ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

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

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines