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Comparing deliantra/server/server/player.C (file contents):
Revision 1.14 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.139 by root, Fri May 18 01:01:02 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * CrossFire, A Multiplayer game
3 * "$Id: player.C,v 1.14 2006/09/03 00:18:42 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 ob->flag [FLAG_READY_WEAPON] = false;
270 ob->flag [FLAG_READY_SKILL] = false;
271 ob->flag [FLAG_READY_BOW] = false;
272
273 for (object *op = ob->inv; op; op = op->below)
274 if (op->flag [FLAG_APPLIED])
275 switch (op->type)
122 { 276 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 277 case WAND:
124 break; 278 case ROD:
125 } 279 case HORN:
126 strncat(rules+size,buf,HUGE_BUF-size); 280 case BOW:
127 size+=strlen(buf); 281 case SKILL_TOOL:
128 } 282 case WEAPON:
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); 283 op->flag [FLAG_APPLIED] = false;
130 close_and_delete(fp, comp); 284 apply_special (ob, op, AP_APPLY);
131}
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break; 285 break;
167 } 286
168 strncat(news+size,buf,HUGE_BUF-size); 287 case SKILL:
169 size+=strlen(buf); 288 op->flag [FLAG_APPLIED] = false;
289 break;
170 } 290 }
171 } 291
292 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
293 ob->update_stats ();
294
295 ns->floorbox_update ();
296 esrv_send_inventory (ob, ob);
297 esrv_add_spells (this, 0);
298
299 activate ();
300
301 send_rules (ob);
302 send_news (ob);
303 display_motd (ob);
304
305 INVOKE_PLAYER (CONNECT, this);
306 INVOKE_PLAYER (LOGIN, this);
307}
308
309void
310player::disconnect ()
311{
312 if (ns)
172 313 {
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 314 if (active)
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 315 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}
180 316
181int playername_ok(const char *cp) { 317 INVOKE_PLAYER (DISCONNECT, this);
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184 318
185 for(;*cp!='\0';cp++) 319 ns->reset_stats ();
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_') 320 ns->pl = 0;
187 return 0; 321 ns = 0;
188 return 1;
189}
190
191/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map.
194 */
195
196/* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 p = new player;
208
209 /* This adds the player in the linked list. There is extra
210 * complexity here because we want to add the new player at the
211 * end of the list - there is in fact no compelling reason that
212 * that needs to be done except for things like output of
213 * 'who'.
214 */
215 player *tmp = first_player;
216 while(tmp!=NULL&&tmp->next!=NULL)
217 tmp=tmp->next;
218 if(tmp!=NULL)
219 tmp->next=p;
220 else
221 first_player=p;
222
223 p->next = NULL;
224 } 322 }
225 323
226 /* Clears basically the entire player structure except 324 if (ob)
227 * for next and socket. 325 ob->close_container (); //TODO: client-specific
228 */
229 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
230 p->attachable_init (); //HACK
231 326
327 deactivate ();
328}
329
330// the need for this function can be explained
331// by load_object not returning the object
332void
333player::set_object (object *op)
334{
335 ob = op;
336 ob->contr = this; /* this aren't yet in archetype */
337
338 ob->speed_left = 0.5f;
339 ob->speed = 1.0f;
340 ob->direction = 5; /* So player faces south */
341}
342
343player::player ()
344{
232 /* There are some elements we want initialized to non zero value - 345 /* There are some elements we want initialised to non zero value -
233 * we deal with that below this point. 346 * we deal with that below this point.
234 */ 347 */
235 p->party=NULL; 348 outputs_sync = 4;
236 p->outputs_sync=16; /* Every 2 seconds */ 349 outputs_count = 4;
237 p->outputs_count=8; /* Keeps present behaviour */
238 p->unapply = unapply_nochoice; 350 unapply = unapply_nochoice;
239 p->Swap_First = -1;
240 351
241#ifdef AUTOSAVE 352 savebed_map = first_map_path; /* Init. respawn position */
242 p->last_save_tick = 9999999; 353
243#endif 354 gen_sp_armour = 10;
355 bowtype = bow_normal;
356 petmode = pet_normal;
357 listening = 10;
358 usekeys = containers;
359 peaceful = 1; /* default peaceful */
360 do_los = 1;
361}
362
363void
364player::do_destroy ()
365{
366 disconnect ();
367
368 attachable::do_destroy ();
369
370 if (ob)
244 371 {
245 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 372 ob->destroy_inv (false);
373 ob->destroy ();
246 374 }
247 op->contr=p; /* this aren't yet in archetype */
248 p->ob = op;
249 op->speed_left=0.5;
250 op->speed=1.0;
251 op->direction=5; /* So player faces south */
252 op->stats.wc=2;
253 op->run_away = 25; /* Then we panick... */
254 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
255
256 roll_stats(op);
257 p->state=ST_ROLL_STAT;
258 clear_los(op);
259
260 p->gen_sp_armour=10;
261 p->last_speed= -1;
262 p->shoottype=range_none;
263 p->bowtype=bow_normal;
264 p->petmode=pet_normal;
265 p->listening=10;
266 p->usekeys=containers;
267 p->last_weapon_sp= -1;
268 p->peaceful=1; /* default peaceful */
269 p->do_los=1;
270 p->explore=0;
271 p->no_shout=0; /* default can shout */
272
273 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
274 p->title[sizeof(p->title)-1] = '\0';
275 op->race = op->arch->clone.race;
276
277 CLEAR_FLAG(op,FLAG_READY_SKILL);
278
279 /* we need to clear these to -1 and not zero - otherwise,
280 * if a player quits and starts a new character, we wont
281 * send new values to the client, as things like exp start
282 * at zero.
283 */
284 for (i=0; i < NUM_SKILLS; i++) {
285 p->last_skill_exp[i] = -1;
286 p->last_skill_ob[i] = NULL;
287 }
288 for (i=0; i < NROFATTACKS; i++) {
289 p->last_resist[i] = -1;
290 }
291 p->last_stats.exp = -1;
292 p->last_weight = (uint32)-1;
293
294 p->socket.update_look=0;
295 p->socket.look_position=0;
296 return p;
297} 375}
298 376
299 377player::~player ()
300/* This loads the first map an puts the player on it. */
301static void set_first_map(object *op)
302{ 378{
303 strcpy(op->contr->maplevel, first_map_path); 379 /* Clear item stack */
304 op->x = -1; 380 free (stack_items);
305 op->y = -1;
306 enter_exit(op, NULL);
307} 381}
308 382
309/* Tries to add player on the connection passwd in ns. 383/* Tries to add player on the connection passed in ns.
310 * All we can really get in this is some settings like host and display 384 * All we can really get in this is some settings like host and display
311 * mode. 385 * mode.
312 */ 386 */
387player *
388player::create ()
389{
390 player *pl = new player;
313 391
314int add_player(NewSocket *ns) { 392 pl->set_object (arch_to_object (get_player_archetype (0)));
315 player *p;
316 393
317 p=get_player(NULL); 394 pl->ob->roll_stats ();
318 p->socket = *ns; 395 pl->ob->stats.wc = 2;
319 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 396 pl->ob->run_away = 25; /* Then we panick... */
320 if(p->socket.faces_sent == NULL) 397
321 fatal(OUT_OF_MEMORY);
322 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
323 /* Needed because the socket we just copied over needs to be cleared.
324 * Note that this can result in a client reset if there is partial data
325 * on the uncoming socket.
326 */
327 p->socket.inbuf.len = 0;
328 set_first_map(p->ob); 398 set_first_map (pl->ob);
329 399
330 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
331 add_friendly_object(p->ob);
332 send_rules(p->ob);
333 send_news(p->ob);
334 display_motd(p->ob);
335 get_name(p->ob);
336 return 0; 400 return pl;
337} 401}
338 402
339/* 403/*
340 * get_player_archetype() return next player archetype from archetype 404 * get_player_archetype() return next player archetype from archetype
341 * list. Not very efficient routine, but used only creating new players. 405 * list. Not very efficient routine, but used only creating new players.
342 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
343 */ 407 */
408archetype *
344archetype *get_player_archetype(archetype* at) 409get_player_archetype (archetype *at)
345{ 410{
346 archetype *start = at; 411 archetype *start = at;
412
347 for (;;) { 413 for (;;)
414 {
348 if (at==NULL || at->next==NULL) 415 if (at == NULL || at->next == NULL)
349 at=first_archetype; 416 at = first_archetype;
350 else 417 else
351 at=at->next; 418 at = at->next;
419
352 if(at->clone.type==PLAYER) 420 if (at->clone.type == PLAYER)
353 return at; 421 return at;
422
354 if (at == start) { 423 if (at == start)
424 {
355 LOG (llevError, "No Player archetypes\n"); 425 LOG (llevError, "No Player archetypes\n");
356 exit (-1); 426 exit (-1);
357 } 427 }
358 } 428 }
359} 429}
360 430
361 431object *
362object *get_nearest_player(object *mon) { 432get_nearest_player (object *mon)
433{
363 object *op = NULL; 434 object *op = NULL;
364 player *pl = NULL;
365 objectlink *ol; 435 objectlink *ol;
366 unsigned lastdist; 436 unsigned lastdist;
367 rv_vector rv; 437 rv_vector rv;
368 438
369 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
440 {
370 /* We should not find free objects on this friendly list, but it 441 /* We should not find free objects on this friendly list, but it
371 * does periodically happen. Given that, lets deal with it. 442 * does periodically happen. Given that, lets deal with it.
372 * While unlikely, it is possible the next object on the friendly 443 * While unlikely, it is possible the next object on the friendly
373 * list is also free, so encapsulate this in a while loop. 444 * list is also free, so encapsulate this in a while loop.
374 */ 445 */
375 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 446 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
447 {
376 object *tmp=ol->ob; 448 object *tmp = ol->ob;
377 449
378 /* Can't do much more other than log the fact, because the object 450 /* Can't do much more other than log the fact, because the object
379 * itself will have been cleared. 451 * itself will have been cleared.
380 */ 452 */
381 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 453 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
454 tmp->debug_desc ());
382 ol = ol->next; 455 ol = ol->next;
383 remove_friendly_object(tmp); 456 remove_friendly_object (tmp);
457 if (!ol)
384 if (!ol) return op; 458 return op;
385 } 459 }
386 460
387 /* Remove special check for player from this. First, it looks to cause 461 /* Remove special check for player from this. First, it looks to cause
388 * some crashes (ol->ob->contr not set properly?), but secondly, a more 462 * some crashes (ol->ob->contr not set properly?), but secondly, a more
389 * complicated method of state checking would be needed in any case - 463 * complicated method of state checking would be needed in any case -
390 * as it was, a clever player could type quit, and the function would 464 * as it was, a clever player could type quit, and the function would
391 * skip them over while waiting for confirmation. Remove 465 * skip them over while waiting for confirmation. Remove
392 * on_same_map check, as can_detect_enemy also does this 466 * on_same_map check, as can_detect_enemy also does this
393 */ 467 */
394 if (!can_detect_enemy(mon,ol->ob,&rv)) 468 if (!can_detect_enemy (mon, ol->ob, &rv))
395 continue; 469 continue;
396 470
397 if(lastdist>rv.distance) { 471 if (lastdist > rv.distance)
472 {
398 op=ol->ob; 473 op = ol->ob;
399 lastdist=rv.distance; 474 lastdist = rv.distance;
400 } 475 }
401 } 476 }
402 for (pl=first_player; pl != NULL; pl=pl->next) { 477
478 for_all_players (pl)
403 if (can_detect_enemy(mon, pl->ob,&rv)) { 479 if (can_detect_enemy (mon, pl->ob, &rv))
404
405 if(lastdist>rv.distance) { 480 if (lastdist > rv.distance)
406 op=pl->ob;
407 lastdist=rv.distance;
408 }
409 } 481 {
410 } 482 op = pl->ob;
483 lastdist = rv.distance;
484 }
485
411#if 0 486#if 0
412 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)"); 487 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
413#endif 488#endif
414 return op; 489 return op;
415} 490}
416 491
417/* I believe this can safely go to 2, 3 is questionable, 4 will likely 492/* I believe this can safely go to 2, 3 is questionable, 4 will likely
418 * result in a monster paths backtracking. It basically determines how large a 493 * result in a monster paths backtracking. It basically determines how large a
419 * detour a monster will take from the direction path when looking 494 * detour a monster will take from the direction path when looking
433 * circling behaviour. Unfortunately, this function is also used to determined 508 * circling behaviour. Unfortunately, this function is also used to determined
434 * if the creature should cast a spell, so returning a direction in that case 509 * if the creature should cast a spell, so returning a direction in that case
435 * is probably not a good thing. 510 * is probably not a good thing.
436 */ 511 */
437#define MAX_SPACES 50 512#define MAX_SPACES 50
438
439 513
440/* 514/*
441 * Returns the direction to the player, if valid. Returns 0 otherwise. 515 * Returns the direction to the player, if valid. Returns 0 otherwise.
442 * modified to verify there is a path to the player. Does this by stepping towards 516 * modified to verify there is a path to the player. Does this by stepping towards
443 * player and if path is blocked then see if blockage is close enough to player that 517 * player and if path is blocked then see if blockage is close enough to player that
456 * monster can in fact move one space in that direction. 530 * monster can in fact move one space in that direction.
457 * 3) I'm not sure how good this code will be for moving multipart monsters, 531 * 3) I'm not sure how good this code will be for moving multipart monsters,
458 * since only simple checks to blocked are being called, which could mean the monster 532 * since only simple checks to blocked are being called, which could mean the monster
459 * is blocking itself. 533 * is blocking itself.
460 */ 534 */
535int
461int path_to_player(object *mon, object *pl, unsigned mindiff) { 536path_to_player (object *mon, object *pl, unsigned mindiff)
537{
462 rv_vector rv; 538 rv_vector rv;
463 sint16 x,y; 539 sint16 x, y;
464 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 540 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
465 mapstruct *m ,*lastmap; 541 maptile *m, *lastmap;
466 542
467 get_rangevector(mon, pl, &rv, 0); 543 get_rangevector (mon, pl, &rv, 0);
468 544
469 if (rv.distance<mindiff) return 0; 545 if (rv.distance < mindiff)
546 return 0;
470 547
471 x=mon->x; 548 x = mon->x;
472 y=mon->y; 549 y = mon->y;
473 m=mon->map; 550 m = mon->map;
474 dir = rv.direction; 551 dir = rv.direction;
475 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 552 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
476 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 553 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
554
477 /* If we can't solve it within the search distance, return now. */ 555 /* If we can't solve it within the search distance, return now. */
478 if (diff>max) return 0; 556 if (diff > max)
557 return 0;
558
479 while (diff >1 && max>0) { 559 while (diff > 1 && max > 0)
560 {
480 lastx = x; 561 lastx = x;
481 lasty = y; 562 lasty = y;
482 lastmap = m; 563 lastmap = m;
483 x = lastx + freearr_x[dir]; 564 x = lastx + freearr_x[dir];
484 y = lasty + freearr_y[dir]; 565 y = lasty + freearr_y[dir];
485 566
486 mflags = get_map_flags(m, &m, x, y, &x, &y); 567 mflags = get_map_flags (m, &m, x, y, &x, &y);
487 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 568 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
488 569
489 /* Space is blocked - try changing direction a little */ 570 /* Space is blocked - try changing direction a little */
490 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 571 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
491 && (m == mon->map && blocked_link(mon, m, x, y)))) { 572 && (m == mon->map && blocked_link (mon, m, x, y))))
573 {
492 /* recalculate direction from last good location. Possible 574 /* recalculate direction from last good location. Possible
493 * we were not traversing ideal location before. 575 * we were not traversing ideal location before.
494 */ 576 */
495 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 577 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
496 if (rv.direction != dir) { 578 if (rv.direction != dir)
579 {
497 /* OK - says direction should be different - lets reset the 580 /* OK - says direction should be different - lets reset the
498 * the values so it will try again. 581 * the values so it will try again.
499 */ 582 */
500 x = lastx; 583 x = lastx;
501 y = lasty; 584 y = lasty;
502 m = lastmap; 585 m = lastmap;
503 dir = firstdir = rv.direction; 586 dir = firstdir = rv.direction;
587 }
504 } else { 588 else
589 {
505 /* direct path is blocked - try taking a side step to 590 /* direct path is blocked - try taking a side step to
506 * either the left or right. 591 * either the left or right.
507 * Note increase the values in the loop below to be 592 * Note increase the values in the loop below to be
508 * more than -1/1 respectively will mean the monster takes 593 * more than -1/1 respectively will mean the monster takes
509 * bigger detour. Have to be careful about these values getting 594 * bigger detour. Have to be careful about these values getting
510 * too big (3 or maybe 4 or higher) as the monster may just try 595 * too big (3 or maybe 4 or higher) as the monster may just try
511 * stepping back and forth 596 * stepping back and forth
512 */ 597 */
513 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 598 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
599 {
600 if (i == 0)
514 if (i==0) continue; /* already did this, so skip it */ 601 continue; /* already did this, so skip it */
515 /* Use lastdir here - otherwise, 602 /* Use lastdir here - otherwise,
516 * since the direction that the creature should move in 603 * since the direction that the creature should move in
517 * may change, you could get infinite loops. 604 * may change, you could get infinite loops.
518 * ie, player is northwest, but monster can only 605 * ie, player is northwest, but monster can only
519 * move west, so it does that. It goes some distance, 606 * move west, so it does that. It goes some distance,
520 * gets blocked, finds that it should move north, 607 * gets blocked, finds that it should move north,
521 * can't do that, but now finds it can move east, and 608 * can't do that, but now finds it can move east, and
522 * gets back to its original point. lastdir contains 609 * gets back to its original point. lastdir contains
523 * the last direction the creature has successfully 610 * the last direction the creature has successfully
524 * moved. 611 * moved.
525 */ 612 */
526 613
527 x = lastx + freearr_x[absdir(lastdir+i)]; 614 x = lastx + freearr_x[absdir (lastdir + i)];
528 y = lasty + freearr_y[absdir(lastdir+i)]; 615 y = lasty + freearr_y[absdir (lastdir + i)];
529 m = lastmap; 616 m = lastmap;
530 mflags = get_map_flags(m, &m, x, y, &x, &y); 617 mflags = get_map_flags (m, &m, x, y, &x, &y);
531 if (mflags & P_OUT_OF_MAP) continue; 618 if (mflags & P_OUT_OF_MAP)
619 continue;
532 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 620 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
533 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 621 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
622 continue;
534 if (mflags & P_BLOCKSVIEW) continue; 623 if (mflags & P_BLOCKSVIEW)
624 continue;
535 625
536 if (m == mon->map && blocked_link(mon, m, x, y)) break; 626 if (m == mon->map && blocked_link (mon, m, x, y))
627 break;
537 } 628 }
538 /* go through entire loop without finding a valid 629 /* go through entire loop without finding a valid
539 * sidestep to take - thus, no valid path. 630 * sidestep to take - thus, no valid path.
540 */ 631 */
541 if (i==(DETOUR_AMOUNT+1)) 632 if (i == (DETOUR_AMOUNT + 1))
542 return 0; 633 return 0;
543 diff--; 634 diff--;
544 lastdir=dir; 635 lastdir = dir;
545 max--; 636 max--;
546 if (!firstdir) firstdir = dir+i; 637 if (!firstdir)
638 firstdir = dir + i;
547 } /* else check alternate directions */ 639 } /* else check alternate directions */
548 } /* if blocked */ 640 } /* if blocked */
549 else { 641 else
642 {
550 /* we moved towards creature, so diff is less */ 643 /* we moved towards creature, so diff is less */
551 diff--; 644 diff--;
552 max--; 645 max--;
553 lastdir=dir; 646 lastdir = dir;
647 if (!firstdir)
554 if (!firstdir) firstdir = dir; 648 firstdir = dir;
649 }
650
651 if (diff <= 1)
555 } 652 {
556 if (diff<=1) {
557 /* Recalculate diff (distance) because we may not have actually 653 /* Recalculate diff (distance) because we may not have actually
558 * headed toward player for entire distance. 654 * headed toward player for entire distance.
559 */ 655 */
560 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 656 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
561 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 657 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
562 } 658 }
563 if (diff>max) return 0; 659
660 if (diff > max)
661 return 0;
564 } 662 }
663
565 /* If we reached the max, didn't find a direction in time */ 664 /* If we reached the max, didn't find a direction in time */
566 if (!max) return 0; 665 if (!max)
666 return 0;
567 667
568 return firstdir; 668 return firstdir;
569} 669}
570 670
671void
571void give_initial_items(object *pl,treasurelist *items) { 672give_initial_items (object *pl, treasurelist * items)
673{
572 object *op,*next=NULL; 674 object *op, *next = NULL;
573 675
574 if(pl->randomitems!=NULL) 676 if (pl->randomitems != NULL)
575 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 677 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
576 678
577 for (op=pl->inv; op; op=next) { 679 for (op = pl->inv; op; op = next)
680 {
578 next = op->below; 681 next = op->below;
579 682
580 /* Forces get applied per default, unless they have the 683 /* Forces get applied per default, unless they have the
581 * flag "neutral" set. Sorry but I can't think of a better way 684 * flag "neutral" set. Sorry but I can't think of a better way
582 */ 685 */
583 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 686 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
584 SET_FLAG(op,FLAG_APPLIED); 687 SET_FLAG (op, FLAG_APPLIED);
585 688
586 /* we never give weapons/armour if these cannot be used 689 /* we never give weapons/armour if these cannot be used
587 * by this player due to race restrictions 690 * by this player due to race restrictions
588 */ 691 */
589 if (pl->type == PLAYER) { 692 if (pl->type == PLAYER)
693 {
590 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 694 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
591 (op->type == ARMOUR || op->type == BOOTS || 695 (op->type == ARMOUR || op->type == BOOTS ||
592 op->type == CLOAK || op->type == HELMET || 696 op->type == CLOAK || op->type == HELMET ||
593 op->type == SHIELD || op->type == GLOVES || 697 op->type == SHIELD || op->type == GLOVES ||
594 op->type == BRACERS || op->type == GIRDLE)) || 698 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
595 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
596 remove_ob (op);
597 free_object (op);
598 continue;
599 } 699 {
600 } 700 op->destroy ();
601
602 /* This really needs to be better - we should really give
603 * a substitute spellbook. The problem is that we don't really
604 * have a good idea what to replace it with (need something like
605 * a first level treasurelist for each skill.)
606 * remove duplicate skills also
607 */
608 if(op->type==SPELLBOOK || op->type == SKILL) {
609 object *tmp;
610
611 for (tmp=op->below; tmp; tmp=tmp->below)
612 if (tmp->type == op->type && tmp->name == op->name) break;
613
614 if (tmp) {
615 remove_ob(op);
616 free_object(op);
617 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
618 &tmp->name);
619 continue; 701 continue;
620 } 702 }
621 if (op->nrof > 1) op->nrof = 1; 703 }
704
705 /* This really needs to be better - we should really give
706 * a substitute spellbook. The problem is that we don't really
707 * have a good idea what to replace it with (need something like
708 * a first level treasurelist for each skill.)
709 * remove duplicate skills also
710 */
711 if (op->type == SPELLBOOK || op->type == SKILL)
622 } 712 {
713 object *tmp;
623 714
715 for (tmp = op->below; tmp; tmp = tmp->below)
716 if (tmp->type == op->type && tmp->name == op->name)
717 break;
718
719 if (tmp)
720 {
721 op->destroy ();
722 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
723 continue;
724 }
725
726 if (op->nrof > 1)
727 op->nrof = 1;
728 }
729
624 if (op->type == SPELLBOOK && op->inv) { 730 if (op->type == SPELLBOOK && op->inv)
731 {
625 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 732 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
626 } 733 }
627 734
628 /* Give starting characters identified, uncursed, and undamned 735 /* Give starting characters identified, uncursed, and undamned
629 * items. Just don't identify gold or silver, or it won't be 736 * items. Just don't identify gold or silver, or it won't be
630 * merged properly. 737 * merged properly.
631 */ 738 */
632 if (need_identify(op)) { 739 if (need_identify (op))
740 {
633 SET_FLAG(op, FLAG_IDENTIFIED); 741 SET_FLAG (op, FLAG_IDENTIFIED);
634 CLEAR_FLAG(op, FLAG_CURSED); 742 CLEAR_FLAG (op, FLAG_CURSED);
635 CLEAR_FLAG(op, FLAG_DAMNED); 743 CLEAR_FLAG (op, FLAG_DAMNED);
744 }
745 if (op->type == SPELL)
636 } 746 {
637 if(op->type==SPELL) { 747 op->destroy ();
638 remove_ob(op);
639 free_object(op);
640 continue; 748 continue;
749 }
750 else if (op->type == SKILL)
641 } 751 {
642 else if(op->type==SKILL) {
643 SET_FLAG(op, FLAG_CAN_USE_SKILL); 752 SET_FLAG (op, FLAG_CAN_USE_SKILL);
644 op->stats.exp = 0; 753 op->stats.exp = 0;
645 op->level = 1; 754 op->level = 1;
646 } 755 }
647 /* lock all 'normal items by default */ 756 /* lock all 'normal items by default */
757 else
648 else SET_FLAG(op, FLAG_INV_LOCKED); 758 SET_FLAG (op, FLAG_INV_LOCKED);
649 } /* for loop of objects in player inv */ 759 } /* for loop of objects in player inv */
650 760
651 /* Need to set up the skill pointers */ 761 /* Need to set up the skill pointers */
652 link_player_skills(pl); 762 link_player_skills (pl);
653} 763}
654 764
655void get_name(object *op) { 765void
656 op->contr->write_buf[0]='\0';
657 op->contr->state=ST_GET_NAME;
658 send_query(&op->contr->socket,0,"What is your name?\n:");
659}
660
661void get_password(object *op) {
662 op->contr->write_buf[0]='\0';
663 op->contr->state=ST_GET_PASSWORD;
664 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
665}
666
667void play_again(object *op)
668{
669 op->contr->state=ST_PLAY_AGAIN;
670 op->chosen_skill = NULL;
671 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
672 /* a bit of a hack, but there are various places early in th
673 * player creation process that a user can quit (eg, roll
674 * stats) that isn't removing the player. Taking a quick
675 * look, there are many places that call play_again without
676 * removing the player - it probably makes more sense
677 * to leave it to play_again to remove the object in all
678 * cases.
679 */
680 if (!QUERY_FLAG(op, FLAG_REMOVED))
681 remove_ob(op);
682 /* Need to set this to null - otherwise, it could point to garbage,
683 * and draw() doesn't check to see if the player is removed, only if
684 * the map is null or not swapped out.
685 */
686 op->map = NULL;
687}
688
689
690int receive_play_again(object *op, char key)
691{
692 if(key=='q'||key=='Q') {
693 remove_friendly_object(op);
694 leave(op->contr,0); /* ericserver will draw the message */
695 return 2;
696 }
697 else if(key=='a'||key=='A') {
698 player *pl = op->contr;
699 shstr name = op->name;
700
701 remove_friendly_object(op);
702 free_object(op);
703 pl = get_player(pl);
704 op = pl->ob;
705 add_friendly_object(op);
706 op->contr->password[0]='~';
707 op->name = op->name_pl = 0;
708 /* Lets put a space in here */
709 new_draw_info(NDI_UNIQUE, 0, op, "\n");
710 get_name(op);
711 op->name = op->name_pl = name;
712 set_first_map(op);
713 } else {
714 /* user pressed something else so just ask again... */
715 play_again(op);
716 }
717 return 0;
718}
719
720void confirm_password(object *op) {
721
722 op->contr->write_buf[0]='\0';
723 op->contr->state=ST_CONFIRM_PASSWORD;
724 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
725}
726
727void get_party_password(object *op, partylist *party) { 766get_party_password (object *op, partylist *party)
767{
728 if (party == NULL) { 768 if (party == NULL)
769 {
729 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 770 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
730 return; 771 return;
731 } 772 }
773
732 op->contr->write_buf[0]='\0'; 774 op->contr->write_buf[0] = '\0';
733 op->contr->state=ST_GET_PARTY_PASSWORD; 775 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
734 op->contr->party_to_join = party; 776 op->contr->party_to_join = party;
735 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 777 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
736} 778}
737
738 779
739/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 780/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
781static int
740int roll_stat(void) { 782roll_stat (void)
783{
741 int a[4],i,j,k; 784 int a[4], i, j, k;
742 785
743 for(i=0;i<4;i++) 786 for (i = 0; i < 4; i++)
744 a[i]=(int)RANDOM()%6+1; 787 a[i] = (int) rndm (6) + 1;
745 788
746 for(i=0,j=0,k=7;i<4;i++) 789 for (i = 0, j = 0, k = 7; i < 4; i++)
747 if(a[i]<k) 790 if (a[i] < k)
748 k=a[i],j=i; 791 k = a[i], j = i;
749 792
750 for(i=0,k=0;i<4;i++) { 793 for (i = 0, k = 0; i < 4; i++)
751 if(i!=j) 794 if (i != j)
752 k+=a[i]; 795 k += a[i];
753 } 796
754 return k; 797 return k;
755} 798}
756 799
757void roll_stats(object *op) { 800void
801object::roll_stats ()
802{
803 int statsort [NUM_STATS];
804
805 for (;;)
806 {
758 int sum=0; 807 int sum = 0;
759 int i = 0, j = 0; 808 for (int i = NUM_STATS; i--; )
760 int statsort[7]; 809 sum += statsort [i] = roll_stat ();
761 810
762 do { 811 if (sum >= 82 && sum <= 116)
763 op->stats.Str=roll_stat(); 812 break;
764 op->stats.Dex=roll_stat(); 813 }
765 op->stats.Int=roll_stat();
766 op->stats.Con=roll_stat();
767 op->stats.Wis=roll_stat();
768 op->stats.Pow=roll_stat();
769 op->stats.Cha=roll_stat();
770 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
771 op->stats.Con+op->stats.Wis+op->stats.Pow+
772 op->stats.Cha;
773 } while(sum<82||sum>116);
774 814
775 /* Sort the stats so that rerolling is easier... */ 815 // Sort the stats so that rerolling is easier...
776 statsort[0] = op->stats.Str; 816 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
777 statsort[1] = op->stats.Dex;
778 statsort[2] = op->stats.Int;
779 statsort[3] = op->stats.Con;
780 statsort[4] = op->stats.Wis;
781 statsort[5] = op->stats.Pow;
782 statsort[6] = op->stats.Cha;
783 817
784 /* a quick and dirty bubblesort? */ 818 for (int i = 0; i < NUM_STATS; ++i)
785 do {
786 if (statsort[i] < statsort[i + 1]) {
787 j = statsort[i];
788 statsort[i] = statsort[i + 1];
789 statsort[i + 1] = j;
790 i = 0;
791 } else {
792 i++;
793 }
794 } while (i < 6);
795
796 op->stats.Str = statsort[0]; 819 stats.stat (i) = statsort [i];
797 op->stats.Dex = statsort[1];
798 op->stats.Con = statsort[2];
799 op->stats.Int = statsort[3];
800 op->stats.Wis = statsort[4];
801 op->stats.Pow = statsort[5];
802 op->stats.Cha = statsort[6];
803 820
804
805 op->contr->orig_stats.Str=op->stats.Str;
806 op->contr->orig_stats.Dex=op->stats.Dex;
807 op->contr->orig_stats.Int=op->stats.Int;
808 op->contr->orig_stats.Con=op->stats.Con;
809 op->contr->orig_stats.Wis=op->stats.Wis;
810 op->contr->orig_stats.Pow=op->stats.Pow;
811 op->contr->orig_stats.Cha=op->stats.Cha;
812
813 op->level=1;
814 op->stats.exp=0; 821 stats.exp = 0;
815 op->stats.ac=0; 822 stats.ac = 0;
816 823
824 stats.hp = stats.maxhp;
825 stats.sp = stats.maxsp;
826 stats.grace = stats.maxgrace;
827
828 if (contr)
829 {
817 op->contr->levhp[1] = 9; 830 contr->levhp[1] = 9;
818 op->contr->levsp[1] = 6; 831 contr->levsp[1] = 6;
819 op->contr->levgrace[1] = 3; 832 contr->levgrace[1] = 3;
820 833
821 fix_player(op); 834 contr->orig_stats = stats;
835 }
836}
837
838void
839object::swap_stats (int a, int b)
840{
841 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
842
843 for (int i = 0; i < NUM_STATS; ++i)
844 stats.stat (i) = contr->orig_stats.stat (i);
845
846 //TODO: the following code looks so borked and should, at the very least,
847 // be merged with the similar code in roll_stats
848 stats.ac = 0;
849
850 level = 1;
851 stats.exp = 0;
852 stats.ac = 0;
853
822 op->stats.hp = op->stats.maxhp; 854 stats.hp = stats.maxhp;
823 op->stats.sp = op->stats.maxsp; 855 stats.sp = stats.maxsp;
824 op->stats.grace = op->stats.maxgrace; 856 stats.grace = stats.maxgrace;
857
858 if (contr)
859 {
860 contr->levhp[1] = 9;
861 contr->levsp[1] = 6;
862 contr->levgrace[1] = 3;
863
825 op->contr->orig_stats=op->stats; 864 contr->orig_stats = stats;
865 }
826} 866}
827 867
828void Roll_Again(object *op) 868static void
869start_info (object *op)
829{ 870{
830 esrv_new_player(op->contr, 0);
831 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
832}
833
834void Swap_Stat(object *op,int Swap_Second)
835{
836 signed char tmp;
837 char buf[MAX_BUF]; 871 char buf[MAX_BUF];
838 872
839 if ( op->contr->Swap_First == -1 ) { 873 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
840 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
841 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
842 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
843 return;
844 }
845
846 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
847
848 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
849 get_attr_value(&op->contr->orig_stats, Swap_Second));
850
851 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
852
853 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
854 new_draw_info(NDI_UNIQUE, 0,op, buf); 874 new_draw_info (NDI_UNIQUE, 0, op, buf);
855 op->stats.Str = op->contr->orig_stats.Str; 875 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
856 op->stats.Dex = op->contr->orig_stats.Dex;
857 op->stats.Con = op->contr->orig_stats.Con;
858 op->stats.Int = op->contr->orig_stats.Int;
859 op->stats.Wis = op->contr->orig_stats.Wis;
860 op->stats.Pow = op->contr->orig_stats.Pow;
861 op->stats.Cha = op->contr->orig_stats.Cha;
862 op->stats.ac=0;
863
864 op->level=1;
865 op->stats.exp=0;
866 op->stats.ac=0;
867
868 op->contr->levhp[1] = 9;
869 op->contr->levsp[1] = 6;
870 op->contr->levgrace[1] = 3;
871
872 fix_player(op);
873 op->stats.hp = op->stats.maxhp;
874 op->stats.sp = op->stats.maxsp;
875 op->stats.grace = op->stats.maxgrace;
876 op->contr->orig_stats=op->stats;
877 op->contr->Swap_First=-1;
878}
879
880
881/* This code has been greatly reduced, because with set_attr_value
882 * and get_attr_value, the stats can be accessed just numeric
883 * ids. stat_trans is a table that translate the number entered
884 * into the actual stat. It is needed because the order the stats
885 * are displayed in the stat window is not the same as how
886 * the number's access that stat. The table does that translation.
887 */
888int key_roll_stat(object *op, char key)
889{
890 int keynum = key -'0';
891 char buf[MAX_BUF];
892 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
893
894 if (keynum>0 && keynum<=7) {
895 if (op->contr->Swap_First==-1) {
896 op->contr->Swap_First=stat_trans[keynum];
897 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
898 new_draw_info(NDI_UNIQUE, 0,op,buf); 876 //new_draw_info (NDI_UNIQUE, 0, op, " ");
899 }
900 else
901 Swap_Stat(op,stat_trans[keynum]);
902
903 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
904 return 1;
905 }
906 switch (key) {
907 case 'n':
908 case 'N': {
909 SET_FLAG(op, FLAG_WIZ);
910 if(op->map==NULL) {
911 LOG(llevError,"Map == NULL in state 2\n");
912 break;
913 }
914
915#if 0
916 /* So that enter_exit will put us at startx/starty */
917 op->x= -1;
918
919 enter_exit(op,NULL);
920#endif
921 SET_ANIMATION(op, 2); /* So player faces south */
922 /* Enter exit adds a player otherwise */
923 add_statbonus(op);
924 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
925 op->contr->state = ST_CHANGE_CLASS;
926 if (op->msg)
927 new_draw_info(NDI_BLUE, 0, op, op->msg);
928 return 0;
929 }
930 case 'y':
931 case 'Y':
932 roll_stats(op);
933 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
934 return 1;
935
936 case 'q':
937 case 'Q':
938 play_again(op);
939 return 1;
940
941 default:
942 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
943 return 0;
944 }
945 return 0;
946} 877}
947 878
948/* This function takes the key that is passed, and does the 879/* This function takes the key that is passed, and does the
949 * appropriate action with it (change race, or other things). 880 * appropriate action with it (change race, or other things).
950 * The function name is for historical reasons - now we have 881 * The function name is for historical reasons - now we have
951 * separate race and class; this actually changes the RACE, 882 * separate race and class; this actually changes the RACE,
952 * not the class. 883 * not the class.
953 */ 884 */
954 885void
955int key_change_class(object *op, char key) 886player::chargen_race_done ()
956{ 887{
957 int tmp_loop;
958
959 if(key=='q'||key=='Q') {
960 remove_ob(op);
961 play_again(op);
962 return 0;
963 }
964 if(key=='d'||key=='D') {
965 char buf[MAX_BUF];
966
967 /* this must before then initial items are given */ 888 /* this must before then initial items are given */
968 esrv_new_player(op->contr, op->weight+op->carrying); 889 esrv_new_player (ob->contr, ob->weight + ob->carrying);
969 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
970 890
891 treasurelist *tl = treasurelist::find ("starting_wealth");
892 if (tl)
893 create_treasure (tl, ob, 0, 0, 0);
894
971 INVOKE_PLAYER (BIRTH, op->contr); 895 INVOKE_PLAYER (BIRTH, ob->contr);
972 INVOKE_PLAYER (LOGIN, op->contr); 896 INVOKE_PLAYER (LOGIN, ob->contr);
973 897
974 op->contr->state=ST_PLAYING; 898 ob->contr->ns->state = ST_PLAYING;
975 899
976 if (op->msg) 900 if (ob->msg)
977 op->msg=NULL; 901 ob->msg = 0;
978 902
979 /* We create this now because some of the unique maps will need it 903 /* We create this now because some of the unique maps will need it
980 * to save here. 904 * to save here.
981 */
982 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
983 make_path_to_file(buf);
984
985#ifdef AUTOSAVE
986 op->contr->last_save_tick = pticks;
987#endif
988 start_info(op);
989 CLEAR_FLAG(op, FLAG_WIZ);
990 give_initial_items(op,op->randomitems);
991 link_player_skills(op);
992 esrv_send_inventory(op, op);
993 fix_player(op);
994
995 /* This moves the player to a different start map, if there
996 * is one for this race
997 */
998 if(*first_map_ext_path) {
999 object *tmp;
1000 mapstruct *oldmap = op->map;
1001 char mapname[MAX_BUF];
1002 snprintf(mapname, MAX_BUF-1, "%s/%s",
1003 first_map_ext_path, &op->arch->name);
1004 tmp=get_object();
1005 EXIT_PATH(tmp) = mapname;
1006 EXIT_X(tmp) = op->x;
1007 EXIT_Y(tmp) = op->y;
1008 enter_exit(op,tmp); /* we don't really care if it succeeded;
1009 * if the map isn't there, then stay on the
1010 * default initial map */
1011 free_object(tmp);
1012 } else {
1013 LOG(llevDebug,"first_map_ext_path not set\n");
1014 }
1015 return 0;
1016 }
1017
1018 /* Following actually changes the race - this is the default command
1019 * if we don't match with one of the options above.
1020 */ 905 */
1021 906 {
1022 tmp_loop = 0;
1023 while(!tmp_loop) {
1024 shstr name = op->name;
1025 int x = op->x, y = op->y;
1026 remove_statbonus(op);
1027 remove_ob (op);
1028 op->arch = get_player_archetype(op->arch);
1029 copy_object (&op->arch->clone, op);
1030 op->instantiate ();
1031 op->stats = op->contr->orig_stats;
1032 op->name = op->name_pl = name;
1033 op->x = x;
1034 op->y = y;
1035 SET_ANIMATION(op, 2); /* So player faces south */
1036 insert_ob_in_map (op, op->map, op,0);
1037 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1038 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1039 add_statbonus(op);
1040 tmp_loop=allowed_class(op);
1041 }
1042 update_object(op,UP_OBJ_FACE);
1043 esrv_update_item(UPD_FACE,op,op);
1044 fix_player(op);
1045 op->stats.hp=op->stats.maxhp;
1046 op->stats.sp=op->stats.maxsp;
1047 op->stats.grace=0;
1048 if (op->msg)
1049 new_draw_info(NDI_BLUE, 0, op, op->msg);
1050 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1051 return 0;
1052}
1053
1054int key_confirm_quit(object *op, char key)
1055{
1056 char buf[MAX_BUF]; 907 char buf[MAX_BUF];
1057
1058 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1059 op->contr->state=ST_PLAYING;
1060 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1061 return 1;
1062 }
1063
1064 INVOKE_PLAYER (LOGOUT, op->contr);
1065 INVOKE_PLAYER (QUIT , op->contr);
1066
1067 terminate_all_pets(op);
1068 leave_map(op);
1069 op->direction=0;
1070 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1071 "%s quits the game.", &op->name);
1072
1073 strcpy(op->contr->killer,"quit");
1074 check_score(op);
1075 op->contr->party=NULL;
1076 if (settings.set_title == TRUE)
1077 op->contr->own_title[0]='\0';
1078
1079 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1080 mapstruct *mp, *next;
1081
1082 /* We need to hunt for any per player unique maps in memory and
1083 * get rid of them. The trailing slash in the path is intentional,
1084 * so that players named 'Ab' won't match against players 'Abe' pathname
1085 */
1086 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 908 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1087 for (mp=first_map; mp!=NULL; mp=next) { 909 make_path_to_file (buf);
1088 next = mp->next; 910 }
1089 if (!strncmp(mp->path, buf, strlen(buf))) 911
1090 delete_map(mp); 912 start_info (ob);
1091 } 913 CLEAR_FLAG (ob, FLAG_WIZ);
1092 914 give_initial_items (ob, ob->randomitems);
1093 delete_character(op->name, 1); 915 link_player_skills (ob);
916 esrv_send_inventory (ob, ob);
917 ob->update_stats ();
918
919 /* This moves the player to a different start map, if there
920 * is one for this race
921 */
922 if (*first_map_ext_path)
1094 } 923 {
1095 play_again(op); 924 object *tmp;
1096 return 1; 925 char mapname[MAX_BUF];
1097}
1098 926
927 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
928 tmp = object::create ();
929 EXIT_PATH (tmp) = mapname;
930 EXIT_X (tmp) = ob->x;
931 EXIT_Y (tmp) = ob->y;
932 ob->enter_exit (tmp); /* we don't really care if it succeeded;
933 * if the map isn't there, then stay on the
934 * default initial map */
935 tmp->destroy ();
936 }
937 else
938 LOG (llevDebug, "first_map_ext_path not set\n");
939}
940
941void
942player::chargen_race_next ()
943{
944 /* Following actually changes the race - this is the default command
945 * if we don't match with one of the options above.
946 */
947
948 do
949 {
950 shstr name = ob->name;
951 int x = ob->x, y = ob->y;
952
953 ob->remove_statbonus ();
954 ob->remove ();
955 ob->arch = get_player_archetype (ob->arch);
956 ob->arch->clone.copy_to (ob);
957 ob->instantiate ();
958 ob->stats = ob->contr->orig_stats;
959 ob->name = ob->name_pl = name;
960 ob->x = x;
961 ob->y = y;
962 SET_ANIMATION (ob, 2); /* So player faces south */
963 insert_ob_in_map (ob, ob->map, ob, 0);
964 assign (ob->contr->title, ob->arch->clone.name);
965 ob->add_statbonus ();
966 }
967 while (!allowed_class (ob));
968
969 update_object (ob, UP_OBJ_FACE);
970 esrv_update_item (UPD_FACE, ob, ob);
971 ob->update_stats ();
972 ob->stats.hp = ob->stats.maxhp;
973 ob->stats.sp = ob->stats.maxsp;
974 ob->stats.grace = 0;
975}
976
977void
1099void flee_player(object *op) { 978flee_player (object *op)
979{
1100 int dir,diff; 980 int dir, diff;
1101 rv_vector rv; 981 rv_vector rv;
1102 982
1103 if(op->stats.hp < 0) { 983 if (op->stats.hp < 0)
984 {
1104 LOG(llevDebug, "Fleeing player is dead.\n"); 985 LOG (llevDebug, "Fleeing player is dead.\n");
1105 CLEAR_FLAG(op, FLAG_SCARED); 986 CLEAR_FLAG (op, FLAG_SCARED);
987 return;
988 }
989
990 if (op->enemy == NULL)
991 {
992 LOG (llevDebug, "Fleeing player had no enemy.\n");
993 CLEAR_FLAG (op, FLAG_SCARED);
994 return;
995 }
996
997 /* Seen some crashes here. Since we don't store an
998 * op->enemy_count, it is possible that something destroys the
999 * actual enemy, and the object is recycled.
1000 */
1001 if (op->enemy->map == NULL)
1002 {
1003 CLEAR_FLAG (op, FLAG_SCARED);
1004 op->enemy = NULL;
1005 return;
1006 }
1007
1008 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1009 {
1010 op->enemy = NULL;
1011 CLEAR_FLAG (op, FLAG_SCARED);
1012 return;
1013 }
1014
1015 get_rangevector (op, op->enemy, &rv, 0);
1016
1017 dir = absdir (4 + rv.direction);
1018 for (diff = 0; diff < 3; diff++)
1019 {
1020 int m = 1 - (RANDOM () & 2);
1021
1022 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1106 return; 1023 return;
1107 } 1024 }
1108 1025
1109 if(op->enemy==NULL) {
1110 LOG(llevDebug,"Fleeing player had no enemy.\n");
1111 CLEAR_FLAG(op, FLAG_SCARED);
1112 return;
1113 }
1114
1115 /* Seen some crashes here. Since we don't store an
1116 * op->enemy_count, it is possible that something destroys the
1117 * actual enemy, and the object is recycled.
1118 */
1119 if (op->enemy->map == NULL) {
1120 CLEAR_FLAG(op, FLAG_SCARED);
1121 op->enemy=NULL;
1122 return;
1123 }
1124
1125 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1126 op->enemy=NULL;
1127 CLEAR_FLAG(op, FLAG_SCARED);
1128 return;
1129 }
1130 get_rangevector(op, op->enemy, &rv, 0);
1131
1132 dir=absdir(4+rv.direction);
1133 for(diff=0;diff<3;diff++) {
1134 int m=1-(RANDOM()&2);
1135 if(move_ob(op,absdir(dir+diff*m),op)||
1136 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1137 return;
1138 }
1139 }
1140 /* Cornered, get rid of scared */ 1026 /* Cornered, get rid of scared */
1141 CLEAR_FLAG(op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1142 op->enemy=NULL; 1028 op->enemy = NULL;
1143} 1029}
1144
1145 1030
1146/* check_pick sees if there is stuff to be picked up/picks up stuff. 1031/* check_pick sees if there is stuff to be picked up/picks up stuff.
1147 * IT returns 1 if the player should keep on moving, 0 if he should 1032 * It returns 1 if the player should keep on moving, 0 if he should
1148 * stop. 1033 * stop.
1149 */ 1034 */
1035int
1150int check_pick(object *op) { 1036check_pick (object *op)
1037{
1151 object *tmp, *next; 1038 object *tmp, *next;
1152 tag_t next_tag=0, op_tag;
1153 int stop = 0; 1039 int stop = 0;
1154 int j, k, wvratio; 1040 int wvratio;
1155 char putstring[128], tmpstr[16]; 1041 char putstring[128];
1156
1157 1042
1158 /* if you're flying, you cna't pick up anything */ 1043 /* if you're flying, you cna't pick up anything */
1159 if (op->move_type & MOVE_FLYING) 1044 if (op->move_type & MOVE_FLYING)
1160 return 1; 1045 return 1;
1161 1046
1162 op_tag = op->count;
1163
1164 next = op->below; 1047 next = op->below;
1165 if (next)
1166 next_tag = next->count;
1167 1048
1168 /* loop while there are items on the floor that are not marked as 1049 /* loop while there are items on the floor that are not marked as
1169 * destroyed */ 1050 * destroyed */
1170 while (next && ! was_destroyed (next, next_tag)) 1051 while (next && !next->destroyed ())
1171 { 1052 {
1172 tmp = next; 1053 tmp = next;
1173 next = tmp->below; 1054 next = tmp->below;
1174 if (next)
1175 next_tag = next->count;
1176 1055
1177 if (was_destroyed (op, op_tag)) 1056 if (op->destroyed ())
1178 return 0; 1057 return 0;
1179 1058
1180 if ( ! can_pick (op, tmp)) 1059 if (!can_pick (op, tmp))
1181 continue; 1060 continue;
1182 1061
1183 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1062 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1184 { 1063 {
1185 if (item_matched_string (op, tmp, op->contr->search_str)) 1064 if (item_matched_string (op, tmp, op->contr->search_str))
1186 pick_up (op, tmp); 1065 pick_up (op, tmp);
1187 continue; 1066 continue;
1188 } 1067 }
1189 1068
1190 /* high not bit set? We're using the old autopickup model */ 1069 /* high not bit set? We're using the old autopickup model */
1191 if(!(op->contr->mode & PU_NEWMODE)) { 1070 if (!(op->contr->mode & PU_NEWMODE))
1071 {
1192 switch (op->contr->mode) { 1072 switch (op->contr->mode)
1073 {
1074 case 0:
1193 case 0: return 1; /* don't pick up */ 1075 return 1; /* don't pick up */
1076 case 1:
1194 case 1: pick_up (op, tmp); 1077 pick_up (op, tmp);
1195 return 1; 1078 return 1;
1079 case 2:
1196 case 2: pick_up (op, tmp); 1080 pick_up (op, tmp);
1197 return 0; 1081 return 0;
1082 case 3:
1198 case 3: return 0; /* stop before pickup */ 1083 return 0; /* stop before pickup */
1084 case 4:
1199 case 4: pick_up (op, tmp); 1085 pick_up (op, tmp);
1200 break; 1086 break;
1087 case 5:
1201 case 5: pick_up (op, tmp); 1088 pick_up (op, tmp);
1202 stop = 1; 1089 stop = 1;
1203 break; 1090 break;
1204 case 6: 1091 case 6:
1205 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1092 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1206 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1207 pick_up(op, tmp); 1093 pick_up (op, tmp);
1208 break; 1094 break;
1209 1095
1210 case 7: 1096 case 7:
1211 if (tmp->type == MONEY || tmp->type == GEM) 1097 if (tmp->type == MONEY || tmp->type == GEM)
1212 pick_up(op, tmp); 1098 pick_up (op, tmp);
1213 break; 1099 break;
1214 1100
1215 default: 1101 default:
1216 /* use value density */ 1102 /* use value density */
1217 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1103 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1218 && (query_cost (tmp, op, F_TRUE) * 100 1104 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1219 / (tmp->weight * MAX (tmp->nrof, 1)))
1220 >= op->contr->mode)
1221 pick_up(op,tmp); 1105 pick_up (op, tmp);
1222 }
1223 }
1224 else { /* old model */
1225 /* NEW pickup handling */
1226 if(op->contr->mode & PU_DEBUG)
1227 {
1228 /* some debugging code to figure out item information */
1229 if(tmp->name!=NULL)
1230 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1231 &tmp->name, tmp->type,
1232 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1233 else
1234 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1235 &tmp->arch->name, tmp->type,
1236 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1237 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1238
1239 sprintf(putstring,"...flags: ");
1240 for(k=0;k<4;k++)
1241 {
1242 for(j=0;j<32;j++)
1243 {
1244 if((tmp->flags[k]>>j)&0x01)
1245 {
1246 sprintf(tmpstr,"%d ",k*32+j);
1247 strcat(putstring, tmpstr);
1248 } 1106 }
1249 } 1107 }
1250 } 1108 else
1109 { /* old model */
1110 /* NEW pickup handling */
1111 if (op->contr->mode & PU_DEBUG)
1112 {
1113 /* some debugging code to figure out item information */
1114 if (tmp->name != NULL)
1115 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1116 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1117 else
1118 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1119 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1120
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1121 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1122 }
1252 1123
1124 /* philosophy:
1125 * It's easy to grab an item type from a pile, as long as it's
1126 * generic. This takes no game-time. For more detailed pickups
1127 * and selections, select-items should be used. This is a
1128 * grab-as-you-run type mode that's really useful for arrows for
1129 * example.
1130 * The drawback: right now it has no frontend, so you need to
1131 * stick the bits you want into a calculator in hex mode and then
1132 * convert to decimal and then 'pickup <#>
1133 */
1134
1135 /* the first two modes are exclusive: if NOTHING we return, if
1136 * STOP then we stop. All the rest are applied sequentially,
1137 * meaning if any test passes, the item gets picked up. */
1138
1139 /* if mode is set to pick nothing up, return */
1140
1141 if (op->contr->mode & PU_NOTHING)
1142 return 1;
1143
1144 /* if mode is set to stop when encountering objects, return */
1145 /* take STOP before INHIBIT since it doesn't actually pick
1146 * anything up */
1147
1148 if (op->contr->mode & PU_STOP)
1149 return 0;
1150
1151 /* useful for going into stores and not losing your settings... */
1152 /* and for battles wher you don't want to get loaded down while
1153 * fighting */
1154 if (op->contr->mode & PU_INHIBIT)
1155 return 1;
1156
1157 /* prevent us from turning into auto-thieves :) */
1158 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1159 continue;
1160
1161 /* ignore known cursed objects */
1162 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1163 continue;
1164
1165 /* all food and drink if desired */
1166 /* question: don't pick up known-poisonous stuff? */
1167 if (op->contr->mode & PU_FOOD)
1168 if (tmp->type == FOOD)
1169 {
1170 pick_up (op, tmp);
1171 continue;
1172 }
1173
1174 if (op->contr->mode & PU_DRINK)
1175 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1176 {
1177 pick_up (op, tmp);
1178 continue;
1179 }
1180
1181 if (op->contr->mode & PU_POTION)
1182 if (tmp->type == POTION)
1183 {
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 /* spellbooks, skillscrolls and normal books/scrolls */
1189 if (op->contr->mode & PU_SPELLBOOK)
1190 if (tmp->type == SPELLBOOK)
1191 {
1192 pick_up (op, tmp);
1193 continue;
1194 }
1195
1196 if (op->contr->mode & PU_SKILLSCROLL)
1197 if (tmp->type == SKILLSCROLL)
1198 {
1199 pick_up (op, tmp);
1200 continue;
1201 }
1202
1203 if (op->contr->mode & PU_READABLES)
1204 if (tmp->type == BOOK || tmp->type == SCROLL)
1205 {
1206 pick_up (op, tmp);
1207 continue;
1208 }
1209
1210 /* wands/staves/rods/horns */
1211 if (op->contr->mode & PU_MAGIC_DEVICE)
1212 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1213 {
1214 pick_up (op, tmp);
1215 continue;
1216 }
1217
1218 /* pick up all magical items */
1219 if (op->contr->mode & PU_MAGICAL)
1220 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1221 {
1222 pick_up (op, tmp);
1223 continue;
1224 }
1225
1226 if (op->contr->mode & PU_VALUABLES)
1227 {
1228 if (tmp->type == MONEY || tmp->type == GEM)
1229 {
1230 pick_up (op, tmp);
1231 continue;
1232 }
1233 }
1234
1235 /* rings & amulets - talismans seems to be typed AMULET */
1236 if (op->contr->mode & PU_JEWELS)
1237 if (tmp->type == RING || tmp->type == AMULET)
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 /* we don't forget dragon food */
1244 if (op->contr->mode & PU_FLESH)
1245 if (tmp->type == FLESH)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 /* bows and arrows. Bows are good for selling! */
1252 if (op->contr->mode & PU_BOW)
1253 if (tmp->type == BOW)
1254 {
1255 pick_up (op, tmp);
1256 continue;
1257 }
1258
1259 if (op->contr->mode & PU_ARROW)
1260 if (tmp->type == ARROW)
1261 {
1262 pick_up (op, tmp);
1263 continue;
1264 }
1265
1266 /* all kinds of armor etc. */
1267 if (op->contr->mode & PU_ARMOUR)
1268 if (tmp->type == ARMOUR)
1269 {
1270 pick_up (op, tmp);
1271 continue;
1272 }
1273
1274 if (op->contr->mode & PU_HELMET)
1275 if (tmp->type == HELMET)
1276 {
1277 pick_up (op, tmp);
1278 continue;
1279 }
1280
1281 if (op->contr->mode & PU_SHIELD)
1282 if (tmp->type == SHIELD)
1283 {
1284 pick_up (op, tmp);
1285 continue;
1286 }
1287
1288 if (op->contr->mode & PU_BOOTS)
1289 if (tmp->type == BOOTS)
1290 {
1291 pick_up (op, tmp);
1292 continue;
1293 }
1294
1295 if (op->contr->mode & PU_GLOVES)
1296 if (tmp->type == GLOVES)
1297 {
1298 pick_up (op, tmp);
1299 continue;
1300 }
1301
1302 if (op->contr->mode & PU_CLOAK)
1303 if (tmp->type == CLOAK)
1304 {
1305 pick_up (op, tmp);
1306 continue;
1307 }
1308
1309 /* hoping to catch throwing daggers here */
1310 if (op->contr->mode & PU_MISSILEWEAPON)
1311 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1312 {
1313 pick_up (op, tmp);
1314 continue;
1315 }
1316
1317 /* careful: chairs and tables are weapons! */
1318 if (op->contr->mode & PU_ALLWEAPON)
1319 {
1320 if (tmp->type == WEAPON && tmp->name != NULL)
1321 {
1322 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1323 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1324 {
1325 pick_up (op, tmp);
1326 continue;
1327 }
1328 }
1329
1330 if (tmp->type == WEAPON && tmp->name == NULL)
1331 {
1332 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1333 {
1334 pick_up (op, tmp);
1335 continue;
1336 }
1337 }
1338 }
1339
1340 /* misc stuff that's useful */
1341 if (op->contr->mode & PU_KEY)
1342 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1343 {
1344 pick_up (op, tmp);
1345 continue;
1346 }
1347
1348 /* any of the last 4 bits set means we use the ratio for value
1349 * pickups */
1350 if (op->contr->mode & PU_RATIO)
1351 {
1352 /* use value density to decide what else to grab */
1353 /* >=7 was >= op->contr->mode */
1354 /* >=7 is the old standard setting. Now we take the last 4 bits
1355 * and multiply them by 5, giving 0..15*5== 5..75 */
1356 wvratio = (op->contr->mode & PU_RATIO) * 5;
1357 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1358 {
1359 pick_up (op, tmp);
1253#if 0 1360#if 0
1254 /* print the flags too */ 1361 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1255 for(k=0;k<4;k++) 1362 if (tmp->name != NULL)
1256 { 1363 {
1257 fprintf(stderr,"%d [%d] ", k, k*32+31); 1364 fprintf (stderr, "%s", tmp->name);
1258 for(j=0;j<32;j++) 1365 }
1259 { 1366 else
1260 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1367 fprintf (stderr, "%s", tmp->arch->name);
1261 if(!((j+1)%4))fprintf(stderr," "); 1368 fprintf (stderr, ",%d] = ", tmp->type);
1262 } 1369 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1263 fprintf(stderr," [%d]\n", k*32);
1264 }
1265#endif 1370#endif
1266 } 1371 continue;
1267 /* philosophy: 1372 }
1268 * It's easy to grab an item type from a pile, as long as it's
1269 * generic. This takes no game-time. For more detailed pickups
1270 * and selections, select-items shoul dbe used. This is a
1271 * grab-as-you-run type mode that's really useful for arrows for
1272 * example.
1273 * The drawback: right now it has no frontend, so you need to
1274 * stick the bits you want into a calculator in hex mode and then
1275 * convert to decimal and then 'pickup <#>
1276 */
1277
1278 /* the first two modes are exclusive: if NOTHING we return, if
1279 * STOP then we stop. All the rest are applied sequentially,
1280 * meaning if any test passes, the item gets picked up. */
1281
1282 /* if mode is set to pick nothing up, return */
1283
1284 if(op->contr->mode & PU_NOTHING) return 1;
1285
1286 /* if mode is set to stop when encountering objects, return */
1287 /* take STOP before INHIBIT since it doesn't actually pick
1288 * anything up */
1289
1290 if(op->contr->mode & PU_STOP) return 0;
1291
1292 /* useful for going into stores and not losing your settings... */
1293 /* and for battles wher you don't want to get loaded down while
1294 * fighting */
1295 if(op->contr->mode & PU_INHIBIT) return 1;
1296
1297 /* prevent us from turning into auto-thieves :) */
1298 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1299
1300 /* ignore known cursed objects */
1301 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1302
1303 /* all food and drink if desired */
1304 /* question: don't pick up known-poisonous stuff? */
1305 if(op->contr->mode & PU_FOOD)
1306 if (tmp->type == FOOD)
1307 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1308 if(op->contr->mode & PU_DRINK)
1309 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1310 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1311
1312 if(op->contr->mode & PU_POTION)
1313 if (tmp->type == POTION)
1314 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1315
1316 /* spellbooks, skillscrolls and normal books/scrolls */
1317 if(op->contr->mode & PU_SPELLBOOK)
1318 if (tmp->type == SPELLBOOK)
1319 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1320 if(op->contr->mode & PU_SKILLSCROLL)
1321 if (tmp->type == SKILLSCROLL)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1323 if(op->contr->mode & PU_READABLES)
1324 if (tmp->type == BOOK || tmp->type == SCROLL)
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1326
1327 /* wands/staves/rods/horns */
1328 if (op->contr->mode & PU_MAGIC_DEVICE)
1329 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1330 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1331
1332 /* pick up all magical items */
1333 if(op->contr->mode & PU_MAGICAL)
1334 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1336
1337 if(op->contr->mode & PU_VALUABLES)
1338 {
1339 if (tmp->type == MONEY || tmp->type == GEM)
1340 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1341 }
1342
1343 /* rings & amulets - talismans seems to be typed AMULET */
1344 if(op->contr->mode & PU_JEWELS)
1345 if (tmp->type == RING || tmp->type == AMULET)
1346 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1347
1348 /* bows and arrows. Bows are good for selling! */
1349 if(op->contr->mode & PU_BOW)
1350 if (tmp->type == BOW)
1351 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1352 if(op->contr->mode & PU_ARROW)
1353 if (tmp->type == ARROW)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1355
1356 /* all kinds of armor etc. */
1357 if(op->contr->mode & PU_ARMOUR)
1358 if (tmp->type == ARMOUR)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1360 if(op->contr->mode & PU_HELMET)
1361 if (tmp->type == HELMET)
1362 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1363 if(op->contr->mode & PU_SHIELD)
1364 if (tmp->type == SHIELD)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1366 if(op->contr->mode & PU_BOOTS)
1367 if (tmp->type == BOOTS)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1369 if(op->contr->mode & PU_GLOVES)
1370 if (tmp->type == GLOVES)
1371 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1372 if(op->contr->mode & PU_CLOAK)
1373 if (tmp->type == CLOAK)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1375
1376 /* hoping to catch throwing daggers here */
1377 if(op->contr->mode & PU_MISSILEWEAPON)
1378 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1380
1381 /* careful: chairs and tables are weapons! */
1382 if(op->contr->mode & PU_ALLWEAPON)
1383 {
1384 if(tmp->type == WEAPON && tmp->name!=NULL)
1385 {
1386 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1387 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1389 }
1390 if(tmp->type == WEAPON && tmp->name==NULL)
1391 {
1392 if(strstr(tmp->arch->name,"table")==NULL &&
1393 strstr(tmp->arch->name,"chair")==NULL)
1394 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1395 }
1396 }
1397
1398 /* misc stuff that's useful */
1399 if(op->contr->mode & PU_KEY)
1400 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1402
1403 /* any of the last 4 bits set means we use the ratio for value
1404 * pickups */
1405 if(op->contr->mode & PU_RATIO)
1406 {
1407 /* use value density to decide what else to grab */
1408 /* >=7 was >= op->contr->mode */
1409 /* >=7 is the old standard setting. Now we take the last 4 bits
1410 * and multiply them by 5, giving 0..15*5== 5..75 */
1411 wvratio=(op->contr->mode & PU_RATIO) * 5;
1412 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1413 {
1414 pick_up(op, tmp);
1415#if 0
1416 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1417 if(tmp->name!=NULL) {
1418 fprintf(stderr,"%s", tmp->name);
1419 } 1373 }
1420 else fprintf(stderr,"%s",tmp->arch->name); 1374 } /* the new pickup model */
1421 fprintf(stderr,",%d] = ", tmp->type);
1422 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1423#endif
1424 continue;
1425 }
1426 } 1375 }
1427 } /* the new pickup model */ 1376
1428 }
1429 return ! stop; 1377 return !stop;
1430} 1378}
1431 1379
1432/* 1380/*
1433 * Find an arrow in the inventory and after that 1381 * Find an arrow in the inventory and after that
1434 * in the right type container (quiver). Pointer to the 1382 * in the right type container (quiver). Pointer to the
1435 * found object is returned. 1383 * found object is returned.
1436 */ 1384 */
1385object *
1437object *find_arrow(object *op, const char *type) 1386find_arrow (object *op, const char *type)
1438{ 1387{
1439 object *tmp = NULL; 1388 object *tmp = 0;
1440 1389
1441 for(op=op->inv; op; op=op->below) 1390 for (op = op->inv; op; op = op->below)
1442 if(!tmp && op->type==CONTAINER && op->race==type && 1391 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1443 QUERY_FLAG(op,FLAG_APPLIED))
1444 tmp = find_arrow (op, type); 1392 tmp = find_arrow (op, type);
1445 else if (op->type==ARROW && op->race==type) 1393 else if (op->type == ARROW && op->race == type)
1446 return op; 1394 return op;
1395
1447 return tmp; 1396 return tmp;
1448} 1397}
1449 1398
1450/* 1399/*
1451 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1400 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1452 * against the target. A full test is not performed, simply a basic test 1401 * against the target. A full test is not performed, simply a basic test
1453 * of resistances. The archer is making a quick guess at what he sees down 1402 * of resistances. The archer is making a quick guess at what he sees down
1454 * the hall. Failing that it does it's best to pick the highest plus arrow. 1403 * the hall. Failing that it does it's best to pick the highest plus arrow.
1455 */ 1404 */
1456 1405object *
1457object *find_better_arrow(object *op, object *target, const char *type, int *better) 1406find_better_arrow (object *op, object *target, const char *type, int *better)
1458{ 1407{
1459 object *tmp = NULL, *arrow, *ntmp; 1408 object *tmp = NULL, *arrow, *ntmp;
1460 int attacknum, attacktype, betterby=0, i; 1409 int attacknum, attacktype, betterby = 0, i;
1461 1410
1462 if (!type) 1411 if (!type)
1463 return NULL; 1412 return NULL;
1464 1413
1465 for (arrow=op->inv; arrow; arrow=arrow->below) { 1414 for (arrow = op->inv; arrow; arrow = arrow->below)
1466 if (arrow->type==CONTAINER && arrow->race==type && 1415 {
1467 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1416 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1417 {
1468 i = 0; 1418 i = 0;
1469 ntmp = find_better_arrow(arrow, target, type, &i); 1419 ntmp = find_better_arrow (arrow, target, type, &i);
1470 if (i > betterby) { 1420 if (i > betterby)
1421 {
1471 tmp = ntmp; 1422 tmp = ntmp;
1472 betterby = i; 1423 betterby = i;
1473 } 1424 }
1425 }
1474 } else if (arrow->type==ARROW && arrow->race==type) { 1426 else if (arrow->type == ARROW && arrow->race == type)
1427 {
1475 /* allways prefer assasination/slaying */ 1428 /* allways prefer assasination/slaying */
1476 if (target->race != NULL && arrow->slaying != NULL && 1429 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1477 strstr(arrow->slaying, target->race)) { 1430 {
1478 if (arrow->attacktype & AT_DEATH) { 1431 if (arrow->attacktype & AT_DEATH)
1432 {
1479 *better = 100; 1433 *better = 100;
1480 return arrow; 1434 return arrow;
1481 } else {
1482 tmp = arrow;
1483 betterby = (arrow->magic + arrow->stats.dam) * 2;
1484 } 1435 }
1485 } else { 1436 else
1486 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1487 attacktype = 1<<attacknum;
1488 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1489 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1490 tmp = arrow;
1491 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1492 }
1493 } 1437 {
1494 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1495 tmp = arrow; 1438 tmp = arrow;
1496 betterby = 2 + arrow->magic + arrow->stats.dam; 1439 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 }
1498 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1499 tmp = arrow;
1500 betterby = 1 + arrow->magic + arrow->stats.dam;
1501 } 1440 }
1502 } 1441 }
1442 else
1443 {
1444 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1445 {
1446 attacktype = 1 << attacknum;
1447 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1448 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1449 {
1450 tmp = arrow;
1451 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1452 }
1453 }
1454 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1455 {
1456 tmp = arrow;
1457 betterby = 2 + arrow->magic + arrow->stats.dam;
1458 }
1459 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1460 {
1461 tmp = arrow;
1462 betterby = 1 + arrow->magic + arrow->stats.dam;
1463 }
1503 } 1464 }
1465 }
1504 } 1466 }
1505 if (tmp == NULL && arrow == NULL) 1467 if (tmp == NULL && arrow == NULL)
1506 return find_arrow(op, type); 1468 return find_arrow (op, type);
1507 1469
1508 *better = betterby; 1470 *better = betterby;
1509 return tmp; 1471 return tmp;
1510} 1472}
1511 1473
1512/* looks in a given direction, finds the first valid target, and calls 1474/* looks in a given direction, finds the first valid target, and calls
1513 * find_better_arrow to find a decent arrow to use. 1475 * find_better_arrow to find a decent arrow to use.
1514 * op = the shooter 1476 * op = the shooter
1515 * type = bow->race 1477 * type = bow->race
1516 * dir = fire direction 1478 * dir = fire direction
1517 */ 1479 */
1518 1480object *
1519object *pick_arrow_target(object *op, const char *type, int dir) 1481pick_arrow_target (object *op, const char *type, int dir)
1520{ 1482{
1521 object *tmp = NULL; 1483 object *tmp = NULL;
1522 mapstruct *m; 1484 maptile *m;
1523 int i, mflags, found, number; 1485 int i, mflags, found, number;
1524 sint16 x, y; 1486 sint16 x, y;
1525 1487
1526 if (op->map == NULL) 1488 if (op->map == NULL)
1527 return find_arrow(op, type); 1489 return find_arrow (op, type);
1528 1490
1529 /* do a dex check */ 1491 /* do a dex check */
1530 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1492 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1531 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1493 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1532 return find_arrow(op, type); 1494 return find_arrow (op, type);
1533 1495
1534 m = op->map; 1496 m = op->map;
1535 x = op->x; 1497 x = op->x;
1536 y = op->y; 1498 y = op->y;
1537 1499
1538 /* find the first target */ 1500 /* find the first target */
1539 for (i=0, found=0; i<20; i++) { 1501 for (i = 0, found = 0; i < 20; i++)
1502 {
1540 x += freearr_x[dir]; 1503 x += freearr_x[dir];
1541 y += freearr_y[dir]; 1504 y += freearr_y[dir];
1542 mflags = get_map_flags(m, &m, x, y, &x, &y); 1505 mflags = get_map_flags (m, &m, x, y, &x, &y);
1543 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1506 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1507 {
1544 tmp = NULL; 1508 tmp = NULL;
1509 break;
1510 }
1511 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1512 {
1513 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1514 * perhaps a bad assumption.
1515 */
1516 tmp = NULL;
1517 break;
1518 }
1519 if (mflags & P_IS_ALIVE)
1520 {
1521 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1522 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1523 {
1524 found++;
1525 break;
1526 }
1527 if (found)
1545 break; 1528 break;
1546 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1547 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1548 * perhaps a bad assumption.
1549 */
1550 tmp = NULL;
1551 break;
1552 } 1529 }
1553 if (mflags & P_IS_ALIVE) {
1554 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1555 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1556 found++;
1557 break;
1558 }
1559 if (found)
1560 break;
1561 }
1562 } 1530 }
1563 if (tmp == NULL) 1531 if (tmp == NULL)
1564 return find_arrow(op, type); 1532 return find_arrow (op, type);
1565 1533
1566 if (tmp->head) 1534 if (tmp->head)
1567 tmp = tmp->head; 1535 tmp = tmp->head;
1568 1536
1569 return find_better_arrow(op, tmp, type, &i); 1537 return find_better_arrow (op, tmp, type, &i);
1570} 1538}
1571 1539
1572/* 1540/*
1573 * Creature fires a bow - op can be monster or player. Returns 1541 * Creature fires a bow - op can be monster or player. Returns
1574 * 1 if bow was actually fired, 0 otherwise. 1542 * 1 if bow was actually fired, 0 otherwise.
1577 * dir is the direction of fire. 1545 * dir is the direction of fire.
1578 * wc_mod is any special modifier to give (used in special player fire modes) 1546 * wc_mod is any special modifier to give (used in special player fire modes)
1579 * sx, sy are coordinates to fire arrow from - also used in some of the special 1547 * sx, sy are coordinates to fire arrow from - also used in some of the special
1580 * player fire modes. 1548 * player fire modes.
1581 */ 1549 */
1550int
1582int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1551fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1583 sint16 sx, sint16 sy)
1584{ 1552{
1585 object *left, *bow; 1553 object *left, *bow;
1586 tag_t left_tag, tag; 1554 int mflags;
1587 int bowspeed, mflags; 1555 maptile *m;
1588 mapstruct *m;
1589 1556
1590 if (!dir) { 1557 if (!dir)
1558 {
1591 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1559 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1592 return 0; 1560 return 0;
1561 }
1562
1563 if (op->contr)
1564 bow = op->current_weapon;
1565 else
1593 } 1566 {
1594 if (op->type == PLAYER)
1595 bow=op->contr->ranges[range_bow];
1596 else {
1597 for(bow=op->inv; bow; bow=bow->below) 1567 for (bow = op->inv; bow; bow = bow->below)
1598 /* Don't check for applied - monsters don't apply bows - in that way, they 1568 /* Don't check for applied - monsters don't apply bows - in that way, they
1599 * don't need to switch back and forth between bows and weapons. 1569 * don't need to switch back and forth between bows and weapons.
1600 */ 1570 */
1601 if(bow->type==BOW) 1571 if (bow->type == BOW)
1602 break; 1572 break;
1603 1573
1604 if (!bow) { 1574 if (!bow)
1575 {
1605 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1576 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1606 return 0; 1577 return 0;
1578 }
1579
1580 // optimisation: move object to top so we will find it quickly again
1581 if (bow->below)
1607 } 1582 {
1583 bow->remove ();
1584 op->insert (bow);
1585 }
1586
1608 } 1587 }
1588
1609 if( !bow->race || !bow->skill) { 1589 if (!bow->race || !bow->skill)
1590 {
1610 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1611 return 0; 1592 return 0;
1612 } 1593 }
1613 1594
1614 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1615
1616 /* penalize ROF for bestarrow */
1617 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1618 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1619 if (bowspeed < 1)
1620 bowspeed = 1;
1621
1622 if (arrow == NULL) { 1595 if (arrow == NULL)
1596 {
1623 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1597 if ((arrow = find_arrow (op, bow->race)) == NULL)
1598 {
1624 if (op->type == PLAYER) 1599 if (op->type == PLAYER)
1625 new_draw_info_format(NDI_UNIQUE, 0, op, 1600 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1626 "You have no %s left.", &bow->race);
1627 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1601 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1628 else 1602 else
1629 CLEAR_FLAG(op, FLAG_READY_BOW); 1603 CLEAR_FLAG (op, FLAG_READY_BOW);
1604
1630 return 0; 1605 return 0;
1631 } 1606 }
1632 } 1607 }
1608
1633 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1609 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1634 if (mflags & P_OUT_OF_MAP) { 1610 if (mflags & P_OUT_OF_MAP)
1635 return 0; 1611 return 0;
1636 } 1612
1637 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1613 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1614 {
1638 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1615 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1639 return 0; 1616 return 0;
1640 } 1617 }
1641 1618
1642 /* this should not happen, but sometimes does */ 1619 /* this should not happen, but sometimes does */
1643 if (arrow->nrof==0) { 1620 if (arrow->nrof == 0)
1644 remove_ob(arrow); 1621 {
1645 free_object(arrow); 1622 arrow->destroy ();
1646 return 0; 1623 return 0;
1647 } 1624 }
1648 1625
1649 left = arrow; /* these are arrows left to the player */ 1626 left = arrow; /* these are arrows left to the player */
1650 left_tag = left->count;
1651 arrow = get_split_ob(arrow, 1); 1627 arrow = get_split_ob (arrow, 1);
1652 if (arrow == NULL) { 1628 if (!arrow)
1629 {
1653 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1630 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1654 return 0; 1631 return 0;
1655 } 1632 }
1656 set_owner(arrow, op); 1633
1634 arrow->set_owner (op);
1657 arrow->skill = bow->skill; 1635 arrow->skill = bow->skill;
1658
1659 arrow->direction=dir; 1636 arrow->direction = dir;
1660 arrow->x = sx;
1661 arrow->y = sy;
1662 1637
1663 if (op->type == PLAYER) {
1664 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1665 fix_player(op);
1666 }
1667
1668 SET_ANIMATION(arrow, arrow->direction);
1669 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1638 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1670 arrow->stats.hp = arrow->stats.dam; 1639 arrow->stats.hp = arrow->stats.dam;
1671 arrow->stats.grace = arrow->attacktype; 1640 arrow->stats.grace = arrow->attacktype;
1641
1672 if (arrow->slaying != NULL) 1642 if (arrow->slaying)
1673 arrow->spellarg = strdup_local(arrow->slaying); 1643 arrow->spellarg = strdup (arrow->slaying);
1674 1644
1675 /* Note that this was different for monsters - they got their level 1645 if (player *pl = op->contr)
1676 * added to the damage. I think the strength bonus is more proper.
1677 */
1678 1646 {
1679 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1647 if (!pl->has_hit)
1680 0 : dam_bonus[op->stats.Str]) + 1648 {
1681 bow->stats.dam + bow->magic + arrow->magic; 1649 pl->has_hit = 1;
1650 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1651 }
1652#if 0
1653 float speed = pl->weapon_sp;
1682 1654
1655 /* penalize ROF for bestarrow */
1656 if (pl->bowtype == bow_bestarrow)
1657 speed *= .9f;
1658 else
1659 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1660
1661 op->speed_left += speed - op->speed;
1662#endif
1663 }
1664
1665 SET_ANIMATION (arrow, arrow->direction);
1666
1683 /* update the speed */ 1667 /* update the speed */
1684 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1668 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1685 0 : dam_bonus[op->stats.Str]) +
1686 bow->magic + arrow->magic) / 5.0 +
1687 (float)bow->stats.dam / 7.0; 1669 + bow->stats.dam / 7.0;
1688 1670
1689 if (arrow->speed < 1.0) 1671 arrow->set_speed (max (arrow->speed, 2.0));
1690 arrow->speed = 1.0;
1691 update_ob_speed(arrow);
1692 arrow->speed_left = 0; 1672 arrow->speed_left = 0;
1693 1673
1674 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1675
1694 if (op->type == PLAYER) { 1676 if (op->type == PLAYER)
1695 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1677 {
1696 (op->chosen_skill?op->chosen_skill->level:op->level) -
1697 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1698 arrow->stats.wc - bow->stats.wc + wc_mod;
1699
1700 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1678 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1701 } else { 1679 wc -= dex_bonus[op->stats.Dex];
1702 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1703 arrow->stats.wc + wc_mod;
1704 1680
1681 if (!arrow->slaying)
1682 arrow->slaying = op->slaying;
1683
1684 arrow->attacktype |= op->attacktype;
1685 }
1686 else
1687 {
1705 arrow->level = op->level; 1688 arrow->level = op->level;
1706 } 1689 arrow->stats.wc -= bow->magic;
1707 if (arrow->attacktype == AT_PHYSICAL) 1690
1708 arrow->attacktype |= bow->attacktype; 1691 if (!arrow->slaying)
1709 if (bow->slaying != NULL)
1710 arrow->slaying = bow->slaying; 1692 arrow->slaying = bow->slaying;
1711 1693
1712 arrow->map = m; 1694 arrow->attacktype |= bow->attacktype;
1695 }
1696
1697 wc -= arrow->level;
1698 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1699
1700 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1713 arrow->move_type = MOVE_FLY_LOW; 1701 arrow->move_type = MOVE_FLY_LOW;
1714 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1702 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1715 1703
1716 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1704 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1717 tag = arrow->count; 1705 m->insert (arrow, sx, sy, op);
1718 insert_ob_in_map(arrow, m, op, 0);
1719 1706
1720 if (!was_destroyed(arrow, tag)) 1707 if (!arrow->destroyed ())
1721 move_arrow(arrow); 1708 move_arrow (arrow);
1722 1709
1723 if (op->type == PLAYER) { 1710 if (op->type == PLAYER)
1724 if (was_destroyed (left, left_tag)) 1711 {
1712 if (left->destroyed ())
1725 esrv_del_item(op->contr, left_tag); 1713 esrv_del_item (op->contr, left->count);
1726 else 1714 else
1727 esrv_send_item(op, left); 1715 esrv_send_item (op, left);
1728 } 1716 }
1717
1729 return 1; 1718 return 1;
1730} 1719}
1731 1720
1732/* Special fire code for players - this takes into 1721/* Special fire code for players - this takes into
1733 * account the special fire modes players can have 1722 * account the special fire modes players can have
1734 * but monsters can't. Putting that code here 1723 * but monsters can't. Putting that code here
1735 * makes the fire_bow code much cleaner. 1724 * makes the fire_bow code much cleaner.
1736 * this function should only be called if 'op' is a player, 1725 * this function should only be called if 'op' is a player,
1737 * hence the function name. 1726 * hence the function name.
1738 */ 1727 */
1728int
1739int player_fire_bow(object *op, int dir) 1729player_fire_bow (object *op, int dir)
1740{ 1730{
1741 int ret=0, wcmod=0; 1731 int ret = 0, wcmod = 0;
1742 1732
1743 if (op->contr->bowtype == bow_bestarrow) { 1733 if (op->contr->bowtype == bow_bestarrow)
1744 ret = fire_bow(op, op, 1734 {
1745 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1735 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1746 dir, 0, op->x, op->y); 1736 }
1747 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1737 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1738 {
1748 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1739 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1749 wcmod =-1; 1740 wcmod = -1;
1741
1750 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1742 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1751 op->x, op->y); 1743 }
1752 } else if (op->contr->bowtype == bow_threewide) { 1744 else if (op->contr->bowtype == bow_threewide)
1745 {
1753 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1746 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1754 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1747 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1755 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1748 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1749 }
1756 } else if (op->contr->bowtype == bow_spreadshot) { 1750 else if (op->contr->bowtype == bow_spreadshot)
1751 {
1757 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1752 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1758 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1753 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1759 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1754 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1760 1755 }
1761 } else { 1756 else
1757 {
1762 /* Simple case */ 1758 /* Simple case */
1763 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1759 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1764 } 1760 }
1761
1765 return ret; 1762 return ret;
1766} 1763}
1767
1768 1764
1769/* Fires a misc (wand/rod/horn) object in 'dir'. 1765/* Fires a misc (wand/rod/horn) object in 'dir'.
1770 * Broken apart from 'fire' to keep it more readable. 1766 * Broken apart from 'fire' to keep it more readable.
1771 */ 1767 */
1768void
1772void fire_misc_object(object *op, int dir) 1769fire_misc_object (object *op, int dir)
1773{ 1770{
1774 object *item; 1771 object *item = op->contr->ranged_ob;
1775 1772
1776 if (!op->contr->ranges[range_misc]) { 1773 if (!item)
1774 {
1777 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1775 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1778 return; 1776 return;
1779 } 1777 }
1780 1778
1781 item = op->contr->ranges[range_misc];
1782 if (!item->inv) { 1779 if (!item->inv)
1780 {
1783 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1781 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1784 return; 1782 return;
1785 } 1783 }
1784
1785 if (!op->change_weapon (item))
1786 return;
1787
1786 if (item->type == WAND) { 1788 if (item->type == WAND)
1789 {
1787 if(item->stats.food<=0) { 1790 if (item->stats.food <= 0)
1791 {
1788 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1792 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1789 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1794
1790 return; 1795 return;
1791 } 1796 }
1797 }
1792 } else if (item->type == ROD || item->type==HORN) { 1798 else if (item->type == ROD || item->type == HORN)
1799 {
1793 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1800 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1801 {
1794 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1803
1795 if (item->type== ROD) 1804 if (item->type == ROD)
1796 new_draw_info_format(NDI_UNIQUE, 0,op,
1797 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1805 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1798 else 1806 else
1799 new_draw_info_format(NDI_UNIQUE, 0,op, 1807 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1800 "The %s needs more time to charge.", query_base_name(item,0)); 1808
1801 return; 1809 return;
1802 } 1810 }
1803 } 1811 }
1804 1812
1805 if(cast_spell(op,item,dir,item->inv,NULL)) { 1813 if (cast_spell (op, item, dir, item->inv, NULL))
1814 {
1806 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1815 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1807 if (item->type == WAND) { 1816 if (item->type == WAND)
1817 {
1808 if (!(--item->stats.food)) { 1818 if (!(--item->stats.food))
1819 {
1809 object *tmp; 1820 object *tmp;
1821
1810 if (item->arch) { 1822 if (item->arch)
1823 {
1811 CLEAR_FLAG(item, FLAG_ANIMATE); 1824 CLEAR_FLAG (item, FLAG_ANIMATE);
1812 item->face = item->arch->clone.face; 1825 item->face = item->arch->clone.face;
1813 item->speed = 0; 1826 item->set_speed (0);
1814 update_ob_speed(item);
1815 } 1827 }
1828
1816 if ((tmp=is_player_inv(item))) 1829 if ((tmp = item->in_player ()))
1817 esrv_update_item(UPD_ANIM, tmp, item); 1830 esrv_update_item (UPD_ANIM, tmp, item);
1818 } 1831 }
1819 } 1832 }
1820 else if (item->type == ROD || item->type==HORN) { 1833 else if (item->type == ROD || item->type == HORN)
1821 drain_rod_charge(item); 1834 drain_rod_charge (item);
1822 }
1823 } 1835 }
1824} 1836}
1825 1837
1826/* Received a fire command for the player - go and do it. 1838/* Received a fire command for the player - go and do it.
1827 */ 1839 */
1840void
1828void fire(object *op,int dir) { 1841fire (object *op, int dir)
1842{
1829 int spellcost=0; 1843 int spellcost = 0;
1830 1844
1831 /* check for loss of invisiblity/hide */ 1845 /* check for loss of invisiblity/hide */
1832 if (action_makes_visible(op)) make_visible(op); 1846 if (action_makes_visible (op))
1847 make_visible (op);
1833 1848
1834 switch(op->contr->shoottype) { 1849 player *pl = op->contr;
1835 case range_none: 1850
1851 if (pl->golem)
1852 {
1853 control_golem (op->contr->golem, dir);
1836 return; 1854 return;
1855 }
1837 1856
1838 case range_bow: 1857 object *ob = pl->ranged_ob;
1858
1859 if (!ob)
1860 return;
1861
1862 if (!op->change_weapon (ob))
1863 return;
1864
1865 switch (ob->type)
1866 {
1867 case BOW:
1839 player_fire_bow(op, dir); 1868 player_fire_bow (op, dir);
1840 return; 1869 break;
1841 1870
1842 case range_magic: /* Casting spells */ 1871 case SPELL:
1843 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1872 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1844 return; 1873 break;
1845 1874
1846 case range_misc: 1875 case BUILDER:
1847 fire_misc_object(op, dir);
1848 return;
1849
1850 case range_golem: /* Control summoned monsters from scrolls */
1851 if(op->contr->ranges[range_golem]==NULL ||
1852 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1853 op->contr->ranges[range_golem] = NULL;
1854 op->contr->shoottype=range_none;
1855 op->contr->golem_count = 0;
1856 }
1857 else
1858 control_golem(op->contr->ranges[range_golem], dir);
1859 return;
1860
1861 case range_skill:
1862 if(!op->chosen_skill) {
1863 if(op->type==PLAYER)
1864 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1865 return;
1866 }
1867 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1868 return;
1869 case range_builder:
1870 apply_map_builder( op, dir ); 1876 apply_map_builder (op, dir);
1871 return; 1877 break;
1878
1879 case SKILL:
1880 do_skill (op, op, ob, dir, 0);
1881 break;
1882
1872 default: 1883 default:
1873 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1884 fire_misc_object (op, dir);
1874 return; 1885 break;
1875 } 1886 }
1876} 1887}
1877
1878
1879 1888
1880/* find_key 1889/* find_key
1881 * We try to find a key for the door as passed. If we find a key 1890 * We try to find a key for the door as passed. If we find a key
1882 * and successfully use it, we return the key, otherwise NULL 1891 * and successfully use it, we return the key, otherwise NULL
1883 * This function merges both normal and locked door, since the logic 1892 * This function merges both normal and locked door, since the logic
1885 * pl is the player, 1894 * pl is the player,
1886 * inv is the objects inventory to searched 1895 * inv is the objects inventory to searched
1887 * door is the door we are trying to match against. 1896 * door is the door we are trying to match against.
1888 * This function can be called recursively to search containers. 1897 * This function can be called recursively to search containers.
1889 */ 1898 */
1890 1899object *
1891object * find_key(object *pl, object *container, object *door) 1900find_key (object *pl, object *container, object *door)
1892{ 1901{
1893 object *tmp,*key; 1902 object *tmp, *key;
1894 1903
1895 /* Should not happen, but sanity checking is never bad */ 1904 /* Should not happen, but sanity checking is never bad */
1896 if (container->inv == NULL) return NULL; 1905 if (!container->inv)
1906 return 0;
1897 1907
1898 /* First, lets try to find a key in the top level inventory */ 1908 /* First, lets try to find a key in the top level inventory */
1899 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1909 for (tmp = container->inv; tmp; tmp = tmp->below)
1910 {
1900 if (door->type==DOOR && tmp->type==KEY) break; 1911 if (door->type == DOOR && tmp->type == KEY)
1912 break;
1901 /* For sanity, we should really check door type, but other stuff 1913 /* For sanity, we should really check door type, but other stuff
1902 * (like containers) can be locked with special keys 1914 * (like containers) can be locked with special keys
1903 */ 1915 */
1904 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1916 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1905 tmp->slaying==door->slaying) break; 1917 break;
1906 } 1918 }
1919
1907 /* No key found - lets search inventories now */ 1920 /* No key found - lets search inventories now */
1908 /* If we find and use a key in an inventory, return at that time. 1921 /* If we find and use a key in an inventory, return at that time.
1909 * otherwise, if we search all the inventories and still don't find 1922 * otherwise, if we search all the inventories and still don't find
1910 * a key, return 1923 * a key, return
1911 */ 1924 */
1912 if (!tmp) { 1925 if (!tmp)
1926 {
1913 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1927 for (tmp = container->inv; tmp; tmp = tmp->below)
1928 {
1914 /* No reason to search empty containers */ 1929 /* No reason to search empty containers */
1915 if (tmp->type==CONTAINER && tmp->inv) { 1930 if (tmp->type == CONTAINER && tmp->inv)
1931 {
1916 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1932 if ((key = find_key (pl, tmp, door)))
1933 return key;
1917 } 1934 }
1918 } 1935 }
1936
1937 if (!tmp)
1919 if (!tmp) return NULL; 1938 return NULL;
1920 } 1939 }
1940
1921 /* We get down here if we have found a key. Now if its in a container, 1941 /* We get down here if we have found a key. Now if its in a container,
1922 * see if we actually want to use it 1942 * see if we actually want to use it
1923 */ 1943 */
1924 if (pl!=container) { 1944 if (pl != container)
1945 {
1925 /* Only let players use keys in containers */ 1946 /* Only let players use keys in containers */
1926 if (!pl->contr) return NULL; 1947 if (!pl->contr)
1948 return NULL;
1927 /* cases where this fails: 1949 /* cases where this fails:
1928 * If we only search the player inventory, return now since we 1950 * If we only search the player inventory, return now since we
1929 * are not in the players inventory. 1951 * are not in the players inventory.
1930 * If the container is not active, return now since only active 1952 * If the container is not active, return now since only active
1931 * containers can be used. 1953 * containers can be used.
1932 * If we only search keyrings and the container does not have 1954 * If we only search keyrings and the container does not have
1933 * a race/isn't a keyring. 1955 * a race/isn't a keyring.
1934 * No checking for all containers - to fall through past here, 1956 * No checking for all containers - to fall through past here,
1935 * inv must have been an container and must have been active. 1957 * inv must have been an container and must have been active.
1936 * 1958 *
1937 * Change the color so that the message doesn't disappear with 1959 * Change the color so that the message doesn't disappear with
1938 * all the others. 1960 * all the others.
1939 */ 1961 */
1940 if (pl->contr->usekeys == key_inventory || 1962 if (pl->contr->usekeys == key_inventory ||
1941 !QUERY_FLAG(container, FLAG_APPLIED) || 1963 !QUERY_FLAG (container, FLAG_APPLIED) ||
1942 (pl->contr->usekeys == keyrings &&
1943 (!container->race || strcmp(container->race, "keys"))) 1964 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1944 ) { 1965 {
1945 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1966 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1946 "The %s in your %s vibrates as you approach the door", 1967 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1947 query_name(tmp), query_name(container));
1948 return NULL; 1968 return NULL;
1949 } 1969 }
1950 } 1970 }
1971
1951 return tmp; 1972 return tmp;
1952} 1973}
1953 1974
1954/* moved door processing out of move_player_attack. 1975/* moved door processing out of move_player_attack.
1955 * returns 1 if player has opened the door with a key 1976 * returns 1 if player has opened the door with a key
1956 * such that the caller should not do anything more, 1977 * such that the caller should not do anything more,
1957 * 0 otherwise 1978 * 0 otherwise
1958 */ 1979 */
1980static int
1959static int player_attack_door(object *op, object *door) 1981player_attack_door (object *op, object *door)
1960{ 1982{
1961
1962 /* If its a door, try to find a use a key. If we do destroy the door, 1983 /* If its a door, try to find a use a key. If we do destroy the door,
1963 * might as well return immediately as there is nothing more to do - 1984 * might as well return immediately as there is nothing more to do -
1964 * otherwise, we fall through to the rest of the code. 1985 * otherwise, we fall through to the rest of the code.
1965 */ 1986 */
1966 object *key=find_key(op, op, door); 1987 object *key = find_key (op, op, door);
1967 1988
1968 /* IF we found a key, do some extra work */ 1989 /* IF we found a key, do some extra work */
1969 if (key) { 1990 if (key)
1991 {
1970 object *container=key->env; 1992 object *container = key->env;
1971 1993
1972 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1994 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1995
1973 if(action_makes_visible(op)) make_visible(op); 1996 if (action_makes_visible (op))
1997 make_visible (op);
1998
1974 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1999 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2000 spring_trap (door->inv, op);
2001
1975 if (door->type == DOOR) { 2002 if (door->type == DOOR)
1976 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2003 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1977 }
1978 else if(door->type==LOCKED_DOOR) { 2004 else if (door->type == LOCKED_DOOR)
1979 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2005 {
1980 "You open the door with the %s", query_short_name(key)); 2006 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1981 remove_door2(door); /* remove door without violence ;-) */ 2007 remove_door2 (door); /* remove door without violence ;-) */
1982 } 2008 }
2009
1983 /* Do this after we print the message */ 2010 /* Do this after we print the message */
1984 decrease_ob(key); /* Use up one of the keys */ 2011 decrease_ob (key); /* Use up one of the keys */
1985 /* Need to update the weight the container the key was in */ 2012 /* Need to update the weight the container the key was in */
1986 if (container != op) 2013 if (container != op)
1987 esrv_update_item(UPD_WEIGHT, op, container); 2014 esrv_update_item (UPD_WEIGHT, op, container);
2015
1988 return 1; /* Nothing more to do below */ 2016 return 1; /* Nothing more to do below */
2017 }
1989 } else if (door->type==LOCKED_DOOR) { 2018 else if (door->type == LOCKED_DOOR)
2019 {
1990 /* Might as well return now - no other way to open this */ 2020 /* Might as well return now - no other way to open this */
1991 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2021 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1992 return 1; 2022 return 1;
1993 } 2023 }
2024
1994 return 0; 2025 return 0;
1995} 2026}
1996 2027
1997/* This function is just part of a breakup from move_player. 2028/* This function is just part of a breakup from move_player.
1998 * It should keep the code cleaner. 2029 * It should keep the code cleaner.
1999 * When this is called, the players direction has been updated 2030 * When this is called, the players direction has been updated
2000 * (taking into account confusion.) The player is also actually 2031 * (taking into account confusion.) The player is also actually
2001 * going to try and move (not fire weapons). 2032 * going to try and move (not fire weapons).
2002 */ 2033 */
2003 2034void
2004void move_player_attack(object *op, int dir) 2035move_player_attack (object *op, int dir)
2005{ 2036{
2006 object *tmp, *mon; 2037 object *tmp, *mon;
2007 sint16 nx, ny;
2008 int on_battleground; 2038 int on_battleground;
2009 mapstruct *m; 2039 maptile *m;
2010 2040
2011 nx=freearr_x[dir]+op->x; 2041 sint16 nx = freearr_x[dir] + op->x;
2012 ny=freearr_y[dir]+op->y; 2042 sint16 ny = freearr_y[dir] + op->y;
2013 2043
2014 on_battleground = op_on_battleground(op, NULL, NULL); 2044 on_battleground = op_on_battleground (op, 0, 0);
2015 2045
2016 /* If braced, or can't move to the square, and it is not out of the 2046 /* If braced, or can't move to the square, and it is not out of the
2017 * map, attack it. Note order of if statement is important - don't 2047 * map, attack it. Note order of if statement is important - don't
2018 * want to be calling move_ob if braced, because move_ob will move the 2048 * want to be calling move_ob if braced, because move_ob will move the
2019 * player. This is a pretty nasty hack, because if we could 2049 * player. This is a pretty nasty hack, because if we could
2020 * move to some space, it then means that if we are braced, we should 2050 * move to some space, it then means that if we are braced, we should
2021 * do nothing at all. As it is, if we are braced, we go through 2051 * do nothing at all. As it is, if we are braced, we go through
2022 * quite a bit of processing. However, it probably is less than what 2052 * quite a bit of processing. However, it probably is less than what
2023 * move_ob uses. 2053 * move_ob uses.
2024 */ 2054 */
2025 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2055 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2056 {
2026 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2057 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2027 m = get_map_from_coord(op->map, &nx, &ny);
2028 if (!m) return; /* Don't think this should happen */
2029 } 2058 {
2059 m = op->map->xy_find (nx, ny);
2060 if (!m)
2061 return; /* Don't think this should happen */
2062 }
2063 else
2030 else m =op->map; 2064 m = op->map;
2031 2065
2032 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2066 if (!(tmp = m->at (nx, ny).bot))
2033 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2067 return;
2068
2069 mon = 0;
2070 /* Go through all the objects, and find ones of interest. Only stop if
2071 * we find a monster - that is something we know we want to attack.
2072 * if its a door or barrel (can roll) see if there may be monsters
2073 * on the space
2074 */
2075 while (tmp)
2076 {
2077 if (tmp == op)
2078 {
2079 tmp = tmp->above;
2080 continue;
2081 }
2082
2083 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2084 {
2085 mon = tmp;
2086 break;
2087 }
2088
2089 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2090 mon = tmp;
2091
2092 tmp = tmp->above;
2093 }
2094
2095 if (!mon) /* This happens anytime the player tries to move */
2096 return; /* into a wall */
2097
2098 if (mon->head)
2099 mon = mon->head;
2100
2101 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2102 if (player_attack_door (op, mon))
2103 return;
2104
2105 /* The following deals with possibly attacking peaceful
2106 * or frienddly creatures. Basically, all players are considered
2107 * unaggressive. If the moving player has peaceful set, then the
2108 * object should be pushed instead of attacked. It is assumed that
2109 * if you are braced, you will not attack friends accidently,
2110 * and thus will not push them.
2111 */
2112
2113 /* If the creature is a pet, push it even if the player is not
2114 * peaceful. Our assumption is the creature is a pet if the
2115 * player owns it and it is either friendly or unagressive.
2116 */
2117 if (op->type == PLAYER
2118 && ((mon->owner && mon->owner->contr
2119 && same_party (mon->owner->contr->party, op->contr->party))
2120 || mon->owner == op)
2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2122 {
2123 /* If we're braced, we don't want to switch places with it */
2124 if (op->contr->braced)
2034 return; 2125 return;
2035 }
2036 2126
2037 mon = NULL; 2127 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2038 /* Go through all the objects, and find ones of interest. Only stop if 2128 push_ob (mon, dir, op);
2039 * we find a monster - that is something we know we want to attack. 2129 if (op->contr->tmp_invis || op->hide)
2040 * if its a door or barrel (can roll) see if there may be monsters 2130 make_visible (op);
2041 * on the space 2131
2132 return;
2133 }
2134
2135 /* in certain circumstances, you shouldn't attack friendly
2136 * creatures. Note that if you are braced, you can't push
2137 * someone, but put it inside this loop so that you won't
2138 * attack them either.
2042 */ 2139 */
2043 while (tmp!=NULL) { 2140 if ((mon->type == PLAYER || mon->enemy != op)
2044 if (tmp == op) { 2141 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2045 tmp=tmp->above; 2142 && ((op->contr->peaceful
2046 continue; 2143 || (mon->type == PLAYER && mon->contr->peaceful))
2144 && !on_battleground))
2145 {
2146 if (!op->contr->braced)
2147 {
2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2149 push_ob (mon, dir, op);
2047 } 2150 }
2048 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2151 else
2049 mon = tmp; 2152 new_draw_info (0, 0, op, "You withhold your attack");
2050 break; 2153
2154 if (op->contr->tmp_invis || op->hide)
2155 make_visible (op);
2156 }
2157
2158 /* If the object is a boulder or other rollable object, then
2159 * roll it if not braced. You can't roll it if you are braced.
2160 */
2161 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2162 {
2163 recursive_roll (mon, dir, op);
2164 if (action_makes_visible (op))
2165 make_visible (op);
2166 }
2167
2168 /* Any generic living creature. Including things like doors.
2169 * Way it works is like this: First, it must have some hit points
2170 * and be living. Then, it must be one of the following:
2171 * 1) Not a player, 2) A player, but of a different party. Note
2172 * that party_number -1 is no party, so attacks can still happen.
2173 */
2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2175 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2176 {
2177 if (!op->contr->has_hit)
2178 {
2179 op->contr->has_hit = 1;
2180 op->speed_left += op->contr->weapon_speed () - op->speed;
2051 } 2181 }
2052 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2053 mon = tmp;
2054 tmp=tmp->above;
2055 }
2056
2057 if (mon==NULL) /* This happens anytime the player tries to move */
2058 return; /* into a wall */
2059 2182
2060 if(mon->head != NULL) 2183 skill_attack (mon, op, 0, 0, 0);
2061 mon = mon->head;
2062 2184
2063 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2185 /* If attacking another player, that player gets automatic
2064 if (player_attack_door(op, mon)) return; 2186 * hitback, and doesn't loose luck either.
2065 2187 * Disable hitback on the battleground or if the target is
2066 /* The following deals with possibly attacking peaceful 2188 * the wiz.
2067 * or frienddly creatures. Basically, all players are considered
2068 * unaggressive. If the moving player has peaceful set, then the
2069 * object should be pushed instead of attacked. It is assumed that
2070 * if you are braced, you will not attack friends accidently,
2071 * and thus will not push them.
2072 */ 2189 */
2073 2190 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2074 /* If the creature is a pet, push it even if the player is not
2075 * peaceful. Our assumption is the creature is a pet if the
2076 * player owns it and it is either friendly or unagressive.
2077 */
2078 if ((op->type==PLAYER)
2079#if COZY_SERVER
2080 &&
2081 (
2082 (get_owner(mon) && get_owner(mon)->contr
2083 && same_party (get_owner(mon)->contr->party, op->contr->party))
2084 || get_owner(mon) == op
2085 )
2086#else
2087 && get_owner(mon)==op
2088#endif
2089 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2090 {
2091 /* If we're braced, we don't want to switch places with it */
2092 if (op->contr->braced) return;
2093 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2094 (void) push_ob(mon,dir,op);
2095 if(op->contr->tmp_invis||op->hide) make_visible(op);
2096 return;
2097 }
2098
2099 /* in certain circumstances, you shouldn't attack friendly
2100 * creatures. Note that if you are braced, you can't push
2101 * someone, but put it inside this loop so that you won't
2102 * attack them either.
2103 */
2104 if ((mon->type==PLAYER || mon->enemy != op) &&
2105 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2106 (
2107#ifdef PROHIBIT_PLAYERKILL
2108 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2109#else
2110 op->contr->peaceful &&
2111#endif
2112 !on_battleground
2113 )) { 2191 {
2114 if (!op->contr->braced) { 2192 short luck = mon->stats.luck;
2115 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2193
2116 (void) push_ob(mon,dir,op); 2194 mon->contr->has_hit = 1;
2117 } else { 2195 skill_attack (op, mon, 0, 0, 0);
2118 new_draw_info(0, 0,op,"You withhold your attack"); 2196 mon->stats.luck = luck;
2119 } 2197 }
2120 if(op->contr->tmp_invis||op->hide) make_visible(op);
2121 }
2122 2198
2123 /* If the object is a boulder or other rollable object, then
2124 * roll it if not braced. You can't roll it if you are braced.
2125 */
2126 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2127 recursive_roll(mon,dir,op);
2128 if(action_makes_visible(op)) make_visible(op); 2199 if (action_makes_visible (op))
2129 } 2200 make_visible (op);
2130
2131 /* Any generic living creature. Including things like doors.
2132 * Way it works is like this: First, it must have some hit points
2133 * and be living. Then, it must be one of the following:
2134 * 1) Not a player, 2) A player, but of a different party. Note
2135 * that party_number -1 is no party, so attacks can still happen.
2136 */
2137
2138 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2139 ((mon->type!=PLAYER || op->contr->party==NULL ||
2140 op->contr->party!=mon->contr->party))) {
2141
2142 /* If the player hasn't hit something this tick, and does
2143 * so, give them speed boost based on weapon speed. Doing
2144 * it here is better than process_players2, which basically
2145 * incurred a 1 tick offset.
2146 */
2147 if (!op->contr->has_hit) {
2148 op->speed_left += op->speed / op->contr->weapon_sp;
2149
2150 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2151 } 2201 }
2152
2153 skill_attack(mon, op, 0, NULL, NULL);
2154
2155 /* If attacking another player, that player gets automatic
2156 * hitback, and doesn't loose luck either.
2157 * Disable hitback on the battleground or if the target is
2158 * the wiz.
2159 */
2160 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2161 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2162 short luck = mon->stats.luck;
2163 mon->contr->has_hit = 1;
2164 skill_attack(op, mon, 0, NULL, NULL);
2165 mon->stats.luck = luck;
2166 }
2167 if(action_makes_visible(op)) make_visible(op);
2168 }
2169 } /* if player should attack something */ 2202 } /* if player should attack something */
2170} 2203}
2171 2204
2205int
2172int move_player(object *op,int dir) { 2206move_player (object *op, int dir)
2207{
2173 int pick; 2208 int pick;
2174 2209
2175 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2210 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2176 return 0;
2177
2178 /* Sanity check: make sure dir is valid */
2179 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2180 LOG( llevError, "move_player: invalid direction %d\n", dir);
2181 return 0;
2182 }
2183
2184 /* peterm: added following line */
2185 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2186 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2187
2188 op->facing = dir;
2189
2190 if(op->hide) do_hidden_move(op);
2191
2192 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2193 /*nop*/;
2194 else if (op->contr->fire_on)
2195 fire (op, dir);
2196 else
2197 {
2198 move_player_attack (op, dir);
2199 pick = check_pick(op);
2200 }
2201
2202 /* Add special check for newcs players and fire on - this way, the
2203 * server can handle repeat firing.
2204 */
2205 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2206 op->direction = dir;
2207 } else {
2208 op->direction=0;
2209 }
2210 /* Update how the player looks. Use the facing, so direction may
2211 * get reset to zero. This allows for full animation capabilities
2212 * for players.
2213 */
2214 animate_object(op, op->facing);
2215 return 0; 2211 return 0;
2212
2213 /* Sanity check: make sure dir is valid */
2214 if ((dir < 0) || (dir >= 9))
2215 {
2216 LOG (llevError, "move_player: invalid direction %d\n", dir);
2217 return 0;
2218 }
2219
2220 /* peterm: added following line */
2221 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2222 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2223
2224 op->facing = dir;
2225
2226 if (op->hide)
2227 do_hidden_move (op);
2228
2229 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2230 /*nop */ ;
2231 else if (op->contr->fire_on)
2232 fire (op, dir);
2233 else
2234 {
2235 move_player_attack (op, dir);
2236 pick = check_pick (op);
2237 }
2238
2239 /* Add special check for newcs players and fire on - this way, the
2240 * server can handle repeat firing.
2241 */
2242 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2243 op->direction = dir;
2244 else
2245 op->direction = 0;
2246
2247 /* Update how the player looks. Use the facing, so direction may
2248 * get reset to zero. This allows for full animation capabilities
2249 * for players.
2250 */
2251 animate_object (op, op->facing);
2252 return 0;
2216} 2253}
2217 2254
2218/* This is similar to handle_player, below, but is only used by the 2255/* This is similar to handle_player, below, but is only used by the
2219 * new client/server stuff. 2256 * new client/server stuff.
2220 * This is sort of special, in that the new client/server actually uses 2257 * This is sort of special, in that the new client/server actually uses
2221 * the new speed values for commands. 2258 * the new speed values for commands.
2222 * 2259 *
2223 * Returns true if there are more actions we can do. 2260 * Returns true if there are more actions we can do.
2224 */ 2261 */
2262int
2225int handle_newcs_player(object *op) 2263handle_newcs_player (object *op)
2226{ 2264{
2227 if (op->contr->hidden) {
2228 op->invisible = 1000;
2229 /* the socket code flashes the player visible/invisible
2230 * depending on the value of invisible, so we need to
2231 * alternate it here for it to work correctly.
2232 */
2233 if (pticks & 2) op->invisible--;
2234 }
2235 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2236 op->invisible--;
2237 if(!op->invisible) {
2238 make_visible(op);
2239 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2240 }
2241 }
2242
2243 if (QUERY_FLAG(op, FLAG_SCARED)) { 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2266 {
2244 flee_player(op); 2267 flee_player (op);
2268
2245 /* If player is still scared, that is his action for this tick */ 2269 /* If player is still scared, that is his action for this tick */
2246 if (QUERY_FLAG(op, FLAG_SCARED)) { 2270 if (op->flag [FLAG_SCARED])
2271 {
2247 op->speed_left--; 2272 --op->speed_left;
2248 return 0; 2273 return 0;
2249 } 2274 }
2250 } 2275 }
2251 2276
2252 /* I've been seeing crashes where the golem has been destroyed, but
2253 * the player object still points to the defunct golem. The code that
2254 * destroys the golem looks correct, and it doesn't always happen, so
2255 * put this in a a workaround to clean up the golem pointer.
2256 */
2257 if (op->contr->ranges[range_golem] &&
2258 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2259 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2260 op->contr->ranges[range_golem] = NULL;
2261 op->contr->golem_count = 0;
2262 }
2263
2264 /* call this here - we also will call this in do_ericserver, but 2277 /* call this here - we also will call this in do_ericserver, but
2265 * the players time has been increased when doericserver has been 2278 * the players time has been increased when doericserver has been
2266 * called, so we recheck it here. 2279 * called, so we recheck it here.
2267 */ 2280 */
2268 HandleClient(&op->contr->socket, op->contr); 2281 if (op->contr->ns->handle_command ())
2269 if (op->speed_left<0) return 0; 2282 return 1;
2270 2283
2284 if (op->speed_left > 0.f)
2285 {
2271 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2286 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2287 {
2272 /* All move commands take 1 tick, at least for now */ 2288 /* All move commands take 1 tick, at least for now */
2273 op->speed_left--; 2289 --op->speed_left;
2274 2290
2275 /* Instead of all the stuff below, let move_player take care 2291 /* Instead of all the stuff below, let move_player take care
2276 * of it. Also, some of the skill stuff is only put in 2292 * of it. Also, some of the skill stuff is only put in
2277 * there, as well as the confusion stuff. 2293 * there, as well as the confusion stuff.
2278 */ 2294 */
2279 move_player(op, op->direction); 2295 move_player (op, op->direction);
2280 if (op->speed_left>0) return 1; 2296
2281 else return 0; 2297 return op->speed_left > 0.f;
2298 }
2282 } 2299 }
2300
2301 return 0;
2302}
2303
2304int
2305save_life (object *op)
2306{
2307 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2283 return 0; 2308 return 0;
2284}
2285 2309
2286int save_life(object *op) {
2287 object *tmp;
2288
2289 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2290 return 0;
2291
2292 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2310 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2293 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2311 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2312 {
2294 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2313 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2295 new_draw_info_format(NDI_UNIQUE, 0,op, 2314 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2296 "Your %s vibrates violently, then evaporates.", 2315
2297 query_name(tmp));
2298 if (op->contr) 2316 if (op->contr)
2299 esrv_del_item(op->contr, tmp->count); 2317 esrv_del_item (op->contr, tmp->count);
2300 remove_ob(tmp); 2318
2301 free_object(tmp); 2319 tmp->destroy ();
2302 CLEAR_FLAG(op, FLAG_LIFESAVE); 2320 CLEAR_FLAG (op, FLAG_LIFESAVE);
2321
2303 if(op->stats.hp<0) 2322 if (op->stats.hp < 0)
2304 op->stats.hp = op->stats.maxhp; 2323 op->stats.hp = op->stats.maxhp;
2324
2305 if(op->stats.food<0) 2325 if (op->stats.food < 0)
2306 op->stats.food = 999; 2326 op->stats.food = 999;
2307 fix_player(op); 2327
2328 op->update_stats ();
2308 return 1; 2329 return 1;
2309 } 2330 }
2331
2310 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2332 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2311 CLEAR_FLAG(op, FLAG_LIFESAVE); 2333 CLEAR_FLAG (op, FLAG_LIFESAVE);
2312 enter_player_savebed(op); /* bring him home. */ 2334 enter_player_savebed (op); /* bring him home. */
2313 return 0; 2335 return 0;
2314} 2336}
2315 2337
2316/* This goes throws the inventory and removes unpaid objects, and puts them 2338/* This goes throws the inventory and removes unpaid objects, and puts them
2317 * back in the map (location and map determined by values of env). This 2339 * back in the map (location and map determined by values of env). This
2318 * function will descend into containers. op is the object to start the search 2340 * function will descend into containers. op is the object to start the search
2319 * from. 2341 * from.
2320 */ 2342 */
2343void
2321void remove_unpaid_objects(object *op, object *env) 2344remove_unpaid_objects (object *op, object *env)
2322{ 2345{
2323 object *next;
2324
2325 while (op) { 2346 while (op)
2347 {
2326 next=op->below; /* Make sure we have a good value, in case 2348 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2327 * we remove object 'op' 2349
2328 */
2329 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2350 if (QUERY_FLAG (op, FLAG_UNPAID))
2330 remove_ob(op); 2351 {
2331 op->x = env->x;
2332 op->y = env->y;
2333 if (env->type == PLAYER) 2352 if (env->type == PLAYER)
2334 esrv_del_item(env->contr, op->count); 2353 esrv_del_item (env->contr, op->count);
2335 insert_ob_in_map(op, env->map, NULL,0); 2354
2355 op->insert_at (env);
2336 } 2356 }
2357 else if (op->inv)
2337 else if (op->inv) remove_unpaid_objects(op->inv, env); 2358 remove_unpaid_objects (op->inv, env);
2359
2338 op=next; 2360 op = next;
2339 } 2361 }
2340} 2362}
2341
2342 2363
2343/* 2364/*
2344 * Returns pointer a static string containing gravestone text 2365 * Returns pointer a static string containing gravestone text
2345 * Moved from apply.c to player.c - player.c is what 2366 * Moved from apply.c to player.c - player.c is what
2346 * actually uses this function. player.c may not be quite the 2367 * actually uses this function. player.c may not be quite the
2347 * best, a misc file for object actions is probably better, 2368 * best, a misc file for object actions is probably better,
2348 * but there isn't one in the server directory. 2369 * but there isn't one in the server directory.
2349 */ 2370 */
2371char *
2350char *gravestone_text (object *op) 2372gravestone_text (object *op)
2351{ 2373{
2352 static char buf2[MAX_BUF]; 2374 static char buf2[MAX_BUF];
2353 char buf[MAX_BUF]; 2375 char buf[MAX_BUF];
2354 time_t now = time (NULL); 2376 time_t now = time (NULL);
2355 2377
2356 strcpy (buf2, " R.I.P.\n\n"); 2378 strcpy (buf2, " R.I.P.\n\n");
2357 if (op->type == PLAYER) 2379 if (op->type == PLAYER)
2358 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2380 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2359 else 2381 else
2360 sprintf (buf, "%s\n", &op->name); 2382 sprintf (buf, "%s\n", &op->name);
2383
2361 strncat (buf2, " ", 20 - strlen (buf) / 2); 2384 strncat (buf2, " ", 20 - strlen (buf) / 2);
2362 strcat (buf2, buf); 2385 strcat (buf2, buf);
2363 if (op->type == PLAYER) 2386 if (op->type == PLAYER)
2364 sprintf (buf, "who was in level %d when killed\n", op->level); 2387 sprintf (buf, "who was in level %d when killed\n", op->level);
2365 else 2388 else
2366 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2389 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2390
2367 strncat (buf2, " ", 20 - strlen (buf) / 2); 2391 strncat (buf2, " ", 20 - strlen (buf) / 2);
2368 strcat (buf2, buf); 2392 strcat (buf2, buf);
2369 if (op->type == PLAYER) { 2393 if (op->type == PLAYER)
2394 {
2370 sprintf (buf, "by %s.\n\n", op->contr->killer); 2395 sprintf (buf, "by %s.\n\n", op->contr->killer);
2371 strncat (buf2, " ", 21 - strlen (buf) / 2); 2396 strncat (buf2, " ", 21 - strlen (buf) / 2);
2372 strcat (buf2, buf); 2397 strcat (buf2, buf);
2373 } 2398 }
2399
2374 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2400 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2375 strncat (buf2, " ", 20 - strlen (buf) / 2); 2401 strncat (buf2, " ", 20 - strlen (buf) / 2);
2376 strcat (buf2, buf); 2402 strcat (buf2, buf);
2403
2377 return buf2; 2404 return buf2;
2378} 2405}
2379 2406
2380 2407void
2381
2382void do_some_living(object *op) { 2408do_some_living (object *op)
2409{
2383 int last_food=op->stats.food; 2410 int last_food = op->stats.food;
2384 int gen_hp, gen_sp, gen_grace; 2411 int gen_hp, gen_sp, gen_grace;
2385 int over_hp, over_sp, over_grace; 2412 int over_hp, over_sp, over_grace;
2386 int i; 2413 int i;
2387 int rate_hp = 1200; 2414 int rate_hp = 1200;
2388 int rate_sp = 2500; 2415 int rate_sp = 2500;
2389 int rate_grace = 2000; 2416 int rate_grace = 2000;
2390 const int max_hp = 1; 2417 const int max_hp = 1;
2391 const int max_sp = 1; 2418 const int max_sp = 1;
2392 const int max_grace = 1; 2419 const int max_grace = 1;
2393 2420
2394 if (op->contr->outputs_sync) { 2421 if (op->contr->hidden)
2395 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2422 {
2396 if (op->contr->outputs[i].buf!=NULL && 2423 op->invisible = 1000;
2397 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2424 /* the socket code flashes the player visible/invisible
2398 flush_output_element(op, &op->contr->outputs[i]); 2425 * depending on the value of invisible, so we need to
2426 * alternate it here for it to work correctly.
2427 */
2428 if (pticks & 2)
2429 op->invisible--;
2399 } 2430 }
2431 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2432 {
2433 if (!op->invisible--)
2434 {
2435 make_visible (op);
2436 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2437 }
2438 }
2400 2439
2401 if(op->contr->state==ST_PLAYING) { 2440 if (op->contr->ns->state == ST_PLAYING)
2402 2441 {
2403 /* these next three if clauses make it possible to SLOW DOWN 2442 /* these next three if clauses make it possible to SLOW DOWN
2404 hp/grace/spellpoint regeneration. */ 2443 hp/grace/spellpoint regeneration. */
2405 if(op->contr->gen_hp >= 0 ) 2444 if (op->contr->gen_hp >= 0)
2406 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2445 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2407 else { 2446 else
2447 {
2408 gen_hp = op->stats.maxhp; 2448 gen_hp = op->stats.maxhp;
2409 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2449 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2410 } 2450 }
2451
2411 if(op->contr->gen_sp >= 0 ) 2452 if (op->contr->gen_sp >= 0)
2412 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2453 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2413 else { 2454 else
2455 {
2414 gen_sp = op->stats.maxsp; 2456 gen_sp = op->stats.maxsp;
2415 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2457 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2416 } 2458 }
2459
2417 if(op->contr->gen_grace >= 0) 2460 if (op->contr->gen_grace >= 0)
2418 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2461 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2419 else { 2462 else
2463 {
2420 gen_grace = op->stats.maxgrace; 2464 gen_grace = op->stats.maxgrace;
2421 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2465 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2422 } 2466 }
2423 2467
2424 /* Regenerate Spell Points */ 2468 /* Regenerate Spell Points */
2425 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2469 if (!op->contr->golem && --op->last_sp < 0)
2470 {
2426 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2471 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2427 if(op->stats.sp<op->stats.maxsp) {
2428 op->stats.sp++;
2429 /* dms do not consume food */
2430 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2431 op->stats.food--;
2432 if(op->contr->digestion<0)
2433 op->stats.food+=op->contr->digestion;
2434 else if(op->contr->digestion>0 &&
2435 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2436 op->stats.food=last_food;
2437 }
2438 }
2439 if (max_sp>1) {
2440 over_sp = (gen_sp+10)/rate_sp;
2441 if (over_sp > 0) {
2442 if(op->stats.sp<op->stats.maxsp) { 2472 if (op->stats.sp < op->stats.maxsp)
2443 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2473 {
2444 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2445 op->stats.sp--; 2474 op->stats.sp++;
2446 if(op->stats.sp>op->stats.maxsp) 2475 /* dms do not consume food */
2447 op->stats.sp=op->stats.maxsp; 2476 if (!QUERY_FLAG (op, FLAG_WIZ))
2477 {
2478 op->stats.food--;
2479 if (op->contr->digestion < 0)
2480 op->stats.food += op->contr->digestion;
2481 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2482 op->stats.food = last_food;
2448 } 2483 }
2449 op->last_sp=0;
2450 } else {
2451 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2452 }
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 }
2457
2458 /* Regenerate Grace */
2459 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2460 if(--op->last_grace<0) {
2461 if(op->stats.grace<op->stats.maxgrace/2)
2462 op->stats.grace++; /* no penalty in food for regaining grace */
2463 if(max_grace>1) {
2464 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2465 if (over_grace > 0) {
2466 op->stats.sp += over_grace
2467 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2468 op->last_grace=0;
2469 } else {
2470 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2471 } 2484 }
2485
2486 if (max_sp > 1)
2487 {
2488 over_sp = (gen_sp + 10) / rate_sp;
2489 if (over_sp > 0)
2490 {
2491 if (op->stats.sp < op->stats.maxsp)
2492 {
2493 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2494
2495 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2496 op->stats.sp--;
2497
2498 if (op->stats.sp > op->stats.maxsp)
2499 op->stats.sp = op->stats.maxsp;
2500 }
2501 op->last_sp = 0;
2502 }
2503 else
2504 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2505 }
2472 } else { 2506 else
2507 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2508 }
2509
2510 /* Regenerate Grace */
2511 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2512 if (--op->last_grace < 0)
2513 {
2514 if (op->stats.grace < op->stats.maxgrace / 2)
2515 op->stats.grace++; /* no penalty in food for regaining grace */
2516
2517 if (max_grace > 1)
2518 {
2519 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2520 if (over_grace > 0)
2521 {
2522 op->stats.sp += over_grace
2523 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2524 op->last_grace = 0;
2525 }
2526 else
2527 {
2528 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2529 }
2530 }
2531 else
2532 {
2473 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2533 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2474 } 2534 }
2475 /* wearing stuff doesn't detract from grace generation. */ 2535 /* wearing stuff doesn't detract from grace generation. */
2476 } 2536 }
2477 2537
2478 /* Regenerate Hit Points */ 2538 /* Regenerate Hit Points */
2479 if(--op->last_heal<0) { 2539 if (--op->last_heal < 0)
2540 {
2480 if(op->stats.hp<op->stats.maxhp) { 2541 if (op->stats.hp < op->stats.maxhp)
2542 {
2481 op->stats.hp++; 2543 op->stats.hp++;
2482 /* dms do not consume food */ 2544 /* dms do not consume food */
2483 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2545 if (!QUERY_FLAG (op, FLAG_WIZ))
2484 op->stats.food--; 2546 {
2547 op->stats.food--;
2485 if(op->contr->digestion<0) 2548 if (op->contr->digestion < 0)
2486 op->stats.food+=op->contr->digestion; 2549 op->stats.food += op->contr->digestion;
2487 else if(op->contr->digestion>0 && 2550 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2488 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2489 op->stats.food=last_food; 2551 op->stats.food = last_food;
2552 }
2553 }
2554
2555 if (max_hp > 1)
2556 {
2557 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2558 if (over_hp > 0)
2559 {
2560 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2561 op->last_heal = 0;
2562 }
2563 else
2564 {
2565 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2566 }
2567 }
2568 else
2569 {
2570 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2571 }
2490 } 2572 }
2491 }
2492 if(max_hp>1) {
2493 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2494 if (over_hp > 0) {
2495 op->stats.sp += over_hp
2496 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2497 op->last_heal=0;
2498 } else {
2499 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2500 }
2501 } else {
2502 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2503 }
2504 }
2505 2573
2506 /* Digestion */ 2574 /* Digestion */
2507 if(--op->last_eat<0) { 2575 if (--op->last_eat < 0)
2508#ifdef COZY_SERVER 2576 {
2509 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2577 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2510 int bonus=dg>0?dg:0,
2511 penalty=dg<0?-dg:0;
2512#else
2513 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2514 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2515#endif
2516 2578
2517 if(op->contr->gen_hp > 0) 2579 if (op->contr->gen_hp > 0)
2518 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2580 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2519 else 2581 else
2520 op->last_eat=25*(1+bonus)/(penalty +1); 2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2583
2521 /* dms do not consume food */ 2584 /* dms do not consume food */
2522 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2585 if (!QUERY_FLAG (op, FLAG_WIZ))
2523 } 2586 op->stats.food--;
2524 } 2587 }
2525 2588
2526 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2589 if (op->stats.food < 0 && op->stats.hp >= 0)
2590 {
2527 object *tmp, *flesh=NULL; 2591 object *tmp, *flesh = 0;
2528 2592
2529 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2593 for (tmp = op->inv; tmp; tmp = tmp->below)
2594 {
2530 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2595 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2596 {
2531 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2597 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2598 {
2532 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2599 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2533 manual_apply(op,tmp,0); 2600 manual_apply (op, tmp, 0);
2534 if(op->stats.food>=0||op->stats.hp<0) 2601 if (op->stats.food >= 0 || op->stats.hp < 0)
2535 break; 2602 break;
2536 } 2603 }
2537 else if (tmp->type==FLESH) flesh=tmp; 2604 else if (tmp->type == FLESH)
2605 flesh = tmp;
2538 } /* End if paid for object */ 2606 } /* End if paid for object */
2539 } /* end of for loop */ 2607 } /* end of for loop */
2608
2540 /* If player is still starving, it means they don't have any food, so 2609 /* If player is still starving, it means they don't have any food, so
2541 * eat flesh instead. 2610 * eat flesh instead.
2542 */ 2611 */
2543 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2612 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2613 {
2544 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2614 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2545 manual_apply(op,flesh,0); 2615 manual_apply (op, flesh, 0);
2546 } 2616 }
2547 } /* end if player is starving */ 2617 }
2548 2618
2549 while(op->stats.food<0&&op->stats.hp>0) 2619 while (op->stats.food < 0 && op->stats.hp >= 0)
2550 op->stats.food++,op->stats.hp--; 2620 op->stats.food++, op->stats.hp--;
2551 2621
2552 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2622 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2553 kill_player(op); 2623 kill_player (op);
2624 }
2554} 2625}
2555
2556
2557 2626
2558/* If the player should die (lack of hp, food, etc), we call this. 2627/* If the player should die (lack of hp, food, etc), we call this.
2559 * op is the player in jeopardy. If the player can not be saved (not 2628 * op is the player in jeopardy. If the player can not be saved (not
2560 * permadeath, no lifesave), this will take care of removing the player 2629 * permadeath, no lifesave), this will take care of removing the player
2561 * file. 2630 * file.
2562 */ 2631 */
2632void
2563void kill_player(object *op) 2633kill_player (object *op)
2564{ 2634{
2565 char buf[MAX_BUF]; 2635 char buf[MAX_BUF];
2566 int x,y,i; 2636 int x, y;
2637
2638 //int i;
2567 mapstruct *map; /* this is for resurrection */ 2639 maptile *map; /* this is for resurrection */
2640
2568 int z; 2641 /* int z;
2569 int num_stats_lose; 2642 int num_stats_lose;
2570 int lost_a_stat; 2643 int lost_a_stat;
2571 int lose_this_stat; 2644 int lose_this_stat;
2572 int this_stat; 2645 int this_stat; */
2573 int will_kill_again; 2646 int will_kill_again;
2574 archetype *at; 2647 archetype *at;
2575 object *tmp; 2648 object *tmp;
2576 2649
2577 if(save_life(op)) 2650 if (save_life (op))
2578 return; 2651 return;
2579 2652
2580 2653
2581 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2654 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2582 * in cities ONLY!!! It is very important that this doesn't get abused. 2655 * in cities ONLY!!! It is very important that this doesn't get abused.
2583 * Look at op_on_battleground() for more info --AndreasV 2656 * Look at op_on_battleground() for more info --AndreasV
2584 */ 2657 */
2585 if (op_on_battleground(op, &x, &y)) { 2658 if (op_on_battleground (op, &x, &y))
2586 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2659 {
2587 "You have been defeated in combat!"); 2660 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2588 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2661 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2589 "Local medics have saved your life..."); 2662
2590
2591 /* restore player */ 2663 /* restore player */
2592 at = find_archetype("poisoning"); 2664 at = archetype::find ("poisoning");
2593 tmp=present_arch_in_ob(at,op); 2665 if (object *tmp = present_arch_in_ob (at, op))
2594 if (tmp) { 2666 {
2595 remove_ob(tmp); 2667 tmp->destroy ();
2596 free_object(tmp);
2597 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2668 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2669 }
2670
2671 at = archetype::find ("confusion");
2672 if (object *tmp = present_arch_in_ob (at, op))
2598 } 2673 {
2599 2674 tmp->destroy ();
2600 at = find_archetype("confusion");
2601 tmp=present_arch_in_ob(at,op);
2602 if (tmp) {
2603 remove_ob(tmp);
2604 free_object(tmp);
2605 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2675 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2606 } 2676 }
2607 2677
2608 cure_disease(op,0); /* remove any disease */ 2678 cure_disease (op, 0); /* remove any disease */
2609 op->stats.hp=op->stats.maxhp; 2679 op->stats.hp = op->stats.maxhp;
2610 if (op->stats.food<=0) op->stats.food=999; 2680 if (op->stats.food <= 0)
2611 2681 op->stats.food = 999;
2682
2612 /* create a bodypart-trophy to make the winner happy */ 2683 /* create a bodypart-trophy to make the winner happy */
2613 tmp=arch_to_object(find_archetype("finger")); 2684 if (object *tmp = arch_to_object (archetype::find ("finger")))
2614 if (tmp != NULL)
2615 { 2685 {
2616 sprintf(buf,"%s's finger", &op->name); 2686 sprintf (buf, "%s's finger", &op->name);
2617 tmp->name = buf; 2687 tmp->name = buf;
2618 sprintf(buf," This finger has been cut off %s\n" 2688 sprintf (buf, " This finger has been cut off %s\n"
2619 " the %s, when he was defeated at\n level %d by %s.\n", 2689 " the %s, when he was defeated at\n level %d by %s.\n",
2620 &op->name, op->contr->title, (int)(op->level), 2690 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2621 op->contr->killer);
2622 tmp->msg=buf; 2691 tmp->msg = buf;
2623 tmp->value=0, tmp->material=0, tmp->type=0; 2692 tmp->value = 0, tmp->type = 0;
2624 tmp->materialname = NULL; 2693 tmp->materialname = "organics";
2625 tmp->x = op->x, tmp->y = op->y; 2694 tmp->insert_at (op, tmp);
2626 insert_ob_in_map(tmp,op->map,op,0);
2627 }
2628 2695 }
2696
2629 /* teleport defeated player to new destination*/ 2697 /* teleport defeated player to new destination */
2630 transfer_ob(op, x, y, 0, NULL); 2698 transfer_ob (op, x, y, 0, NULL);
2631 op->contr->braced=0; 2699 op->contr->braced = 0;
2632 return; 2700 return;
2633 } 2701 }
2634 2702
2635 INVOKE_PLAYER (DEATH, op->contr); 2703 INVOKE_PLAYER (DEATH, op->contr);
2636 2704
2637 command_kill_pets (op, 0); 2705 command_kill_pets (op, 0);
2638 2706
2639 if(op->stats.food<0) { 2707 if (op->stats.food < 0)
2640 if (op->contr->explore) { 2708 {
2641 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2642 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2643 op->stats.food=999;
2644 return;
2645 }
2646 sprintf(buf,"%s starved to death.",&op->name); 2709 sprintf (buf, "%s starved to death.", &op->name);
2647 strcpy(op->contr->killer,"starvation"); 2710 strcpy (op->contr->killer, "starvation");
2648 } 2711 }
2649 else { 2712 else
2650 if (op->contr->explore) {
2651 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2652 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2653 op->stats.hp=op->stats.maxhp;
2654 return;
2655 }
2656 sprintf(buf,"%s died.", &op->name); 2713 sprintf (buf, "%s died.", &op->name);
2657 } 2714
2658 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2715 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2659 2716
2660 /* save the map location for corpse, gravestone*/ 2717 /* save the map location for corpse, gravestone */
2661 x=op->x;y=op->y;map=op->map; 2718 x = op->x;
2719 y = op->y;
2720 map = op->map;
2662 2721
2663
2664 if (settings.not_permadeth == TRUE) {
2665 /* NOT_PERMADEATH code. This basically brings the character back to 2722 /* NOT_PERMADEATH code. This basically brings the character back to
2666 * life if they are dead - it takes some exp and a random stat. 2723 * life if they are dead - it takes some exp and a random stat.
2667 * See the config.h file for a little more in depth detail about this. 2724 * See the config.h file for a little more in depth detail about this.
2668 */ 2725 */
2669 2726
2670 /* Basically two ways to go - remove a stat permanently, or just 2727 /* Basically two ways to go - remove a stat permanently, or just
2671 * make it depletion. This bunch of code deals with that aspect 2728 * make it depletion. This bunch of code deals with that aspect
2672 * of death. 2729 * of death.
2673 */ 2730 */
2674#ifndef COZY_SERVER 2731#ifndef COZY_SERVER
2675 if (settings.balanced_stat_loss) { 2732 if (settings.balanced_stat_loss)
2733 {
2676 /* If stat loss is permanent, lose one stat only. */ 2734 /* If stat loss is permanent, lose one stat only. */
2677 /* Lower level chars don't lose as many stats because they suffer 2735 /* Lower level chars don't lose as many stats because they suffer
2678 more if they do. */ 2736 more if they do. */
2679 /* Higher level characters can afford things such as potions of 2737 /* Higher level characters can afford things such as potions of
2680 restoration, or better, stat potions. So we slug them that 2738 restoration, or better, stat potions. So we slug them that
2681 little bit harder. */ 2739 little bit harder. */
2682 /* GD */ 2740 /* GD */
2683 if (settings.stat_loss_on_death) 2741 if (settings.stat_loss_on_death)
2684 num_stats_lose = 1;
2685 else
2686 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2687 } else {
2688 num_stats_lose = 1; 2742 num_stats_lose = 1;
2689 } 2743 else
2744 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2745 }
2746 else
2747 num_stats_lose = 1;
2748
2690 lost_a_stat = 0; 2749 lost_a_stat = 0;
2691 2750
2692 for (z=0; z<num_stats_lose; z++) { 2751 for (z = 0; z < num_stats_lose; z++)
2752 {
2693 i = RANDOM() % NUM_STATS; 2753 i = RANDOM () % NUM_STATS;
2694 2754
2695 if (settings.stat_loss_on_death) { 2755 if (settings.stat_loss_on_death)
2756 {
2696 /* Pick a random stat and take a point off it. Tell the player 2757 /* Pick a random stat and take a point off it. Tell the player
2697 * what he lost. 2758 * what he lost.
2698 */ 2759 */
2699 change_attr_value(&(op->stats), i,-1); 2760 change_attr_value (&(op->stats), i, -1);
2700 check_stat_bounds(&(op->stats)); 2761 check_stat_bounds (&(op->stats));
2701 change_attr_value(&(op->contr->orig_stats), i,-1); 2762 change_attr_value (&(op->contr->orig_stats), i, -1);
2702 check_stat_bounds(&(op->contr->orig_stats)); 2763 check_stat_bounds (&(op->contr->orig_stats));
2703 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2764 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2704 lost_a_stat = 1; 2765 lost_a_stat = 1;
2705 } else { 2766 }
2767 else
2768 {
2706 /* deplete a stat */ 2769 /* deplete a stat */
2707 archetype *deparch=find_archetype("depletion"); 2770 archetype *deparch = archetype::find ("depletion");
2708 object *dep; 2771 object *dep;
2772
2773 dep = present_arch_in_ob (deparch, op);
2774 if (!dep)
2709 2775 {
2710 dep = present_arch_in_ob(deparch,op);
2711 if(!dep) {
2712 dep = arch_to_object(deparch); 2776 dep = arch_to_object (deparch);
2713 insert_ob_in_ob(dep, op); 2777 insert_ob_in_ob (dep, op);
2714 } 2778 }
2715 lose_this_stat = 1; 2779 lose_this_stat = 1;
2716 if (settings.balanced_stat_loss) { 2780 if (settings.balanced_stat_loss)
2781 {
2717 /* GD */ 2782 /* GD */
2718 /* Get the stat that we're about to deplete. */ 2783 /* Get the stat that we're about to deplete. */
2719 this_stat = get_attr_value(&(dep->stats), i); 2784 this_stat = get_attr_value (&(dep->stats), i);
2720 if (this_stat < 0) { 2785 if (this_stat < 0)
2786 {
2721 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2787 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2722 int keep_chance = this_stat * this_stat; 2788 int keep_chance = this_stat * this_stat;
2789
2723 /* Yes, I am paranoid. Sue me. */ 2790 /* Yes, I am paranoid. Sue me. */
2724 if (keep_chance < 1) 2791 if (keep_chance < 1)
2725 keep_chance = 1; 2792 keep_chance = 1;
2726 2793
2727 /* There is a maximum depletion total per level. */ 2794 /* There is a maximum depletion total per level. */
2728 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2795 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2796 {
2729 lose_this_stat = 0; 2797 lose_this_stat = 0;
2730 /* Take loss chance vs keep chance to see if we 2798 /* Take loss chance vs keep chance to see if we
2731 retain the stat. */ 2799 retain the stat. */
2732 } else {
2733 if (random_roll(0, loss_chance + keep_chance-1,
2734 op, PREFER_LOW) < keep_chance)
2735 lose_this_stat = 0;
2736 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2737 this_stat, keep_chance, loss_chance,
2738 lose_this_stat?"LOSE":"KEEP"); */
2739 }
2740 } 2800 }
2741 } 2801 else
2742
2743 if (lose_this_stat) {
2744 this_stat = get_attr_value(&(dep->stats), i);
2745 /* We could try to do something clever like find another
2746 * stat to reduce if this fails. But chances are, if
2747 * stats have been depleted to -50, all are pretty low
2748 * and should be roughly the same, so it shouldn't make a
2749 * difference.
2750 */ 2802 {
2751 if (this_stat>=-50) { 2803 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2752 change_attr_value(&(dep->stats), i, -1);
2753 SET_FLAG(dep, FLAG_APPLIED);
2754 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2755 fix_player(op);
2756 lost_a_stat = 1; 2804 lose_this_stat = 0;
2805 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2806 this_stat, keep_chance, loss_chance,
2807 lose_this_stat?"LOSE":"KEEP"); */
2757 } 2808 }
2758 } 2809 }
2759 } 2810 }
2760 } 2811
2761 /* If no stat lost, tell the player. */
2762 if (!lost_a_stat) 2812 if (lose_this_stat)
2813 {
2814 this_stat = get_attr_value (&(dep->stats), i);
2815 /* We could try to do something clever like find another
2816 * stat to reduce if this fails. But chances are, if
2817 * stats have been depleted to -50, all are pretty low
2818 * and should be roughly the same, so it shouldn't make a
2819 * difference.
2820 */
2821 if (this_stat >= -50)
2763 { 2822 {
2764 /* determine_god() seems to not work sometimes... why is this? 2823 change_attr_value (&(dep->stats), i, -1);
2765 Should I be using something else? GD */ 2824 SET_FLAG (dep, FLAG_APPLIED);
2766 const char *god = determine_god(op);
2767 if (god && (strcmp(god, "none")))
2768 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2825 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2769 "moment you feel the holy presence of %s protecting" 2826 op->update_stats ();
2770 " you.", god); 2827 lost_a_stat = 1;
2771 else 2828 }
2772 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2773 " feel a holy presence protecting you.");
2774 } 2829 }
2830 }
2831 }
2832 /* If no stat lost, tell the player. */
2833 if (!lost_a_stat)
2834 {
2835 /* determine_god() seems to not work sometimes... why is this?
2836 Should I be using something else? GD */
2837 const char *god = determine_god (op);
2838
2839 if (god && (strcmp (god, "none")))
2840 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2841 else
2842 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2843 }
2844#else
2845 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2775#endif 2846#endif
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2777 " feel a holy presence protecting you from losing yourself completely.");
2778 2847
2779 /* Put a gravestone up where the character 'almost' died. List the 2848 /* Put a gravestone up where the character 'almost' died. List the
2780 * exp loss on the stone. 2849 * exp loss on the stone.
2781 */ 2850 */
2782 tmp=arch_to_object(find_archetype("gravestone")); 2851 tmp = arch_to_object (archetype::find ("gravestone"));
2783 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2852 sprintf (buf, "%s's gravestone", &op->name);
2853 tmp->name = buf;
2784 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2854 sprintf (buf, "%s's gravestones", &op->name);
2785 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2855 tmp->name_pl = buf;
2786 "who was killed\n" 2856 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2787 "by %s.\n",
2788 &op->name, op->contr->title,
2789 op->contr->killer);
2790 tmp->msg = buf; 2857 tmp->msg = buf;
2791 tmp->x=op->x,tmp->y=op->y; 2858 tmp->x = op->x, tmp->y = op->y;
2792 insert_ob_in_map (tmp, op->map, NULL,0); 2859 insert_ob_in_map (tmp, op->map, NULL, 0);
2793 2860
2794 /**************************************/ 2861 /**************************************/
2795 /* */ 2862 /* */
2796 /* Subtract the experience points, */ 2863 /* Subtract the experience points, */
2797 /* if we died cause of food, give us */ 2864 /* if we died cause of food, give us */
2798 /* food, and reset HP's... */ 2865 /* food, and reset HP's... */
2799 /* */ 2866 /* */
2800 /**************************************/ 2867 /**************************************/
2801 2868
2802 /* remove any poisoning and confusion the character may be suffering.*/ 2869 /* remove any poisoning and confusion the character may be suffering. */
2803 /* restore player */ 2870 /* restore player */
2804 at = find_archetype("poisoning"); 2871 at = archetype::find ("poisoning");
2805 tmp=present_arch_in_ob(at,op); 2872 tmp = present_arch_in_ob (at, op);
2806 if (tmp) { 2873
2807 remove_ob(tmp); 2874 if (tmp)
2808 free_object(tmp); 2875 {
2876 tmp->destroy ();
2809 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2877 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2810 } 2878 }
2811 2879
2812 at = find_archetype("confusion"); 2880 at = archetype::find ("confusion");
2813 tmp=present_arch_in_ob(at,op); 2881 tmp = present_arch_in_ob (at, op);
2814 if (tmp) { 2882 if (tmp)
2815 remove_ob(tmp); 2883 {
2816 free_object(tmp); 2884 tmp->destroy ();
2817 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2885 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2818 } 2886 }
2887
2819 cure_disease(op,0); /* remove any disease */ 2888 cure_disease (op, 0); /* remove any disease */
2820 2889
2821 /*add_exp(op, (op->stats.exp * -0.20)); */ 2890 /*add_exp(op, (op->stats.exp * -0.20)); */
2822 apply_death_exp_penalty(op); 2891 apply_death_exp_penalty (op);
2823 if(op->stats.food < 100) op->stats.food = 900; 2892 if (op->stats.food < 100)
2893 op->stats.food = 900;
2824 op->stats.hp = op->stats.maxhp; 2894 op->stats.hp = op->stats.maxhp;
2825 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2895 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2826 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2896 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2827 2897
2828 /* 2898 /*
2829 * Check to see if the player is in a shop. IF so, then check to see if 2899 * Check to see if the player has any unpaid items. If so, remove them
2830 * the player has any unpaid items. If so, remove them and put them back 2900 * and put them back in the map.
2831 * in the map. 2901 */
2832 */
2833
2834 if (is_in_shop (op))
2835 remove_unpaid_objects(op->inv, op); 2902 remove_unpaid_objects (op->inv, op);
2836 2903
2837 /****************************************/ 2904 /****************************************/
2838 /* */ 2905 /* */
2839 /* Move player to his current respawn- */ 2906 /* Move player to his current respawn- */
2840 /* position (usually last savebed) */ 2907 /* position (usually last savebed) */
2841 /* */ 2908 /* */
2842 /****************************************/ 2909 /****************************************/
2843 2910
2844 enter_player_savebed(op); 2911 enter_player_savebed (op);
2845 2912
2846 /* Save the player before inserting the force to reduce
2847 * chance of abuse.
2848 */
2849 op->contr->braced=0; 2913 op->contr->braced = 0;
2850 save_player(op,1);
2851 2914
2852 /* it is possible that the player has blown something up 2915 /* it is possible that the player has blown something up
2853 * at his savebed location, and that can have long lasting 2916 * at his savebed location, and that can have long lasting
2854 * spell effects. So first see if there is a spell effect 2917 * spell effects. So first see if there is a spell effect
2855 * on the space that might harm the player. 2918 * on the space that might harm the player.
2856 */ 2919 */
2857 will_kill_again=0; 2920 will_kill_again = 0;
2858 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2921 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2859 if (tmp->type ==SPELL_EFFECT) 2922 if (tmp->type == SPELL_EFFECT)
2860 will_kill_again|=tmp->attacktype; 2923 will_kill_again |= tmp->attacktype;
2861 } 2924
2862 if (will_kill_again) { 2925 if (will_kill_again)
2926 {
2863 object *force; 2927 object *force;
2864 int at; 2928 int at;
2865 2929
2866 force=get_archetype(FORCE_NAME); 2930 force = get_archetype (FORCE_NAME);
2867 /* 50 ticks should be enough time for the spell to abate */ 2931 /* 50 ticks should be enough time for the spell to abate */
2868 force->speed=0.1; 2932 force->speed = 0.1f;
2869 force->speed_left=-5.0; 2933 force->speed_left = -5.f;
2870 SET_FLAG(force, FLAG_APPLIED); 2934 SET_FLAG (force, FLAG_APPLIED);
2871 for (at=0; at<NROFATTACKS; at++) { 2935 for (at = 0; at < NROFATTACKS; at++)
2872 if (will_kill_again & (1 << at)) 2936 if (will_kill_again & (1 << at))
2873 force->resist[at] = 100; 2937 force->resist[at] = 100;
2938
2939 insert_ob_in_ob (force, op);
2940 op->update_stats ();
2941
2942 }
2943
2944 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2945}
2946
2947void
2948loot_object (object *op)
2949{ /* Grab and destroy some treasure */
2950 object *tmp, *tmp2, *next;
2951
2952 op->close_container (); /* close open sack first */
2953
2954 for (tmp = op->inv; tmp; tmp = next)
2955 {
2956 next = tmp->below;
2957
2958 if (tmp->invisible)
2959 continue;
2960
2961 tmp->remove ();
2962 tmp->x = op->x, tmp->y = op->y;
2963
2964 if (tmp->type == CONTAINER)
2965 loot_object (tmp); /* empty container to ground */
2966
2967 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2968 {
2969 if (tmp->nrof > 1)
2970 {
2971 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2972 tmp2->destroy ();
2973 insert_ob_in_map (tmp, op->map, NULL, 0);
2874 } 2974 }
2875 insert_ob_in_ob(force, op);
2876 fix_player(op);
2877
2878 }
2879 /**************************************/
2880 /* */
2881 /* Repaint the characters inv, and */
2882 /* stats, and show a nasty message ;) */
2883 /* */
2884 /**************************************/
2885
2886 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2887 return;
2888 } /* NOT_PERMADETH */
2889 else {
2890 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2891 * should probably be embedded in an else statement.
2892 */
2893
2894 op->contr->party=NULL;
2895 if (settings.set_title == TRUE)
2896 op->contr->own_title[0]='\0';
2897 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2898 check_score(op);
2899 if(op->contr->ranges[range_golem]!=NULL) {
2900 remove_friendly_object(op->contr->ranges[range_golem]);
2901 remove_ob(op->contr->ranges[range_golem]);
2902 free_object(op->contr->ranges[range_golem]);
2903 op->contr->ranges[range_golem]=NULL;
2904 op->contr->golem_count=0;
2905 }
2906 loot_object(op); /* Remove some of the items for good */
2907 remove_ob(op);
2908 op->direction=0;
2909
2910 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2911 delete_character(op->name,0);
2912 if (settings.resurrection == TRUE) {
2913 /* save playerfile sans equipment when player dies
2914 ** then save it as player.pl.dead so that future resurrection
2915 ** type spells will work on them nicely
2916 */
2917 delete_character(op->name,0);
2918 op->stats.hp = op->stats.maxhp;
2919 op->stats.food = 999;
2920
2921 /* set the location of where the person will reappear when */
2922 /* maybe resurrection code should fix map also */
2923 strcpy(op->contr->maplevel, settings.emergency_mapname);
2924 if(op->map!=NULL)
2925 op->map = NULL;
2926 op->x = settings.emergency_x;
2927 op->y = settings.emergency_y;
2928 save_player(op,0);
2929 op->map = map;
2930 /* please see resurrection.c: peterm */
2931 dead_player(op);
2932 } else { 2975 else
2933 delete_character(op->name,1); 2976 tmp->destroy ();
2934 } 2977 }
2935 } 2978 else
2936 play_again(op);
2937
2938 /* peterm: added to create a corpse at deathsite. */
2939 tmp=arch_to_object(find_archetype("corpse_pl"));
2940 sprintf(buf,"%s", &op->name);
2941 tmp->name = tmp->name_pl = buf;
2942 tmp->level=op->level;
2943 tmp->x=x;tmp->y=y;
2944 tmp->msg = gravestone_text(op);
2945 SET_FLAG (tmp, FLAG_UNIQUE);
2946 insert_ob_in_map (tmp, map, NULL,0);
2947 }
2948}
2949
2950
2951void loot_object(object *op) { /* Grab and destroy some treasure */
2952 object *tmp,*tmp2,*next;
2953
2954 if (op->container) { /* close open sack first */
2955 esrv_apply_container (op, op->container);
2956 }
2957
2958 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2959 next=tmp->below;
2960 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2961 remove_ob(tmp);
2962 tmp->x=op->x,tmp->y=op->y;
2963 if (tmp->type == CONTAINER) { /* empty container to ground */
2964 loot_object(tmp);
2965 }
2966 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2967 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2968 if(tmp->nrof>1) {
2969 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2970 free_object(tmp2);
2971 insert_ob_in_map(tmp,op->map,NULL,0); 2979 insert_ob_in_map (tmp, op->map, NULL, 0);
2972 } else
2973 free_object(tmp);
2974 } else
2975 insert_ob_in_map(tmp,op->map,NULL,0);
2976 } 2980 }
2977} 2981}
2978 2982
2979/* 2983/*
2980 * fix_weight(): Check recursively the weight of all players, and fix 2984 * fix_weight(): Check recursively the weight of all players, and fix
2981 * what needs to be fixed. Refresh windows and fix speed if anything 2985 * what needs to be fixed. Refresh windows and fix speed if anything
2982 * was changed. 2986 * was changed.
2983 */ 2987 */
2984 2988void
2985void fix_weight(void) { 2989fix_weight (void)
2986 player *pl; 2990{
2987 for (pl = first_player; pl != NULL; pl = pl->next) { 2991 for_all_players (pl)
2992 {
2988 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2993 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2994
2989 if(old == sum) 2995 if (old == sum)
2990 continue; 2996 continue;
2991 fix_player(pl->ob); 2997 pl->ob->update_stats ();
2992 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2998 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2993 &pl->ob->name, old, sum);
2994 } 2999 }
2995} 3000}
2996 3001
3002void
2997void fix_luck(void) { 3003fix_luck (void)
2998 player *pl; 3004{
2999 for (pl = first_player; pl != NULL; pl = pl->next) 3005 for_all_players (pl)
3000 if (!pl->ob->contr->state) 3006 if (!pl->ob->contr->ns->state)
3001 change_luck(pl->ob, 0); 3007 pl->ob->change_luck (0);
3002} 3008}
3003
3004 3009
3005/* cast_dust() - handles op throwing objects of type 'DUST'. 3010/* cast_dust() - handles op throwing objects of type 'DUST'.
3006 * This is much simpler in the new spell code - we basically 3011 * This is much simpler in the new spell code - we basically
3007 * just treat this as any other spell casting object. 3012 * just treat this as any other spell casting object.
3008 */ 3013 */
3009
3010void 3014void
3011cast_dust (object * op, object * throw_ob, int dir) 3015cast_dust (object *op, object *throw_ob, int dir)
3012{ 3016{
3013 object *skop, *spob; 3017 object *skop, *spob;
3014 3018
3015 skop = find_skill_by_name (op, throw_ob->skill); 3019 skop = find_skill_by_name (op, throw_ob->skill);
3016 3020
3017 /* casting POTION 'dusts' is really a use_magic_item skill */ 3021 /* casting POTION 'dusts' is really a use_magic_item skill */
3018 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3022 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3019 { 3023 {
3020 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3024 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3021 &op->name);
3022 return; 3025 return;
3023 } 3026 }
3024 3027
3025 spob = throw_ob->inv; 3028 spob = throw_ob->inv;
3026 3029
3027 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3030 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3028 // not pass NULL to cast_spell (which did indeed check itself, but 3031 // not pass NULL to cast_spell (which did indeed check itself, but
3029 // errors should be reported as early as possible IMHO) 3032 // errors should be reported as early as possible IMHO)
3030 if (!spob) 3033 if (!spob)
3031 { 3034 {
3032 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3035 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3033 &throw_ob->name, &op->name);
3034 return; 3036 return;
3035 } 3037 }
3036 3038
3037 if (op->type == PLAYER) 3039 if (op->type == PLAYER)
3038 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3040 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3039 3041
3040 cast_spell (op, throw_ob, dir, spob, NULL); 3042 cast_spell (op, throw_ob, dir, spob, NULL);
3041 3043
3042 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3044 throw_ob->destroy ();
3043 remove_ob (throw_ob);
3044 free_object (throw_ob);
3045} 3045}
3046 3046
3047void
3047void make_visible (object *op) { 3048make_visible (object *op)
3049{
3048 op->hide = 0; 3050 op->hide = 0;
3049 op->invisible = 0; 3051 op->invisible = 0;
3050 if(op->type==PLAYER) { 3052 if (op->type == PLAYER)
3053 {
3051 op->contr->tmp_invis = 0; 3054 op->contr->tmp_invis = 0;
3052 op->contr->invis_race = 0; 3055 op->contr->invis_race = 0;
3053 } 3056 }
3057
3054 update_object(op,UP_OBJ_FACE); 3058 update_object (op, UP_OBJ_CHANGE);
3055} 3059}
3056 3060
3061int
3057int is_true_undead(object *op) { 3062is_true_undead (object *op)
3058 object *tmp=NULL; 3063{
3059
3060 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3064 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3065 return 1;
3061 3066
3062 if(op->type==PLAYER)
3063 for(tmp=op->inv;tmp;tmp=tmp->below)
3064 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3065 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3066 return 0; 3067 return 0;
3067} 3068}
3068 3069
3069/* look at the surrounding terrain to determine 3070/* look at the surrounding terrain to determine
3070 * the hideability of this object. Positive levels 3071 * the hideability of this object. Positive levels
3071 * indicate greater hideability. 3072 * indicate greater hideability.
3072 */ 3073 */
3073 3074
3075int
3074int hideability(object *ob) { 3076hideability (object *ob)
3077{
3075 int i,level=0, mflag; 3078 int i, level = 0, mflag;
3076 sint16 x,y; 3079 sint16 x, y;
3077 3080
3078 if(!ob||!ob->map) return 0; 3081 if (!ob || !ob->map)
3082 return 0;
3079 3083
3080 /* so, on normal lighted maps, its hard to hide */ 3084 /* so, on normal lighted maps, its hard to hide */
3081 level=ob->map->darkness - 2; 3085 level = ob->map->darkness - 2;
3082 3086
3083 /* this also picks up whether the object is glowing. 3087 /* this also picks up whether the object is glowing.
3084 * If you carry a light on a non-dark map, its not 3088 * If you carry a light on a non-dark map, its not
3085 * as bad as carrying a light on a pitch dark map */ 3089 * as bad as carrying a light on a pitch dark map */
3086 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3090 if (has_carried_lights (ob))
3091 level = -(10 + (2 * ob->map->darkness));
3087 3092
3088 /* scan through all nearby squares for terrain to hide in */ 3093 /* scan through all nearby squares for terrain to hide in */
3089 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3094 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3095 {
3090 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3096 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3091 if (mflag & P_OUT_OF_MAP) { continue; } 3097 if (mflag & P_OUT_OF_MAP)
3098 {
3099 continue;
3100 }
3092 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3101 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3093 level += 2; 3102 level += 2;
3094 else /* open terrain! */ 3103 else /* open terrain! */
3095 level -= 1; 3104 level -= 1;
3096 } 3105 }
3097 3106
3098#if 0 3107#if 0
3099 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3108 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3100#endif 3109#endif
3101 return level; 3110 return level;
3102} 3111}
3103 3112
3104/* For Hidden creatures - a chance of becoming 'unhidden' 3113/* For Hidden creatures - a chance of becoming 'unhidden'
3105 * every time they move - as we subtract off 'invisibility' 3114 * every time they move - as we subtract off 'invisibility'
3106 * AND, for players, if they move into a ridiculously unhideable 3115 * AND, for players, if they move into a ridiculously unhideable
3107 * spot (surrounded by clear terrain in broad daylight). -b.t. 3116 * spot (surrounded by clear terrain in broad daylight). -b.t.
3108 */ 3117 */
3109 3118
3119void
3110void do_hidden_move (object *op) { 3120do_hidden_move (object *op)
3121{
3111 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3122 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3112 object *skop; 3123 object *skop;
3113 3124
3114 if(!op || !op->map) return; 3125 if (!op || !op->map)
3126 return;
3115 3127
3116 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3128 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3117 3129
3118 /* its *extremely* hard to run and sneak/hide at the same time! */ 3130 /* its *extremely* hard to run and sneak/hide at the same time! */
3119 if(op->type==PLAYER && op->contr->run_on) { 3131 if (op->type == PLAYER && op->contr->run_on)
3120 if(!skop || num >= skop->level) { 3132 if (!skop || num >= skop->level)
3133 {
3121 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3134 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3122 make_visible(op);
3123 return;
3124 } else num += 20;
3125 }
3126 num += op->map->difficulty;
3127 hide = hideability(op); /* modify by terrain hidden level */
3128 num -= hide;
3129 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3130 make_visible(op); 3135 make_visible (op);
3131 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3136 return;
3132 "You moved out of hiding! You are visible!");
3133 } 3137 }
3138 else
3139 num += 20;
3140
3141 num += op->map->difficulty;
3142 hide = hideability (op); /* modify by terrain hidden level */
3143 num -= hide;
3144
3145 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3146 {
3147 make_visible (op);
3148 if (op->type == PLAYER)
3149 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3150 }
3134 else if (op->type == PLAYER && skop) { 3151 else if (op->type == PLAYER && skop)
3135 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3152 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3136 }
3137} 3153}
3138 3154
3139/* determine if who is standing near a hostile creature. */ 3155/* determine if who is standing near a hostile creature. */
3140 3156
3157int
3141int stand_near_hostile( object *who ) { 3158stand_near_hostile (object *who)
3159{
3142 object *tmp=NULL; 3160 object *tmp = NULL;
3143 int i,friendly=0,player=0, mflags; 3161 int i, friendly = 0, player = 0, mflags;
3144 mapstruct *m; 3162 maptile *m;
3145 sint16 x,y; 3163 sint16 x, y;
3146 3164
3147 if(!who) return 0; 3165 if (!who)
3166 return 0;
3148 3167
3149 if(who->type==PLAYER) player=1; 3168 if (who->type == PLAYER)
3169 player = 1;
3170
3171 else
3150 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3172 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3151 3173
3152 /* search adjacent squares */ 3174 /* search adjacent squares */
3153 for(i=1;i<9;i++) { 3175 for (i = 1; i < 9; i++)
3176 {
3154 x = who->x+freearr_x[i]; 3177 x = who->x + freearr_x[i];
3155 y = who->y+freearr_y[i]; 3178 y = who->y + freearr_y[i];
3156 m = who->map; 3179 m = who->map;
3157 mflags = get_map_flags(m, &m, x, y, &x, &y); 3180 mflags = get_map_flags (m, &m, x, y, &x, &y);
3158 /* space must be blocked if there is a monster. If not 3181 /* space must be blocked if there is a monster. If not
3159 * blocked, don't need to check this space. 3182 * blocked, don't need to check this space.
3160 */ 3183 */
3161 if (mflags & P_OUT_OF_MAP) continue; 3184 if (mflags & P_OUT_OF_MAP)
3185 continue;
3162 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3186 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3163 3187 continue;
3164 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3188
3165 if((player||friendly) 3189 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3190 {
3166 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3191 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3192 return 1;
3193 else if (tmp->type == PLAYER)
3194 {
3195 /*don't let a hidden DM prevent you from hiding */
3196 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3167 return 1; 3197 return 1;
3168 else if(tmp->type==PLAYER)
3169 {
3170 /*don't let a hidden DM prevent you from hiding*/
3171 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3172 return 1;
3173 } 3198 }
3174 } 3199 }
3175 } 3200 }
3176 return 0; 3201 return 0;
3177} 3202}
3178 3203
3179/* check the player los field for viewability of the 3204/* check the player los field for viewability of the
3180 * object op. This function works fine for monsters, 3205 * object op. This function works fine for monsters,
3181 * but we dont worry if the object isnt the top one in 3206 * but we dont worry if the object isnt the top one in
3188 * for them to differ. Sigh, this fctn could get a bit more complex. 3213 * for them to differ. Sigh, this fctn could get a bit more complex.
3189 * -b.t. 3214 * -b.t.
3190 * This function is now map tiling safe. 3215 * This function is now map tiling safe.
3191 */ 3216 */
3192 3217
3218int
3193int player_can_view (object *pl,object *op) { 3219player_can_view (object *pl, object *op)
3220{
3194 rv_vector rv; 3221 rv_vector rv;
3195 int dx,dy; 3222 int dx, dy;
3196 3223
3197 if(pl->type!=PLAYER) { 3224 if (pl->type != PLAYER)
3225 {
3198 LOG(llevError,"player_can_view() called for non-player object\n"); 3226 LOG (llevError, "player_can_view() called for non-player object\n");
3199 return -1; 3227 return -1;
3200 } 3228 }
3201 if (!pl || !op) return 0;
3202 3229
3203 if(op->head) { op = op->head; } 3230 if (!pl || !op)
3204 get_rangevector(pl, op, &rv, 0x1);
3205
3206 /* starting with the 'head' part, lets loop
3207 * through the object and find if it has any
3208 * part that is in the los array but isnt on
3209 * a blocked los square.
3210 * we use the archetype to figure out offsets.
3211 */
3212 while(op) {
3213 dx = rv.distance_x + op->arch->clone.x;
3214 dy = rv.distance_y + op->arch->clone.y;
3215
3216 /* only the viewable area the player sees is updated by LOS
3217 * code, so we need to restrict ourselves to that range of values
3218 * for any meaningful values.
3219 */
3220 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3221 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3222 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3223 return 1;
3224 op = op->more;
3225 }
3226 return 0; 3231 return 0;
3232
3233 op = op->head_ ();
3234
3235 get_rangevector (pl, op, &rv, 0x1);
3236
3237 /* starting with the 'head' part, lets loop
3238 * through the object and find if it has any
3239 * part that is in the los array but isnt on
3240 * a blocked los square.
3241 * we use the archetype to figure out offsets.
3242 */
3243 while (op)
3244 {
3245 dx = rv.distance_x + op->arch->clone.x;
3246 dy = rv.distance_y + op->arch->clone.y;
3247
3248 /* only the viewable area the player sees is updated by LOS
3249 * code, so we need to restrict ourselves to that range of values
3250 * for any meaningful values.
3251 */
3252 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3253 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3254 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3255 return 1;
3256 op = op->more;
3257 }
3258 return 0;
3227} 3259}
3228 3260
3229/* routine for both players and monsters. We call this when 3261/* routine for both players and monsters. We call this when
3230 * there is a possibility for our action distrubing our hiding 3262 * there is a possibility for our action distrubing our hiding
3231 * place or invisiblity spell. Artefact invisiblity is not 3263 * place or invisiblity spell. Artefact invisiblity is not
3232 * effected by this. If we arent invisible to begin with, we 3264 * effected by this. If we arent invisible to begin with, we
3233 * return 0. 3265 * return 0.
3234 */ 3266 */
3267int
3235int action_makes_visible (object *op) { 3268action_makes_visible (object *op)
3269{
3236 3270
3237 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3271 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3272 {
3238 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3273 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3239 return 0; 3274 return 0;
3240 3275
3241 if (op->contr && op->contr->tmp_invis == 0) return 0; 3276 if (op->contr && op->contr->tmp_invis == 0)
3277 return 0;
3242 3278
3243 /* If monsters, they should become visible */ 3279 /* If monsters, they should become visible */
3244 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3280 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3281 {
3245 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3282 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3246 return 1; 3283 return 1;
3247 } 3284 }
3248 } 3285 }
3249 return 0; 3286 return 0;
3250} 3287}
3251 3288
3252/* op_on_battleground - checks if the given object op (usually 3289/* op_on_battleground - checks if the given object op (usually
3253 * a player) is standing on a valid battleground-tile, 3290 * a player) is standing on a valid battleground-tile,
3254 * function returns TRUE/FALSE. If true x, y returns the battleground 3291 * function returns TRUE/FALSE. If true x, y returns the battleground
3255 * -exit-coord. (and if x, y not NULL) 3292 * -exit-coord. (and if x, y not NULL)
3256 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3293 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3257 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3294 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3258 * Default is to do the same as before, so only people wanting to have different points need worry about this 3295 * Default is to do the same as before, so only people wanting to have different points need worry about this
3259 */ 3296 */
3297int
3260int op_on_battleground (object *op, int *x, int *y) { 3298op_on_battleground (object *op, int *x, int *y)
3299{
3261 object *tmp; 3300 object *tmp;
3262 3301
3263 /* A battleground-tile needs the following attributes to be valid: 3302 /* A battleground-tile needs the following attributes to be valid:
3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3303 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3304 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3266 * and the exit-coordinates sp/hp must both be > 0. 3305 * and the exit-coordinates sp/hp must both be > 0.
3267 * => The intention here is to prevent abuse of the battleground- 3306 * => The intention here is to prevent abuse of the battleground-
3268 * feature (like pickable or hidden battleground tiles). */ 3307 * feature (like pickable or hidden battleground tiles). */
3269 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3308 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3309 {
3270 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3310 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3311 {
3271 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3312 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3272 strcmp(tmp->name, "battleground")==0 && 3313 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3273 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3314 {
3274 /*before we assign the exit, check if this is a teambattle*/ 3315 /*before we assign the exit, check if this is a teambattle */
3275 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3316 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3317 {
3276 object *invtmp; 3318 object *invtmp;
3319
3277 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3320 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3278 if(invtmp->type==FORCE && invtmp->slaying && 3321 {
3279 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3322 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3323 {
3280 if (x != NULL && y != NULL) 3324 if (x != NULL && y != NULL)
3281 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3325 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3282 return 1; 3326 return 1;
3327 }
3283 } 3328 }
3284 } 3329 }
3285 }
3286 if (x != NULL && y != NULL) 3330 if (x != NULL && y != NULL)
3287 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3331 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3288 return 1; 3332 return 1;
3333 }
3289 } 3334 }
3290 }
3291 } 3335 }
3292 /* If we got here, did not find a battleground */ 3336 /* If we got here, did not find a battleground */
3293 return 0; 3337 return 0;
3294} 3338}
3295 3339
3296/* 3340/*
3300 * attributes: 3344 * attributes:
3301 * object *who the dragon player 3345 * object *who the dragon player
3302 * int atnr the attack-number of the ability focus 3346 * int atnr the attack-number of the ability focus
3303 * int level ability level 3347 * int level ability level
3304 */ 3348 */
3349void
3305void dragon_ability_gain(object *who, int atnr, int level) { 3350dragon_ability_gain (object *who, int atnr, int level)
3351{
3306 treasurelist *trlist = NULL; /* treasurelist */ 3352 treasurelist *trlist = NULL; /* treasurelist */
3307 treasure *tr; /* treasure */ 3353 treasure *tr; /* treasure */
3308 object *tmp,*skop; /* tmp. object */ 3354 object *tmp, *skop; /* tmp. object */
3309 object *item; /* treasure object */ 3355 object *item; /* treasure object */
3310 char buf[MAX_BUF]; /* tmp. string buffer */ 3356 char buf[MAX_BUF]; /* tmp. string buffer */
3311 int i=0, j=0; 3357 int i = 0, j = 0;
3312 3358
3313 /* get the appropriate treasurelist */ 3359 /* get the appropriate treasurelist */
3314 if (atnr == ATNR_FIRE) 3360 if (atnr == ATNR_FIRE)
3315 trlist = find_treasurelist("dragon_ability_fire"); 3361 trlist = treasurelist::find ("dragon_ability_fire");
3316 else if (atnr == ATNR_COLD) 3362 else if (atnr == ATNR_COLD)
3317 trlist = find_treasurelist("dragon_ability_cold"); 3363 trlist = treasurelist::find ("dragon_ability_cold");
3318 else if (atnr == ATNR_ELECTRICITY) 3364 else if (atnr == ATNR_ELECTRICITY)
3319 trlist = find_treasurelist("dragon_ability_elec"); 3365 trlist = treasurelist::find ("dragon_ability_elec");
3320 else if (atnr == ATNR_POISON) 3366 else if (atnr == ATNR_POISON)
3321 trlist = find_treasurelist("dragon_ability_poison"); 3367 trlist = treasurelist::find ("dragon_ability_poison");
3322 3368
3323 if (trlist == NULL || who->type != PLAYER) 3369 if (trlist == NULL || who->type != PLAYER)
3370 return;
3371
3372 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3373
3374 if (!tr || !tr->item)
3375 {
3376 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3377 return;
3378 }
3379
3380 /* everything seems okay - now bring on the gift: */
3381 item = &(tr->item->clone);
3382
3383 if (item->type == SPELL)
3384 {
3385 if (check_spell_known (who, item->name))
3324 return; 3386 return;
3325 3387
3326 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3388 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3327 tr = tr->next, i++); 3389 do_learn_spell (who, item, 0);
3328 3390 return;
3329 if (tr == NULL || tr->item == NULL) { 3391 }
3330 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3392
3393 /* grant direct spell */
3394 if (item->type == SPELLBOOK)
3395 {
3396 if (!item->inv)
3397 {
3398 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3399 return;
3400 }
3401 if (check_spell_known (who, item->inv->name))
3331 return; 3402 return;
3332 }
3333
3334 /* everything seems okay - now bring on the gift: */
3335 item = &(tr->item->clone);
3336
3337 if (item->type == SPELL) {
3338 if (check_spell_known (who, item->name))
3339 return;
3340
3341 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3342 do_learn_spell (who, item, 0);
3343 return;
3344 }
3345
3346 /* grant direct spell */
3347 if (item->type == SPELLBOOK) {
3348 if (!item->inv) {
3349 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3350 return;
3351 }
3352 if (check_spell_known (who, item->inv->name))
3353 return;
3354 if (item->invisible) { 3403 if (item->invisible)
3404 {
3355 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); 3405 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3356 do_learn_spell (who, item->inv, 0); 3406 do_learn_spell (who, item->inv, 0);
3357 return; 3407 return;
3358 } 3408 }
3359 } 3409 }
3360 else if (item->type == SKILL_TOOL && item->invisible) { 3410 else if (item->type == SKILL_TOOL && item->invisible)
3411 {
3361 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3412 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3413 {
3362 3414
3363 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3415 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3364 * in this way, if the player is missing any of the attacktypes, he gets 3416 * in this way, if the player is missing any of the attacktypes, he gets
3365 * them. As it is now, if the player has any that match the granted skill, 3417 * them. As it is now, if the player has any that match the granted skill,
3366 * but not all of them, he gets nothing. 3418 * but not all of them, he gets nothing.
3367 */ 3419 */
3368 if (!(skop->attacktype & item->attacktype)) { 3420 if (!(skop->attacktype & item->attacktype))
3421 {
3369 /* Give new attacktype */ 3422 /* Give new attacktype */
3370 skop->attacktype |= item->attacktype; 3423 skop->attacktype |= item->attacktype;
3371 3424
3372 /* always add physical if there's none */ 3425 /* always add physical if there's none */
3373 skop->attacktype |= AT_PHYSICAL; 3426 skop->attacktype |= AT_PHYSICAL;
3374 3427
3375 if (item->msg != NULL) 3428 if (item->msg != NULL)
3376 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3429 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3377 3430
3378 /* Give player new face */ 3431 /* Give player new face */
3379 if (item->animation_id) { 3432 if (item->animation_id)
3433 {
3380 who->face = skop->face; 3434 who->face = skop->face;
3381 who->animation_id = item->animation_id; 3435 who->animation_id = item->animation_id;
3382 who->anim_speed = item->anim_speed; 3436 who->anim_speed = item->anim_speed;
3383 who->last_anim = 0; 3437 who->last_anim = 0;
3384 who->state = 0; 3438 who->state = 0;
3385 animate_object(who, who->direction); 3439 animate_object (who, who->direction);
3386 } 3440 }
3387 } 3441 }
3388 } 3442 }
3389 } 3443 }
3390 else if (item->type == FORCE) { 3444 else if (item->type == FORCE)
3445 {
3391 /* forces in the treasurelist can alter the player's stats */ 3446 /* forces in the treasurelist can alter the player's stats */
3392 object *skin; 3447 object *skin;
3448
3393 /* first get the dragon skin force */ 3449 /* first get the dragon skin force */
3394 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3450 shstr_cmp dragon_skin_force ("dragon_skin_force");
3395 skin=skin->below); 3451 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3396 if (skin == NULL) return; 3452 ;
3397 3453
3454 if (!skin)
3455 return;
3456
3398 /* adding new spellpath attunements */ 3457 /* adding new spellpath attunements */
3399 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3458 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3459 {
3400 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3460 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3401 3461
3402 /* print message */ 3462 /* print message */
3403 sprintf(buf, "You feel attuned to "); 3463 sprintf (buf, "You feel attuned to ");
3404 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3464 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3465 {
3405 if(item->path_attuned & (1<<i)) { 3466 if (item->path_attuned & (1 << i))
3467 {
3406 if (j) 3468 if (j)
3407 strcat(buf," and "); 3469 strcat (buf, " and ");
3408 else 3470 else
3409 j = 1; 3471 j = 1;
3410 strcat(buf, spellpathnames[i]); 3472 strcat (buf, spellpathnames[i]);
3411 } 3473 }
3412 } 3474 }
3413 strcat(buf,"."); 3475 strcat (buf, ".");
3414 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3476 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3415 } 3477 }
3416 3478
3417 /* evtl. adding flags: */ 3479 /* evtl. adding flags: */
3418 if(QUERY_FLAG(item, FLAG_XRAYS)) 3480 if (QUERY_FLAG (item, FLAG_XRAYS))
3419 SET_FLAG(skin, FLAG_XRAYS); 3481 SET_FLAG (skin, FLAG_XRAYS);
3420 if(QUERY_FLAG(item, FLAG_STEALTH)) 3482 if (QUERY_FLAG (item, FLAG_STEALTH))
3421 SET_FLAG(skin, FLAG_STEALTH); 3483 SET_FLAG (skin, FLAG_STEALTH);
3422 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3484 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3423 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3485 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3424 3486
3425 /* print message if there is one */ 3487 /* print message if there is one */
3426 if (item->msg != NULL) 3488 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3489 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3490 }
3491 else
3428 } 3492 {
3429 else {
3430 /* generate misc. treasure */ 3493 /* generate misc. treasure */
3431 tmp = arch_to_object (tr->item); 3494 tmp = arch_to_object (tr->item);
3432 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3495 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3433 tmp = insert_ob_in_ob (tmp, who); 3496 tmp = insert_ob_in_ob (tmp, who);
3434 if (who->type == PLAYER) 3497 if (who->type == PLAYER)
3435 esrv_send_item(who, tmp); 3498 esrv_send_item (who, tmp);
3436 } 3499 }
3437} 3500}
3438 3501
3439/** 3502/**
3440 * Unready an object for a player. This function does nothing if the object was 3503 * Unready an object for a player. This function does nothing if the object was
3441 * not readied. 3504 * not readied.
3442 */ 3505 */
3506void
3443void player_unready_range_ob(player *pl, object *ob) { 3507player_unready_range_ob (player *pl, object *ob)
3444 rangetype i; 3508{
3509 if (pl->ob->current_weapon == ob)
3510 pl->ob->current_weapon = 0;
3445 3511
3446 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3512 if (pl->combat_ob == ob)
3447 if (pl->ranges[i] == ob) { 3513 pl->combat_ob = 0;
3448 pl->ranges[i] = NULL; 3514
3449 if (pl->shoottype == i) { 3515 if (pl->ranged_ob == ob)
3450 pl->shoottype = range_none; 3516 pl->ranged_ob = 0;
3451 }
3452 }
3453 }
3454} 3517}
3518
3519sint8
3520player::visibility_at (maptile *map, int x, int y) const
3521{
3522 if (!ns)
3523 return 0;
3524
3525 int dx, dy;
3526 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3527 return 0;
3528
3529 x += dx - ns->current_x + ns->mapx / 2;
3530 y += dy - ns->current_y + ns->mapy / 2;
3531
3532 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3533 return 0;
3534
3535 return 100 - blocked_los [x][y];
3536}

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