628 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2624 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2629 "Local medics have saved your life..."); 2625
2630
2631 /* restore player */ 2626 /* restore player */
2632 at = find_archetype("poisoning"); 2627 at = archetype::find ("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2628 if (object *tmp = present_arch_in_ob (at, op))
2634 if (tmp) { 2629 {
2635 remove_ob(tmp); 2630 tmp->destroy ();
2636 free_object(tmp);
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2631 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2638 } 2632 }
2639 2633
2640 at = find_archetype("confusion"); 2634 at = archetype::find ("confusion");
2641 tmp=present_arch_in_ob(at,op); 2635 if (object *tmp = present_arch_in_ob (at, op))
2642 if (tmp) { 2636 {
2643 remove_ob(tmp); 2637 tmp->destroy ();
2644 free_object(tmp);
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2638 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2646 } 2639 }
2647 2640
2648 cure_disease(op,0); /* remove any disease */ 2641 cure_disease (op, 0, 0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2642 op->stats.hp = op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2643 if (op->stats.food <= 0)
2651 2644 op->stats.food = 999;
2645
2652 /* create a bodypart-trophy to make the winner happy */ 2646 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2647 if (object *tmp = arch_to_object (archetype::find ("finger")))
2654 if (tmp != NULL)
2655 { 2648 {
2656 sprintf(buf,"%s's finger",op->name); 2649 sprintf (buf, "%s's finger", &op->name);
2657 tmp->name = add_string(buf); 2650 tmp->name = buf;
2658 sprintf(buf," This finger has been cut off %s\n" 2651 sprintf (buf, " This finger has been cut off %s\n"
2659 " the %s, when he was defeated at\n level %d by %s.\n", 2652 " the %s, when he was defeated at\n level %d by %s.\n",
2660 op->name, op->contr->title, (int)(op->level), 2653 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2661 op->contr->killer); 2654 tmp->msg = buf;
2662 tmp->msg=add_string(buf); 2655 tmp->value = 0, tmp->type = 0;
2663 tmp->value=0, tmp->material=0, tmp->type=0; 2656 tmp->materialname = "organics";
2664 tmp->materialname = NULL; 2657 tmp->insert_at (op, tmp);
2665 tmp->x = op->x, tmp->y = op->y;
2666 insert_ob_in_map(tmp,op->map,op,0);
2667 }
2668 2658 }
2659
2669 /* teleport defeated player to new destination*/ 2660 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2661 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2662 op->contr->braced = 0;
2672 return; 2663 return;
2673 } 2664 }
2674 2665
2675 INVOKE_PLAYER (DEATH, op->contr); 2666 INVOKE_PLAYER (DEATH, op->contr);
2676 2667
2677 command_kill_pets (op, 0); 2668 command_kill_pets (op, 0);
2678 2669
2679 if(op->stats.food<0) { 2670 if (op->stats.food < 0)
2680 if (op->contr->explore) { 2671 {
2681 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2682 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2683 op->stats.food=999;
2684 return;
2685 }
2686 sprintf(buf,"%s starved to death.",op->name); 2672 sprintf (buf, "%s starved to death.", &op->name);
2687 strcpy(op->contr->killer,"starvation"); 2673 strcpy (op->contr->killer, "starvation");
2688 } 2674 }
2689 else { 2675 else
2690 if (op->contr->explore) {
2691 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2692 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2693 op->stats.hp=op->stats.maxhp;
2694 return;
2695 }
2696 sprintf(buf,"%s died.",op->name); 2676 sprintf (buf, "%s died.", &op->name);
2697 }
2698 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2699 2677
2678 op->contr->play_sound (sound_find ("player_dies"));
2679
2700 /* save the map location for corpse, gravestone*/ 2680 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 2681 x = op->x;
2682 y = op->y;
2683 map = op->map;
2702 2684
2703
2704 if (settings.not_permadeth == TRUE) {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 2685 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 2686 * life if they are dead - it takes some exp and a random stat.
2707 * See the config.h file for a little more in depth detail about this. 2687 * See the config.h file for a little more in depth detail about this.
2708 */ 2688 */
2709 2689
2710 /* Basically two ways to go - remove a stat permanently, or just 2690 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 2691 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 2692 * of death.
2713 */ 2693 */
2714#ifndef COZY_SERVER 2694#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 2695 if (settings.balanced_stat_loss)
2696 {
2716 /* If stat loss is permanent, lose one stat only. */ 2697 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 2698 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 2699 more if they do. */
2719 /* Higher level characters can afford things such as potions of 2700 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 2701 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 2702 little bit harder. */
2722 /* GD */ 2703 /* GD */
2723 if (settings.stat_loss_on_death) 2704 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 2705 num_stats_lose = 1;
2725 else 2706 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2707 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 2708 }
2709 else
2728 num_stats_lose = 1; 2710 num_stats_lose = 1;
2729 } 2711
2730 lost_a_stat = 0; 2712 lost_a_stat = 0;
2731 2713
2732 for (z=0; z<num_stats_lose; z++) { 2714 for (z = 0; z < num_stats_lose; z++)
2715 {
2733 i = RANDOM() % NUM_STATS; 2716 i = RANDOM () % NUM_STATS;
2734 2717
2735 if (settings.stat_loss_on_death) { 2718 if (settings.stat_loss_on_death)
2719 {
2736 /* Pick a random stat and take a point off it. Tell the player 2720 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost. 2721 * what he lost.
2738 */ 2722 */
2739 change_attr_value(&(op->stats), i,-1); 2723 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds(&(op->stats)); 2724 check_stat_bounds (&(op->stats));
2741 change_attr_value(&(op->contr->orig_stats), i,-1); 2725 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds(&(op->contr->orig_stats)); 2726 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2727 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1; 2728 lost_a_stat = 1;
2745 } else { 2729 }
2730 else
2731 {
2746 /* deplete a stat */ 2732 /* deplete a stat */
2747 archetype *deparch=find_archetype("depletion"); 2733 archetype *deparch = archetype::find ("depletion");
2748 object *dep; 2734 object *dep;
2735
2736 dep = present_arch_in_ob (deparch, op);
2737 if (!dep)
2749 2738 {
2750 dep = present_arch_in_ob(deparch,op);
2751 if(!dep) {
2752 dep = arch_to_object(deparch); 2739 dep = arch_to_object (deparch);
2753 insert_ob_in_ob(dep, op); 2740 insert_ob_in_ob (dep, op);
2754 }
2755 lose_this_stat = 1;
2756 if (settings.balanced_stat_loss) {
2757 /* GD */
2758 /* Get the stat that we're about to deplete. */
2759 this_stat = get_attr_value(&(dep->stats), i);
2760 if (this_stat < 0) {
2761 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2762 int keep_chance = this_stat * this_stat;
2763 /* Yes, I am paranoid. Sue me. */
2764 if (keep_chance < 1)
2765 keep_chance = 1;
2766
2767 /* There is a maximum depletion total per level. */
2768 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2769 lose_this_stat = 0;
2770 /* Take loss chance vs keep chance to see if we
2771 retain the stat. */
2772 } else {
2773 if (random_roll(0, loss_chance + keep_chance-1,
2774 op, PREFER_LOW) < keep_chance)
2775 lose_this_stat = 0;
2776 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2777 this_stat, keep_chance, loss_chance,
2778 lose_this_stat?"LOSE":"KEEP"); */
2779 }
2780 }
2781 }
2782 2741 }
2783 if (lose_this_stat) { 2742 lose_this_stat = 1;
2743 if (settings.balanced_stat_loss)
2744 {
2745 /* GD */
2746 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 2747 this_stat = get_attr_value (&(dep->stats), i);
2748 if (this_stat < 0)
2749 {
2750 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2751 int keep_chance = this_stat * this_stat;
2752
2753 /* Yes, I am paranoid. Sue me. */
2754 if (keep_chance < 1)
2755 keep_chance = 1;
2756
2757 /* There is a maximum depletion total per level. */
2758 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2759 {
2760 lose_this_stat = 0;
2761 /* Take loss chance vs keep chance to see if we
2762 retain the stat. */
2763 }
2764 else
2765 {
2766 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2767 lose_this_stat = 0;
2768 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2769 this_stat, keep_chance, loss_chance,
2770 lose_this_stat?"LOSE":"KEEP"); */
2771 }
2772 }
2773 }
2774
2775 if (lose_this_stat)
2776 {
2777 this_stat = get_attr_value (&(dep->stats), i);
2785 /* We could try to do something clever like find another 2778 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 2779 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 2780 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 2781 * and should be roughly the same, so it shouldn't make a
2789 * difference. 2782 * difference.
2790 */ 2783 */
2791 if (this_stat>=-50) { 2784 if (this_stat >= -50)
2785 {
2792 change_attr_value(&(dep->stats), i, -1); 2786 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 2787 SET_FLAG (dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2788 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 2789 op->update_stats ();
2796 lost_a_stat = 1; 2790 lost_a_stat = 1;
2797 } 2791 }
2798 } 2792 }
2793 }
2799 } 2794 }
2800 }
2801 /* If no stat lost, tell the player. */ 2795 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 2796 if (!lost_a_stat)
2803 { 2797 {
2804 /* determine_god() seems to not work sometimes... why is this? 2798 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 2799 Should I be using something else? GD */
2806 const char *god = determine_god(op); 2800 const char *god = determine_god (op);
2801
2807 if (god && (strcmp(god, "none"))) 2802 if (god && (strcmp (god, "none")))
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2803 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2809 "moment you feel the holy presence of %s protecting" 2804 else
2810 " you.", god); 2805 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2811 else
2812 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2813 " feel a holy presence protecting you.");
2814 } 2806 }
2807#else
2808 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2815#endif 2809#endif
2816 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2817 " feel a holy presence protecting you from losing yourself completely.");
2818 2810
2819 /* Put a gravestone up where the character 'almost' died. List the 2811 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 2812 * exp loss on the stone.
2821 */ 2813 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 2814 tmp = arch_to_object (archetype::find ("gravestone"));
2823 sprintf(buf,"%s's gravestone",op->name); 2815 sprintf (buf, "%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 2816 tmp->name = buf;
2825 sprintf(buf,"%s's gravestones",op->name); 2817 sprintf (buf, "%s's gravestones", &op->name);
2826 FREE_AND_COPY(tmp->name_pl, buf); 2818 tmp->name_pl = buf;
2827 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2819 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);
2828 "who was killed\n" 2820 tmp->msg = buf;
2829 "by %s.\n",
2830 op->name, op->contr->title,
2831 op->contr->killer);
2832 tmp->msg = add_string(buf);
2833 tmp->x=op->x,tmp->y=op->y; 2821 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 2822 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2823
2836 /**************************************/ 2824 /**************************************/
2837 /* */ 2825 /* */
2838 /* Subtract the experience points, */ 2826 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */ 2827 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */ 2828 /* food, and reset HP's... */
2841 /* */ 2829 /* */
2842 /**************************************/ 2830 /**************************************/
2843 2831
2844 /* remove any poisoning and confusion the character may be suffering.*/ 2832 /* remove any poisoning and confusion the character may be suffering. */
2845 /* restore player */ 2833 /* restore player */
2846 at = find_archetype("poisoning"); 2834 at = archetype::find ("poisoning");
2847 tmp=present_arch_in_ob(at,op); 2835 tmp = present_arch_in_ob (at, op);
2836
2848 if (tmp) { 2837 if (tmp)
2849 remove_ob(tmp); 2838 {
2850 free_object(tmp); 2839 tmp->destroy ();
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2840 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2852 } 2841 }
2853 2842
2854 at = find_archetype("confusion"); 2843 at = archetype::find ("confusion");
2855 tmp=present_arch_in_ob(at,op); 2844 tmp = present_arch_in_ob (at, op);
2856 if (tmp) { 2845 if (tmp)
2857 remove_ob(tmp); 2846 {
2858 free_object(tmp); 2847 tmp->destroy ();
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2848 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 } 2849 }
2850
2861 cure_disease(op,0); /* remove any disease */ 2851 cure_disease (op, 0, 0); /* remove any disease */
2862 2852
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 2853 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 2854 apply_death_exp_penalty (op);
2865 if(op->stats.food < 100) op->stats.food = 900; 2855 if (op->stats.food < 100)
2856 op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp; 2857 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2858 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2859 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2869 2860
2870 /* 2861 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 2862 * Check to see if the player has any unpaid items. If so, remove them
2872 * the player has any unpaid items. If so, remove them and put them back 2863 * and put them back in the map.
2873 * in the map. 2864 */
2874 */ 2865 op->drop_unpaid_items ();
2875 2866
2876 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2877 if (tmp->type == SHOP_FLOOR) {
2878 remove_unpaid_objects(op->inv, op);
2879 break;
2880 }
2881 }
2882
2883
2884 /****************************************/ 2867 /****************************************/
2885 /* */ 2868 /* */
2886 /* Move player to his current respawn- */ 2869 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 2870 /* position (usually last savebed) */
2888 /* */ 2871 /* */
2889 /****************************************/ 2872 /****************************************/
2890 2873
2891 enter_player_savebed(op); 2874 enter_player_savebed (op);
2892 2875
2893 /* Save the player before inserting the force to reduce
2894 * chance of abuse.
2895 */
2896 op->contr->braced=0; 2876 op->contr->braced = 0;
2897 save_player(op,1);
2898 2877
2899 /* it is possible that the player has blown something up 2878 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 2879 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 2880 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 2881 * on the space that might harm the player.
2903 */ 2882 */
2904 will_kill_again=0; 2883 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2884 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 2885 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 2886 will_kill_again |= tmp->attacktype;
2908 } 2887
2909 if (will_kill_again) { 2888 if (will_kill_again)
2889 {
2910 object *force; 2890 object *force;
2911 int at; 2891 int at;
2912 2892
2913 force=get_archetype(FORCE_NAME); 2893 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 2894 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 2895 force->speed = 0.1f;
2916 force->speed_left=-5.0; 2896 force->speed_left = -5.f;
2917 SET_FLAG(force, FLAG_APPLIED); 2897 SET_FLAG (force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 2898 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 2899 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 2900 force->resist[at] = 100;
2921 } 2901
2922 insert_ob_in_ob(force, op); 2902 insert_ob_in_ob (force, op);
2923 fix_player(op); 2903 op->update_stats ();
2924
2925 }
2926 /**************************************/
2927 /* */
2928 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */
2930 /* */
2931 /**************************************/
2932 2904
2905 }
2906
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2907 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2934 return;
2935 } /* NOT_PERMADETH */
2936 else {
2937 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2938 * should probably be embedded in an else statement.
2939 */
2940
2941 op->contr->party=NULL;
2942 if (settings.set_title == TRUE)
2943 op->contr->own_title[0]='\0';
2944 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2945 check_score(op);
2946 if(op->contr->ranges[range_golem]!=NULL) {
2947 remove_friendly_object(op->contr->ranges[range_golem]);
2948 remove_ob(op->contr->ranges[range_golem]);
2949 free_object(op->contr->ranges[range_golem]);
2950 op->contr->ranges[range_golem]=NULL;
2951 op->contr->golem_count=0;
2952 }
2953 loot_object(op); /* Remove some of the items for good */
2954 remove_ob(op);
2955 op->direction=0;
2956
2957 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2958 delete_character(op->name,0);
2959 if (settings.resurrection == TRUE) {
2960 /* save playerfile sans equipment when player dies
2961 ** then save it as player.pl.dead so that future resurrection
2962 ** type spells will work on them nicely
2963 */
2964 delete_character(op->name,0);
2965 op->stats.hp = op->stats.maxhp;
2966 op->stats.food = 999;
2967
2968 /* set the location of where the person will reappear when */
2969 /* maybe resurrection code should fix map also */
2970 strcpy(op->contr->maplevel, settings.emergency_mapname);
2971 if(op->map!=NULL)
2972 op->map = NULL;
2973 op->x = settings.emergency_x;
2974 op->y = settings.emergency_y;
2975 save_player(op,0);
2976 op->map = map;
2977 /* please see resurrection.c: peterm */
2978 dead_player(op);
2979 } else {
2980 delete_character(op->name,1);
2981 }
2982 }
2983 play_again(op);
2984
2985 /* peterm: added to create a corpse at deathsite. */
2986 tmp=arch_to_object(find_archetype("corpse_pl"));
2987 sprintf(buf,"%s", op->name);
2988 FREE_AND_COPY(tmp->name, buf);
2989 FREE_AND_COPY(tmp->name_pl, buf);
2990 tmp->level=op->level;
2991 tmp->x=x;tmp->y=y;
2992 if (tmp->msg)
2993 free_string(tmp->msg);
2994 tmp->msg = add_string (gravestone_text(op));
2995 SET_FLAG (tmp, FLAG_UNIQUE);
2996 insert_ob_in_map (tmp, map, NULL,0);
2997 }
2998} 2908}
2999 2909
3000 2910void
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 2911loot_object (object *op)
2912{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 2913 object *tmp, *tmp2, *next;
3003 2914
3004 if (op->container) { /* close open sack first */ 2915 op->close_container (); /* close open sack first */
3005 esrv_apply_container (op, op->container);
3006 }
3007 2916
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2917 for (tmp = op->inv; tmp; tmp = next)
2918 {
3009 next=tmp->below; 2919 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2920
3011 remove_ob(tmp); 2921 if (tmp->invisible)
2922 continue;
2923
2924 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 2925 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 2926
3014 loot_object(tmp); 2927 if (tmp->type == CONTAINER)
3015 } 2928 loot_object (tmp); /* empty container to ground */
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2929
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2930 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2931 {
3018 if(tmp->nrof>1) { 2932 if (tmp->nrof > 1)
2933 {
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2934 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3020 free_object(tmp2); 2935 tmp2->destroy ();
3021 insert_ob_in_map(tmp,op->map,NULL,0); 2936 insert_ob_in_map (tmp, op->map, NULL, 0);
2937 }
2938 else
2939 tmp->destroy ();
2940 }
3022 } else 2941 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 2942 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 2943 }
3027} 2944}
3028 2945
3029/* 2946/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 2947 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 2948 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 2949 * was changed.
3033 */ 2950 */
3034 2951void
3035void fix_weight(void) { 2952fix_weight (void)
3036 player *pl; 2953{
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 2954 for_all_players (pl)
2955 {
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2956 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2957
3039 if(old == sum) 2958 if (old == sum)
3040 continue; 2959 continue;
3041 fix_player(pl->ob); 2960 pl->ob->update_stats ();
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2961 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3043 pl->ob->name, old, sum);
3044 } 2962 }
3045} 2963}
3046 2964
2965void
3047void fix_luck(void) { 2966fix_luck (void)
3048 player *pl; 2967{
3049 for (pl = first_player; pl != NULL; pl = pl->next) 2968 for_all_players (pl)
3050 if (!pl->ob->contr->state) 2969 if (!pl->ob->contr->ns->state)
3051 change_luck(pl->ob, 0); 2970 pl->ob->change_luck (0);
3052} 2971}
3053
3054 2972
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 2973/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 2974 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 2975 * just treat this as any other spell casting object.
3058 */ 2976 */
3059
3060void 2977void
3061cast_dust (object * op, object * throw_ob, int dir) 2978cast_dust (object *op, object *throw_ob, int dir)
3062{ 2979{
3063 object *skop, *spob; 2980 object *skop, *spob;
3064 2981
3065 skop = find_skill_by_name (op, throw_ob->skill); 2982 skop = find_skill_by_name (op, throw_ob->skill);
3066 2983
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 2984 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2985 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 2986 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2987 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 2988 return;
3073 } 2989 }
3074 2990
3075 spob = throw_ob->inv; 2991 spob = throw_ob->inv;
3076 2992
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2993 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3078 // not pass NULL to cast_spell (which did indeed check itself, but 2994 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 2995 // errors should be reported as early as possible IMHO)
3080 if (!spob) 2996 if (!spob)
3081 { 2997 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2998 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3083 throw_ob->name, op->name);
3084 return; 2999 return;
3085 } 3000 }
3086 3001
3087 if (op->type == PLAYER) 3002 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3003 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 3004
3090 cast_spell (op, throw_ob, dir, spob, NULL); 3005 cast_spell (op, throw_ob, dir, spob, NULL);
3091 3006
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3007 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 3008}
3096 3009
3010void
3097void make_visible (object *op) { 3011make_visible (object *op)
3012{
3098 op->hide = 0; 3013 op->hide = 0;
3099 op->invisible = 0; 3014 op->invisible = 0;
3100 if(op->type==PLAYER) {
3101 op->contr->tmp_invis = 0;
3102 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3103 }
3104 update_object(op,UP_OBJ_FACE);
3105}
3106 3015
3107int is_true_undead(object *op) {
3108 object *tmp=NULL;
3109
3110 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3111
3112 if(op->type==PLAYER) 3016 if (op->type == PLAYER)
3113 for(tmp=op->inv;tmp;tmp=tmp->below) 3017 {
3114 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3018 op->contr->tmp_invis = 0;
3115 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3019 op->contr->invis_race = 0;
3020 }
3021
3022 update_object (op, UP_OBJ_CHANGE);
3023}
3024
3025int
3026is_true_undead (object *op)
3027{
3028 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3029 return 1;
3030
3116 return 0; 3031 return 0;
3117} 3032}
3118 3033
3119/* look at the surrounding terrain to determine 3034/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 3035 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 3036 * indicate greater hideability.
3122 */ 3037 */
3123 3038int
3124int hideability(object *ob) { 3039hideability (object *ob)
3040{
3125 int i,level=0, mflag; 3041 int i, level = 0, mflag;
3126 sint16 x,y; 3042 sint16 x, y;
3127 3043
3128 if(!ob||!ob->map) return 0; 3044 if (!ob || !ob->map)
3045 return 0;
3129 3046
3130 /* so, on normal lighted maps, its hard to hide */ 3047 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 3048 level = ob->map->darkness - 2;
3132 3049
3133 /* this also picks up whether the object is glowing. 3050 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 3051 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 3052 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3053 if (has_carried_lights (ob))
3054 level = -(10 + (2 * ob->map->darkness));
3137 3055
3138 /* scan through all nearby squares for terrain to hide in */ 3056 /* scan through all nearby squares for terrain to hide in */
3139 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3057 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3058 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3059 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 3060 if (mflag & P_OUT_OF_MAP)
3061 {
3062 continue;
3063 }
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3064 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 3065 level += 2;
3144 else /* open terrain! */ 3066 else /* open terrain! */
3145 level -= 1; 3067 level -= 1;
3146 } 3068 }
3147 3069
3148#if 0 3070#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3071 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 3072#endif
3151 return level; 3073 return level;
3152} 3074}
3153 3075
3154/* For Hidden creatures - a chance of becoming 'unhidden' 3076/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 3077 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 3078 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 3079 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 3080 */
3159 3081void
3160void do_hidden_move (object *op) { 3082do_hidden_move (object *op)
3083{
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3084 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3162 object *skop; 3085 object *skop;
3163 3086
3164 if(!op || !op->map) return; 3087 if (!op || !op->map)
3088 return;
3165 3089
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3090 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3167 3091
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 3092 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 3093 if (op->type == PLAYER && op->contr->run_on)
3170 if(!skop || num >= skop->level) { 3094 if (!skop || num >= skop->level)
3095 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3096 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 3097 make_visible (op);
3173 return; 3098 return;
3174 } else num += 20;
3175 } 3099 }
3100 else
3101 num += 20;
3102
3176 num += op->map->difficulty; 3103 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 3104 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 3105 num -= hide;
3106
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3107 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3108 {
3180 make_visible(op); 3109 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3110 if (op->type == PLAYER)
3182 "You moved out of hiding! You are visible!"); 3111 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 3112 }
3184 else if (op->type == PLAYER && skop) { 3113 else if (op->type == PLAYER && skop)
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3114 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 }
3187} 3115}
3188 3116
3189/* determine if who is standing near a hostile creature. */ 3117/* determine if who is standing near a hostile creature. */
3190 3118
3119int
3191int stand_near_hostile( object *who ) { 3120stand_near_hostile (object *who)
3121{
3192 object *tmp=NULL; 3122 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 3123 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 3124 maptile *m;
3195 sint16 x,y; 3125 sint16 x, y;
3196 3126
3197 if(!who) return 0; 3127 if (!who)
3198
3199 if(who->type==PLAYER) player=1;
3200 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3201
3202 /* search adjacent squares */
3203 for(i=1;i<9;i++) {
3204 x = who->x+freearr_x[i];
3205 y = who->y+freearr_y[i];
3206 m = who->map;
3207 mflags = get_map_flags(m, &m, x, y, &x, &y);
3208 /* space must be blocked if there is a monster. If not
3209 * blocked, don't need to check this space.
3210 */
3211 if (mflags & P_OUT_OF_MAP) continue;
3212 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3213
3214 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3215 if((player||friendly)
3216 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3217 return 1;
3218 else if(tmp->type==PLAYER)
3219 {
3220 /*don't let a hidden DM prevent you from hiding*/
3221 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3222 return 1;
3223 }
3224 }
3225 }
3226 return 0; 3128 return 0;
3129
3130 if (who->type == PLAYER)
3131 player = 1;
3132
3133 else
3134 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3135
3136 /* search adjacent squares */
3137 for (i = 1; i < 9; i++)
3138 {
3139 x = who->x + freearr_x[i];
3140 y = who->y + freearr_y[i];
3141 m = who->map;
3142 mflags = get_map_flags (m, &m, x, y, &x, &y);
3143 /* space must be blocked if there is a monster. If not
3144 * blocked, don't need to check this space.
3145 */
3146 if (mflags & P_OUT_OF_MAP)
3147 continue;
3148 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3149 continue;
3150
3151 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3152 {
3153 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3154 return 1;
3155 else if (tmp->type == PLAYER)
3156 {
3157 /*don't let a hidden DM prevent you from hiding */
3158 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3159 return 1;
3160 }
3161 }
3162 }
3163 return 0;
3227} 3164}
3228 3165
3229/* check the player los field for viewability of the 3166/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 3167 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 3168 * but we dont worry if the object isnt the top one in
3232 * a pile (say a coin under a table would return "viewable" 3169 * a pile (say a coin under a table would return "viewable"
3233 * by this routine). Another question, should we be 3170 * by this routine). Another question, should we be
3234 * concerned with the direction the player is looking 3171 * concerned with the direction the player is looking
3235 * in? Realistically, most of use cant see stuff behind 3172 * in? Realistically, most of us can't see stuff behind
3236 * our backs...on the other hand, does the "facing" direction 3173 * our backs...on the other hand, does the "facing" direction
3237 * imply the way your head, or body is facing? Its possible 3174 * imply the way your head, or body is facing? It's possible
3238 * for them to differ. Sigh, this fctn could get a bit more complex. 3175 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 3176 * -b.t.
3240 * This function is now map tiling safe. 3177 * This function is now map tiling safe.
3241 */ 3178 */
3242 3179int
3243int player_can_view (object *pl,object *op) { 3180player_can_view (object *pl, object *op)
3181{
3244 rv_vector rv; 3182 rv_vector rv;
3245 int dx,dy; 3183 int dx, dy;
3246 3184
3247 if(pl->type!=PLAYER) { 3185 if (pl->type != PLAYER)
3186 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 3187 LOG (llevError, "player_can_view() called for non-player object\n");
3249 return -1;
3250 }
3251 if (!pl || !op) return 0;
3252
3253 if(op->head) { op = op->head; }
3254 get_rangevector(pl, op, &rv, 0x1);
3255
3256 /* starting with the 'head' part, lets loop
3257 * through the object and find if it has any
3258 * part that is in the los array but isnt on
3259 * a blocked los square.
3260 * we use the archetype to figure out offsets.
3261 */
3262 while(op) {
3263 dx = rv.distance_x + op->arch->clone.x;
3264 dy = rv.distance_y + op->arch->clone.y;
3265
3266 /* only the viewable area the player sees is updated by LOS
3267 * code, so we need to restrict ourselves to that range of values
3268 * for any meaningful values.
3269 */
3270 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3271 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3272 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3273 return 1; 3188 return -1;
3274 op = op->more;
3275 } 3189 }
3190
3191 if (!pl || !op)
3276 return 0; 3192 return 0;
3193
3194 op = op->head_ ();
3195
3196 get_rangevector (pl, op, &rv, 0x1);
3197
3198 /* starting with the 'head' part, lets loop
3199 * through the object and find if it has any
3200 * part that is in the los array but isn't on
3201 * a blocked los square.
3202 * we use the archetype to figure out offsets.
3203 */
3204 while (op)
3205 {
3206 dx = rv.distance_x + op->arch->x;
3207 dy = rv.distance_y + op->arch->y;
3208
3209 /* only the viewable area the player sees is updated by LOS
3210 * code, so we need to restrict ourselves to that range of values
3211 * for any meaningful values.
3212 */
3213 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3214 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3215 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3216 return 1;
3217
3218 op = op->more;
3219 }
3220
3221 return 0;
3277} 3222}
3278 3223
3279/* routine for both players and monsters. We call this when 3224/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3225 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not 3226 * place or invisiblity spell. Artefact invisiblity is not
3282 * effected by this. If we arent invisible to begin with, we 3227 * effected by this. If we arent invisible to begin with, we
3283 * return 0. 3228 * return 0.
3284 */ 3229 */
3230int
3285int action_makes_visible (object *op) { 3231action_makes_visible (object *op)
3286 3232{
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3233 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3234 {
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3235 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3289 return 0; 3236 return 0;
3290 3237
3291 if (op->contr && op->contr->tmp_invis == 0) return 0; 3238 if (op->contr && op->contr->tmp_invis == 0)
3239 return 0;
3292 3240
3293 /* If monsters, they should become visible */ 3241 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3242 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3243 {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3244 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3296 return 1; 3245 return 1;
3297 } 3246 }
3298 } 3247 }
3248
3299 return 0; 3249 return 0;
3300} 3250}
3301 3251
3302/* op_on_battleground - checks if the given object op (usually 3252/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3253 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3254 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3255 * -exit-coord. (and if x, y not NULL)
3306 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3256 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3307 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3257 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3308 * Default is to do the same as before, so only people wanting to have different points need worry about this 3258 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3259 */
3260int
3310int op_on_battleground (object *op, int *x, int *y) { 3261op_on_battleground (object *op, int *x, int *y)
3311 object *tmp; 3262{
3312
3313 /* A battleground-tile needs the following attributes to be valid: 3263 /* A battleground-tile needs the following attributes to be valid:
3314 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3266 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3267 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3268 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3269 for (object *tmp = op->below; tmp; tmp = tmp->below)
3270 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3271 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3272 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3273 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3322 strcmp(tmp->name, "battleground")==0 && 3274 && tmp->type == BATTLEGROUND
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3275 && tmp->name == shstr_battleground
3276 && EXIT_X (tmp) && EXIT_Y (tmp))
3277 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3278 /* before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3279 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3326 object *invtmp; 3280 {
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3281 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3282 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3283 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3330 if (x != NULL && y != NULL) 3284 {
3285 if (x && y)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3286 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3287
3288 return 1;
3289 }
3290 }
3291 }
3292
3293 if (x && y)
3294 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3295
3332 return 1; 3296 return 1;
3333 } 3297 }
3334 } 3298 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3299 }
3340 } 3300
3341 }
3342 /* If we got here, did not find a battleground */ 3301 /* If we got here, did not find a battleground */
3343 return 0; 3302 return 0;
3344} 3303}
3345 3304
3346/* 3305/*
3350 * attributes: 3309 * attributes:
3351 * object *who the dragon player 3310 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3311 * int atnr the attack-number of the ability focus
3353 * int level ability level 3312 * int level ability level
3354 */ 3313 */
3314void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3315dragon_ability_gain (object *who, int atnr, int level)
3316{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3317 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3318 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3319 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3320 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3321 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3322 int i = 0, j = 0;
3362 3323
3363 /* get the appropriate treasurelist */ 3324 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3325 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3326 trlist = treasurelist::find (shstr_dragon_ability_fire);
3366 else if (atnr == ATNR_COLD) 3327 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3328 trlist = treasurelist::find (shstr_dragon_ability_cold);
3368 else if (atnr == ATNR_ELECTRICITY) 3329 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3330 trlist = treasurelist::find (shstr_dragon_ability_elec);
3370 else if (atnr == ATNR_POISON) 3331 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3332 trlist = treasurelist::find (shstr_dragon_ability_poison);
3372 3333
3373 if (trlist == NULL || who->type != PLAYER) 3334 if (trlist == NULL || who->type != PLAYER)
3374 return; 3335 return;
3375 3336
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3337 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3338
3378 3339 if (!tr || !tr->item)
3379 if (tr == NULL || tr->item == NULL) { 3340 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3341 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3342 return;
3382 } 3343 }
3383 3344
3384 /* everything seems okay - now bring on the gift: */ 3345 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3346 item = tr->item;
3386 3347
3387 if (item->type == SPELL) { 3348 if (item->type == SPELL)
3349 {
3388 if (check_spell_known (who, item->name)) 3350 if (check_spell_known (who, item->name))
3389 return; 3351 return;
3390 3352
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3353 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3392 do_learn_spell (who, item, 0); 3354 do_learn_spell (who, item, 0);
3393 return; 3355 return;
3394 } 3356 }
3395 3357
3396 /* grant direct spell */ 3358 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3359 if (item->type == SPELLBOOK)
3360 {
3398 if (!item->inv) { 3361 if (!item->inv)
3362 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3363 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3364 return;
3402 } 3365 }
3403 if (check_spell_known (who, item->inv->name)) 3366 if (check_spell_known (who, item->inv->name))
3404 return; 3367 return;
3405 if (item->invisible) { 3368 if (item->invisible)
3369 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3370 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3407 do_learn_spell (who, item->inv, 0); 3371 do_learn_spell (who, item->inv, 0);
3408 return; 3372 return;
3409 } 3373 }
3410 } 3374 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3375 else if (item->type == SKILL_TOOL && item->invisible)
3376 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3377 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3378 {
3413 3379
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3380 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3415 * in this way, if the player is missing any of the attacktypes, he gets 3381 * in this way, if the player is missing any of the attacktypes, he gets
3416 * them. As it is now, if the player has any that match the granted skill, 3382 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3383 * but not all of them, he gets nothing.
3418 */ 3384 */
3419 if (!(skop->attacktype & item->attacktype)) { 3385 if (!(skop->attacktype & item->attacktype))
3386 {
3420 /* Give new attacktype */ 3387 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3388 skop->attacktype |= item->attacktype;
3422 3389
3423 /* always add physical if there's none */ 3390 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3391 skop->attacktype |= AT_PHYSICAL;
3425 3392
3426 if (item->msg != NULL) 3393 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3394 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3428 3395
3429 /* Give player new face */ 3396 /* Give player new face */
3430 if (item->animation_id) { 3397 if (item->animation_id)
3398 {
3431 who->face = skop->face; 3399 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3400 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3401 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3402 who->last_anim = 0;
3435 who->state = 0; 3403 who->state = 0;
3436 animate_object(who, who->direction); 3404 animate_object (who, who->direction);
3437 } 3405 }
3406 }
3407 }
3438 } 3408 }
3439 }
3440 }
3441 else if (item->type == FORCE) { 3409 else if (item->type == FORCE)
3410 {
3442 /* forces in the treasurelist can alter the player's stats */ 3411 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3412 object *skin;
3413
3444 /* first get the dragon skin force */ 3414 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3415 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3446 skin=skin->below); 3416 ;
3447 if (skin == NULL) return; 3417
3448 3418 if (!skin)
3419 return;
3420
3449 /* adding new spellpath attunements */ 3421 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3422 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3423 {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3424 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3425
3453 /* print message */ 3426 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3427 sprintf (buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3428 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456 if(item->path_attuned & (1<<i)) { 3429 {
3457 if (j) 3430 if (item->path_attuned & (1 << i))
3458 strcat(buf," and "); 3431 {
3459 else 3432 if (j)
3460 j = 1; 3433 strcat (buf, " and ");
3434 else
3435 j = 1;
3461 strcat(buf, spellpathnames[i]); 3436 strcat (buf, spellpathnames[i]);
3462 } 3437 }
3463 } 3438 }
3464 strcat(buf,"."); 3439 strcat (buf, ".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3440 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3466 } 3441 }
3467 3442
3468 /* evtl. adding flags: */ 3443 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3444 if (QUERY_FLAG (item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3445 SET_FLAG (skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3446 if (QUERY_FLAG (item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3447 SET_FLAG (skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3448 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3449 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3475 3450
3476 /* print message if there is one */ 3451 /* print message if there is one */
3477 if (item->msg != NULL) 3452 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3453 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3454 }
3455 else
3479 } 3456 {
3480 else {
3481 /* generate misc. treasure */ 3457 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3458 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3459 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3484 tmp = insert_ob_in_ob (tmp, who); 3460 tmp = insert_ob_in_ob (tmp, who);
3485 if (who->type == PLAYER) 3461 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp); 3462 esrv_send_item (who, tmp);
3487 } 3463 }
3488} 3464}
3489 3465
3490/** 3466/**
3491 * Unready an object for a player. This function does nothing if the object was 3467 * Unready an object for a player. This function does nothing if the object was
3492 * not readied. 3468 * not readied.
3493 */ 3469 */
3470void
3494void player_unready_range_ob(player *pl, object *ob) { 3471player_unready_range_ob (player *pl, object *ob)
3495 rangetype i; 3472{
3473 if (pl->ob->current_weapon == ob)
3474 pl->ob->current_weapon = 0;
3496 3475
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3476 if (pl->combat_ob == ob)
3498 if (pl->ranges[i] == ob) { 3477 pl->combat_ob = 0;
3499 pl->ranges[i] = NULL; 3478
3500 if (pl->shoottype == i) { 3479 if (pl->ranged_ob == ob)
3501 pl->shoottype = range_none; 3480 pl->ranged_ob = 0;
3502 }
3503 }
3504 }
3505} 3481}
3482
3483sint8
3484player::visibility_at (maptile *map, int x, int y) const
3485{
3486 if (!ns)
3487 return 0;
3488
3489 int dx, dy;
3490 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3491 return 0;
3492
3493 x += dx - ns->current_x + ns->mapx / 2;
3494 y += dy - ns->current_y + ns->mapy / 2;
3495
3496 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3497 return 0;
3498
3499 return 100 - blocked_los [x][y];
3500}

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