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Comparing deliantra/server/server/player.C (file contents):
Revision 1.15 by root, Mon Sep 4 11:08:00 2006 UTC vs.
Revision 1.136 by root, Wed May 16 11:10:01 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * CrossFire, A Multiplayer game
3 * "$Id: player.C,v 1.15 2006/09/04 11:08:00 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program 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 2 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, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
4 */ 23 */
5 24
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 25#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 26#include <sproto.h>
35#endif
36#include <sounds.h> 27#include <sounds.h>
37#include <living.h> 28#include <living.h>
38#include <object.h> 29#include <object.h>
39#include <spells.h> 30#include <spells.h>
40#include <skills.h> 31#include <skills.h>
41#include <newclient.h>
42 32
43#ifdef COZY_SERVER 33#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 34#include <functional>
45#endif
46 35
47player *find_player(const char *plname) 36playervec players;
37
38void
39display_motd (const object *op)
48{ 40{
49 player *pl; 41 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 42 char motd[HUGE_BUF];
51 { 43 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 49 return;
54 };
55 return NULL;
56}
57 50
58player* find_player_partial_name( const char* plname ) 51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
59 { 55 {
60 player* pl; 56 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 57 continue;
67 58
68 if ( !strcmp( pl->ob->name, plname) ) 59 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 60 size += strlen (buf);
61 }
70 62
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65}
66
67void
68send_rules (const object *op)
69{
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
72 { 89 {
73 if ( found ) 90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
74 return NULL; 91 break;
92 }
75 93
76 found = pl; 94 strncat (rules + size, buf, HUGE_BUF - size);
95 size += strlen (buf);
96 }
97
98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99 close_and_delete (fp, comp);
100}
101
102void
103send_news (const object *op)
104{
105 char buf[MAX_BUF];
106 char news[HUGE_BUF];
107 char subject[MAX_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return;
115
116 news[0] = '\0';
117 subject[0] = '\0';
118 size = 0;
119
120 while (fgets (buf, MAX_BUF, fp))
121 {
122 if (*buf == '#')
123 continue;
124
125 if (*buf == '%')
126 { /* send one news */
127 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
130 strcpy (subject, buf + 1);
131 strip_endline (subject);
132 size = 0;
133 news[0] = '\0';
134 }
135 else
136 {
137 if (size + strlen (buf) >= HUGE_BUF)
138 {
139 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
140 break;
77 } 141 }
142 strncat (news + size, buf, HUGE_BUF - size);
143 size += strlen (buf);
78 } 144 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88 145 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 146
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 149 close_and_delete (fp, comp);
103} 150}
104 151
105void send_rules(const object *op) { 152float
106 char buf[MAX_BUF]; 153player::weapon_speed () const
107 char rules[HUGE_BUF]; 154{
108 FILE *fp; 155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
109 int comp; 156}
110 int size; 157
111 158/* This loads the first map an puts the player on it. */
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 159static void
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 160set_first_map (object *op)
161{
162 op->contr->maplevel = first_map_path;
163 op->x = -1;
164 op->y = -1;
165}
166
167void
168player::enter_map ()
169{
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178}
179
180void
181player::activate ()
182{
183 if (active)
114 return; 184 return;
185
186 players.insert (this);
187 ob->remove ();
188 ob->map = 0;
189 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob);
192 enter_map ();
193}
194
195void
196player::deactivate ()
197{
198 if (!active)
199 return;
200
201 terminate_all_pets (ob);
202 remove_friendly_object (ob);
203 ob->deactivate_recursive ();
204
205 if (ob->map)
206 maplevel = ob->map->path;
207
208 ob->remove ();
209 ob->map = 0;
210 party = 0;
211
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213
214 players.erase (this);
215}
216
217// connect the player with a specific client
218// also changes, rationalises, and fixes some incorrect settings
219void
220player::connect (client *ns)
221{
222 this->ns = ns;
223 ns->pl = this;
224
225 run_on = 0;
226 fire_on = 0;
227 ob->close_container (); //TODO: client-specific
228
229 ns->update_look = 0;
230 ns->look_position = 0;
231
232 clear_los (ob);
233
234 ns->reset_stats ();
235
236 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race;
239
240 ob->carrying = sum_weight (ob);
241 link_player_skills (ob);
242
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244
245 assign (title, ob->arch->clone.name);
246
247 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob))
115 } 249 {
116 rules[0]='\0'; 250 object *tmp, *abil = 0, *skin = 0;
117 size=0; 251
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 252 shstr_cmp dragon_ability_force ("dragon_ability_force");
119 if( *buf == '#') 253 shstr_cmp dragon_skin_force ("dragon_skin_force");
120 continue; 254
121 if (size + strlen(buf)>=HUGE_BUF) 255 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force)
258 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force)
260 skin = tmp;
261
262 set_dragon_name (ob, abil, skin);
263 }
264
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266
267 esrv_new_player (this, ob->weight + ob->carrying);
268
269 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED])
271 switch (op->type)
122 { 272 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 273 case WAND:
124 break; 274 case ROD:
125 } 275 case HORN:
126 strncat(rules+size,buf,HUGE_BUF-size); 276 case BOW:
127 size+=strlen(buf); 277 case SKILL:
128 } 278 case SKILL_TOOL:
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 279 case WEAPON:
130 close_and_delete(fp, comp); 280 apply_special (ob, op, AP_UNAPPLY);
131} 281 apply_special (ob, op, AP_APPLY);
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; 282 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 } 283 }
171 } 284
285 ob->update_stats ();
286 ns->floorbox_update ();
287
288 esrv_send_inventory (ob, ob);
289 esrv_add_spells (this, 0);
290
291 activate ();
292
293 send_rules (ob);
294 send_news (ob);
295 display_motd (ob);
296
297 INVOKE_PLAYER (CONNECT, this);
298 INVOKE_PLAYER (LOGIN, this);
299}
300
301void
302player::disconnect ()
303{
304 if (ns)
172 305 {
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 306 if (active)
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 307 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179}
180 308
181int playername_ok(const char *cp) { 309 INVOKE_PLAYER (DISCONNECT, this);
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184 310
185 for(;*cp!='\0';cp++) 311 ns->reset_stats ();
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_') 312 ns->pl = 0;
187 return 0; 313 ns = 0;
188 return 1;
189}
190
191/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map.
194 */
195
196/* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player *
203get_player (player * p)
204{
205 object *op = arch_to_object (get_player_archetype (NULL));
206 int i;
207
208 if (!p)
209 { 314 }
210 p = new player;
211 315
212 /* This adds the player in the linked list. There is extra 316 if (ob)
213 * complexity here because we want to add the new player at the 317 ob->close_container (); //TODO: client-specific
214 * end of the list - there is in fact no compelling reason that
215 * that needs to be done except for things like output of
216 * 'who'.
217 */
218 player *tmp = first_player;
219 while (tmp != NULL && tmp->next != NULL)
220 tmp = tmp->next;
221 if (tmp != NULL)
222 tmp->next = p;
223 else
224 first_player = p;
225 318
226 p->next = NULL; 319 deactivate ();
227 } 320}
228 321
229 /* Clears basically the entire player structure except 322// the need for this function can be explained
230 * for next and socket. 323// by load_object not returning the object
231 */ 324void
232 memset (static_cast<player_pod *>(p), 0, sizeof (player_pod)); 325player::set_object (object *op)
233 p->attachable_clear (); 326{
327 ob = op;
328 ob->contr = this; /* this aren't yet in archetype */
234 329
330 ob->speed_left = 0.5f;
331 ob->speed = 1.0f;
332 ob->direction = 5; /* So player faces south */
333}
334
335player::player ()
336{
235 /* There are some elements we want initialized to non zero value - 337 /* There are some elements we want initialised to non zero value -
236 * we deal with that below this point. 338 * we deal with that below this point.
237 */ 339 */
238 p->party = NULL; 340 outputs_sync = 4;
239 p->outputs_sync = 16; /* Every 2 seconds */ 341 outputs_count = 4;
240 p->outputs_count = 8; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 342 unapply = unapply_nochoice;
242 p->Swap_First = -1;
243 343
244#ifdef AUTOSAVE
245 p->last_save_tick = 9999999;
246#endif
247
248 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 344 savebed_map = first_map_path; /* Init. respawn position */
249 345
250 op->contr = p; /* this aren't yet in archetype */
251 p->ob = op;
252 op->speed_left = 0.5;
253 op->speed = 1.0;
254 op->direction = 5; /* So player faces south */
255 op->stats.wc = 2;
256 op->run_away = 25; /* Then we panick... */
257 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
258
259 roll_stats (op);
260 p->state = ST_ROLL_STAT;
261 clear_los (op);
262
263 p->gen_sp_armour = 10; 346 gen_sp_armour = 10;
264 p->last_speed = -1;
265 p->shoottype = range_none;
266 p->bowtype = bow_normal; 347 bowtype = bow_normal;
267 p->petmode = pet_normal; 348 petmode = pet_normal;
268 p->listening = 10; 349 listening = 10;
269 p->usekeys = containers; 350 usekeys = containers;
270 p->last_weapon_sp = -1;
271 p->peaceful = 1; /* default peaceful */ 351 peaceful = 1; /* default peaceful */
272 p->do_los = 1; 352 do_los = 1;
273 p->explore = 0; 353}
274 p->no_shout = 0; /* default can shout */
275 354
276 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 355void
277 p->title[sizeof (p->title) - 1] = '\0'; 356player::do_destroy ()
278 op->race = op->arch->clone.race; 357{
358 disconnect ();
279 359
280 CLEAR_FLAG (op, FLAG_READY_SKILL); 360 attachable::do_destroy ();
281 361
282 /* we need to clear these to -1 and not zero - otherwise, 362 if (ob)
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 {
289 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL;
291 } 363 {
292 for (i = 0; i < NROFATTACKS; i++) 364 ob->destroy_inv (false);
365 ob->destroy ();
293 { 366 }
294 p->last_resist[i] = -1;
295 }
296 p->last_stats.exp = -1;
297 p->last_weight = (uint32) - 1;
298
299 p->socket.update_look = 0;
300 p->socket.look_position = 0;
301 return p;
302} 367}
303 368
304/* This loads the first map an puts the player on it. */ 369player::~player ()
305static void set_first_map(object *op)
306{ 370{
307 strcpy(op->contr->maplevel, first_map_path); 371 /* Clear item stack */
308 op->x = -1; 372 free (stack_items);
309 op->y = -1;
310 enter_exit(op, NULL);
311} 373}
312 374
313/* Tries to add player on the connection passwd in ns. 375/* Tries to add player on the connection passed in ns.
314 * All we can really get in this is some settings like host and display 376 * All we can really get in this is some settings like host and display
315 * mode. 377 * mode.
316 */ 378 */
379player *
380player::create ()
381{
382 player *pl = new player;
317 383
318int add_player(NewSocket *ns) { 384 pl->set_object (arch_to_object (get_player_archetype (0)));
319 player *p;
320 385
321 p=get_player(NULL); 386 pl->ob->roll_stats ();
322 p->socket = *ns; 387 pl->ob->stats.wc = 2;
323 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 388 pl->ob->run_away = 25; /* Then we panick... */
324 if(p->socket.faces_sent == NULL) 389
325 fatal(OUT_OF_MEMORY);
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
327 /* Needed because the socket we just copied over needs to be cleared.
328 * Note that this can result in a client reset if there is partial data
329 * on the uncoming socket.
330 */
331 p->socket.inbuf.len = 0;
332 set_first_map(p->ob); 390 set_first_map (pl->ob);
333 391
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
335 add_friendly_object(p->ob);
336 send_rules(p->ob);
337 send_news(p->ob);
338 display_motd(p->ob);
339 get_name(p->ob);
340 return 0; 392 return pl;
341} 393}
342 394
343/* 395/*
344 * get_player_archetype() return next player archetype from archetype 396 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 397 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 398 * Note: there MUST be at least one player archetype!
347 */ 399 */
400archetype *
348archetype *get_player_archetype(archetype* at) 401get_player_archetype (archetype *at)
349{ 402{
350 archetype *start = at; 403 archetype *start = at;
404
351 for (;;) { 405 for (;;)
406 {
352 if (at==NULL || at->next==NULL) 407 if (at == NULL || at->next == NULL)
353 at=first_archetype; 408 at = first_archetype;
354 else 409 else
355 at=at->next; 410 at = at->next;
411
356 if(at->clone.type==PLAYER) 412 if (at->clone.type == PLAYER)
357 return at; 413 return at;
414
358 if (at == start) { 415 if (at == start)
416 {
359 LOG (llevError, "No Player archetypes\n"); 417 LOG (llevError, "No Player archetypes\n");
360 exit (-1); 418 exit (-1);
361 } 419 }
362 } 420 }
363} 421}
364 422
365 423object *
366object *get_nearest_player(object *mon) { 424get_nearest_player (object *mon)
425{
367 object *op = NULL; 426 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol; 427 objectlink *ol;
370 unsigned lastdist; 428 unsigned lastdist;
371 rv_vector rv; 429 rv_vector rv;
372 430
373 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
432 {
374 /* We should not find free objects on this friendly list, but it 433 /* We should not find free objects on this friendly list, but it
375 * does periodically happen. Given that, lets deal with it. 434 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly 435 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop. 436 * list is also free, so encapsulate this in a while loop.
378 */ 437 */
379 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 438 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
439 {
380 object *tmp=ol->ob; 440 object *tmp = ol->ob;
381 441
382 /* Can't do much more other than log the fact, because the object 442 /* Can't do much more other than log the fact, because the object
383 * itself will have been cleared. 443 * itself will have been cleared.
384 */ 444 */
385 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 445 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
446 tmp->debug_desc ());
386 ol = ol->next; 447 ol = ol->next;
387 remove_friendly_object(tmp); 448 remove_friendly_object (tmp);
449 if (!ol)
388 if (!ol) return op; 450 return op;
389 } 451 }
390 452
391 /* Remove special check for player from this. First, it looks to cause 453 /* Remove special check for player from this. First, it looks to cause
392 * some crashes (ol->ob->contr not set properly?), but secondly, a more 454 * some crashes (ol->ob->contr not set properly?), but secondly, a more
393 * complicated method of state checking would be needed in any case - 455 * complicated method of state checking would be needed in any case -
394 * as it was, a clever player could type quit, and the function would 456 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove 457 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this 458 * on_same_map check, as can_detect_enemy also does this
397 */ 459 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 460 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 461 continue;
400 462
401 if(lastdist>rv.distance) { 463 if (lastdist > rv.distance)
464 {
402 op=ol->ob; 465 op = ol->ob;
403 lastdist=rv.distance; 466 lastdist = rv.distance;
404 } 467 }
405 } 468 }
406 for (pl=first_player; pl != NULL; pl=pl->next) { 469
470 for_all_players (pl)
407 if (can_detect_enemy(mon, pl->ob,&rv)) { 471 if (can_detect_enemy (mon, pl->ob, &rv))
408
409 if(lastdist>rv.distance) { 472 if (lastdist > rv.distance)
410 op=pl->ob;
411 lastdist=rv.distance;
412 }
413 } 473 {
414 } 474 op = pl->ob;
475 lastdist = rv.distance;
476 }
477
415#if 0 478#if 0
416 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)"); 479 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 480#endif
418 return op; 481 return op;
419} 482}
420 483
421/* I believe this can safely go to 2, 3 is questionable, 4 will likely 484/* I believe this can safely go to 2, 3 is questionable, 4 will likely
422 * result in a monster paths backtracking. It basically determines how large a 485 * result in a monster paths backtracking. It basically determines how large a
423 * detour a monster will take from the direction path when looking 486 * detour a monster will take from the direction path when looking
437 * circling behaviour. Unfortunately, this function is also used to determined 500 * circling behaviour. Unfortunately, this function is also used to determined
438 * if the creature should cast a spell, so returning a direction in that case 501 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 502 * is probably not a good thing.
440 */ 503 */
441#define MAX_SPACES 50 504#define MAX_SPACES 50
442
443 505
444/* 506/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 507 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * modified to verify there is a path to the player. Does this by stepping towards 508 * modified to verify there is a path to the player. Does this by stepping towards
447 * player and if path is blocked then see if blockage is close enough to player that 509 * player and if path is blocked then see if blockage is close enough to player that
460 * monster can in fact move one space in that direction. 522 * monster can in fact move one space in that direction.
461 * 3) I'm not sure how good this code will be for moving multipart monsters, 523 * 3) I'm not sure how good this code will be for moving multipart monsters,
462 * since only simple checks to blocked are being called, which could mean the monster 524 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself. 525 * is blocking itself.
464 */ 526 */
527int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 528path_to_player (object *mon, object *pl, unsigned mindiff)
529{
466 rv_vector rv; 530 rv_vector rv;
467 sint16 x,y; 531 sint16 x, y;
468 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 532 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
469 mapstruct *m ,*lastmap; 533 maptile *m, *lastmap;
470 534
471 get_rangevector(mon, pl, &rv, 0); 535 get_rangevector (mon, pl, &rv, 0);
472 536
473 if (rv.distance<mindiff) return 0; 537 if (rv.distance < mindiff)
538 return 0;
474 539
475 x=mon->x; 540 x = mon->x;
476 y=mon->y; 541 y = mon->y;
477 m=mon->map; 542 m = mon->map;
478 dir = rv.direction; 543 dir = rv.direction;
479 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 544 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
480 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 545 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
546
481 /* If we can't solve it within the search distance, return now. */ 547 /* If we can't solve it within the search distance, return now. */
482 if (diff>max) return 0; 548 if (diff > max)
549 return 0;
550
483 while (diff >1 && max>0) { 551 while (diff > 1 && max > 0)
552 {
484 lastx = x; 553 lastx = x;
485 lasty = y; 554 lasty = y;
486 lastmap = m; 555 lastmap = m;
487 x = lastx + freearr_x[dir]; 556 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir]; 557 y = lasty + freearr_y[dir];
489 558
490 mflags = get_map_flags(m, &m, x, y, &x, &y); 559 mflags = get_map_flags (m, &m, x, y, &x, &y);
491 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 560 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
492 561
493 /* Space is blocked - try changing direction a little */ 562 /* Space is blocked - try changing direction a little */
494 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 563 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
495 && (m == mon->map && blocked_link(mon, m, x, y)))) { 564 && (m == mon->map && blocked_link (mon, m, x, y))))
565 {
496 /* recalculate direction from last good location. Possible 566 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before. 567 * we were not traversing ideal location before.
498 */ 568 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 569 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) { 570 if (rv.direction != dir)
571 {
501 /* OK - says direction should be different - lets reset the 572 /* OK - says direction should be different - lets reset the
502 * the values so it will try again. 573 * the values so it will try again.
503 */ 574 */
504 x = lastx; 575 x = lastx;
505 y = lasty; 576 y = lasty;
506 m = lastmap; 577 m = lastmap;
507 dir = firstdir = rv.direction; 578 dir = firstdir = rv.direction;
579 }
508 } else { 580 else
581 {
509 /* direct path is blocked - try taking a side step to 582 /* direct path is blocked - try taking a side step to
510 * either the left or right. 583 * either the left or right.
511 * Note increase the values in the loop below to be 584 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes 585 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting 586 * bigger detour. Have to be careful about these values getting
514 * too big (3 or maybe 4 or higher) as the monster may just try 587 * too big (3 or maybe 4 or higher) as the monster may just try
515 * stepping back and forth 588 * stepping back and forth
516 */ 589 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 590 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
591 {
592 if (i == 0)
518 if (i==0) continue; /* already did this, so skip it */ 593 continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise, 594 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in 595 * since the direction that the creature should move in
521 * may change, you could get infinite loops. 596 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only 597 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance, 598 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north, 599 * gets blocked, finds that it should move north,
525 * can't do that, but now finds it can move east, and 600 * can't do that, but now finds it can move east, and
526 * gets back to its original point. lastdir contains 601 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully 602 * the last direction the creature has successfully
528 * moved. 603 * moved.
529 */ 604 */
530 605
531 x = lastx + freearr_x[absdir(lastdir+i)]; 606 x = lastx + freearr_x[absdir (lastdir + i)];
532 y = lasty + freearr_y[absdir(lastdir+i)]; 607 y = lasty + freearr_y[absdir (lastdir + i)];
533 m = lastmap; 608 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y); 609 mflags = get_map_flags (m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue; 610 if (mflags & P_OUT_OF_MAP)
611 continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 612 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 613 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
614 continue;
538 if (mflags & P_BLOCKSVIEW) continue; 615 if (mflags & P_BLOCKSVIEW)
616 continue;
539 617
540 if (m == mon->map && blocked_link(mon, m, x, y)) break; 618 if (m == mon->map && blocked_link (mon, m, x, y))
619 break;
541 } 620 }
542 /* go through entire loop without finding a valid 621 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path. 622 * sidestep to take - thus, no valid path.
544 */ 623 */
545 if (i==(DETOUR_AMOUNT+1)) 624 if (i == (DETOUR_AMOUNT + 1))
546 return 0; 625 return 0;
547 diff--; 626 diff--;
548 lastdir=dir; 627 lastdir = dir;
549 max--; 628 max--;
550 if (!firstdir) firstdir = dir+i; 629 if (!firstdir)
630 firstdir = dir + i;
551 } /* else check alternate directions */ 631 } /* else check alternate directions */
552 } /* if blocked */ 632 } /* if blocked */
553 else { 633 else
634 {
554 /* we moved towards creature, so diff is less */ 635 /* we moved towards creature, so diff is less */
555 diff--; 636 diff--;
556 max--; 637 max--;
557 lastdir=dir; 638 lastdir = dir;
639 if (!firstdir)
558 if (!firstdir) firstdir = dir; 640 firstdir = dir;
641 }
642
643 if (diff <= 1)
559 } 644 {
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually 645 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance. 646 * headed toward player for entire distance.
563 */ 647 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 648 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
565 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 649 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
566 } 650 }
567 if (diff>max) return 0; 651
652 if (diff > max)
653 return 0;
568 } 654 }
655
569 /* If we reached the max, didn't find a direction in time */ 656 /* If we reached the max, didn't find a direction in time */
570 if (!max) return 0; 657 if (!max)
658 return 0;
571 659
572 return firstdir; 660 return firstdir;
573} 661}
574 662
663void
575void give_initial_items(object *pl,treasurelist *items) { 664give_initial_items (object *pl, treasurelist * items)
665{
576 object *op,*next=NULL; 666 object *op, *next = NULL;
577 667
578 if(pl->randomitems!=NULL) 668 if (pl->randomitems != NULL)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 669 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
580 670
581 for (op=pl->inv; op; op=next) { 671 for (op = pl->inv; op; op = next)
672 {
582 next = op->below; 673 next = op->below;
583 674
584 /* Forces get applied per default, unless they have the 675 /* Forces get applied per default, unless they have the
585 * flag "neutral" set. Sorry but I can't think of a better way 676 * flag "neutral" set. Sorry but I can't think of a better way
586 */ 677 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 678 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED); 679 SET_FLAG (op, FLAG_APPLIED);
589 680
590 /* we never give weapons/armour if these cannot be used 681 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions 682 * by this player due to race restrictions
592 */ 683 */
593 if (pl->type == PLAYER) { 684 if (pl->type == PLAYER)
685 {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 686 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
595 (op->type == ARMOUR || op->type == BOOTS || 687 (op->type == ARMOUR || op->type == BOOTS ||
596 op->type == CLOAK || op->type == HELMET || 688 op->type == CLOAK || op->type == HELMET ||
597 op->type == SHIELD || op->type == GLOVES || 689 op->type == SHIELD || op->type == GLOVES ||
598 op->type == BRACERS || op->type == GIRDLE)) || 690 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
600 remove_ob (op);
601 free_object (op);
602 continue;
603 } 691 {
604 } 692 op->destroy ();
605
606 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.)
610 * remove duplicate skills also
611 */
612 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp;
614
615 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break;
617
618 if (tmp) {
619 remove_ob(op);
620 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 &tmp->name);
623 continue; 693 continue;
624 } 694 }
625 if (op->nrof > 1) op->nrof = 1; 695 }
696
697 /* This really needs to be better - we should really give
698 * a substitute spellbook. The problem is that we don't really
699 * have a good idea what to replace it with (need something like
700 * a first level treasurelist for each skill.)
701 * remove duplicate skills also
702 */
703 if (op->type == SPELLBOOK || op->type == SKILL)
626 } 704 {
705 object *tmp;
627 706
707 for (tmp = op->below; tmp; tmp = tmp->below)
708 if (tmp->type == op->type && tmp->name == op->name)
709 break;
710
711 if (tmp)
712 {
713 op->destroy ();
714 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
715 continue;
716 }
717
718 if (op->nrof > 1)
719 op->nrof = 1;
720 }
721
628 if (op->type == SPELLBOOK && op->inv) { 722 if (op->type == SPELLBOOK && op->inv)
723 {
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 724 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
630 } 725 }
631 726
632 /* Give starting characters identified, uncursed, and undamned 727 /* Give starting characters identified, uncursed, and undamned
633 * items. Just don't identify gold or silver, or it won't be 728 * items. Just don't identify gold or silver, or it won't be
634 * merged properly. 729 * merged properly.
635 */ 730 */
636 if (need_identify(op)) { 731 if (need_identify (op))
732 {
637 SET_FLAG(op, FLAG_IDENTIFIED); 733 SET_FLAG (op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED); 734 CLEAR_FLAG (op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED); 735 CLEAR_FLAG (op, FLAG_DAMNED);
736 }
737 if (op->type == SPELL)
640 } 738 {
641 if(op->type==SPELL) { 739 op->destroy ();
642 remove_ob(op);
643 free_object(op);
644 continue; 740 continue;
741 }
742 else if (op->type == SKILL)
645 } 743 {
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL); 744 SET_FLAG (op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0; 745 op->stats.exp = 0;
649 op->level = 1; 746 op->level = 1;
650 } 747 }
651 /* lock all 'normal items by default */ 748 /* lock all 'normal items by default */
749 else
652 else SET_FLAG(op, FLAG_INV_LOCKED); 750 SET_FLAG (op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */ 751 } /* for loop of objects in player inv */
654 752
655 /* Need to set up the skill pointers */ 753 /* Need to set up the skill pointers */
656 link_player_skills(pl); 754 link_player_skills (pl);
657} 755}
658 756
659void get_name(object *op) { 757void
660 op->contr->write_buf[0]='\0';
661 op->contr->state=ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:");
663}
664
665void get_password(object *op) {
666 op->contr->write_buf[0]='\0';
667 op->contr->state=ST_GET_PASSWORD;
668 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
669}
670
671void play_again(object *op)
672{
673 op->contr->state=ST_PLAY_AGAIN;
674 op->chosen_skill = NULL;
675 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
676 /* a bit of a hack, but there are various places early in th
677 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense
681 * to leave it to play_again to remove the object in all
682 * cases.
683 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED))
685 remove_ob(op);
686 /* Need to set this to null - otherwise, it could point to garbage,
687 * and draw() doesn't check to see if the player is removed, only if
688 * the map is null or not swapped out.
689 */
690 op->map = NULL;
691}
692
693
694int receive_play_again(object *op, char key)
695{
696 if(key=='q'||key=='Q') {
697 remove_friendly_object(op);
698 leave(op->contr,0); /* ericserver will draw the message */
699 return 2;
700 }
701 else if(key=='a'||key=='A') {
702 player *pl = op->contr;
703 shstr name = op->name;
704
705 remove_friendly_object(op);
706 free_object(op);
707 pl = get_player(pl);
708 op = pl->ob;
709 add_friendly_object(op);
710 op->contr->password[0]='~';
711 op->name = op->name_pl = 0;
712 /* Lets put a space in here */
713 new_draw_info(NDI_UNIQUE, 0, op, "\n");
714 get_name(op);
715 op->name = op->name_pl = name;
716 set_first_map(op);
717 } else {
718 /* user pressed something else so just ask again... */
719 play_again(op);
720 }
721 return 0;
722}
723
724void confirm_password(object *op) {
725
726 op->contr->write_buf[0]='\0';
727 op->contr->state=ST_CONFIRM_PASSWORD;
728 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
729}
730
731void get_party_password(object *op, partylist *party) { 758get_party_password (object *op, partylist *party)
759{
732 if (party == NULL) { 760 if (party == NULL)
761 {
733 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 762 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
734 return; 763 return;
735 } 764 }
765
736 op->contr->write_buf[0]='\0'; 766 op->contr->write_buf[0] = '\0';
737 op->contr->state=ST_GET_PARTY_PASSWORD; 767 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
738 op->contr->party_to_join = party; 768 op->contr->party_to_join = party;
739 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 769 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
740} 770}
741
742 771
743/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 772/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
773static int
744int roll_stat(void) { 774roll_stat (void)
775{
745 int a[4],i,j,k; 776 int a[4], i, j, k;
746 777
747 for(i=0;i<4;i++) 778 for (i = 0; i < 4; i++)
748 a[i]=(int)RANDOM()%6+1; 779 a[i] = (int) rndm (6) + 1;
749 780
750 for(i=0,j=0,k=7;i<4;i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
751 if(a[i]<k) 782 if (a[i] < k)
752 k=a[i],j=i; 783 k = a[i], j = i;
753 784
754 for(i=0,k=0;i<4;i++) { 785 for (i = 0, k = 0; i < 4; i++)
755 if(i!=j) 786 if (i != j)
756 k+=a[i]; 787 k += a[i];
757 } 788
758 return k; 789 return k;
759} 790}
760 791
761void roll_stats(object *op) { 792void
793object::roll_stats ()
794{
795 int statsort [NUM_STATS];
796
797 for (;;)
798 {
762 int sum=0; 799 int sum = 0;
763 int i = 0, j = 0; 800 for (int i = NUM_STATS; i--; )
764 int statsort[7]; 801 sum += statsort [i] = roll_stat ();
765 802
766 do { 803 if (sum >= 82 && sum <= 116)
767 op->stats.Str=roll_stat(); 804 break;
768 op->stats.Dex=roll_stat(); 805 }
769 op->stats.Int=roll_stat();
770 op->stats.Con=roll_stat();
771 op->stats.Wis=roll_stat();
772 op->stats.Pow=roll_stat();
773 op->stats.Cha=roll_stat();
774 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
775 op->stats.Con+op->stats.Wis+op->stats.Pow+
776 op->stats.Cha;
777 } while(sum<82||sum>116);
778 806
779 /* Sort the stats so that rerolling is easier... */ 807 // Sort the stats so that rerolling is easier...
780 statsort[0] = op->stats.Str; 808 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
781 statsort[1] = op->stats.Dex;
782 statsort[2] = op->stats.Int;
783 statsort[3] = op->stats.Con;
784 statsort[4] = op->stats.Wis;
785 statsort[5] = op->stats.Pow;
786 statsort[6] = op->stats.Cha;
787 809
788 /* a quick and dirty bubblesort? */ 810 for (int i = 0; i < NUM_STATS; ++i)
789 do {
790 if (statsort[i] < statsort[i + 1]) {
791 j = statsort[i];
792 statsort[i] = statsort[i + 1];
793 statsort[i + 1] = j;
794 i = 0;
795 } else {
796 i++;
797 }
798 } while (i < 6);
799
800 op->stats.Str = statsort[0]; 811 stats.stat (i) = statsort [i];
801 op->stats.Dex = statsort[1];
802 op->stats.Con = statsort[2];
803 op->stats.Int = statsort[3];
804 op->stats.Wis = statsort[4];
805 op->stats.Pow = statsort[5];
806 op->stats.Cha = statsort[6];
807 812
808
809 op->contr->orig_stats.Str=op->stats.Str;
810 op->contr->orig_stats.Dex=op->stats.Dex;
811 op->contr->orig_stats.Int=op->stats.Int;
812 op->contr->orig_stats.Con=op->stats.Con;
813 op->contr->orig_stats.Wis=op->stats.Wis;
814 op->contr->orig_stats.Pow=op->stats.Pow;
815 op->contr->orig_stats.Cha=op->stats.Cha;
816
817 op->level=1;
818 op->stats.exp=0; 813 stats.exp = 0;
819 op->stats.ac=0; 814 stats.ac = 0;
820 815
816 stats.hp = stats.maxhp;
817 stats.sp = stats.maxsp;
818 stats.grace = stats.maxgrace;
819
820 if (contr)
821 {
821 op->contr->levhp[1] = 9; 822 contr->levhp[1] = 9;
822 op->contr->levsp[1] = 6; 823 contr->levsp[1] = 6;
823 op->contr->levgrace[1] = 3; 824 contr->levgrace[1] = 3;
824 825
825 fix_player(op); 826 contr->orig_stats = stats;
827 }
828}
829
830void
831object::swap_stats (int a, int b)
832{
833 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
834
835 for (int i = 0; i < NUM_STATS; ++i)
836 stats.stat (i) = contr->orig_stats.stat (i);
837
838 //TODO: the following code looks so borked and should, at the very least,
839 // be merged with the similar code in roll_stats
840 stats.ac = 0;
841
842 level = 1;
843 stats.exp = 0;
844 stats.ac = 0;
845
826 op->stats.hp = op->stats.maxhp; 846 stats.hp = stats.maxhp;
827 op->stats.sp = op->stats.maxsp; 847 stats.sp = stats.maxsp;
828 op->stats.grace = op->stats.maxgrace; 848 stats.grace = stats.maxgrace;
849
850 if (contr)
851 {
852 contr->levhp[1] = 9;
853 contr->levsp[1] = 6;
854 contr->levgrace[1] = 3;
855
829 op->contr->orig_stats=op->stats; 856 contr->orig_stats = stats;
857 }
830} 858}
831 859
832void Roll_Again(object *op) 860static void
861start_info (object *op)
833{ 862{
834 esrv_new_player(op->contr, 0);
835 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
836}
837
838void Swap_Stat(object *op,int Swap_Second)
839{
840 signed char tmp;
841 char buf[MAX_BUF]; 863 char buf[MAX_BUF];
842 864
843 if ( op->contr->Swap_First == -1 ) { 865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
844 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
845 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
846 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
847 return;
848 }
849
850 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
851
852 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
853 get_attr_value(&op->contr->orig_stats, Swap_Second));
854
855 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
856
857 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
858 new_draw_info(NDI_UNIQUE, 0,op, buf); 866 new_draw_info (NDI_UNIQUE, 0, op, buf);
859 op->stats.Str = op->contr->orig_stats.Str; 867 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
860 op->stats.Dex = op->contr->orig_stats.Dex;
861 op->stats.Con = op->contr->orig_stats.Con;
862 op->stats.Int = op->contr->orig_stats.Int;
863 op->stats.Wis = op->contr->orig_stats.Wis;
864 op->stats.Pow = op->contr->orig_stats.Pow;
865 op->stats.Cha = op->contr->orig_stats.Cha;
866 op->stats.ac=0;
867
868 op->level=1;
869 op->stats.exp=0;
870 op->stats.ac=0;
871
872 op->contr->levhp[1] = 9;
873 op->contr->levsp[1] = 6;
874 op->contr->levgrace[1] = 3;
875
876 fix_player(op);
877 op->stats.hp = op->stats.maxhp;
878 op->stats.sp = op->stats.maxsp;
879 op->stats.grace = op->stats.maxgrace;
880 op->contr->orig_stats=op->stats;
881 op->contr->Swap_First=-1;
882}
883
884
885/* This code has been greatly reduced, because with set_attr_value
886 * and get_attr_value, the stats can be accessed just numeric
887 * ids. stat_trans is a table that translate the number entered
888 * into the actual stat. It is needed because the order the stats
889 * are displayed in the stat window is not the same as how
890 * the number's access that stat. The table does that translation.
891 */
892int key_roll_stat(object *op, char key)
893{
894 int keynum = key -'0';
895 char buf[MAX_BUF];
896 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
897
898 if (keynum>0 && keynum<=7) {
899 if (op->contr->Swap_First==-1) {
900 op->contr->Swap_First=stat_trans[keynum];
901 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
902 new_draw_info(NDI_UNIQUE, 0,op,buf); 868 //new_draw_info (NDI_UNIQUE, 0, op, " ");
903 }
904 else
905 Swap_Stat(op,stat_trans[keynum]);
906
907 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
908 return 1;
909 }
910 switch (key) {
911 case 'n':
912 case 'N': {
913 SET_FLAG(op, FLAG_WIZ);
914 if(op->map==NULL) {
915 LOG(llevError,"Map == NULL in state 2\n");
916 break;
917 }
918
919#if 0
920 /* So that enter_exit will put us at startx/starty */
921 op->x= -1;
922
923 enter_exit(op,NULL);
924#endif
925 SET_ANIMATION(op, 2); /* So player faces south */
926 /* Enter exit adds a player otherwise */
927 add_statbonus(op);
928 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
929 op->contr->state = ST_CHANGE_CLASS;
930 if (op->msg)
931 new_draw_info(NDI_BLUE, 0, op, op->msg);
932 return 0;
933 }
934 case 'y':
935 case 'Y':
936 roll_stats(op);
937 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
938 return 1;
939
940 case 'q':
941 case 'Q':
942 play_again(op);
943 return 1;
944
945 default:
946 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
947 return 0;
948 }
949 return 0;
950} 869}
951 870
952/* This function takes the key that is passed, and does the 871/* This function takes the key that is passed, and does the
953 * appropriate action with it (change race, or other things). 872 * appropriate action with it (change race, or other things).
954 * The function name is for historical reasons - now we have 873 * The function name is for historical reasons - now we have
955 * separate race and class; this actually changes the RACE, 874 * separate race and class; this actually changes the RACE,
956 * not the class. 875 * not the class.
957 */ 876 */
958 877void
959int key_change_class(object *op, char key) 878player::chargen_race_done ()
960{ 879{
961 int tmp_loop;
962
963 if(key=='q'||key=='Q') {
964 remove_ob(op);
965 play_again(op);
966 return 0;
967 }
968 if(key=='d'||key=='D') {
969 char buf[MAX_BUF];
970
971 /* this must before then initial items are given */ 880 /* this must before then initial items are given */
972 esrv_new_player(op->contr, op->weight+op->carrying); 881 esrv_new_player (ob->contr, ob->weight + ob->carrying);
973 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
974 882
883 treasurelist *tl = treasurelist::find ("starting_wealth");
884 if (tl)
885 create_treasure (tl, ob, 0, 0, 0);
886
975 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, ob->contr);
976 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, ob->contr);
977 889
978 op->contr->state=ST_PLAYING; 890 ob->contr->ns->state = ST_PLAYING;
979 891
980 if (op->msg) 892 if (ob->msg)
981 op->msg=NULL; 893 ob->msg = 0;
982 894
983 /* We create this now because some of the unique maps will need it 895 /* We create this now because some of the unique maps will need it
984 * to save here. 896 * to save here.
985 */
986 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
987 make_path_to_file(buf);
988
989#ifdef AUTOSAVE
990 op->contr->last_save_tick = pticks;
991#endif
992 start_info(op);
993 CLEAR_FLAG(op, FLAG_WIZ);
994 give_initial_items(op,op->randomitems);
995 link_player_skills(op);
996 esrv_send_inventory(op, op);
997 fix_player(op);
998
999 /* This moves the player to a different start map, if there
1000 * is one for this race
1001 */
1002 if(*first_map_ext_path) {
1003 object *tmp;
1004 mapstruct *oldmap = op->map;
1005 char mapname[MAX_BUF];
1006 snprintf(mapname, MAX_BUF-1, "%s/%s",
1007 first_map_ext_path, &op->arch->name);
1008 tmp=get_object();
1009 EXIT_PATH(tmp) = mapname;
1010 EXIT_X(tmp) = op->x;
1011 EXIT_Y(tmp) = op->y;
1012 enter_exit(op,tmp); /* we don't really care if it succeeded;
1013 * if the map isn't there, then stay on the
1014 * default initial map */
1015 free_object(tmp);
1016 } else {
1017 LOG(llevDebug,"first_map_ext_path not set\n");
1018 }
1019 return 0;
1020 }
1021
1022 /* Following actually changes the race - this is the default command
1023 * if we don't match with one of the options above.
1024 */ 897 */
1025 898 {
1026 tmp_loop = 0;
1027 while(!tmp_loop) {
1028 shstr name = op->name;
1029 int x = op->x, y = op->y;
1030 remove_statbonus(op);
1031 remove_ob (op);
1032 op->arch = get_player_archetype(op->arch);
1033 copy_object (&op->arch->clone, op);
1034 op->instantiate ();
1035 op->stats = op->contr->orig_stats;
1036 op->name = op->name_pl = name;
1037 op->x = x;
1038 op->y = y;
1039 SET_ANIMATION(op, 2); /* So player faces south */
1040 insert_ob_in_map (op, op->map, op,0);
1041 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1042 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1043 add_statbonus(op);
1044 tmp_loop=allowed_class(op);
1045 }
1046 update_object(op,UP_OBJ_FACE);
1047 esrv_update_item(UPD_FACE,op,op);
1048 fix_player(op);
1049 op->stats.hp=op->stats.maxhp;
1050 op->stats.sp=op->stats.maxsp;
1051 op->stats.grace=0;
1052 if (op->msg)
1053 new_draw_info(NDI_BLUE, 0, op, op->msg);
1054 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1055 return 0;
1056}
1057
1058int key_confirm_quit(object *op, char key)
1059{
1060 char buf[MAX_BUF]; 899 char buf[MAX_BUF];
1061
1062 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1063 op->contr->state=ST_PLAYING;
1064 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1065 return 1;
1066 }
1067
1068 INVOKE_PLAYER (LOGOUT, op->contr);
1069 INVOKE_PLAYER (QUIT , op->contr);
1070
1071 terminate_all_pets(op);
1072 leave_map(op);
1073 op->direction=0;
1074 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1075 "%s quits the game.", &op->name);
1076
1077 strcpy(op->contr->killer,"quit");
1078 check_score(op);
1079 op->contr->party=NULL;
1080 if (settings.set_title == TRUE)
1081 op->contr->own_title[0]='\0';
1082
1083 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1084 mapstruct *mp, *next;
1085
1086 /* We need to hunt for any per player unique maps in memory and
1087 * get rid of them. The trailing slash in the path is intentional,
1088 * so that players named 'Ab' won't match against players 'Abe' pathname
1089 */
1090 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1091 for (mp=first_map; mp!=NULL; mp=next) { 901 make_path_to_file (buf);
1092 next = mp->next; 902 }
1093 if (!strncmp(mp->path, buf, strlen(buf))) 903
1094 delete_map(mp); 904 start_info (ob);
1095 } 905 CLEAR_FLAG (ob, FLAG_WIZ);
1096 906 give_initial_items (ob, ob->randomitems);
1097 delete_character(op->name, 1); 907 link_player_skills (ob);
908 esrv_send_inventory (ob, ob);
909 ob->update_stats ();
910
911 /* This moves the player to a different start map, if there
912 * is one for this race
913 */
914 if (*first_map_ext_path)
1098 } 915 {
1099 play_again(op); 916 object *tmp;
1100 return 1; 917 char mapname[MAX_BUF];
1101}
1102 918
919 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
920 tmp = object::create ();
921 EXIT_PATH (tmp) = mapname;
922 EXIT_X (tmp) = ob->x;
923 EXIT_Y (tmp) = ob->y;
924 ob->enter_exit (tmp); /* we don't really care if it succeeded;
925 * if the map isn't there, then stay on the
926 * default initial map */
927 tmp->destroy ();
928 }
929 else
930 LOG (llevDebug, "first_map_ext_path not set\n");
931}
932
933void
934player::chargen_race_next ()
935{
936 /* Following actually changes the race - this is the default command
937 * if we don't match with one of the options above.
938 */
939
940 do
941 {
942 shstr name = ob->name;
943 int x = ob->x, y = ob->y;
944
945 ob->remove_statbonus ();
946 ob->remove ();
947 ob->arch = get_player_archetype (ob->arch);
948 ob->arch->clone.copy_to (ob);
949 ob->instantiate ();
950 ob->stats = ob->contr->orig_stats;
951 ob->name = ob->name_pl = name;
952 ob->x = x;
953 ob->y = y;
954 SET_ANIMATION (ob, 2); /* So player faces south */
955 insert_ob_in_map (ob, ob->map, ob, 0);
956 assign (ob->contr->title, ob->arch->clone.name);
957 ob->add_statbonus ();
958 }
959 while (!allowed_class (ob));
960
961 update_object (ob, UP_OBJ_FACE);
962 esrv_update_item (UPD_FACE, ob, ob);
963 ob->update_stats ();
964 ob->stats.hp = ob->stats.maxhp;
965 ob->stats.sp = ob->stats.maxsp;
966 ob->stats.grace = 0;
967}
968
969void
1103void flee_player(object *op) { 970flee_player (object *op)
971{
1104 int dir,diff; 972 int dir, diff;
1105 rv_vector rv; 973 rv_vector rv;
1106 974
1107 if(op->stats.hp < 0) { 975 if (op->stats.hp < 0)
976 {
1108 LOG(llevDebug, "Fleeing player is dead.\n"); 977 LOG (llevDebug, "Fleeing player is dead.\n");
1109 CLEAR_FLAG(op, FLAG_SCARED); 978 CLEAR_FLAG (op, FLAG_SCARED);
979 return;
980 }
981
982 if (op->enemy == NULL)
983 {
984 LOG (llevDebug, "Fleeing player had no enemy.\n");
985 CLEAR_FLAG (op, FLAG_SCARED);
986 return;
987 }
988
989 /* Seen some crashes here. Since we don't store an
990 * op->enemy_count, it is possible that something destroys the
991 * actual enemy, and the object is recycled.
992 */
993 if (op->enemy->map == NULL)
994 {
995 CLEAR_FLAG (op, FLAG_SCARED);
996 op->enemy = NULL;
997 return;
998 }
999
1000 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1001 {
1002 op->enemy = NULL;
1003 CLEAR_FLAG (op, FLAG_SCARED);
1004 return;
1005 }
1006
1007 get_rangevector (op, op->enemy, &rv, 0);
1008
1009 dir = absdir (4 + rv.direction);
1010 for (diff = 0; diff < 3; diff++)
1011 {
1012 int m = 1 - (RANDOM () & 2);
1013
1014 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1110 return; 1015 return;
1111 } 1016 }
1112 1017
1113 if(op->enemy==NULL) {
1114 LOG(llevDebug,"Fleeing player had no enemy.\n");
1115 CLEAR_FLAG(op, FLAG_SCARED);
1116 return;
1117 }
1118
1119 /* Seen some crashes here. Since we don't store an
1120 * op->enemy_count, it is possible that something destroys the
1121 * actual enemy, and the object is recycled.
1122 */
1123 if (op->enemy->map == NULL) {
1124 CLEAR_FLAG(op, FLAG_SCARED);
1125 op->enemy=NULL;
1126 return;
1127 }
1128
1129 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1130 op->enemy=NULL;
1131 CLEAR_FLAG(op, FLAG_SCARED);
1132 return;
1133 }
1134 get_rangevector(op, op->enemy, &rv, 0);
1135
1136 dir=absdir(4+rv.direction);
1137 for(diff=0;diff<3;diff++) {
1138 int m=1-(RANDOM()&2);
1139 if(move_ob(op,absdir(dir+diff*m),op)||
1140 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1141 return;
1142 }
1143 }
1144 /* Cornered, get rid of scared */ 1018 /* Cornered, get rid of scared */
1145 CLEAR_FLAG(op, FLAG_SCARED); 1019 CLEAR_FLAG (op, FLAG_SCARED);
1146 op->enemy=NULL; 1020 op->enemy = NULL;
1147} 1021}
1148
1149 1022
1150/* check_pick sees if there is stuff to be picked up/picks up stuff. 1023/* check_pick sees if there is stuff to be picked up/picks up stuff.
1151 * IT returns 1 if the player should keep on moving, 0 if he should 1024 * It returns 1 if the player should keep on moving, 0 if he should
1152 * stop. 1025 * stop.
1153 */ 1026 */
1027int
1154int check_pick(object *op) { 1028check_pick (object *op)
1029{
1155 object *tmp, *next; 1030 object *tmp, *next;
1156 tag_t next_tag=0, op_tag;
1157 int stop = 0; 1031 int stop = 0;
1158 int j, k, wvratio; 1032 int wvratio;
1159 char putstring[128], tmpstr[16]; 1033 char putstring[128];
1160
1161 1034
1162 /* if you're flying, you cna't pick up anything */ 1035 /* if you're flying, you cna't pick up anything */
1163 if (op->move_type & MOVE_FLYING) 1036 if (op->move_type & MOVE_FLYING)
1164 return 1; 1037 return 1;
1165 1038
1166 op_tag = op->count;
1167
1168 next = op->below; 1039 next = op->below;
1169 if (next)
1170 next_tag = next->count;
1171 1040
1172 /* loop while there are items on the floor that are not marked as 1041 /* loop while there are items on the floor that are not marked as
1173 * destroyed */ 1042 * destroyed */
1174 while (next && ! was_destroyed (next, next_tag)) 1043 while (next && !next->destroyed ())
1175 { 1044 {
1176 tmp = next; 1045 tmp = next;
1177 next = tmp->below; 1046 next = tmp->below;
1178 if (next)
1179 next_tag = next->count;
1180 1047
1181 if (was_destroyed (op, op_tag)) 1048 if (op->destroyed ())
1182 return 0; 1049 return 0;
1183 1050
1184 if ( ! can_pick (op, tmp)) 1051 if (!can_pick (op, tmp))
1185 continue; 1052 continue;
1186 1053
1187 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1054 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1188 { 1055 {
1189 if (item_matched_string (op, tmp, op->contr->search_str)) 1056 if (item_matched_string (op, tmp, op->contr->search_str))
1190 pick_up (op, tmp); 1057 pick_up (op, tmp);
1191 continue; 1058 continue;
1192 } 1059 }
1193 1060
1194 /* high not bit set? We're using the old autopickup model */ 1061 /* high not bit set? We're using the old autopickup model */
1195 if(!(op->contr->mode & PU_NEWMODE)) { 1062 if (!(op->contr->mode & PU_NEWMODE))
1063 {
1196 switch (op->contr->mode) { 1064 switch (op->contr->mode)
1065 {
1066 case 0:
1197 case 0: return 1; /* don't pick up */ 1067 return 1; /* don't pick up */
1068 case 1:
1198 case 1: pick_up (op, tmp); 1069 pick_up (op, tmp);
1199 return 1; 1070 return 1;
1071 case 2:
1200 case 2: pick_up (op, tmp); 1072 pick_up (op, tmp);
1201 return 0; 1073 return 0;
1074 case 3:
1202 case 3: return 0; /* stop before pickup */ 1075 return 0; /* stop before pickup */
1076 case 4:
1203 case 4: pick_up (op, tmp); 1077 pick_up (op, tmp);
1204 break; 1078 break;
1079 case 5:
1205 case 5: pick_up (op, tmp); 1080 pick_up (op, tmp);
1206 stop = 1; 1081 stop = 1;
1207 break; 1082 break;
1208 case 6: 1083 case 6:
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1084 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1210 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1211 pick_up(op, tmp); 1085 pick_up (op, tmp);
1212 break; 1086 break;
1213 1087
1214 case 7: 1088 case 7:
1215 if (tmp->type == MONEY || tmp->type == GEM) 1089 if (tmp->type == MONEY || tmp->type == GEM)
1216 pick_up(op, tmp); 1090 pick_up (op, tmp);
1217 break; 1091 break;
1218 1092
1219 default: 1093 default:
1220 /* use value density */ 1094 /* use value density */
1221 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1095 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1222 && (query_cost (tmp, op, F_TRUE) * 100 1096 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1223 / (tmp->weight * MAX (tmp->nrof, 1)))
1224 >= op->contr->mode)
1225 pick_up(op,tmp); 1097 pick_up (op, tmp);
1226 }
1227 }
1228 else { /* old model */
1229 /* NEW pickup handling */
1230 if(op->contr->mode & PU_DEBUG)
1231 {
1232 /* some debugging code to figure out item information */
1233 if(tmp->name!=NULL)
1234 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1235 &tmp->name, tmp->type,
1236 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1237 else
1238 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1239 &tmp->arch->name, tmp->type,
1240 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1241 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1242
1243 sprintf(putstring,"...flags: ");
1244 for(k=0;k<4;k++)
1245 {
1246 for(j=0;j<32;j++)
1247 {
1248 if((tmp->flags[k]>>j)&0x01)
1249 {
1250 sprintf(tmpstr,"%d ",k*32+j);
1251 strcat(putstring, tmpstr);
1252 } 1098 }
1253 } 1099 }
1254 } 1100 else
1101 { /* old model */
1102 /* NEW pickup handling */
1103 if (op->contr->mode & PU_DEBUG)
1104 {
1105 /* some debugging code to figure out item information */
1106 if (tmp->name != NULL)
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109 else
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112
1255 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1114 }
1256 1115
1116 /* philosophy:
1117 * It's easy to grab an item type from a pile, as long as it's
1118 * generic. This takes no game-time. For more detailed pickups
1119 * and selections, select-items should be used. This is a
1120 * grab-as-you-run type mode that's really useful for arrows for
1121 * example.
1122 * The drawback: right now it has no frontend, so you need to
1123 * stick the bits you want into a calculator in hex mode and then
1124 * convert to decimal and then 'pickup <#>
1125 */
1126
1127 /* the first two modes are exclusive: if NOTHING we return, if
1128 * STOP then we stop. All the rest are applied sequentially,
1129 * meaning if any test passes, the item gets picked up. */
1130
1131 /* if mode is set to pick nothing up, return */
1132
1133 if (op->contr->mode & PU_NOTHING)
1134 return 1;
1135
1136 /* if mode is set to stop when encountering objects, return */
1137 /* take STOP before INHIBIT since it doesn't actually pick
1138 * anything up */
1139
1140 if (op->contr->mode & PU_STOP)
1141 return 0;
1142
1143 /* useful for going into stores and not losing your settings... */
1144 /* and for battles wher you don't want to get loaded down while
1145 * fighting */
1146 if (op->contr->mode & PU_INHIBIT)
1147 return 1;
1148
1149 /* prevent us from turning into auto-thieves :) */
1150 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1151 continue;
1152
1153 /* ignore known cursed objects */
1154 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1155 continue;
1156
1157 /* all food and drink if desired */
1158 /* question: don't pick up known-poisonous stuff? */
1159 if (op->contr->mode & PU_FOOD)
1160 if (tmp->type == FOOD)
1161 {
1162 pick_up (op, tmp);
1163 continue;
1164 }
1165
1166 if (op->contr->mode & PU_DRINK)
1167 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1168 {
1169 pick_up (op, tmp);
1170 continue;
1171 }
1172
1173 if (op->contr->mode & PU_POTION)
1174 if (tmp->type == POTION)
1175 {
1176 pick_up (op, tmp);
1177 continue;
1178 }
1179
1180 /* spellbooks, skillscrolls and normal books/scrolls */
1181 if (op->contr->mode & PU_SPELLBOOK)
1182 if (tmp->type == SPELLBOOK)
1183 {
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 if (op->contr->mode & PU_SKILLSCROLL)
1189 if (tmp->type == SKILLSCROLL)
1190 {
1191 pick_up (op, tmp);
1192 continue;
1193 }
1194
1195 if (op->contr->mode & PU_READABLES)
1196 if (tmp->type == BOOK || tmp->type == SCROLL)
1197 {
1198 pick_up (op, tmp);
1199 continue;
1200 }
1201
1202 /* wands/staves/rods/horns */
1203 if (op->contr->mode & PU_MAGIC_DEVICE)
1204 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1205 {
1206 pick_up (op, tmp);
1207 continue;
1208 }
1209
1210 /* pick up all magical items */
1211 if (op->contr->mode & PU_MAGICAL)
1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1213 {
1214 pick_up (op, tmp);
1215 continue;
1216 }
1217
1218 if (op->contr->mode & PU_VALUABLES)
1219 {
1220 if (tmp->type == MONEY || tmp->type == GEM)
1221 {
1222 pick_up (op, tmp);
1223 continue;
1224 }
1225 }
1226
1227 /* rings & amulets - talismans seems to be typed AMULET */
1228 if (op->contr->mode & PU_JEWELS)
1229 if (tmp->type == RING || tmp->type == AMULET)
1230 {
1231 pick_up (op, tmp);
1232 continue;
1233 }
1234
1235 /* we don't forget dragon food */
1236 if (op->contr->mode & PU_FLESH)
1237 if (tmp->type == FLESH)
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 /* bows and arrows. Bows are good for selling! */
1244 if (op->contr->mode & PU_BOW)
1245 if (tmp->type == BOW)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_ARROW)
1252 if (tmp->type == ARROW)
1253 {
1254 pick_up (op, tmp);
1255 continue;
1256 }
1257
1258 /* all kinds of armor etc. */
1259 if (op->contr->mode & PU_ARMOUR)
1260 if (tmp->type == ARMOUR)
1261 {
1262 pick_up (op, tmp);
1263 continue;
1264 }
1265
1266 if (op->contr->mode & PU_HELMET)
1267 if (tmp->type == HELMET)
1268 {
1269 pick_up (op, tmp);
1270 continue;
1271 }
1272
1273 if (op->contr->mode & PU_SHIELD)
1274 if (tmp->type == SHIELD)
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 if (op->contr->mode & PU_BOOTS)
1281 if (tmp->type == BOOTS)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 if (op->contr->mode & PU_GLOVES)
1288 if (tmp->type == GLOVES)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 if (op->contr->mode & PU_CLOAK)
1295 if (tmp->type == CLOAK)
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300
1301 /* hoping to catch throwing daggers here */
1302 if (op->contr->mode & PU_MISSILEWEAPON)
1303 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1304 {
1305 pick_up (op, tmp);
1306 continue;
1307 }
1308
1309 /* careful: chairs and tables are weapons! */
1310 if (op->contr->mode & PU_ALLWEAPON)
1311 {
1312 if (tmp->type == WEAPON && tmp->name != NULL)
1313 {
1314 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1315 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1316 {
1317 pick_up (op, tmp);
1318 continue;
1319 }
1320 }
1321
1322 if (tmp->type == WEAPON && tmp->name == NULL)
1323 {
1324 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1325 {
1326 pick_up (op, tmp);
1327 continue;
1328 }
1329 }
1330 }
1331
1332 /* misc stuff that's useful */
1333 if (op->contr->mode & PU_KEY)
1334 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1335 {
1336 pick_up (op, tmp);
1337 continue;
1338 }
1339
1340 /* any of the last 4 bits set means we use the ratio for value
1341 * pickups */
1342 if (op->contr->mode & PU_RATIO)
1343 {
1344 /* use value density to decide what else to grab */
1345 /* >=7 was >= op->contr->mode */
1346 /* >=7 is the old standard setting. Now we take the last 4 bits
1347 * and multiply them by 5, giving 0..15*5== 5..75 */
1348 wvratio = (op->contr->mode & PU_RATIO) * 5;
1349 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1350 {
1351 pick_up (op, tmp);
1257#if 0 1352#if 0
1258 /* print the flags too */ 1353 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1259 for(k=0;k<4;k++) 1354 if (tmp->name != NULL)
1260 { 1355 {
1261 fprintf(stderr,"%d [%d] ", k, k*32+31); 1356 fprintf (stderr, "%s", tmp->name);
1262 for(j=0;j<32;j++) 1357 }
1263 { 1358 else
1264 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1359 fprintf (stderr, "%s", tmp->arch->name);
1265 if(!((j+1)%4))fprintf(stderr," "); 1360 fprintf (stderr, ",%d] = ", tmp->type);
1266 } 1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1267 fprintf(stderr," [%d]\n", k*32);
1268 }
1269#endif 1362#endif
1270 } 1363 continue;
1271 /* philosophy: 1364 }
1272 * It's easy to grab an item type from a pile, as long as it's
1273 * generic. This takes no game-time. For more detailed pickups
1274 * and selections, select-items shoul dbe used. This is a
1275 * grab-as-you-run type mode that's really useful for arrows for
1276 * example.
1277 * The drawback: right now it has no frontend, so you need to
1278 * stick the bits you want into a calculator in hex mode and then
1279 * convert to decimal and then 'pickup <#>
1280 */
1281
1282 /* the first two modes are exclusive: if NOTHING we return, if
1283 * STOP then we stop. All the rest are applied sequentially,
1284 * meaning if any test passes, the item gets picked up. */
1285
1286 /* if mode is set to pick nothing up, return */
1287
1288 if(op->contr->mode & PU_NOTHING) return 1;
1289
1290 /* if mode is set to stop when encountering objects, return */
1291 /* take STOP before INHIBIT since it doesn't actually pick
1292 * anything up */
1293
1294 if(op->contr->mode & PU_STOP) return 0;
1295
1296 /* useful for going into stores and not losing your settings... */
1297 /* and for battles wher you don't want to get loaded down while
1298 * fighting */
1299 if(op->contr->mode & PU_INHIBIT) return 1;
1300
1301 /* prevent us from turning into auto-thieves :) */
1302 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1303
1304 /* ignore known cursed objects */
1305 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1306
1307 /* all food and drink if desired */
1308 /* question: don't pick up known-poisonous stuff? */
1309 if(op->contr->mode & PU_FOOD)
1310 if (tmp->type == FOOD)
1311 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1312 if(op->contr->mode & PU_DRINK)
1313 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1314 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1315
1316 if(op->contr->mode & PU_POTION)
1317 if (tmp->type == POTION)
1318 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1319
1320 /* spellbooks, skillscrolls and normal books/scrolls */
1321 if(op->contr->mode & PU_SPELLBOOK)
1322 if (tmp->type == SPELLBOOK)
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1324 if(op->contr->mode & PU_SKILLSCROLL)
1325 if (tmp->type == SKILLSCROLL)
1326 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1327 if(op->contr->mode & PU_READABLES)
1328 if (tmp->type == BOOK || tmp->type == SCROLL)
1329 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1330
1331 /* wands/staves/rods/horns */
1332 if (op->contr->mode & PU_MAGIC_DEVICE)
1333 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1334 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1335
1336 /* pick up all magical items */
1337 if(op->contr->mode & PU_MAGICAL)
1338 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1340
1341 if(op->contr->mode & PU_VALUABLES)
1342 {
1343 if (tmp->type == MONEY || tmp->type == GEM)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1345 }
1346
1347 /* rings & amulets - talismans seems to be typed AMULET */
1348 if(op->contr->mode & PU_JEWELS)
1349 if (tmp->type == RING || tmp->type == AMULET)
1350 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1351
1352 /* bows and arrows. Bows are good for selling! */
1353 if(op->contr->mode & PU_BOW)
1354 if (tmp->type == BOW)
1355 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1356 if(op->contr->mode & PU_ARROW)
1357 if (tmp->type == ARROW)
1358 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1359
1360 /* all kinds of armor etc. */
1361 if(op->contr->mode & PU_ARMOUR)
1362 if (tmp->type == ARMOUR)
1363 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1364 if(op->contr->mode & PU_HELMET)
1365 if (tmp->type == HELMET)
1366 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1367 if(op->contr->mode & PU_SHIELD)
1368 if (tmp->type == SHIELD)
1369 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1370 if(op->contr->mode & PU_BOOTS)
1371 if (tmp->type == BOOTS)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1373 if(op->contr->mode & PU_GLOVES)
1374 if (tmp->type == GLOVES)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1376 if(op->contr->mode & PU_CLOAK)
1377 if (tmp->type == CLOAK)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1379
1380 /* hoping to catch throwing daggers here */
1381 if(op->contr->mode & PU_MISSILEWEAPON)
1382 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1383 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1384
1385 /* careful: chairs and tables are weapons! */
1386 if(op->contr->mode & PU_ALLWEAPON)
1387 {
1388 if(tmp->type == WEAPON && tmp->name!=NULL)
1389 {
1390 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1391 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1393 }
1394 if(tmp->type == WEAPON && tmp->name==NULL)
1395 {
1396 if(strstr(tmp->arch->name,"table")==NULL &&
1397 strstr(tmp->arch->name,"chair")==NULL)
1398 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1399 }
1400 }
1401
1402 /* misc stuff that's useful */
1403 if(op->contr->mode & PU_KEY)
1404 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1405 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1406
1407 /* any of the last 4 bits set means we use the ratio for value
1408 * pickups */
1409 if(op->contr->mode & PU_RATIO)
1410 {
1411 /* use value density to decide what else to grab */
1412 /* >=7 was >= op->contr->mode */
1413 /* >=7 is the old standard setting. Now we take the last 4 bits
1414 * and multiply them by 5, giving 0..15*5== 5..75 */
1415 wvratio=(op->contr->mode & PU_RATIO) * 5;
1416 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1417 {
1418 pick_up(op, tmp);
1419#if 0
1420 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1421 if(tmp->name!=NULL) {
1422 fprintf(stderr,"%s", tmp->name);
1423 } 1365 }
1424 else fprintf(stderr,"%s",tmp->arch->name); 1366 } /* the new pickup model */
1425 fprintf(stderr,",%d] = ", tmp->type);
1426 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1427#endif
1428 continue;
1429 }
1430 } 1367 }
1431 } /* the new pickup model */ 1368
1432 }
1433 return ! stop; 1369 return !stop;
1434} 1370}
1435 1371
1436/* 1372/*
1437 * Find an arrow in the inventory and after that 1373 * Find an arrow in the inventory and after that
1438 * in the right type container (quiver). Pointer to the 1374 * in the right type container (quiver). Pointer to the
1439 * found object is returned. 1375 * found object is returned.
1440 */ 1376 */
1377object *
1441object *find_arrow(object *op, const char *type) 1378find_arrow (object *op, const char *type)
1442{ 1379{
1443 object *tmp = NULL; 1380 object *tmp = 0;
1444 1381
1445 for(op=op->inv; op; op=op->below) 1382 for (op = op->inv; op; op = op->below)
1446 if(!tmp && op->type==CONTAINER && op->race==type && 1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1447 QUERY_FLAG(op,FLAG_APPLIED))
1448 tmp = find_arrow (op, type); 1384 tmp = find_arrow (op, type);
1449 else if (op->type==ARROW && op->race==type) 1385 else if (op->type == ARROW && op->race == type)
1450 return op; 1386 return op;
1387
1451 return tmp; 1388 return tmp;
1452} 1389}
1453 1390
1454/* 1391/*
1455 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1392 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1456 * against the target. A full test is not performed, simply a basic test 1393 * against the target. A full test is not performed, simply a basic test
1457 * of resistances. The archer is making a quick guess at what he sees down 1394 * of resistances. The archer is making a quick guess at what he sees down
1458 * the hall. Failing that it does it's best to pick the highest plus arrow. 1395 * the hall. Failing that it does it's best to pick the highest plus arrow.
1459 */ 1396 */
1460 1397object *
1461object *find_better_arrow(object *op, object *target, const char *type, int *better) 1398find_better_arrow (object *op, object *target, const char *type, int *better)
1462{ 1399{
1463 object *tmp = NULL, *arrow, *ntmp; 1400 object *tmp = NULL, *arrow, *ntmp;
1464 int attacknum, attacktype, betterby=0, i; 1401 int attacknum, attacktype, betterby = 0, i;
1465 1402
1466 if (!type) 1403 if (!type)
1467 return NULL; 1404 return NULL;
1468 1405
1469 for (arrow=op->inv; arrow; arrow=arrow->below) { 1406 for (arrow = op->inv; arrow; arrow = arrow->below)
1470 if (arrow->type==CONTAINER && arrow->race==type && 1407 {
1471 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1408 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1409 {
1472 i = 0; 1410 i = 0;
1473 ntmp = find_better_arrow(arrow, target, type, &i); 1411 ntmp = find_better_arrow (arrow, target, type, &i);
1474 if (i > betterby) { 1412 if (i > betterby)
1413 {
1475 tmp = ntmp; 1414 tmp = ntmp;
1476 betterby = i; 1415 betterby = i;
1477 } 1416 }
1417 }
1478 } else if (arrow->type==ARROW && arrow->race==type) { 1418 else if (arrow->type == ARROW && arrow->race == type)
1419 {
1479 /* allways prefer assasination/slaying */ 1420 /* allways prefer assasination/slaying */
1480 if (target->race != NULL && arrow->slaying != NULL && 1421 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1481 strstr(arrow->slaying, target->race)) { 1422 {
1482 if (arrow->attacktype & AT_DEATH) { 1423 if (arrow->attacktype & AT_DEATH)
1424 {
1483 *better = 100; 1425 *better = 100;
1484 return arrow; 1426 return arrow;
1485 } else {
1486 tmp = arrow;
1487 betterby = (arrow->magic + arrow->stats.dam) * 2;
1488 } 1427 }
1489 } else { 1428 else
1490 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1491 attacktype = 1<<attacknum;
1492 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1493 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1494 tmp = arrow;
1495 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1496 }
1497 } 1429 {
1498 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1499 tmp = arrow; 1430 tmp = arrow;
1500 betterby = 2 + arrow->magic + arrow->stats.dam; 1431 betterby = (arrow->magic + arrow->stats.dam) * 2;
1501 }
1502 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1503 tmp = arrow;
1504 betterby = 1 + arrow->magic + arrow->stats.dam;
1505 } 1432 }
1506 } 1433 }
1434 else
1435 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 {
1438 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1441 {
1442 tmp = arrow;
1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1444 }
1445 }
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 {
1448 tmp = arrow;
1449 betterby = 2 + arrow->magic + arrow->stats.dam;
1450 }
1451 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1452 {
1453 tmp = arrow;
1454 betterby = 1 + arrow->magic + arrow->stats.dam;
1455 }
1507 } 1456 }
1457 }
1508 } 1458 }
1509 if (tmp == NULL && arrow == NULL) 1459 if (tmp == NULL && arrow == NULL)
1510 return find_arrow(op, type); 1460 return find_arrow (op, type);
1511 1461
1512 *better = betterby; 1462 *better = betterby;
1513 return tmp; 1463 return tmp;
1514} 1464}
1515 1465
1516/* looks in a given direction, finds the first valid target, and calls 1466/* looks in a given direction, finds the first valid target, and calls
1517 * find_better_arrow to find a decent arrow to use. 1467 * find_better_arrow to find a decent arrow to use.
1518 * op = the shooter 1468 * op = the shooter
1519 * type = bow->race 1469 * type = bow->race
1520 * dir = fire direction 1470 * dir = fire direction
1521 */ 1471 */
1522 1472object *
1523object *pick_arrow_target(object *op, const char *type, int dir) 1473pick_arrow_target (object *op, const char *type, int dir)
1524{ 1474{
1525 object *tmp = NULL; 1475 object *tmp = NULL;
1526 mapstruct *m; 1476 maptile *m;
1527 int i, mflags, found, number; 1477 int i, mflags, found, number;
1528 sint16 x, y; 1478 sint16 x, y;
1529 1479
1530 if (op->map == NULL) 1480 if (op->map == NULL)
1531 return find_arrow(op, type); 1481 return find_arrow (op, type);
1532 1482
1533 /* do a dex check */ 1483 /* do a dex check */
1534 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1484 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1535 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1485 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1536 return find_arrow(op, type); 1486 return find_arrow (op, type);
1537 1487
1538 m = op->map; 1488 m = op->map;
1539 x = op->x; 1489 x = op->x;
1540 y = op->y; 1490 y = op->y;
1541 1491
1542 /* find the first target */ 1492 /* find the first target */
1543 for (i=0, found=0; i<20; i++) { 1493 for (i = 0, found = 0; i < 20; i++)
1494 {
1544 x += freearr_x[dir]; 1495 x += freearr_x[dir];
1545 y += freearr_y[dir]; 1496 y += freearr_y[dir];
1546 mflags = get_map_flags(m, &m, x, y, &x, &y); 1497 mflags = get_map_flags (m, &m, x, y, &x, &y);
1547 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1498 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1499 {
1548 tmp = NULL; 1500 tmp = NULL;
1501 break;
1502 }
1503 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1504 {
1505 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1506 * perhaps a bad assumption.
1507 */
1508 tmp = NULL;
1509 break;
1510 }
1511 if (mflags & P_IS_ALIVE)
1512 {
1513 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1514 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1515 {
1516 found++;
1517 break;
1518 }
1519 if (found)
1549 break; 1520 break;
1550 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1551 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1552 * perhaps a bad assumption.
1553 */
1554 tmp = NULL;
1555 break;
1556 } 1521 }
1557 if (mflags & P_IS_ALIVE) {
1558 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1559 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1560 found++;
1561 break;
1562 }
1563 if (found)
1564 break;
1565 }
1566 } 1522 }
1567 if (tmp == NULL) 1523 if (tmp == NULL)
1568 return find_arrow(op, type); 1524 return find_arrow (op, type);
1569 1525
1570 if (tmp->head) 1526 if (tmp->head)
1571 tmp = tmp->head; 1527 tmp = tmp->head;
1572 1528
1573 return find_better_arrow(op, tmp, type, &i); 1529 return find_better_arrow (op, tmp, type, &i);
1574} 1530}
1575 1531
1576/* 1532/*
1577 * Creature fires a bow - op can be monster or player. Returns 1533 * Creature fires a bow - op can be monster or player. Returns
1578 * 1 if bow was actually fired, 0 otherwise. 1534 * 1 if bow was actually fired, 0 otherwise.
1581 * dir is the direction of fire. 1537 * dir is the direction of fire.
1582 * wc_mod is any special modifier to give (used in special player fire modes) 1538 * wc_mod is any special modifier to give (used in special player fire modes)
1583 * sx, sy are coordinates to fire arrow from - also used in some of the special 1539 * sx, sy are coordinates to fire arrow from - also used in some of the special
1584 * player fire modes. 1540 * player fire modes.
1585 */ 1541 */
1542int
1586int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1543fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1587 sint16 sx, sint16 sy)
1588{ 1544{
1589 object *left, *bow; 1545 object *left, *bow;
1590 tag_t left_tag, tag; 1546 int mflags;
1591 int bowspeed, mflags; 1547 maptile *m;
1592 mapstruct *m;
1593 1548
1594 if (!dir) { 1549 if (!dir)
1550 {
1595 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1551 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1596 return 0; 1552 return 0;
1553 }
1554
1555 if (op->contr)
1556 bow = op->current_weapon;
1557 else
1597 } 1558 {
1598 if (op->type == PLAYER)
1599 bow=op->contr->ranges[range_bow];
1600 else {
1601 for(bow=op->inv; bow; bow=bow->below) 1559 for (bow = op->inv; bow; bow = bow->below)
1602 /* Don't check for applied - monsters don't apply bows - in that way, they 1560 /* Don't check for applied - monsters don't apply bows - in that way, they
1603 * don't need to switch back and forth between bows and weapons. 1561 * don't need to switch back and forth between bows and weapons.
1604 */ 1562 */
1605 if(bow->type==BOW) 1563 if (bow->type == BOW)
1606 break; 1564 break;
1607 1565
1608 if (!bow) { 1566 if (!bow)
1567 {
1609 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1610 return 0; 1569 return 0;
1570 }
1571
1572 // optimisation: move object to top so we will find it quickly again
1573 if (bow->below)
1611 } 1574 {
1575 bow->remove ();
1576 op->insert (bow);
1577 }
1578
1612 } 1579 }
1580
1613 if( !bow->race || !bow->skill) { 1581 if (!bow->race || !bow->skill)
1582 {
1614 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1615 return 0; 1584 return 0;
1616 } 1585 }
1617 1586
1618 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1619
1620 /* penalize ROF for bestarrow */
1621 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1622 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1623 if (bowspeed < 1)
1624 bowspeed = 1;
1625
1626 if (arrow == NULL) { 1587 if (arrow == NULL)
1588 {
1627 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1589 if ((arrow = find_arrow (op, bow->race)) == NULL)
1590 {
1628 if (op->type == PLAYER) 1591 if (op->type == PLAYER)
1629 new_draw_info_format(NDI_UNIQUE, 0, op, 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1630 "You have no %s left.", &bow->race);
1631 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1593 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1632 else 1594 else
1633 CLEAR_FLAG(op, FLAG_READY_BOW); 1595 CLEAR_FLAG (op, FLAG_READY_BOW);
1596
1634 return 0; 1597 return 0;
1635 } 1598 }
1636 } 1599 }
1600
1637 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1601 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1638 if (mflags & P_OUT_OF_MAP) { 1602 if (mflags & P_OUT_OF_MAP)
1639 return 0; 1603 return 0;
1640 } 1604
1641 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1605 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1606 {
1642 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1607 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1643 return 0; 1608 return 0;
1644 } 1609 }
1645 1610
1646 /* this should not happen, but sometimes does */ 1611 /* this should not happen, but sometimes does */
1647 if (arrow->nrof==0) { 1612 if (arrow->nrof == 0)
1648 remove_ob(arrow); 1613 {
1649 free_object(arrow); 1614 arrow->destroy ();
1650 return 0; 1615 return 0;
1651 } 1616 }
1652 1617
1653 left = arrow; /* these are arrows left to the player */ 1618 left = arrow; /* these are arrows left to the player */
1654 left_tag = left->count;
1655 arrow = get_split_ob(arrow, 1); 1619 arrow = get_split_ob (arrow, 1);
1656 if (arrow == NULL) { 1620 if (!arrow)
1621 {
1657 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1622 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1658 return 0; 1623 return 0;
1659 } 1624 }
1660 set_owner(arrow, op); 1625
1626 arrow->set_owner (op);
1661 arrow->skill = bow->skill; 1627 arrow->skill = bow->skill;
1662
1663 arrow->direction=dir; 1628 arrow->direction = dir;
1664 arrow->x = sx;
1665 arrow->y = sy;
1666 1629
1667 if (op->type == PLAYER) {
1668 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1669 fix_player(op);
1670 }
1671
1672 SET_ANIMATION(arrow, arrow->direction);
1673 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1630 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1674 arrow->stats.hp = arrow->stats.dam; 1631 arrow->stats.hp = arrow->stats.dam;
1675 arrow->stats.grace = arrow->attacktype; 1632 arrow->stats.grace = arrow->attacktype;
1633
1676 if (arrow->slaying != NULL) 1634 if (arrow->slaying)
1677 arrow->spellarg = strdup_local(arrow->slaying); 1635 arrow->spellarg = strdup (arrow->slaying);
1678 1636
1679 /* Note that this was different for monsters - they got their level 1637 if (player *pl = op->contr)
1680 * added to the damage. I think the strength bonus is more proper.
1681 */
1682 1638 {
1683 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1639 if (!pl->has_hit)
1684 0 : dam_bonus[op->stats.Str]) + 1640 {
1685 bow->stats.dam + bow->magic + arrow->magic; 1641 pl->has_hit = 1;
1642 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1643 }
1644#if 0
1645 float speed = pl->weapon_sp;
1686 1646
1647 /* penalize ROF for bestarrow */
1648 if (pl->bowtype == bow_bestarrow)
1649 speed *= .9f;
1650 else
1651 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1652
1653 op->speed_left += speed - op->speed;
1654#endif
1655 }
1656
1657 SET_ANIMATION (arrow, arrow->direction);
1658
1687 /* update the speed */ 1659 /* update the speed */
1688 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1689 0 : dam_bonus[op->stats.Str]) +
1690 bow->magic + arrow->magic) / 5.0 +
1691 (float)bow->stats.dam / 7.0; 1661 + bow->stats.dam / 7.0;
1692 1662
1693 if (arrow->speed < 1.0) 1663 arrow->set_speed (max (arrow->speed, 2.0));
1694 arrow->speed = 1.0;
1695 update_ob_speed(arrow);
1696 arrow->speed_left = 0; 1664 arrow->speed_left = 0;
1697 1665
1666 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667
1698 if (op->type == PLAYER) { 1668 if (op->type == PLAYER)
1699 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1669 {
1700 (op->chosen_skill?op->chosen_skill->level:op->level) -
1701 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1702 arrow->stats.wc - bow->stats.wc + wc_mod;
1703
1704 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1670 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1705 } else { 1671 wc -= dex_bonus[op->stats.Dex];
1706 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1707 arrow->stats.wc + wc_mod;
1708 1672
1673 if (!arrow->slaying)
1674 arrow->slaying = op->slaying;
1675
1676 arrow->attacktype |= op->attacktype;
1677 }
1678 else
1679 {
1709 arrow->level = op->level; 1680 arrow->level = op->level;
1710 } 1681 arrow->stats.wc -= bow->magic;
1711 if (arrow->attacktype == AT_PHYSICAL) 1682
1712 arrow->attacktype |= bow->attacktype; 1683 if (!arrow->slaying)
1713 if (bow->slaying != NULL)
1714 arrow->slaying = bow->slaying; 1684 arrow->slaying = bow->slaying;
1715 1685
1716 arrow->map = m; 1686 arrow->attacktype |= bow->attacktype;
1687 }
1688
1689 wc -= arrow->level;
1690 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1691
1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1717 arrow->move_type = MOVE_FLY_LOW; 1693 arrow->move_type = MOVE_FLY_LOW;
1718 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1719 1695
1720 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1696 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1721 tag = arrow->count; 1697 m->insert (arrow, sx, sy, op);
1722 insert_ob_in_map(arrow, m, op, 0);
1723 1698
1724 if (!was_destroyed(arrow, tag)) 1699 if (!arrow->destroyed ())
1725 move_arrow(arrow); 1700 move_arrow (arrow);
1726 1701
1727 if (op->type == PLAYER) { 1702 if (op->type == PLAYER)
1728 if (was_destroyed (left, left_tag)) 1703 {
1704 if (left->destroyed ())
1729 esrv_del_item(op->contr, left_tag); 1705 esrv_del_item (op->contr, left->count);
1730 else 1706 else
1731 esrv_send_item(op, left); 1707 esrv_send_item (op, left);
1732 } 1708 }
1709
1733 return 1; 1710 return 1;
1734} 1711}
1735 1712
1736/* Special fire code for players - this takes into 1713/* Special fire code for players - this takes into
1737 * account the special fire modes players can have 1714 * account the special fire modes players can have
1738 * but monsters can't. Putting that code here 1715 * but monsters can't. Putting that code here
1739 * makes the fire_bow code much cleaner. 1716 * makes the fire_bow code much cleaner.
1740 * this function should only be called if 'op' is a player, 1717 * this function should only be called if 'op' is a player,
1741 * hence the function name. 1718 * hence the function name.
1742 */ 1719 */
1720int
1743int player_fire_bow(object *op, int dir) 1721player_fire_bow (object *op, int dir)
1744{ 1722{
1745 int ret=0, wcmod=0; 1723 int ret = 0, wcmod = 0;
1746 1724
1747 if (op->contr->bowtype == bow_bestarrow) { 1725 if (op->contr->bowtype == bow_bestarrow)
1748 ret = fire_bow(op, op, 1726 {
1749 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1727 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1750 dir, 0, op->x, op->y); 1728 }
1751 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1729 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1730 {
1752 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1731 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1753 wcmod =-1; 1732 wcmod = -1;
1733
1754 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1734 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1755 op->x, op->y); 1735 }
1756 } else if (op->contr->bowtype == bow_threewide) { 1736 else if (op->contr->bowtype == bow_threewide)
1737 {
1757 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1738 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1758 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1739 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1759 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1740 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1741 }
1760 } else if (op->contr->bowtype == bow_spreadshot) { 1742 else if (op->contr->bowtype == bow_spreadshot)
1743 {
1761 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1744 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1762 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1745 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1763 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1746 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1764 1747 }
1765 } else { 1748 else
1749 {
1766 /* Simple case */ 1750 /* Simple case */
1767 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1751 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1768 } 1752 }
1753
1769 return ret; 1754 return ret;
1770} 1755}
1771
1772 1756
1773/* Fires a misc (wand/rod/horn) object in 'dir'. 1757/* Fires a misc (wand/rod/horn) object in 'dir'.
1774 * Broken apart from 'fire' to keep it more readable. 1758 * Broken apart from 'fire' to keep it more readable.
1775 */ 1759 */
1760void
1776void fire_misc_object(object *op, int dir) 1761fire_misc_object (object *op, int dir)
1777{ 1762{
1778 object *item; 1763 object *item = op->contr->ranged_ob;
1779 1764
1780 if (!op->contr->ranges[range_misc]) { 1765 if (!item)
1766 {
1781 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1767 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1782 return; 1768 return;
1783 } 1769 }
1784 1770
1785 item = op->contr->ranges[range_misc];
1786 if (!item->inv) { 1771 if (!item->inv)
1772 {
1787 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1773 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1788 return; 1774 return;
1789 } 1775 }
1776
1777 if (!op->change_weapon (item))
1778 return;
1779
1790 if (item->type == WAND) { 1780 if (item->type == WAND)
1781 {
1791 if(item->stats.food<=0) { 1782 if (item->stats.food <= 0)
1783 {
1792 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1793 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1786
1794 return; 1787 return;
1795 } 1788 }
1789 }
1796 } else if (item->type == ROD || item->type==HORN) { 1790 else if (item->type == ROD || item->type == HORN)
1791 {
1797 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1792 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1793 {
1798 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1795
1799 if (item->type== ROD) 1796 if (item->type == ROD)
1800 new_draw_info_format(NDI_UNIQUE, 0,op,
1801 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1797 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1802 else 1798 else
1803 new_draw_info_format(NDI_UNIQUE, 0,op, 1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1804 "The %s needs more time to charge.", query_base_name(item,0)); 1800
1805 return; 1801 return;
1806 } 1802 }
1807 } 1803 }
1808 1804
1809 if(cast_spell(op,item,dir,item->inv,NULL)) { 1805 if (cast_spell (op, item, dir, item->inv, NULL))
1806 {
1810 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1807 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1811 if (item->type == WAND) { 1808 if (item->type == WAND)
1809 {
1812 if (!(--item->stats.food)) { 1810 if (!(--item->stats.food))
1811 {
1813 object *tmp; 1812 object *tmp;
1813
1814 if (item->arch) { 1814 if (item->arch)
1815 {
1815 CLEAR_FLAG(item, FLAG_ANIMATE); 1816 CLEAR_FLAG (item, FLAG_ANIMATE);
1816 item->face = item->arch->clone.face; 1817 item->face = item->arch->clone.face;
1817 item->speed = 0; 1818 item->set_speed (0);
1818 update_ob_speed(item);
1819 } 1819 }
1820
1820 if ((tmp=is_player_inv(item))) 1821 if ((tmp = item->in_player ()))
1821 esrv_update_item(UPD_ANIM, tmp, item); 1822 esrv_update_item (UPD_ANIM, tmp, item);
1822 } 1823 }
1823 } 1824 }
1824 else if (item->type == ROD || item->type==HORN) { 1825 else if (item->type == ROD || item->type == HORN)
1825 drain_rod_charge(item); 1826 drain_rod_charge (item);
1826 }
1827 } 1827 }
1828} 1828}
1829 1829
1830/* Received a fire command for the player - go and do it. 1830/* Received a fire command for the player - go and do it.
1831 */ 1831 */
1832void
1832void fire(object *op,int dir) { 1833fire (object *op, int dir)
1834{
1833 int spellcost=0; 1835 int spellcost = 0;
1834 1836
1835 /* check for loss of invisiblity/hide */ 1837 /* check for loss of invisiblity/hide */
1836 if (action_makes_visible(op)) make_visible(op); 1838 if (action_makes_visible (op))
1839 make_visible (op);
1837 1840
1838 switch(op->contr->shoottype) { 1841 player *pl = op->contr;
1839 case range_none: 1842
1843 if (pl->golem)
1844 {
1845 control_golem (op->contr->golem, dir);
1840 return; 1846 return;
1847 }
1841 1848
1842 case range_bow: 1849 object *ob = pl->ranged_ob;
1850
1851 if (!ob)
1852 return;
1853
1854 if (!op->change_weapon (ob))
1855 return;
1856
1857 switch (ob->type)
1858 {
1859 case BOW:
1843 player_fire_bow(op, dir); 1860 player_fire_bow (op, dir);
1844 return; 1861 break;
1845 1862
1846 case range_magic: /* Casting spells */ 1863 case SPELL:
1847 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1848 return; 1865 break;
1849 1866
1850 case range_misc: 1867 case BUILDER:
1851 fire_misc_object(op, dir);
1852 return;
1853
1854 case range_golem: /* Control summoned monsters from scrolls */
1855 if(op->contr->ranges[range_golem]==NULL ||
1856 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1857 op->contr->ranges[range_golem] = NULL;
1858 op->contr->shoottype=range_none;
1859 op->contr->golem_count = 0;
1860 }
1861 else
1862 control_golem(op->contr->ranges[range_golem], dir);
1863 return;
1864
1865 case range_skill:
1866 if(!op->chosen_skill) {
1867 if(op->type==PLAYER)
1868 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1869 return;
1870 }
1871 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1872 return;
1873 case range_builder:
1874 apply_map_builder( op, dir ); 1868 apply_map_builder (op, dir);
1875 return; 1869 break;
1870
1871 case SKILL:
1872 do_skill (op, op, ob, dir, 0);
1873 break;
1874
1876 default: 1875 default:
1877 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1876 fire_misc_object (op, dir);
1878 return; 1877 break;
1879 } 1878 }
1880} 1879}
1881
1882
1883 1880
1884/* find_key 1881/* find_key
1885 * We try to find a key for the door as passed. If we find a key 1882 * We try to find a key for the door as passed. If we find a key
1886 * and successfully use it, we return the key, otherwise NULL 1883 * and successfully use it, we return the key, otherwise NULL
1887 * This function merges both normal and locked door, since the logic 1884 * This function merges both normal and locked door, since the logic
1889 * pl is the player, 1886 * pl is the player,
1890 * inv is the objects inventory to searched 1887 * inv is the objects inventory to searched
1891 * door is the door we are trying to match against. 1888 * door is the door we are trying to match against.
1892 * This function can be called recursively to search containers. 1889 * This function can be called recursively to search containers.
1893 */ 1890 */
1894 1891object *
1895object * find_key(object *pl, object *container, object *door) 1892find_key (object *pl, object *container, object *door)
1896{ 1893{
1897 object *tmp,*key; 1894 object *tmp, *key;
1898 1895
1899 /* Should not happen, but sanity checking is never bad */ 1896 /* Should not happen, but sanity checking is never bad */
1900 if (container->inv == NULL) return NULL; 1897 if (!container->inv)
1898 return 0;
1901 1899
1902 /* First, lets try to find a key in the top level inventory */ 1900 /* First, lets try to find a key in the top level inventory */
1903 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1901 for (tmp = container->inv; tmp; tmp = tmp->below)
1902 {
1904 if (door->type==DOOR && tmp->type==KEY) break; 1903 if (door->type == DOOR && tmp->type == KEY)
1904 break;
1905 /* For sanity, we should really check door type, but other stuff 1905 /* For sanity, we should really check door type, but other stuff
1906 * (like containers) can be locked with special keys 1906 * (like containers) can be locked with special keys
1907 */ 1907 */
1908 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1909 tmp->slaying==door->slaying) break; 1909 break;
1910 } 1910 }
1911
1911 /* No key found - lets search inventories now */ 1912 /* No key found - lets search inventories now */
1912 /* If we find and use a key in an inventory, return at that time. 1913 /* If we find and use a key in an inventory, return at that time.
1913 * otherwise, if we search all the inventories and still don't find 1914 * otherwise, if we search all the inventories and still don't find
1914 * a key, return 1915 * a key, return
1915 */ 1916 */
1916 if (!tmp) { 1917 if (!tmp)
1918 {
1917 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1919 for (tmp = container->inv; tmp; tmp = tmp->below)
1920 {
1918 /* No reason to search empty containers */ 1921 /* No reason to search empty containers */
1919 if (tmp->type==CONTAINER && tmp->inv) { 1922 if (tmp->type == CONTAINER && tmp->inv)
1923 {
1920 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1924 if ((key = find_key (pl, tmp, door)))
1925 return key;
1921 } 1926 }
1922 } 1927 }
1928
1929 if (!tmp)
1923 if (!tmp) return NULL; 1930 return NULL;
1924 } 1931 }
1932
1925 /* We get down here if we have found a key. Now if its in a container, 1933 /* We get down here if we have found a key. Now if its in a container,
1926 * see if we actually want to use it 1934 * see if we actually want to use it
1927 */ 1935 */
1928 if (pl!=container) { 1936 if (pl != container)
1937 {
1929 /* Only let players use keys in containers */ 1938 /* Only let players use keys in containers */
1930 if (!pl->contr) return NULL; 1939 if (!pl->contr)
1940 return NULL;
1931 /* cases where this fails: 1941 /* cases where this fails:
1932 * If we only search the player inventory, return now since we 1942 * If we only search the player inventory, return now since we
1933 * are not in the players inventory. 1943 * are not in the players inventory.
1934 * If the container is not active, return now since only active 1944 * If the container is not active, return now since only active
1935 * containers can be used. 1945 * containers can be used.
1936 * If we only search keyrings and the container does not have 1946 * If we only search keyrings and the container does not have
1937 * a race/isn't a keyring. 1947 * a race/isn't a keyring.
1938 * No checking for all containers - to fall through past here, 1948 * No checking for all containers - to fall through past here,
1939 * inv must have been an container and must have been active. 1949 * inv must have been an container and must have been active.
1940 * 1950 *
1941 * Change the color so that the message doesn't disappear with 1951 * Change the color so that the message doesn't disappear with
1942 * all the others. 1952 * all the others.
1943 */ 1953 */
1944 if (pl->contr->usekeys == key_inventory || 1954 if (pl->contr->usekeys == key_inventory ||
1945 !QUERY_FLAG(container, FLAG_APPLIED) || 1955 !QUERY_FLAG (container, FLAG_APPLIED) ||
1946 (pl->contr->usekeys == keyrings &&
1947 (!container->race || strcmp(container->race, "keys"))) 1956 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1948 ) { 1957 {
1949 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1958 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1950 "The %s in your %s vibrates as you approach the door", 1959 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1951 query_name(tmp), query_name(container));
1952 return NULL; 1960 return NULL;
1953 } 1961 }
1954 } 1962 }
1963
1955 return tmp; 1964 return tmp;
1956} 1965}
1957 1966
1958/* moved door processing out of move_player_attack. 1967/* moved door processing out of move_player_attack.
1959 * returns 1 if player has opened the door with a key 1968 * returns 1 if player has opened the door with a key
1960 * such that the caller should not do anything more, 1969 * such that the caller should not do anything more,
1961 * 0 otherwise 1970 * 0 otherwise
1962 */ 1971 */
1972static int
1963static int player_attack_door(object *op, object *door) 1973player_attack_door (object *op, object *door)
1964{ 1974{
1965
1966 /* If its a door, try to find a use a key. If we do destroy the door, 1975 /* If its a door, try to find a use a key. If we do destroy the door,
1967 * might as well return immediately as there is nothing more to do - 1976 * might as well return immediately as there is nothing more to do -
1968 * otherwise, we fall through to the rest of the code. 1977 * otherwise, we fall through to the rest of the code.
1969 */ 1978 */
1970 object *key=find_key(op, op, door); 1979 object *key = find_key (op, op, door);
1971 1980
1972 /* IF we found a key, do some extra work */ 1981 /* IF we found a key, do some extra work */
1973 if (key) { 1982 if (key)
1983 {
1974 object *container=key->env; 1984 object *container = key->env;
1975 1985
1976 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987
1977 if(action_makes_visible(op)) make_visible(op); 1988 if (action_makes_visible (op))
1989 make_visible (op);
1990
1978 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1992 spring_trap (door->inv, op);
1993
1979 if (door->type == DOOR) { 1994 if (door->type == DOOR)
1980 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1995 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1981 }
1982 else if(door->type==LOCKED_DOOR) { 1996 else if (door->type == LOCKED_DOOR)
1983 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1997 {
1984 "You open the door with the %s", query_short_name(key)); 1998 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1985 remove_door2(door); /* remove door without violence ;-) */ 1999 remove_door2 (door); /* remove door without violence ;-) */
1986 } 2000 }
2001
1987 /* Do this after we print the message */ 2002 /* Do this after we print the message */
1988 decrease_ob(key); /* Use up one of the keys */ 2003 decrease_ob (key); /* Use up one of the keys */
1989 /* Need to update the weight the container the key was in */ 2004 /* Need to update the weight the container the key was in */
1990 if (container != op) 2005 if (container != op)
1991 esrv_update_item(UPD_WEIGHT, op, container); 2006 esrv_update_item (UPD_WEIGHT, op, container);
2007
1992 return 1; /* Nothing more to do below */ 2008 return 1; /* Nothing more to do below */
2009 }
1993 } else if (door->type==LOCKED_DOOR) { 2010 else if (door->type == LOCKED_DOOR)
2011 {
1994 /* Might as well return now - no other way to open this */ 2012 /* Might as well return now - no other way to open this */
1995 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1996 return 1; 2014 return 1;
1997 } 2015 }
2016
1998 return 0; 2017 return 0;
1999} 2018}
2000 2019
2001/* This function is just part of a breakup from move_player. 2020/* This function is just part of a breakup from move_player.
2002 * It should keep the code cleaner. 2021 * It should keep the code cleaner.
2003 * When this is called, the players direction has been updated 2022 * When this is called, the players direction has been updated
2004 * (taking into account confusion.) The player is also actually 2023 * (taking into account confusion.) The player is also actually
2005 * going to try and move (not fire weapons). 2024 * going to try and move (not fire weapons).
2006 */ 2025 */
2007 2026void
2008void move_player_attack(object *op, int dir) 2027move_player_attack (object *op, int dir)
2009{ 2028{
2010 object *tmp, *mon; 2029 object *tmp, *mon;
2011 sint16 nx, ny;
2012 int on_battleground; 2030 int on_battleground;
2013 mapstruct *m; 2031 maptile *m;
2014 2032
2015 nx=freearr_x[dir]+op->x; 2033 sint16 nx = freearr_x[dir] + op->x;
2016 ny=freearr_y[dir]+op->y; 2034 sint16 ny = freearr_y[dir] + op->y;
2017 2035
2018 on_battleground = op_on_battleground(op, NULL, NULL); 2036 on_battleground = op_on_battleground (op, 0, 0);
2019 2037
2020 /* If braced, or can't move to the square, and it is not out of the 2038 /* If braced, or can't move to the square, and it is not out of the
2021 * map, attack it. Note order of if statement is important - don't 2039 * map, attack it. Note order of if statement is important - don't
2022 * want to be calling move_ob if braced, because move_ob will move the 2040 * want to be calling move_ob if braced, because move_ob will move the
2023 * player. This is a pretty nasty hack, because if we could 2041 * player. This is a pretty nasty hack, because if we could
2024 * move to some space, it then means that if we are braced, we should 2042 * move to some space, it then means that if we are braced, we should
2025 * do nothing at all. As it is, if we are braced, we go through 2043 * do nothing at all. As it is, if we are braced, we go through
2026 * quite a bit of processing. However, it probably is less than what 2044 * quite a bit of processing. However, it probably is less than what
2027 * move_ob uses. 2045 * move_ob uses.
2028 */ 2046 */
2029 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2047 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2048 {
2030 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2049 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2031 m = get_map_from_coord(op->map, &nx, &ny);
2032 if (!m) return; /* Don't think this should happen */
2033 } 2050 {
2051 m = op->map->xy_find (nx, ny);
2052 if (!m)
2053 return; /* Don't think this should happen */
2054 }
2055 else
2034 else m =op->map; 2056 m = op->map;
2035 2057
2036 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2058 if (!(tmp = m->at (nx, ny).bot))
2037 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2059 return;
2060
2061 mon = 0;
2062 /* Go through all the objects, and find ones of interest. Only stop if
2063 * we find a monster - that is something we know we want to attack.
2064 * if its a door or barrel (can roll) see if there may be monsters
2065 * on the space
2066 */
2067 while (tmp)
2068 {
2069 if (tmp == op)
2070 {
2071 tmp = tmp->above;
2072 continue;
2073 }
2074
2075 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2076 {
2077 mon = tmp;
2078 break;
2079 }
2080
2081 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2082 mon = tmp;
2083
2084 tmp = tmp->above;
2085 }
2086
2087 if (!mon) /* This happens anytime the player tries to move */
2088 return; /* into a wall */
2089
2090 if (mon->head)
2091 mon = mon->head;
2092
2093 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2094 if (player_attack_door (op, mon))
2095 return;
2096
2097 /* The following deals with possibly attacking peaceful
2098 * or frienddly creatures. Basically, all players are considered
2099 * unaggressive. If the moving player has peaceful set, then the
2100 * object should be pushed instead of attacked. It is assumed that
2101 * if you are braced, you will not attack friends accidently,
2102 * and thus will not push them.
2103 */
2104
2105 /* If the creature is a pet, push it even if the player is not
2106 * peaceful. Our assumption is the creature is a pet if the
2107 * player owns it and it is either friendly or unagressive.
2108 */
2109 if ((op->type == PLAYER)
2110#if COZY_SERVER
2111 &&
2112 ((mon->owner && mon->owner->contr
2113 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2114#else
2115 && mon->owner == op
2116#endif
2117 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2118 {
2119 /* If we're braced, we don't want to switch places with it */
2120 if (op->contr->braced)
2038 return; 2121 return;
2039 }
2040 2122
2041 mon = NULL; 2123 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2042 /* Go through all the objects, and find ones of interest. Only stop if 2124 push_ob (mon, dir, op);
2043 * we find a monster - that is something we know we want to attack. 2125 if (op->contr->tmp_invis || op->hide)
2044 * if its a door or barrel (can roll) see if there may be monsters 2126 make_visible (op);
2045 * on the space 2127
2128 return;
2129 }
2130
2131 /* in certain circumstances, you shouldn't attack friendly
2132 * creatures. Note that if you are braced, you can't push
2133 * someone, but put it inside this loop so that you won't
2134 * attack them either.
2046 */ 2135 */
2047 while (tmp!=NULL) { 2136 if ((mon->type == PLAYER || mon->enemy != op) &&
2048 if (tmp == op) { 2137 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2049 tmp=tmp->above; 2138#ifdef PROHIBIT_PLAYERKILL
2050 continue; 2139 (op->contr->peaceful
2140 || (mon->type == PLAYER
2141 && mon->contr->
2142 peaceful)) &&
2143#else
2144 op->contr->peaceful &&
2145#endif
2146 !on_battleground))
2147 {
2148 if (!op->contr->braced)
2149 {
2150 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2151 push_ob (mon, dir, op);
2051 } 2152 }
2052 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2153 else
2053 mon = tmp; 2154 new_draw_info (0, 0, op, "You withhold your attack");
2054 break; 2155
2156 if (op->contr->tmp_invis || op->hide)
2157 make_visible (op);
2158 }
2159
2160 /* If the object is a boulder or other rollable object, then
2161 * roll it if not braced. You can't roll it if you are braced.
2162 */
2163 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2164 {
2165 recursive_roll (mon, dir, op);
2166 if (action_makes_visible (op))
2167 make_visible (op);
2168 }
2169
2170 /* Any generic living creature. Including things like doors.
2171 * Way it works is like this: First, it must have some hit points
2172 * and be living. Then, it must be one of the following:
2173 * 1) Not a player, 2) A player, but of a different party. Note
2174 * that party_number -1 is no party, so attacks can still happen.
2175 */
2176 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2177 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2178 {
2179 if (!op->contr->has_hit)
2180 {
2181 op->contr->has_hit = 1;
2182 op->speed_left += op->contr->weapon_speed () - op->speed;
2055 } 2183 }
2056 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2057 mon = tmp;
2058 tmp=tmp->above;
2059 }
2060
2061 if (mon==NULL) /* This happens anytime the player tries to move */
2062 return; /* into a wall */
2063 2184
2064 if(mon->head != NULL) 2185 skill_attack (mon, op, 0, 0, 0);
2065 mon = mon->head;
2066 2186
2067 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2187 /* If attacking another player, that player gets automatic
2068 if (player_attack_door(op, mon)) return; 2188 * hitback, and doesn't loose luck either.
2069 2189 * Disable hitback on the battleground or if the target is
2070 /* The following deals with possibly attacking peaceful 2190 * the wiz.
2071 * or frienddly creatures. Basically, all players are considered
2072 * unaggressive. If the moving player has peaceful set, then the
2073 * object should be pushed instead of attacked. It is assumed that
2074 * if you are braced, you will not attack friends accidently,
2075 * and thus will not push them.
2076 */ 2191 */
2077 2192 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2078 /* If the creature is a pet, push it even if the player is not
2079 * peaceful. Our assumption is the creature is a pet if the
2080 * player owns it and it is either friendly or unagressive.
2081 */
2082 if ((op->type==PLAYER)
2083#if COZY_SERVER
2084 &&
2085 (
2086 (get_owner(mon) && get_owner(mon)->contr
2087 && same_party (get_owner(mon)->contr->party, op->contr->party))
2088 || get_owner(mon) == op
2089 )
2090#else
2091 && get_owner(mon)==op
2092#endif
2093 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2094 {
2095 /* If we're braced, we don't want to switch places with it */
2096 if (op->contr->braced) return;
2097 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2098 (void) push_ob(mon,dir,op);
2099 if(op->contr->tmp_invis||op->hide) make_visible(op);
2100 return;
2101 }
2102
2103 /* in certain circumstances, you shouldn't attack friendly
2104 * creatures. Note that if you are braced, you can't push
2105 * someone, but put it inside this loop so that you won't
2106 * attack them either.
2107 */
2108 if ((mon->type==PLAYER || mon->enemy != op) &&
2109 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2110 (
2111#ifdef PROHIBIT_PLAYERKILL
2112 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2113#else
2114 op->contr->peaceful &&
2115#endif
2116 !on_battleground
2117 )) { 2193 {
2118 if (!op->contr->braced) { 2194 short luck = mon->stats.luck;
2119 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2195
2120 (void) push_ob(mon,dir,op); 2196 mon->contr->has_hit = 1;
2121 } else { 2197 skill_attack (op, mon, 0, 0, 0);
2122 new_draw_info(0, 0,op,"You withhold your attack"); 2198 mon->stats.luck = luck;
2123 } 2199 }
2124 if(op->contr->tmp_invis||op->hide) make_visible(op);
2125 }
2126 2200
2127 /* If the object is a boulder or other rollable object, then
2128 * roll it if not braced. You can't roll it if you are braced.
2129 */
2130 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2131 recursive_roll(mon,dir,op);
2132 if(action_makes_visible(op)) make_visible(op); 2201 if (action_makes_visible (op))
2133 } 2202 make_visible (op);
2134
2135 /* Any generic living creature. Including things like doors.
2136 * Way it works is like this: First, it must have some hit points
2137 * and be living. Then, it must be one of the following:
2138 * 1) Not a player, 2) A player, but of a different party. Note
2139 * that party_number -1 is no party, so attacks can still happen.
2140 */
2141
2142 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2143 ((mon->type!=PLAYER || op->contr->party==NULL ||
2144 op->contr->party!=mon->contr->party))) {
2145
2146 /* If the player hasn't hit something this tick, and does
2147 * so, give them speed boost based on weapon speed. Doing
2148 * it here is better than process_players2, which basically
2149 * incurred a 1 tick offset.
2150 */
2151 if (!op->contr->has_hit) {
2152 op->speed_left += op->speed / op->contr->weapon_sp;
2153
2154 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2155 } 2203 }
2156
2157 skill_attack(mon, op, 0, NULL, NULL);
2158
2159 /* If attacking another player, that player gets automatic
2160 * hitback, and doesn't loose luck either.
2161 * Disable hitback on the battleground or if the target is
2162 * the wiz.
2163 */
2164 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2165 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2166 short luck = mon->stats.luck;
2167 mon->contr->has_hit = 1;
2168 skill_attack(op, mon, 0, NULL, NULL);
2169 mon->stats.luck = luck;
2170 }
2171 if(action_makes_visible(op)) make_visible(op);
2172 }
2173 } /* if player should attack something */ 2204 } /* if player should attack something */
2174} 2205}
2175 2206
2207int
2176int move_player(object *op,int dir) { 2208move_player (object *op, int dir)
2209{
2177 int pick; 2210 int pick;
2178 2211
2179 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2212 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2180 return 0;
2181
2182 /* Sanity check: make sure dir is valid */
2183 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2184 LOG( llevError, "move_player: invalid direction %d\n", dir);
2185 return 0;
2186 }
2187
2188 /* peterm: added following line */
2189 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2190 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2191
2192 op->facing = dir;
2193
2194 if(op->hide) do_hidden_move(op);
2195
2196 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2197 /*nop*/;
2198 else if (op->contr->fire_on)
2199 fire (op, dir);
2200 else
2201 {
2202 move_player_attack (op, dir);
2203 pick = check_pick(op);
2204 }
2205
2206 /* Add special check for newcs players and fire on - this way, the
2207 * server can handle repeat firing.
2208 */
2209 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2210 op->direction = dir;
2211 } else {
2212 op->direction=0;
2213 }
2214 /* Update how the player looks. Use the facing, so direction may
2215 * get reset to zero. This allows for full animation capabilities
2216 * for players.
2217 */
2218 animate_object(op, op->facing);
2219 return 0; 2213 return 0;
2214
2215 /* Sanity check: make sure dir is valid */
2216 if ((dir < 0) || (dir >= 9))
2217 {
2218 LOG (llevError, "move_player: invalid direction %d\n", dir);
2219 return 0;
2220 }
2221
2222 /* peterm: added following line */
2223 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2224 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2225
2226 op->facing = dir;
2227
2228 if (op->hide)
2229 do_hidden_move (op);
2230
2231 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2232 /*nop */ ;
2233 else if (op->contr->fire_on)
2234 fire (op, dir);
2235 else
2236 {
2237 move_player_attack (op, dir);
2238 pick = check_pick (op);
2239 }
2240
2241 /* Add special check for newcs players and fire on - this way, the
2242 * server can handle repeat firing.
2243 */
2244 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2245 op->direction = dir;
2246 else
2247 op->direction = 0;
2248
2249 /* Update how the player looks. Use the facing, so direction may
2250 * get reset to zero. This allows for full animation capabilities
2251 * for players.
2252 */
2253 animate_object (op, op->facing);
2254 return 0;
2220} 2255}
2221 2256
2222/* This is similar to handle_player, below, but is only used by the 2257/* This is similar to handle_player, below, but is only used by the
2223 * new client/server stuff. 2258 * new client/server stuff.
2224 * This is sort of special, in that the new client/server actually uses 2259 * This is sort of special, in that the new client/server actually uses
2225 * the new speed values for commands. 2260 * the new speed values for commands.
2226 * 2261 *
2227 * Returns true if there are more actions we can do. 2262 * Returns true if there are more actions we can do.
2228 */ 2263 */
2264int
2229int handle_newcs_player(object *op) 2265handle_newcs_player (object *op)
2230{ 2266{
2231 if (op->contr->hidden) {
2232 op->invisible = 1000;
2233 /* the socket code flashes the player visible/invisible
2234 * depending on the value of invisible, so we need to
2235 * alternate it here for it to work correctly.
2236 */
2237 if (pticks & 2) op->invisible--;
2238 }
2239 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2240 op->invisible--;
2241 if(!op->invisible) {
2242 make_visible(op);
2243 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2244 }
2245 }
2246
2247 if (QUERY_FLAG(op, FLAG_SCARED)) { 2267 if (QUERY_FLAG (op, FLAG_SCARED))
2268 {
2248 flee_player(op); 2269 flee_player (op);
2270
2249 /* If player is still scared, that is his action for this tick */ 2271 /* If player is still scared, that is his action for this tick */
2250 if (QUERY_FLAG(op, FLAG_SCARED)) { 2272 if (op->flag [FLAG_SCARED])
2273 {
2251 op->speed_left--; 2274 --op->speed_left;
2252 return 0; 2275 return 0;
2253 } 2276 }
2254 } 2277 }
2255 2278
2256 /* I've been seeing crashes where the golem has been destroyed, but
2257 * the player object still points to the defunct golem. The code that
2258 * destroys the golem looks correct, and it doesn't always happen, so
2259 * put this in a a workaround to clean up the golem pointer.
2260 */
2261 if (op->contr->ranges[range_golem] &&
2262 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2263 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2264 op->contr->ranges[range_golem] = NULL;
2265 op->contr->golem_count = 0;
2266 }
2267
2268 /* call this here - we also will call this in do_ericserver, but 2279 /* call this here - we also will call this in do_ericserver, but
2269 * the players time has been increased when doericserver has been 2280 * the players time has been increased when doericserver has been
2270 * called, so we recheck it here. 2281 * called, so we recheck it here.
2271 */ 2282 */
2272 HandleClient(&op->contr->socket, op->contr); 2283 if (op->contr->ns->handle_command ())
2273 if (op->speed_left<0) return 0; 2284 return 1;
2274 2285
2286 if (op->speed_left > 0.f)
2287 {
2275 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2288 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2289 {
2276 /* All move commands take 1 tick, at least for now */ 2290 /* All move commands take 1 tick, at least for now */
2277 op->speed_left--; 2291 --op->speed_left;
2278 2292
2279 /* Instead of all the stuff below, let move_player take care 2293 /* Instead of all the stuff below, let move_player take care
2280 * of it. Also, some of the skill stuff is only put in 2294 * of it. Also, some of the skill stuff is only put in
2281 * there, as well as the confusion stuff. 2295 * there, as well as the confusion stuff.
2282 */ 2296 */
2283 move_player(op, op->direction); 2297 move_player (op, op->direction);
2284 if (op->speed_left>0) return 1; 2298
2285 else return 0; 2299 return op->speed_left > 0.f;
2300 }
2286 } 2301 }
2302
2303 return 0;
2304}
2305
2306int
2307save_life (object *op)
2308{
2309 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2287 return 0; 2310 return 0;
2288}
2289 2311
2290int save_life(object *op) {
2291 object *tmp;
2292
2293 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2294 return 0;
2295
2296 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2312 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2297 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2313 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2314 {
2298 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2315 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2299 new_draw_info_format(NDI_UNIQUE, 0,op, 2316 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2300 "Your %s vibrates violently, then evaporates.", 2317
2301 query_name(tmp));
2302 if (op->contr) 2318 if (op->contr)
2303 esrv_del_item(op->contr, tmp->count); 2319 esrv_del_item (op->contr, tmp->count);
2304 remove_ob(tmp); 2320
2305 free_object(tmp); 2321 tmp->destroy ();
2306 CLEAR_FLAG(op, FLAG_LIFESAVE); 2322 CLEAR_FLAG (op, FLAG_LIFESAVE);
2323
2307 if(op->stats.hp<0) 2324 if (op->stats.hp < 0)
2308 op->stats.hp = op->stats.maxhp; 2325 op->stats.hp = op->stats.maxhp;
2326
2309 if(op->stats.food<0) 2327 if (op->stats.food < 0)
2310 op->stats.food = 999; 2328 op->stats.food = 999;
2311 fix_player(op); 2329
2330 op->update_stats ();
2312 return 1; 2331 return 1;
2313 } 2332 }
2333
2314 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2334 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2315 CLEAR_FLAG(op, FLAG_LIFESAVE); 2335 CLEAR_FLAG (op, FLAG_LIFESAVE);
2316 enter_player_savebed(op); /* bring him home. */ 2336 enter_player_savebed (op); /* bring him home. */
2317 return 0; 2337 return 0;
2318} 2338}
2319 2339
2320/* This goes throws the inventory and removes unpaid objects, and puts them 2340/* This goes throws the inventory and removes unpaid objects, and puts them
2321 * back in the map (location and map determined by values of env). This 2341 * back in the map (location and map determined by values of env). This
2322 * function will descend into containers. op is the object to start the search 2342 * function will descend into containers. op is the object to start the search
2323 * from. 2343 * from.
2324 */ 2344 */
2345void
2325void remove_unpaid_objects(object *op, object *env) 2346remove_unpaid_objects (object *op, object *env)
2326{ 2347{
2327 object *next;
2328
2329 while (op) { 2348 while (op)
2349 {
2330 next=op->below; /* Make sure we have a good value, in case 2350 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2331 * we remove object 'op' 2351
2332 */
2333 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2352 if (QUERY_FLAG (op, FLAG_UNPAID))
2334 remove_ob(op); 2353 {
2335 op->x = env->x;
2336 op->y = env->y;
2337 if (env->type == PLAYER) 2354 if (env->type == PLAYER)
2338 esrv_del_item(env->contr, op->count); 2355 esrv_del_item (env->contr, op->count);
2339 insert_ob_in_map(op, env->map, NULL,0); 2356
2357 op->insert_at (env);
2340 } 2358 }
2359 else if (op->inv)
2341 else if (op->inv) remove_unpaid_objects(op->inv, env); 2360 remove_unpaid_objects (op->inv, env);
2361
2342 op=next; 2362 op = next;
2343 } 2363 }
2344} 2364}
2345
2346 2365
2347/* 2366/*
2348 * Returns pointer a static string containing gravestone text 2367 * Returns pointer a static string containing gravestone text
2349 * Moved from apply.c to player.c - player.c is what 2368 * Moved from apply.c to player.c - player.c is what
2350 * actually uses this function. player.c may not be quite the 2369 * actually uses this function. player.c may not be quite the
2351 * best, a misc file for object actions is probably better, 2370 * best, a misc file for object actions is probably better,
2352 * but there isn't one in the server directory. 2371 * but there isn't one in the server directory.
2353 */ 2372 */
2373char *
2354char *gravestone_text (object *op) 2374gravestone_text (object *op)
2355{ 2375{
2356 static char buf2[MAX_BUF]; 2376 static char buf2[MAX_BUF];
2357 char buf[MAX_BUF]; 2377 char buf[MAX_BUF];
2358 time_t now = time (NULL); 2378 time_t now = time (NULL);
2359 2379
2360 strcpy (buf2, " R.I.P.\n\n"); 2380 strcpy (buf2, " R.I.P.\n\n");
2361 if (op->type == PLAYER) 2381 if (op->type == PLAYER)
2362 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2382 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2363 else 2383 else
2364 sprintf (buf, "%s\n", &op->name); 2384 sprintf (buf, "%s\n", &op->name);
2385
2365 strncat (buf2, " ", 20 - strlen (buf) / 2); 2386 strncat (buf2, " ", 20 - strlen (buf) / 2);
2366 strcat (buf2, buf); 2387 strcat (buf2, buf);
2367 if (op->type == PLAYER) 2388 if (op->type == PLAYER)
2368 sprintf (buf, "who was in level %d when killed\n", op->level); 2389 sprintf (buf, "who was in level %d when killed\n", op->level);
2369 else 2390 else
2370 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2391 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2392
2371 strncat (buf2, " ", 20 - strlen (buf) / 2); 2393 strncat (buf2, " ", 20 - strlen (buf) / 2);
2372 strcat (buf2, buf); 2394 strcat (buf2, buf);
2373 if (op->type == PLAYER) { 2395 if (op->type == PLAYER)
2396 {
2374 sprintf (buf, "by %s.\n\n", op->contr->killer); 2397 sprintf (buf, "by %s.\n\n", op->contr->killer);
2375 strncat (buf2, " ", 21 - strlen (buf) / 2); 2398 strncat (buf2, " ", 21 - strlen (buf) / 2);
2376 strcat (buf2, buf); 2399 strcat (buf2, buf);
2377 } 2400 }
2401
2378 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2402 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2379 strncat (buf2, " ", 20 - strlen (buf) / 2); 2403 strncat (buf2, " ", 20 - strlen (buf) / 2);
2380 strcat (buf2, buf); 2404 strcat (buf2, buf);
2405
2381 return buf2; 2406 return buf2;
2382} 2407}
2383 2408
2384 2409void
2385
2386void do_some_living(object *op) { 2410do_some_living (object *op)
2411{
2387 int last_food=op->stats.food; 2412 int last_food = op->stats.food;
2388 int gen_hp, gen_sp, gen_grace; 2413 int gen_hp, gen_sp, gen_grace;
2389 int over_hp, over_sp, over_grace; 2414 int over_hp, over_sp, over_grace;
2390 int i; 2415 int i;
2391 int rate_hp = 1200; 2416 int rate_hp = 1200;
2392 int rate_sp = 2500; 2417 int rate_sp = 2500;
2393 int rate_grace = 2000; 2418 int rate_grace = 2000;
2394 const int max_hp = 1; 2419 const int max_hp = 1;
2395 const int max_sp = 1; 2420 const int max_sp = 1;
2396 const int max_grace = 1; 2421 const int max_grace = 1;
2397 2422
2398 if (op->contr->outputs_sync) { 2423 if (op->contr->hidden)
2399 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2424 {
2400 if (op->contr->outputs[i].buf!=NULL && 2425 op->invisible = 1000;
2401 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2426 /* the socket code flashes the player visible/invisible
2402 flush_output_element(op, &op->contr->outputs[i]); 2427 * depending on the value of invisible, so we need to
2428 * alternate it here for it to work correctly.
2429 */
2430 if (pticks & 2)
2431 op->invisible--;
2403 } 2432 }
2433 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2434 {
2435 if (!op->invisible--)
2436 {
2437 make_visible (op);
2438 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2439 }
2440 }
2404 2441
2405 if(op->contr->state==ST_PLAYING) { 2442 if (op->contr->ns->state == ST_PLAYING)
2406 2443 {
2407 /* these next three if clauses make it possible to SLOW DOWN 2444 /* these next three if clauses make it possible to SLOW DOWN
2408 hp/grace/spellpoint regeneration. */ 2445 hp/grace/spellpoint regeneration. */
2409 if(op->contr->gen_hp >= 0 ) 2446 if (op->contr->gen_hp >= 0)
2410 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2447 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2411 else { 2448 else
2449 {
2412 gen_hp = op->stats.maxhp; 2450 gen_hp = op->stats.maxhp;
2413 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2451 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2414 } 2452 }
2453
2415 if(op->contr->gen_sp >= 0 ) 2454 if (op->contr->gen_sp >= 0)
2416 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2455 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2417 else { 2456 else
2457 {
2418 gen_sp = op->stats.maxsp; 2458 gen_sp = op->stats.maxsp;
2419 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2459 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2420 } 2460 }
2461
2421 if(op->contr->gen_grace >= 0) 2462 if (op->contr->gen_grace >= 0)
2422 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2463 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2423 else { 2464 else
2465 {
2424 gen_grace = op->stats.maxgrace; 2466 gen_grace = op->stats.maxgrace;
2425 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2467 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2426 } 2468 }
2427 2469
2428 /* Regenerate Spell Points */ 2470 /* Regenerate Spell Points */
2429 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2471 if (!op->contr->golem && --op->last_sp < 0)
2472 {
2430 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2473 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2431 if(op->stats.sp<op->stats.maxsp) {
2432 op->stats.sp++;
2433 /* dms do not consume food */
2434 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2435 op->stats.food--;
2436 if(op->contr->digestion<0)
2437 op->stats.food+=op->contr->digestion;
2438 else if(op->contr->digestion>0 &&
2439 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2440 op->stats.food=last_food;
2441 }
2442 }
2443 if (max_sp>1) {
2444 over_sp = (gen_sp+10)/rate_sp;
2445 if (over_sp > 0) {
2446 if(op->stats.sp<op->stats.maxsp) { 2474 if (op->stats.sp < op->stats.maxsp)
2447 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2475 {
2448 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2449 op->stats.sp--; 2476 op->stats.sp++;
2450 if(op->stats.sp>op->stats.maxsp) 2477 /* dms do not consume food */
2451 op->stats.sp=op->stats.maxsp; 2478 if (!QUERY_FLAG (op, FLAG_WIZ))
2479 {
2480 op->stats.food--;
2481 if (op->contr->digestion < 0)
2482 op->stats.food += op->contr->digestion;
2483 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2484 op->stats.food = last_food;
2452 } 2485 }
2453 op->last_sp=0;
2454 } else {
2455 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2456 }
2457 } else {
2458 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2459 }
2460 }
2461
2462 /* Regenerate Grace */
2463 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2464 if(--op->last_grace<0) {
2465 if(op->stats.grace<op->stats.maxgrace/2)
2466 op->stats.grace++; /* no penalty in food for regaining grace */
2467 if(max_grace>1) {
2468 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2469 if (over_grace > 0) {
2470 op->stats.sp += over_grace
2471 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2472 op->last_grace=0;
2473 } else {
2474 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2475 } 2486 }
2487
2488 if (max_sp > 1)
2489 {
2490 over_sp = (gen_sp + 10) / rate_sp;
2491 if (over_sp > 0)
2492 {
2493 if (op->stats.sp < op->stats.maxsp)
2494 {
2495 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2496
2497 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2498 op->stats.sp--;
2499
2500 if (op->stats.sp > op->stats.maxsp)
2501 op->stats.sp = op->stats.maxsp;
2502 }
2503 op->last_sp = 0;
2504 }
2505 else
2506 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2507 }
2476 } else { 2508 else
2509 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2510 }
2511
2512 /* Regenerate Grace */
2513 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2514 if (--op->last_grace < 0)
2515 {
2516 if (op->stats.grace < op->stats.maxgrace / 2)
2517 op->stats.grace++; /* no penalty in food for regaining grace */
2518
2519 if (max_grace > 1)
2520 {
2521 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2522 if (over_grace > 0)
2523 {
2524 op->stats.sp += over_grace
2525 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2526 op->last_grace = 0;
2527 }
2528 else
2529 {
2530 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2531 }
2532 }
2533 else
2534 {
2477 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2535 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2478 } 2536 }
2479 /* wearing stuff doesn't detract from grace generation. */ 2537 /* wearing stuff doesn't detract from grace generation. */
2480 } 2538 }
2481 2539
2482 /* Regenerate Hit Points */ 2540 /* Regenerate Hit Points */
2483 if(--op->last_heal<0) { 2541 if (--op->last_heal < 0)
2542 {
2484 if(op->stats.hp<op->stats.maxhp) { 2543 if (op->stats.hp < op->stats.maxhp)
2544 {
2485 op->stats.hp++; 2545 op->stats.hp++;
2486 /* dms do not consume food */ 2546 /* dms do not consume food */
2487 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2547 if (!QUERY_FLAG (op, FLAG_WIZ))
2488 op->stats.food--; 2548 {
2549 op->stats.food--;
2489 if(op->contr->digestion<0) 2550 if (op->contr->digestion < 0)
2490 op->stats.food+=op->contr->digestion; 2551 op->stats.food += op->contr->digestion;
2491 else if(op->contr->digestion>0 && 2552 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2492 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2493 op->stats.food=last_food; 2553 op->stats.food = last_food;
2554 }
2555 }
2556
2557 if (max_hp > 1)
2558 {
2559 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2560 if (over_hp > 0)
2561 {
2562 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2563 op->last_heal = 0;
2564 }
2565 else
2566 {
2567 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2568 }
2569 }
2570 else
2571 {
2572 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2573 }
2494 } 2574 }
2495 }
2496 if(max_hp>1) {
2497 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2498 if (over_hp > 0) {
2499 op->stats.sp += over_hp
2500 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2501 op->last_heal=0;
2502 } else {
2503 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2504 }
2505 } else {
2506 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2507 }
2508 }
2509 2575
2510 /* Digestion */ 2576 /* Digestion */
2511 if(--op->last_eat<0) { 2577 if (--op->last_eat < 0)
2578 {
2512#ifdef COZY_SERVER 2579#ifdef COZY_SERVER
2513 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2580 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2514 int bonus=dg>0?dg:0, 2581 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2515 penalty=dg<0?-dg:0;
2516#else 2582#else
2517 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2583 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2518 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2519#endif 2584#endif
2520 2585
2521 if(op->contr->gen_hp > 0) 2586 if (op->contr->gen_hp > 0)
2522 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2587 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2523 else 2588 else
2524 op->last_eat=25*(1+bonus)/(penalty +1); 2589 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2590
2525 /* dms do not consume food */ 2591 /* dms do not consume food */
2526 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2592 if (!QUERY_FLAG (op, FLAG_WIZ))
2527 } 2593 op->stats.food--;
2528 } 2594 }
2529 2595
2530 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2596 if (op->stats.food < 0 && op->stats.hp >= 0)
2597 {
2531 object *tmp, *flesh=NULL; 2598 object *tmp, *flesh = 0;
2532 2599
2533 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2600 for (tmp = op->inv; tmp; tmp = tmp->below)
2601 {
2534 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2602 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2603 {
2535 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2604 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2605 {
2536 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2606 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2537 manual_apply(op,tmp,0); 2607 manual_apply (op, tmp, 0);
2538 if(op->stats.food>=0||op->stats.hp<0) 2608 if (op->stats.food >= 0 || op->stats.hp < 0)
2539 break; 2609 break;
2540 } 2610 }
2541 else if (tmp->type==FLESH) flesh=tmp; 2611 else if (tmp->type == FLESH)
2612 flesh = tmp;
2542 } /* End if paid for object */ 2613 } /* End if paid for object */
2543 } /* end of for loop */ 2614 } /* end of for loop */
2615
2544 /* If player is still starving, it means they don't have any food, so 2616 /* If player is still starving, it means they don't have any food, so
2545 * eat flesh instead. 2617 * eat flesh instead.
2546 */ 2618 */
2547 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2619 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2620 {
2548 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2621 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2549 manual_apply(op,flesh,0); 2622 manual_apply (op, flesh, 0);
2550 } 2623 }
2551 } /* end if player is starving */ 2624 }
2552 2625
2553 while(op->stats.food<0&&op->stats.hp>0) 2626 while (op->stats.food < 0 && op->stats.hp >= 0)
2554 op->stats.food++,op->stats.hp--; 2627 op->stats.food++, op->stats.hp--;
2555 2628
2556 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2629 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2557 kill_player(op); 2630 kill_player (op);
2631 }
2558} 2632}
2559
2560
2561 2633
2562/* If the player should die (lack of hp, food, etc), we call this. 2634/* If the player should die (lack of hp, food, etc), we call this.
2563 * op is the player in jeopardy. If the player can not be saved (not 2635 * op is the player in jeopardy. If the player can not be saved (not
2564 * permadeath, no lifesave), this will take care of removing the player 2636 * permadeath, no lifesave), this will take care of removing the player
2565 * file. 2637 * file.
2566 */ 2638 */
2639void
2567void kill_player(object *op) 2640kill_player (object *op)
2568{ 2641{
2569 char buf[MAX_BUF]; 2642 char buf[MAX_BUF];
2570 int x,y,i; 2643 int x, y;
2644
2645 //int i;
2571 mapstruct *map; /* this is for resurrection */ 2646 maptile *map; /* this is for resurrection */
2647
2572 int z; 2648 /* int z;
2573 int num_stats_lose; 2649 int num_stats_lose;
2574 int lost_a_stat; 2650 int lost_a_stat;
2575 int lose_this_stat; 2651 int lose_this_stat;
2576 int this_stat; 2652 int this_stat; */
2577 int will_kill_again; 2653 int will_kill_again;
2578 archetype *at; 2654 archetype *at;
2579 object *tmp; 2655 object *tmp;
2580 2656
2581 if(save_life(op)) 2657 if (save_life (op))
2582 return; 2658 return;
2583 2659
2584 2660
2585 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2661 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2586 * in cities ONLY!!! It is very important that this doesn't get abused. 2662 * in cities ONLY!!! It is very important that this doesn't get abused.
2587 * Look at op_on_battleground() for more info --AndreasV 2663 * Look at op_on_battleground() for more info --AndreasV
2588 */ 2664 */
2589 if (op_on_battleground(op, &x, &y)) { 2665 if (op_on_battleground (op, &x, &y))
2590 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2666 {
2591 "You have been defeated in combat!"); 2667 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2592 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2668 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2593 "Local medics have saved your life..."); 2669
2594
2595 /* restore player */ 2670 /* restore player */
2596 at = find_archetype("poisoning"); 2671 at = archetype::find ("poisoning");
2597 tmp=present_arch_in_ob(at,op); 2672 if (object *tmp = present_arch_in_ob (at, op))
2598 if (tmp) { 2673 {
2599 remove_ob(tmp); 2674 tmp->destroy ();
2600 free_object(tmp);
2601 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2675 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2676 }
2677
2678 at = archetype::find ("confusion");
2679 if (object *tmp = present_arch_in_ob (at, op))
2602 } 2680 {
2603 2681 tmp->destroy ();
2604 at = find_archetype("confusion");
2605 tmp=present_arch_in_ob(at,op);
2606 if (tmp) {
2607 remove_ob(tmp);
2608 free_object(tmp);
2609 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2682 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2610 } 2683 }
2611 2684
2612 cure_disease(op,0); /* remove any disease */ 2685 cure_disease (op, 0); /* remove any disease */
2613 op->stats.hp=op->stats.maxhp; 2686 op->stats.hp = op->stats.maxhp;
2614 if (op->stats.food<=0) op->stats.food=999; 2687 if (op->stats.food <= 0)
2615 2688 op->stats.food = 999;
2689
2616 /* create a bodypart-trophy to make the winner happy */ 2690 /* create a bodypart-trophy to make the winner happy */
2617 tmp=arch_to_object(find_archetype("finger")); 2691 if (object *tmp = arch_to_object (archetype::find ("finger")))
2618 if (tmp != NULL)
2619 { 2692 {
2620 sprintf(buf,"%s's finger", &op->name); 2693 sprintf (buf, "%s's finger", &op->name);
2621 tmp->name = buf; 2694 tmp->name = buf;
2622 sprintf(buf," This finger has been cut off %s\n" 2695 sprintf (buf, " This finger has been cut off %s\n"
2623 " the %s, when he was defeated at\n level %d by %s.\n", 2696 " the %s, when he was defeated at\n level %d by %s.\n",
2624 &op->name, op->contr->title, (int)(op->level), 2697 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2625 op->contr->killer);
2626 tmp->msg=buf; 2698 tmp->msg = buf;
2627 tmp->value=0, tmp->material=0, tmp->type=0; 2699 tmp->value = 0, tmp->type = 0;
2628 tmp->materialname = NULL; 2700 tmp->materialname = "organics";
2629 tmp->x = op->x, tmp->y = op->y; 2701 tmp->insert_at (op, tmp);
2630 insert_ob_in_map(tmp,op->map,op,0);
2631 }
2632 2702 }
2703
2633 /* teleport defeated player to new destination*/ 2704 /* teleport defeated player to new destination */
2634 transfer_ob(op, x, y, 0, NULL); 2705 transfer_ob (op, x, y, 0, NULL);
2635 op->contr->braced=0; 2706 op->contr->braced = 0;
2636 return; 2707 return;
2637 } 2708 }
2638 2709
2639 INVOKE_PLAYER (DEATH, op->contr); 2710 INVOKE_PLAYER (DEATH, op->contr);
2640 2711
2641 command_kill_pets (op, 0); 2712 command_kill_pets (op, 0);
2642 2713
2643 if(op->stats.food<0) { 2714 if (op->stats.food < 0)
2644 if (op->contr->explore) { 2715 {
2645 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2646 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2647 op->stats.food=999;
2648 return;
2649 }
2650 sprintf(buf,"%s starved to death.",&op->name); 2716 sprintf (buf, "%s starved to death.", &op->name);
2651 strcpy(op->contr->killer,"starvation"); 2717 strcpy (op->contr->killer, "starvation");
2652 } 2718 }
2653 else { 2719 else
2654 if (op->contr->explore) {
2655 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2656 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2657 op->stats.hp=op->stats.maxhp;
2658 return;
2659 }
2660 sprintf(buf,"%s died.", &op->name); 2720 sprintf (buf, "%s died.", &op->name);
2661 } 2721
2662 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2722 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2663 2723
2664 /* save the map location for corpse, gravestone*/ 2724 /* save the map location for corpse, gravestone */
2665 x=op->x;y=op->y;map=op->map; 2725 x = op->x;
2726 y = op->y;
2727 map = op->map;
2666 2728
2667
2668 if (settings.not_permadeth == TRUE) {
2669 /* NOT_PERMADEATH code. This basically brings the character back to 2729 /* NOT_PERMADEATH code. This basically brings the character back to
2670 * life if they are dead - it takes some exp and a random stat. 2730 * life if they are dead - it takes some exp and a random stat.
2671 * See the config.h file for a little more in depth detail about this. 2731 * See the config.h file for a little more in depth detail about this.
2672 */ 2732 */
2673 2733
2674 /* Basically two ways to go - remove a stat permanently, or just 2734 /* Basically two ways to go - remove a stat permanently, or just
2675 * make it depletion. This bunch of code deals with that aspect 2735 * make it depletion. This bunch of code deals with that aspect
2676 * of death. 2736 * of death.
2677 */ 2737 */
2678#ifndef COZY_SERVER 2738#ifndef COZY_SERVER
2679 if (settings.balanced_stat_loss) { 2739 if (settings.balanced_stat_loss)
2740 {
2680 /* If stat loss is permanent, lose one stat only. */ 2741 /* If stat loss is permanent, lose one stat only. */
2681 /* Lower level chars don't lose as many stats because they suffer 2742 /* Lower level chars don't lose as many stats because they suffer
2682 more if they do. */ 2743 more if they do. */
2683 /* Higher level characters can afford things such as potions of 2744 /* Higher level characters can afford things such as potions of
2684 restoration, or better, stat potions. So we slug them that 2745 restoration, or better, stat potions. So we slug them that
2685 little bit harder. */ 2746 little bit harder. */
2686 /* GD */ 2747 /* GD */
2687 if (settings.stat_loss_on_death) 2748 if (settings.stat_loss_on_death)
2688 num_stats_lose = 1;
2689 else
2690 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2691 } else {
2692 num_stats_lose = 1; 2749 num_stats_lose = 1;
2693 } 2750 else
2751 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2752 }
2753 else
2754 num_stats_lose = 1;
2755
2694 lost_a_stat = 0; 2756 lost_a_stat = 0;
2695 2757
2696 for (z=0; z<num_stats_lose; z++) { 2758 for (z = 0; z < num_stats_lose; z++)
2759 {
2697 i = RANDOM() % NUM_STATS; 2760 i = RANDOM () % NUM_STATS;
2698 2761
2699 if (settings.stat_loss_on_death) { 2762 if (settings.stat_loss_on_death)
2763 {
2700 /* Pick a random stat and take a point off it. Tell the player 2764 /* Pick a random stat and take a point off it. Tell the player
2701 * what he lost. 2765 * what he lost.
2702 */ 2766 */
2703 change_attr_value(&(op->stats), i,-1); 2767 change_attr_value (&(op->stats), i, -1);
2704 check_stat_bounds(&(op->stats)); 2768 check_stat_bounds (&(op->stats));
2705 change_attr_value(&(op->contr->orig_stats), i,-1); 2769 change_attr_value (&(op->contr->orig_stats), i, -1);
2706 check_stat_bounds(&(op->contr->orig_stats)); 2770 check_stat_bounds (&(op->contr->orig_stats));
2707 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2771 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2708 lost_a_stat = 1; 2772 lost_a_stat = 1;
2709 } else { 2773 }
2774 else
2775 {
2710 /* deplete a stat */ 2776 /* deplete a stat */
2711 archetype *deparch=find_archetype("depletion"); 2777 archetype *deparch = archetype::find ("depletion");
2712 object *dep; 2778 object *dep;
2779
2780 dep = present_arch_in_ob (deparch, op);
2781 if (!dep)
2713 2782 {
2714 dep = present_arch_in_ob(deparch,op);
2715 if(!dep) {
2716 dep = arch_to_object(deparch); 2783 dep = arch_to_object (deparch);
2717 insert_ob_in_ob(dep, op); 2784 insert_ob_in_ob (dep, op);
2718 } 2785 }
2719 lose_this_stat = 1; 2786 lose_this_stat = 1;
2720 if (settings.balanced_stat_loss) { 2787 if (settings.balanced_stat_loss)
2788 {
2721 /* GD */ 2789 /* GD */
2722 /* Get the stat that we're about to deplete. */ 2790 /* Get the stat that we're about to deplete. */
2723 this_stat = get_attr_value(&(dep->stats), i); 2791 this_stat = get_attr_value (&(dep->stats), i);
2724 if (this_stat < 0) { 2792 if (this_stat < 0)
2793 {
2725 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2794 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2726 int keep_chance = this_stat * this_stat; 2795 int keep_chance = this_stat * this_stat;
2796
2727 /* Yes, I am paranoid. Sue me. */ 2797 /* Yes, I am paranoid. Sue me. */
2728 if (keep_chance < 1) 2798 if (keep_chance < 1)
2729 keep_chance = 1; 2799 keep_chance = 1;
2730 2800
2731 /* There is a maximum depletion total per level. */ 2801 /* There is a maximum depletion total per level. */
2732 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2802 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2803 {
2733 lose_this_stat = 0; 2804 lose_this_stat = 0;
2734 /* Take loss chance vs keep chance to see if we 2805 /* Take loss chance vs keep chance to see if we
2735 retain the stat. */ 2806 retain the stat. */
2736 } else {
2737 if (random_roll(0, loss_chance + keep_chance-1,
2738 op, PREFER_LOW) < keep_chance)
2739 lose_this_stat = 0;
2740 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2741 this_stat, keep_chance, loss_chance,
2742 lose_this_stat?"LOSE":"KEEP"); */
2743 }
2744 } 2807 }
2745 } 2808 else
2746
2747 if (lose_this_stat) {
2748 this_stat = get_attr_value(&(dep->stats), i);
2749 /* We could try to do something clever like find another
2750 * stat to reduce if this fails. But chances are, if
2751 * stats have been depleted to -50, all are pretty low
2752 * and should be roughly the same, so it shouldn't make a
2753 * difference.
2754 */ 2809 {
2755 if (this_stat>=-50) { 2810 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2756 change_attr_value(&(dep->stats), i, -1);
2757 SET_FLAG(dep, FLAG_APPLIED);
2758 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2759 fix_player(op);
2760 lost_a_stat = 1; 2811 lose_this_stat = 0;
2812 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2813 this_stat, keep_chance, loss_chance,
2814 lose_this_stat?"LOSE":"KEEP"); */
2761 } 2815 }
2762 } 2816 }
2763 } 2817 }
2764 } 2818
2765 /* If no stat lost, tell the player. */
2766 if (!lost_a_stat) 2819 if (lose_this_stat)
2820 {
2821 this_stat = get_attr_value (&(dep->stats), i);
2822 /* We could try to do something clever like find another
2823 * stat to reduce if this fails. But chances are, if
2824 * stats have been depleted to -50, all are pretty low
2825 * and should be roughly the same, so it shouldn't make a
2826 * difference.
2827 */
2828 if (this_stat >= -50)
2767 { 2829 {
2768 /* determine_god() seems to not work sometimes... why is this? 2830 change_attr_value (&(dep->stats), i, -1);
2769 Should I be using something else? GD */ 2831 SET_FLAG (dep, FLAG_APPLIED);
2770 const char *god = determine_god(op);
2771 if (god && (strcmp(god, "none")))
2772 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2832 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2773 "moment you feel the holy presence of %s protecting" 2833 op->update_stats ();
2774 " you.", god); 2834 lost_a_stat = 1;
2775 else 2835 }
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2777 " feel a holy presence protecting you.");
2778 } 2836 }
2837 }
2838 }
2839 /* If no stat lost, tell the player. */
2840 if (!lost_a_stat)
2841 {
2842 /* determine_god() seems to not work sometimes... why is this?
2843 Should I be using something else? GD */
2844 const char *god = determine_god (op);
2845
2846 if (god && (strcmp (god, "none")))
2847 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2848 else
2849 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2850 }
2851#else
2852 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2779#endif 2853#endif
2780 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2781 " feel a holy presence protecting you from losing yourself completely.");
2782 2854
2783 /* Put a gravestone up where the character 'almost' died. List the 2855 /* Put a gravestone up where the character 'almost' died. List the
2784 * exp loss on the stone. 2856 * exp loss on the stone.
2785 */ 2857 */
2786 tmp=arch_to_object(find_archetype("gravestone")); 2858 tmp = arch_to_object (archetype::find ("gravestone"));
2787 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2859 sprintf (buf, "%s's gravestone", &op->name);
2860 tmp->name = buf;
2788 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2861 sprintf (buf, "%s's gravestones", &op->name);
2789 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2862 tmp->name_pl = buf;
2790 "who was killed\n" 2863 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2791 "by %s.\n",
2792 &op->name, op->contr->title,
2793 op->contr->killer);
2794 tmp->msg = buf; 2864 tmp->msg = buf;
2795 tmp->x=op->x,tmp->y=op->y; 2865 tmp->x = op->x, tmp->y = op->y;
2796 insert_ob_in_map (tmp, op->map, NULL,0); 2866 insert_ob_in_map (tmp, op->map, NULL, 0);
2797 2867
2798 /**************************************/ 2868 /**************************************/
2799 /* */ 2869 /* */
2800 /* Subtract the experience points, */ 2870 /* Subtract the experience points, */
2801 /* if we died cause of food, give us */ 2871 /* if we died cause of food, give us */
2802 /* food, and reset HP's... */ 2872 /* food, and reset HP's... */
2803 /* */ 2873 /* */
2804 /**************************************/ 2874 /**************************************/
2805 2875
2806 /* remove any poisoning and confusion the character may be suffering.*/ 2876 /* remove any poisoning and confusion the character may be suffering. */
2807 /* restore player */ 2877 /* restore player */
2808 at = find_archetype("poisoning"); 2878 at = archetype::find ("poisoning");
2809 tmp=present_arch_in_ob(at,op); 2879 tmp = present_arch_in_ob (at, op);
2810 if (tmp) { 2880
2811 remove_ob(tmp); 2881 if (tmp)
2812 free_object(tmp); 2882 {
2883 tmp->destroy ();
2813 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2884 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2814 } 2885 }
2815 2886
2816 at = find_archetype("confusion"); 2887 at = archetype::find ("confusion");
2817 tmp=present_arch_in_ob(at,op); 2888 tmp = present_arch_in_ob (at, op);
2818 if (tmp) { 2889 if (tmp)
2819 remove_ob(tmp); 2890 {
2820 free_object(tmp); 2891 tmp->destroy ();
2821 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2892 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2822 } 2893 }
2894
2823 cure_disease(op,0); /* remove any disease */ 2895 cure_disease (op, 0); /* remove any disease */
2824 2896
2825 /*add_exp(op, (op->stats.exp * -0.20)); */ 2897 /*add_exp(op, (op->stats.exp * -0.20)); */
2826 apply_death_exp_penalty(op); 2898 apply_death_exp_penalty (op);
2827 if(op->stats.food < 100) op->stats.food = 900; 2899 if (op->stats.food < 100)
2900 op->stats.food = 900;
2828 op->stats.hp = op->stats.maxhp; 2901 op->stats.hp = op->stats.maxhp;
2829 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2902 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2830 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2903 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2831 2904
2832 /* 2905 /*
2833 * Check to see if the player is in a shop. IF so, then check to see if 2906 * Check to see if the player has any unpaid items. If so, remove them
2834 * the player has any unpaid items. If so, remove them and put them back 2907 * and put them back in the map.
2835 * in the map. 2908 */
2836 */
2837
2838 if (is_in_shop (op))
2839 remove_unpaid_objects(op->inv, op); 2909 remove_unpaid_objects (op->inv, op);
2840 2910
2841 /****************************************/ 2911 /****************************************/
2842 /* */ 2912 /* */
2843 /* Move player to his current respawn- */ 2913 /* Move player to his current respawn- */
2844 /* position (usually last savebed) */ 2914 /* position (usually last savebed) */
2845 /* */ 2915 /* */
2846 /****************************************/ 2916 /****************************************/
2847 2917
2848 enter_player_savebed(op); 2918 enter_player_savebed (op);
2849 2919
2850 /* Save the player before inserting the force to reduce
2851 * chance of abuse.
2852 */
2853 op->contr->braced=0; 2920 op->contr->braced = 0;
2854 save_player(op,1);
2855 2921
2856 /* it is possible that the player has blown something up 2922 /* it is possible that the player has blown something up
2857 * at his savebed location, and that can have long lasting 2923 * at his savebed location, and that can have long lasting
2858 * spell effects. So first see if there is a spell effect 2924 * spell effects. So first see if there is a spell effect
2859 * on the space that might harm the player. 2925 * on the space that might harm the player.
2860 */ 2926 */
2861 will_kill_again=0; 2927 will_kill_again = 0;
2862 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2928 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2863 if (tmp->type ==SPELL_EFFECT) 2929 if (tmp->type == SPELL_EFFECT)
2864 will_kill_again|=tmp->attacktype; 2930 will_kill_again |= tmp->attacktype;
2865 } 2931
2866 if (will_kill_again) { 2932 if (will_kill_again)
2933 {
2867 object *force; 2934 object *force;
2868 int at; 2935 int at;
2869 2936
2870 force=get_archetype(FORCE_NAME); 2937 force = get_archetype (FORCE_NAME);
2871 /* 50 ticks should be enough time for the spell to abate */ 2938 /* 50 ticks should be enough time for the spell to abate */
2872 force->speed=0.1; 2939 force->speed = 0.1f;
2873 force->speed_left=-5.0; 2940 force->speed_left = -5.f;
2874 SET_FLAG(force, FLAG_APPLIED); 2941 SET_FLAG (force, FLAG_APPLIED);
2875 for (at=0; at<NROFATTACKS; at++) { 2942 for (at = 0; at < NROFATTACKS; at++)
2876 if (will_kill_again & (1 << at)) 2943 if (will_kill_again & (1 << at))
2877 force->resist[at] = 100; 2944 force->resist[at] = 100;
2945
2946 insert_ob_in_ob (force, op);
2947 op->update_stats ();
2948
2949 }
2950
2951 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2952}
2953
2954void
2955loot_object (object *op)
2956{ /* Grab and destroy some treasure */
2957 object *tmp, *tmp2, *next;
2958
2959 op->close_container (); /* close open sack first */
2960
2961 for (tmp = op->inv; tmp; tmp = next)
2962 {
2963 next = tmp->below;
2964
2965 if (tmp->invisible)
2966 continue;
2967
2968 tmp->remove ();
2969 tmp->x = op->x, tmp->y = op->y;
2970
2971 if (tmp->type == CONTAINER)
2972 loot_object (tmp); /* empty container to ground */
2973
2974 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2975 {
2976 if (tmp->nrof > 1)
2977 {
2978 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2979 tmp2->destroy ();
2980 insert_ob_in_map (tmp, op->map, NULL, 0);
2878 } 2981 }
2879 insert_ob_in_ob(force, op);
2880 fix_player(op);
2881
2882 }
2883 /**************************************/
2884 /* */
2885 /* Repaint the characters inv, and */
2886 /* stats, and show a nasty message ;) */
2887 /* */
2888 /**************************************/
2889
2890 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2891 return;
2892 } /* NOT_PERMADETH */
2893 else {
2894 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2895 * should probably be embedded in an else statement.
2896 */
2897
2898 op->contr->party=NULL;
2899 if (settings.set_title == TRUE)
2900 op->contr->own_title[0]='\0';
2901 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2902 check_score(op);
2903 if(op->contr->ranges[range_golem]!=NULL) {
2904 remove_friendly_object(op->contr->ranges[range_golem]);
2905 remove_ob(op->contr->ranges[range_golem]);
2906 free_object(op->contr->ranges[range_golem]);
2907 op->contr->ranges[range_golem]=NULL;
2908 op->contr->golem_count=0;
2909 }
2910 loot_object(op); /* Remove some of the items for good */
2911 remove_ob(op);
2912 op->direction=0;
2913
2914 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2915 delete_character(op->name,0);
2916 if (settings.resurrection == TRUE) {
2917 /* save playerfile sans equipment when player dies
2918 ** then save it as player.pl.dead so that future resurrection
2919 ** type spells will work on them nicely
2920 */
2921 delete_character(op->name,0);
2922 op->stats.hp = op->stats.maxhp;
2923 op->stats.food = 999;
2924
2925 /* set the location of where the person will reappear when */
2926 /* maybe resurrection code should fix map also */
2927 strcpy(op->contr->maplevel, settings.emergency_mapname);
2928 if(op->map!=NULL)
2929 op->map = NULL;
2930 op->x = settings.emergency_x;
2931 op->y = settings.emergency_y;
2932 save_player(op,0);
2933 op->map = map;
2934 /* please see resurrection.c: peterm */
2935 dead_player(op);
2936 } else { 2982 else
2937 delete_character(op->name,1); 2983 tmp->destroy ();
2938 } 2984 }
2939 } 2985 else
2940 play_again(op);
2941
2942 /* peterm: added to create a corpse at deathsite. */
2943 tmp=arch_to_object(find_archetype("corpse_pl"));
2944 sprintf(buf,"%s", &op->name);
2945 tmp->name = tmp->name_pl = buf;
2946 tmp->level=op->level;
2947 tmp->x=x;tmp->y=y;
2948 tmp->msg = gravestone_text(op);
2949 SET_FLAG (tmp, FLAG_UNIQUE);
2950 insert_ob_in_map (tmp, map, NULL,0);
2951 }
2952}
2953
2954
2955void loot_object(object *op) { /* Grab and destroy some treasure */
2956 object *tmp,*tmp2,*next;
2957
2958 if (op->container) { /* close open sack first */
2959 esrv_apply_container (op, op->container);
2960 }
2961
2962 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2963 next=tmp->below;
2964 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2965 remove_ob(tmp);
2966 tmp->x=op->x,tmp->y=op->y;
2967 if (tmp->type == CONTAINER) { /* empty container to ground */
2968 loot_object(tmp);
2969 }
2970 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2971 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2972 if(tmp->nrof>1) {
2973 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2974 free_object(tmp2);
2975 insert_ob_in_map(tmp,op->map,NULL,0); 2986 insert_ob_in_map (tmp, op->map, NULL, 0);
2976 } else
2977 free_object(tmp);
2978 } else
2979 insert_ob_in_map(tmp,op->map,NULL,0);
2980 } 2987 }
2981} 2988}
2982 2989
2983/* 2990/*
2984 * fix_weight(): Check recursively the weight of all players, and fix 2991 * fix_weight(): Check recursively the weight of all players, and fix
2985 * what needs to be fixed. Refresh windows and fix speed if anything 2992 * what needs to be fixed. Refresh windows and fix speed if anything
2986 * was changed. 2993 * was changed.
2987 */ 2994 */
2988 2995void
2989void fix_weight(void) { 2996fix_weight (void)
2990 player *pl; 2997{
2991 for (pl = first_player; pl != NULL; pl = pl->next) { 2998 for_all_players (pl)
2999 {
2992 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3000 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3001
2993 if(old == sum) 3002 if (old == sum)
2994 continue; 3003 continue;
2995 fix_player(pl->ob); 3004 pl->ob->update_stats ();
2996 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3005 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2997 &pl->ob->name, old, sum);
2998 } 3006 }
2999} 3007}
3000 3008
3009void
3001void fix_luck(void) { 3010fix_luck (void)
3002 player *pl; 3011{
3003 for (pl = first_player; pl != NULL; pl = pl->next) 3012 for_all_players (pl)
3004 if (!pl->ob->contr->state) 3013 if (!pl->ob->contr->ns->state)
3005 change_luck(pl->ob, 0); 3014 pl->ob->change_luck (0);
3006} 3015}
3007
3008 3016
3009/* cast_dust() - handles op throwing objects of type 'DUST'. 3017/* cast_dust() - handles op throwing objects of type 'DUST'.
3010 * This is much simpler in the new spell code - we basically 3018 * This is much simpler in the new spell code - we basically
3011 * just treat this as any other spell casting object. 3019 * just treat this as any other spell casting object.
3012 */ 3020 */
3013
3014void 3021void
3015cast_dust (object * op, object * throw_ob, int dir) 3022cast_dust (object *op, object *throw_ob, int dir)
3016{ 3023{
3017 object *skop, *spob; 3024 object *skop, *spob;
3018 3025
3019 skop = find_skill_by_name (op, throw_ob->skill); 3026 skop = find_skill_by_name (op, throw_ob->skill);
3020 3027
3021 /* casting POTION 'dusts' is really a use_magic_item skill */ 3028 /* casting POTION 'dusts' is really a use_magic_item skill */
3022 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3029 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3023 { 3030 {
3024 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3031 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3025 &op->name);
3026 return; 3032 return;
3027 } 3033 }
3028 3034
3029 spob = throw_ob->inv; 3035 spob = throw_ob->inv;
3030 3036
3031 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3037 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3032 // not pass NULL to cast_spell (which did indeed check itself, but 3038 // not pass NULL to cast_spell (which did indeed check itself, but
3033 // errors should be reported as early as possible IMHO) 3039 // errors should be reported as early as possible IMHO)
3034 if (!spob) 3040 if (!spob)
3035 { 3041 {
3036 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3042 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3037 &throw_ob->name, &op->name);
3038 return; 3043 return;
3039 } 3044 }
3040 3045
3041 if (op->type == PLAYER) 3046 if (op->type == PLAYER)
3042 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3047 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3043 3048
3044 cast_spell (op, throw_ob, dir, spob, NULL); 3049 cast_spell (op, throw_ob, dir, spob, NULL);
3045 3050
3046 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3051 throw_ob->destroy ();
3047 remove_ob (throw_ob);
3048 free_object (throw_ob);
3049} 3052}
3050 3053
3054void
3051void make_visible (object *op) { 3055make_visible (object *op)
3056{
3052 op->hide = 0; 3057 op->hide = 0;
3053 op->invisible = 0; 3058 op->invisible = 0;
3054 if(op->type==PLAYER) { 3059 if (op->type == PLAYER)
3060 {
3055 op->contr->tmp_invis = 0; 3061 op->contr->tmp_invis = 0;
3056 op->contr->invis_race = 0; 3062 op->contr->invis_race = 0;
3057 } 3063 }
3064
3058 update_object(op,UP_OBJ_FACE); 3065 update_object (op, UP_OBJ_CHANGE);
3059} 3066}
3060 3067
3068int
3061int is_true_undead(object *op) { 3069is_true_undead (object *op)
3062 object *tmp=NULL; 3070{
3063
3064 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3071 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3072 return 1;
3065 3073
3066 if(op->type==PLAYER)
3067 for(tmp=op->inv;tmp;tmp=tmp->below)
3068 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3069 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3070 return 0; 3074 return 0;
3071} 3075}
3072 3076
3073/* look at the surrounding terrain to determine 3077/* look at the surrounding terrain to determine
3074 * the hideability of this object. Positive levels 3078 * the hideability of this object. Positive levels
3075 * indicate greater hideability. 3079 * indicate greater hideability.
3076 */ 3080 */
3077 3081
3082int
3078int hideability(object *ob) { 3083hideability (object *ob)
3084{
3079 int i,level=0, mflag; 3085 int i, level = 0, mflag;
3080 sint16 x,y; 3086 sint16 x, y;
3081 3087
3082 if(!ob||!ob->map) return 0; 3088 if (!ob || !ob->map)
3089 return 0;
3083 3090
3084 /* so, on normal lighted maps, its hard to hide */ 3091 /* so, on normal lighted maps, its hard to hide */
3085 level=ob->map->darkness - 2; 3092 level = ob->map->darkness - 2;
3086 3093
3087 /* this also picks up whether the object is glowing. 3094 /* this also picks up whether the object is glowing.
3088 * If you carry a light on a non-dark map, its not 3095 * If you carry a light on a non-dark map, its not
3089 * as bad as carrying a light on a pitch dark map */ 3096 * as bad as carrying a light on a pitch dark map */
3090 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3097 if (has_carried_lights (ob))
3098 level = -(10 + (2 * ob->map->darkness));
3091 3099
3092 /* scan through all nearby squares for terrain to hide in */ 3100 /* scan through all nearby squares for terrain to hide in */
3093 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3101 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3102 {
3094 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3103 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3095 if (mflag & P_OUT_OF_MAP) { continue; } 3104 if (mflag & P_OUT_OF_MAP)
3105 {
3106 continue;
3107 }
3096 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3108 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3097 level += 2; 3109 level += 2;
3098 else /* open terrain! */ 3110 else /* open terrain! */
3099 level -= 1; 3111 level -= 1;
3100 } 3112 }
3101 3113
3102#if 0 3114#if 0
3103 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3115 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3104#endif 3116#endif
3105 return level; 3117 return level;
3106} 3118}
3107 3119
3108/* For Hidden creatures - a chance of becoming 'unhidden' 3120/* For Hidden creatures - a chance of becoming 'unhidden'
3109 * every time they move - as we subtract off 'invisibility' 3121 * every time they move - as we subtract off 'invisibility'
3110 * AND, for players, if they move into a ridiculously unhideable 3122 * AND, for players, if they move into a ridiculously unhideable
3111 * spot (surrounded by clear terrain in broad daylight). -b.t. 3123 * spot (surrounded by clear terrain in broad daylight). -b.t.
3112 */ 3124 */
3113 3125
3126void
3114void do_hidden_move (object *op) { 3127do_hidden_move (object *op)
3128{
3115 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3129 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3116 object *skop; 3130 object *skop;
3117 3131
3118 if(!op || !op->map) return; 3132 if (!op || !op->map)
3133 return;
3119 3134
3120 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3135 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3121 3136
3122 /* its *extremely* hard to run and sneak/hide at the same time! */ 3137 /* its *extremely* hard to run and sneak/hide at the same time! */
3123 if(op->type==PLAYER && op->contr->run_on) { 3138 if (op->type == PLAYER && op->contr->run_on)
3124 if(!skop || num >= skop->level) { 3139 if (!skop || num >= skop->level)
3140 {
3125 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3141 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3126 make_visible(op);
3127 return;
3128 } else num += 20;
3129 }
3130 num += op->map->difficulty;
3131 hide = hideability(op); /* modify by terrain hidden level */
3132 num -= hide;
3133 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3134 make_visible(op); 3142 make_visible (op);
3135 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3143 return;
3136 "You moved out of hiding! You are visible!");
3137 } 3144 }
3145 else
3146 num += 20;
3147
3148 num += op->map->difficulty;
3149 hide = hideability (op); /* modify by terrain hidden level */
3150 num -= hide;
3151
3152 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3153 {
3154 make_visible (op);
3155 if (op->type == PLAYER)
3156 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3157 }
3138 else if (op->type == PLAYER && skop) { 3158 else if (op->type == PLAYER && skop)
3139 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3159 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3140 }
3141} 3160}
3142 3161
3143/* determine if who is standing near a hostile creature. */ 3162/* determine if who is standing near a hostile creature. */
3144 3163
3164int
3145int stand_near_hostile( object *who ) { 3165stand_near_hostile (object *who)
3166{
3146 object *tmp=NULL; 3167 object *tmp = NULL;
3147 int i,friendly=0,player=0, mflags; 3168 int i, friendly = 0, player = 0, mflags;
3148 mapstruct *m; 3169 maptile *m;
3149 sint16 x,y; 3170 sint16 x, y;
3150 3171
3151 if(!who) return 0; 3172 if (!who)
3173 return 0;
3152 3174
3153 if(who->type==PLAYER) player=1; 3175 if (who->type == PLAYER)
3176 player = 1;
3177
3178 else
3154 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3179 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3155 3180
3156 /* search adjacent squares */ 3181 /* search adjacent squares */
3157 for(i=1;i<9;i++) { 3182 for (i = 1; i < 9; i++)
3183 {
3158 x = who->x+freearr_x[i]; 3184 x = who->x + freearr_x[i];
3159 y = who->y+freearr_y[i]; 3185 y = who->y + freearr_y[i];
3160 m = who->map; 3186 m = who->map;
3161 mflags = get_map_flags(m, &m, x, y, &x, &y); 3187 mflags = get_map_flags (m, &m, x, y, &x, &y);
3162 /* space must be blocked if there is a monster. If not 3188 /* space must be blocked if there is a monster. If not
3163 * blocked, don't need to check this space. 3189 * blocked, don't need to check this space.
3164 */ 3190 */
3165 if (mflags & P_OUT_OF_MAP) continue; 3191 if (mflags & P_OUT_OF_MAP)
3192 continue;
3166 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3193 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3167 3194 continue;
3168 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3195
3169 if((player||friendly) 3196 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3197 {
3170 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3198 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3199 return 1;
3200 else if (tmp->type == PLAYER)
3201 {
3202 /*don't let a hidden DM prevent you from hiding */
3203 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3171 return 1; 3204 return 1;
3172 else if(tmp->type==PLAYER)
3173 {
3174 /*don't let a hidden DM prevent you from hiding*/
3175 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3176 return 1;
3177 } 3205 }
3178 } 3206 }
3179 } 3207 }
3180 return 0; 3208 return 0;
3181} 3209}
3182 3210
3183/* check the player los field for viewability of the 3211/* check the player los field for viewability of the
3184 * object op. This function works fine for monsters, 3212 * object op. This function works fine for monsters,
3185 * but we dont worry if the object isnt the top one in 3213 * but we dont worry if the object isnt the top one in
3192 * for them to differ. Sigh, this fctn could get a bit more complex. 3220 * for them to differ. Sigh, this fctn could get a bit more complex.
3193 * -b.t. 3221 * -b.t.
3194 * This function is now map tiling safe. 3222 * This function is now map tiling safe.
3195 */ 3223 */
3196 3224
3225int
3197int player_can_view (object *pl,object *op) { 3226player_can_view (object *pl, object *op)
3227{
3198 rv_vector rv; 3228 rv_vector rv;
3199 int dx,dy; 3229 int dx, dy;
3200 3230
3201 if(pl->type!=PLAYER) { 3231 if (pl->type != PLAYER)
3232 {
3202 LOG(llevError,"player_can_view() called for non-player object\n"); 3233 LOG (llevError, "player_can_view() called for non-player object\n");
3203 return -1; 3234 return -1;
3204 } 3235 }
3205 if (!pl || !op) return 0;
3206 3236
3207 if(op->head) { op = op->head; } 3237 if (!pl || !op)
3208 get_rangevector(pl, op, &rv, 0x1);
3209
3210 /* starting with the 'head' part, lets loop
3211 * through the object and find if it has any
3212 * part that is in the los array but isnt on
3213 * a blocked los square.
3214 * we use the archetype to figure out offsets.
3215 */
3216 while(op) {
3217 dx = rv.distance_x + op->arch->clone.x;
3218 dy = rv.distance_y + op->arch->clone.y;
3219
3220 /* only the viewable area the player sees is updated by LOS
3221 * code, so we need to restrict ourselves to that range of values
3222 * for any meaningful values.
3223 */
3224 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3225 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3226 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3227 return 1;
3228 op = op->more;
3229 }
3230 return 0; 3238 return 0;
3239
3240 op = op->head_ ();
3241
3242 get_rangevector (pl, op, &rv, 0x1);
3243
3244 /* starting with the 'head' part, lets loop
3245 * through the object and find if it has any
3246 * part that is in the los array but isnt on
3247 * a blocked los square.
3248 * we use the archetype to figure out offsets.
3249 */
3250 while (op)
3251 {
3252 dx = rv.distance_x + op->arch->clone.x;
3253 dy = rv.distance_y + op->arch->clone.y;
3254
3255 /* only the viewable area the player sees is updated by LOS
3256 * code, so we need to restrict ourselves to that range of values
3257 * for any meaningful values.
3258 */
3259 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3260 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3261 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3262 return 1;
3263 op = op->more;
3264 }
3265 return 0;
3231} 3266}
3232 3267
3233/* routine for both players and monsters. We call this when 3268/* routine for both players and monsters. We call this when
3234 * there is a possibility for our action distrubing our hiding 3269 * there is a possibility for our action distrubing our hiding
3235 * place or invisiblity spell. Artefact invisiblity is not 3270 * place or invisiblity spell. Artefact invisiblity is not
3236 * effected by this. If we arent invisible to begin with, we 3271 * effected by this. If we arent invisible to begin with, we
3237 * return 0. 3272 * return 0.
3238 */ 3273 */
3274int
3239int action_makes_visible (object *op) { 3275action_makes_visible (object *op)
3276{
3240 3277
3241 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3278 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3279 {
3242 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3280 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3243 return 0; 3281 return 0;
3244 3282
3245 if (op->contr && op->contr->tmp_invis == 0) return 0; 3283 if (op->contr && op->contr->tmp_invis == 0)
3284 return 0;
3246 3285
3247 /* If monsters, they should become visible */ 3286 /* If monsters, they should become visible */
3248 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3287 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3288 {
3249 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3289 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3250 return 1; 3290 return 1;
3251 } 3291 }
3252 } 3292 }
3253 return 0; 3293 return 0;
3254} 3294}
3255 3295
3256/* op_on_battleground - checks if the given object op (usually 3296/* op_on_battleground - checks if the given object op (usually
3257 * a player) is standing on a valid battleground-tile, 3297 * a player) is standing on a valid battleground-tile,
3258 * function returns TRUE/FALSE. If true x, y returns the battleground 3298 * function returns TRUE/FALSE. If true x, y returns the battleground
3259 * -exit-coord. (and if x, y not NULL) 3299 * -exit-coord. (and if x, y not NULL)
3260 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3300 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3261 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3301 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3262 * Default is to do the same as before, so only people wanting to have different points need worry about this 3302 * Default is to do the same as before, so only people wanting to have different points need worry about this
3263 */ 3303 */
3304int
3264int op_on_battleground (object *op, int *x, int *y) { 3305op_on_battleground (object *op, int *x, int *y)
3306{
3265 object *tmp; 3307 object *tmp;
3266 3308
3267 /* A battleground-tile needs the following attributes to be valid: 3309 /* A battleground-tile needs the following attributes to be valid:
3268 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3310 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3269 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3311 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3270 * and the exit-coordinates sp/hp must both be > 0. 3312 * and the exit-coordinates sp/hp must both be > 0.
3271 * => The intention here is to prevent abuse of the battleground- 3313 * => The intention here is to prevent abuse of the battleground-
3272 * feature (like pickable or hidden battleground tiles). */ 3314 * feature (like pickable or hidden battleground tiles). */
3273 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3315 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3316 {
3274 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3317 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3318 {
3275 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3319 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3276 strcmp(tmp->name, "battleground")==0 && 3320 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3277 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3321 {
3278 /*before we assign the exit, check if this is a teambattle*/ 3322 /*before we assign the exit, check if this is a teambattle */
3279 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3323 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3324 {
3280 object *invtmp; 3325 object *invtmp;
3326
3281 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3327 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3282 if(invtmp->type==FORCE && invtmp->slaying && 3328 {
3283 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3329 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3330 {
3284 if (x != NULL && y != NULL) 3331 if (x != NULL && y != NULL)
3285 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3332 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3286 return 1; 3333 return 1;
3334 }
3287 } 3335 }
3288 } 3336 }
3289 }
3290 if (x != NULL && y != NULL) 3337 if (x != NULL && y != NULL)
3291 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3338 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3292 return 1; 3339 return 1;
3340 }
3293 } 3341 }
3294 }
3295 } 3342 }
3296 /* If we got here, did not find a battleground */ 3343 /* If we got here, did not find a battleground */
3297 return 0; 3344 return 0;
3298} 3345}
3299 3346
3300/* 3347/*
3304 * attributes: 3351 * attributes:
3305 * object *who the dragon player 3352 * object *who the dragon player
3306 * int atnr the attack-number of the ability focus 3353 * int atnr the attack-number of the ability focus
3307 * int level ability level 3354 * int level ability level
3308 */ 3355 */
3356void
3309void dragon_ability_gain(object *who, int atnr, int level) { 3357dragon_ability_gain (object *who, int atnr, int level)
3358{
3310 treasurelist *trlist = NULL; /* treasurelist */ 3359 treasurelist *trlist = NULL; /* treasurelist */
3311 treasure *tr; /* treasure */ 3360 treasure *tr; /* treasure */
3312 object *tmp,*skop; /* tmp. object */ 3361 object *tmp, *skop; /* tmp. object */
3313 object *item; /* treasure object */ 3362 object *item; /* treasure object */
3314 char buf[MAX_BUF]; /* tmp. string buffer */ 3363 char buf[MAX_BUF]; /* tmp. string buffer */
3315 int i=0, j=0; 3364 int i = 0, j = 0;
3316 3365
3317 /* get the appropriate treasurelist */ 3366 /* get the appropriate treasurelist */
3318 if (atnr == ATNR_FIRE) 3367 if (atnr == ATNR_FIRE)
3319 trlist = find_treasurelist("dragon_ability_fire"); 3368 trlist = treasurelist::find ("dragon_ability_fire");
3320 else if (atnr == ATNR_COLD) 3369 else if (atnr == ATNR_COLD)
3321 trlist = find_treasurelist("dragon_ability_cold"); 3370 trlist = treasurelist::find ("dragon_ability_cold");
3322 else if (atnr == ATNR_ELECTRICITY) 3371 else if (atnr == ATNR_ELECTRICITY)
3323 trlist = find_treasurelist("dragon_ability_elec"); 3372 trlist = treasurelist::find ("dragon_ability_elec");
3324 else if (atnr == ATNR_POISON) 3373 else if (atnr == ATNR_POISON)
3325 trlist = find_treasurelist("dragon_ability_poison"); 3374 trlist = treasurelist::find ("dragon_ability_poison");
3326 3375
3327 if (trlist == NULL || who->type != PLAYER) 3376 if (trlist == NULL || who->type != PLAYER)
3377 return;
3378
3379 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3380
3381 if (!tr || !tr->item)
3382 {
3383 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3384 return;
3385 }
3386
3387 /* everything seems okay - now bring on the gift: */
3388 item = &(tr->item->clone);
3389
3390 if (item->type == SPELL)
3391 {
3392 if (check_spell_known (who, item->name))
3328 return; 3393 return;
3329 3394
3330 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3395 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3331 tr = tr->next, i++); 3396 do_learn_spell (who, item, 0);
3332 3397 return;
3333 if (tr == NULL || tr->item == NULL) { 3398 }
3334 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3399
3400 /* grant direct spell */
3401 if (item->type == SPELLBOOK)
3402 {
3403 if (!item->inv)
3404 {
3405 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3406 return;
3407 }
3408 if (check_spell_known (who, item->inv->name))
3335 return; 3409 return;
3336 }
3337
3338 /* everything seems okay - now bring on the gift: */
3339 item = &(tr->item->clone);
3340
3341 if (item->type == SPELL) {
3342 if (check_spell_known (who, item->name))
3343 return;
3344
3345 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3346 do_learn_spell (who, item, 0);
3347 return;
3348 }
3349
3350 /* grant direct spell */
3351 if (item->type == SPELLBOOK) {
3352 if (!item->inv) {
3353 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3354 return;
3355 }
3356 if (check_spell_known (who, item->inv->name))
3357 return;
3358 if (item->invisible) { 3410 if (item->invisible)
3411 {
3359 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); 3412 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3360 do_learn_spell (who, item->inv, 0); 3413 do_learn_spell (who, item->inv, 0);
3361 return; 3414 return;
3362 } 3415 }
3363 } 3416 }
3364 else if (item->type == SKILL_TOOL && item->invisible) { 3417 else if (item->type == SKILL_TOOL && item->invisible)
3418 {
3365 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3419 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3420 {
3366 3421
3367 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3422 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3368 * in this way, if the player is missing any of the attacktypes, he gets 3423 * in this way, if the player is missing any of the attacktypes, he gets
3369 * them. As it is now, if the player has any that match the granted skill, 3424 * them. As it is now, if the player has any that match the granted skill,
3370 * but not all of them, he gets nothing. 3425 * but not all of them, he gets nothing.
3371 */ 3426 */
3372 if (!(skop->attacktype & item->attacktype)) { 3427 if (!(skop->attacktype & item->attacktype))
3428 {
3373 /* Give new attacktype */ 3429 /* Give new attacktype */
3374 skop->attacktype |= item->attacktype; 3430 skop->attacktype |= item->attacktype;
3375 3431
3376 /* always add physical if there's none */ 3432 /* always add physical if there's none */
3377 skop->attacktype |= AT_PHYSICAL; 3433 skop->attacktype |= AT_PHYSICAL;
3378 3434
3379 if (item->msg != NULL) 3435 if (item->msg != NULL)
3380 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3436 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3381 3437
3382 /* Give player new face */ 3438 /* Give player new face */
3383 if (item->animation_id) { 3439 if (item->animation_id)
3440 {
3384 who->face = skop->face; 3441 who->face = skop->face;
3385 who->animation_id = item->animation_id; 3442 who->animation_id = item->animation_id;
3386 who->anim_speed = item->anim_speed; 3443 who->anim_speed = item->anim_speed;
3387 who->last_anim = 0; 3444 who->last_anim = 0;
3388 who->state = 0; 3445 who->state = 0;
3389 animate_object(who, who->direction); 3446 animate_object (who, who->direction);
3390 } 3447 }
3391 } 3448 }
3392 } 3449 }
3393 } 3450 }
3394 else if (item->type == FORCE) { 3451 else if (item->type == FORCE)
3452 {
3395 /* forces in the treasurelist can alter the player's stats */ 3453 /* forces in the treasurelist can alter the player's stats */
3396 object *skin; 3454 object *skin;
3455
3397 /* first get the dragon skin force */ 3456 /* first get the dragon skin force */
3398 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3457 shstr_cmp dragon_skin_force ("dragon_skin_force");
3399 skin=skin->below); 3458 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3400 if (skin == NULL) return; 3459 ;
3401 3460
3461 if (!skin)
3462 return;
3463
3402 /* adding new spellpath attunements */ 3464 /* adding new spellpath attunements */
3403 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3465 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3466 {
3404 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3467 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3405 3468
3406 /* print message */ 3469 /* print message */
3407 sprintf(buf, "You feel attuned to "); 3470 sprintf (buf, "You feel attuned to ");
3408 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3471 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3472 {
3409 if(item->path_attuned & (1<<i)) { 3473 if (item->path_attuned & (1 << i))
3474 {
3410 if (j) 3475 if (j)
3411 strcat(buf," and "); 3476 strcat (buf, " and ");
3412 else 3477 else
3413 j = 1; 3478 j = 1;
3414 strcat(buf, spellpathnames[i]); 3479 strcat (buf, spellpathnames[i]);
3415 } 3480 }
3416 } 3481 }
3417 strcat(buf,"."); 3482 strcat (buf, ".");
3418 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3483 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3419 } 3484 }
3420 3485
3421 /* evtl. adding flags: */ 3486 /* evtl. adding flags: */
3422 if(QUERY_FLAG(item, FLAG_XRAYS)) 3487 if (QUERY_FLAG (item, FLAG_XRAYS))
3423 SET_FLAG(skin, FLAG_XRAYS); 3488 SET_FLAG (skin, FLAG_XRAYS);
3424 if(QUERY_FLAG(item, FLAG_STEALTH)) 3489 if (QUERY_FLAG (item, FLAG_STEALTH))
3425 SET_FLAG(skin, FLAG_STEALTH); 3490 SET_FLAG (skin, FLAG_STEALTH);
3426 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3491 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3427 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3492 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3428 3493
3429 /* print message if there is one */ 3494 /* print message if there is one */
3430 if (item->msg != NULL) 3495 if (item->msg != NULL)
3431 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3496 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3497 }
3498 else
3432 } 3499 {
3433 else {
3434 /* generate misc. treasure */ 3500 /* generate misc. treasure */
3435 tmp = arch_to_object (tr->item); 3501 tmp = arch_to_object (tr->item);
3436 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3502 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3437 tmp = insert_ob_in_ob (tmp, who); 3503 tmp = insert_ob_in_ob (tmp, who);
3438 if (who->type == PLAYER) 3504 if (who->type == PLAYER)
3439 esrv_send_item(who, tmp); 3505 esrv_send_item (who, tmp);
3440 } 3506 }
3441} 3507}
3442 3508
3443/** 3509/**
3444 * Unready an object for a player. This function does nothing if the object was 3510 * Unready an object for a player. This function does nothing if the object was
3445 * not readied. 3511 * not readied.
3446 */ 3512 */
3513void
3447void player_unready_range_ob(player *pl, object *ob) { 3514player_unready_range_ob (player *pl, object *ob)
3448 rangetype i; 3515{
3516 if (pl->ob->current_weapon == ob)
3517 pl->ob->current_weapon = 0;
3449 3518
3450 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3519 if (pl->combat_ob == ob)
3451 if (pl->ranges[i] == ob) { 3520 pl->combat_ob = 0;
3452 pl->ranges[i] = NULL; 3521
3453 if (pl->shoottype == i) { 3522 if (pl->ranged_ob == ob)
3454 pl->shoottype = range_none; 3523 pl->ranged_ob = 0;
3455 }
3456 }
3457 }
3458} 3524}
3525
3526sint8
3527player::visibility_at (maptile *map, int x, int y) const
3528{
3529 if (!ns)
3530 return 0;
3531
3532 int dx, dy;
3533 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3534 return 0;
3535
3536 x += dx - ns->current_x + ns->mapx / 2;
3537 y += dy - ns->current_y + ns->mapy / 2;
3538
3539 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3540 return 0;
3541
3542 return 100 - blocked_los [x][y];
3543}

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