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Comparing deliantra/server/server/player.C (file contents):
Revision 1.16 by root, Tue Sep 5 18:18:09 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 1.16 2006/09/05 18:18:09 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 p->clear (); 333player::set_object (object *op)
334{
335 ob = op;
336 ob->contr = this; /* this aren't yet in archetype */
233 337
338 ob->speed_left = 0.5f;
339 ob->speed = 1.0f;
340 ob->direction = 5; /* So player faces south */
341}
342
343player::player ()
344{
234 /* There are some elements we want initialized to non zero value - 345 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 346 * we deal with that below this point.
236 */ 347 */
237 p->party = NULL; 348 outputs_sync = 4;
238 p->outputs_sync = 16; /* Every 2 seconds */ 349 outputs_count = 4;
239 p->outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 350 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 351
243#ifdef AUTOSAVE
244 p->last_save_tick = 9999999;
245#endif
246
247 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 352 savebed_map = first_map_path; /* Init. respawn position */
248 353
249 op->contr = p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left = 0.5;
252 op->speed = 1.0;
253 op->direction = 5; /* So player faces south */
254 op->stats.wc = 2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257
258 roll_stats (op);
259 p->state = ST_ROLL_STAT;
260 clear_los (op);
261
262 p->gen_sp_armour = 10; 354 gen_sp_armour = 10;
263 p->last_speed = -1;
264 p->shoottype = range_none;
265 p->bowtype = bow_normal; 355 bowtype = bow_normal;
266 p->petmode = pet_normal; 356 petmode = pet_normal;
267 p->listening = 10; 357 listening = 10;
268 p->usekeys = containers; 358 usekeys = containers;
269 p->last_weapon_sp = -1;
270 p->peaceful = 1; /* default peaceful */ 359 peaceful = 1; /* default peaceful */
271 p->do_los = 1; 360 do_los = 1;
272 p->explore = 0; 361}
273 p->no_shout = 0; /* default can shout */
274 362
275 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 363void
276 p->title[sizeof (p->title) - 1] = '\0'; 364player::do_destroy ()
277 op->race = op->arch->clone.race; 365{
366 disconnect ();
278 367
279 CLEAR_FLAG (op, FLAG_READY_SKILL); 368 attachable::do_destroy ();
280 369
281 /* we need to clear these to -1 and not zero - otherwise, 370 if (ob)
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i = 0; i < NUM_SKILLS; i++)
287 {
288 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL;
290 } 371 {
291 for (i = 0; i < NROFATTACKS; i++) 372 ob->destroy_inv (false);
373 ob->destroy ();
292 { 374 }
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32) - 1;
297
298 p->socket.update_look = 0;
299 p->socket.look_position = 0;
300 return p;
301} 375}
302 376
303/* This loads the first map an puts the player on it. */ 377player::~player ()
304static void set_first_map(object *op)
305{ 378{
306 strcpy(op->contr->maplevel, first_map_path); 379 /* Clear item stack */
307 op->x = -1; 380 free (stack_items);
308 op->y = -1;
309 enter_exit(op, NULL);
310} 381}
311 382
312/* Tries to add player on the connection passwd in ns. 383/* Tries to add player on the connection passed in ns.
313 * All we can really get in this is some settings like host and display 384 * All we can really get in this is some settings like host and display
314 * mode. 385 * mode.
315 */ 386 */
387player *
388player::create ()
389{
390 player *pl = new player;
316 391
317int add_player(NewSocket *ns) { 392 pl->set_object (arch_to_object (get_player_archetype (0)));
318 player *p;
319 393
320 p=get_player(NULL); 394 pl->ob->roll_stats ();
321 p->socket = *ns; 395 pl->ob->stats.wc = 2;
322 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... */
323 if(p->socket.faces_sent == NULL) 397
324 fatal(OUT_OF_MEMORY);
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
326 /* Needed because the socket we just copied over needs to be cleared.
327 * Note that this can result in a client reset if there is partial data
328 * on the uncoming socket.
329 */
330 p->socket.inbuf.len = 0;
331 set_first_map(p->ob); 398 set_first_map (pl->ob);
332 399
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
334 add_friendly_object(p->ob);
335 send_rules(p->ob);
336 send_news(p->ob);
337 display_motd(p->ob);
338 get_name(p->ob);
339 return 0; 400 return pl;
340} 401}
341 402
342/* 403/*
343 * get_player_archetype() return next player archetype from archetype 404 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 405 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 406 * Note: there MUST be at least one player archetype!
346 */ 407 */
408archetype *
347archetype *get_player_archetype(archetype* at) 409get_player_archetype (archetype *at)
348{ 410{
349 archetype *start = at; 411 archetype *start = at;
412
350 for (;;) { 413 for (;;)
414 {
351 if (at==NULL || at->next==NULL) 415 if (at == NULL || at->next == NULL)
352 at=first_archetype; 416 at = first_archetype;
353 else 417 else
354 at=at->next; 418 at = at->next;
419
355 if(at->clone.type==PLAYER) 420 if (at->clone.type == PLAYER)
356 return at; 421 return at;
422
357 if (at == start) { 423 if (at == start)
424 {
358 LOG (llevError, "No Player archetypes\n"); 425 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 426 exit (-1);
360 } 427 }
361 } 428 }
362} 429}
363 430
364 431object *
365object *get_nearest_player(object *mon) { 432get_nearest_player (object *mon)
433{
366 object *op = NULL; 434 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 435 objectlink *ol;
369 unsigned lastdist; 436 unsigned lastdist;
370 rv_vector rv; 437 rv_vector rv;
371 438
372 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 {
373 /* 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
374 * does periodically happen. Given that, lets deal with it. 442 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 443 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 444 * list is also free, so encapsulate this in a while loop.
377 */ 445 */
378 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 {
379 object *tmp=ol->ob; 448 object *tmp = ol->ob;
380 449
381 /* 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
382 * itself will have been cleared. 451 * itself will have been cleared.
383 */ 452 */
384 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 ());
385 ol = ol->next; 455 ol = ol->next;
386 remove_friendly_object(tmp); 456 remove_friendly_object (tmp);
457 if (!ol)
387 if (!ol) return op; 458 return op;
388 } 459 }
389 460
390 /* 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
391 * 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
392 * complicated method of state checking would be needed in any case - 463 * complicated method of state checking would be needed in any case -
393 * as it was, a clever player could type quit, and the function would 464 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove 465 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 466 * on_same_map check, as can_detect_enemy also does this
396 */ 467 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 468 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 469 continue;
399 470
400 if(lastdist>rv.distance) { 471 if (lastdist > rv.distance)
472 {
401 op=ol->ob; 473 op = ol->ob;
402 lastdist=rv.distance; 474 lastdist = rv.distance;
403 } 475 }
404 } 476 }
405 for (pl=first_player; pl != NULL; pl=pl->next) { 477
478 for_all_players (pl)
406 if (can_detect_enemy(mon, pl->ob,&rv)) { 479 if (can_detect_enemy (mon, pl->ob, &rv))
407
408 if(lastdist>rv.distance) { 480 if (lastdist > rv.distance)
409 op=pl->ob;
410 lastdist=rv.distance;
411 }
412 } 481 {
413 } 482 op = pl->ob;
483 lastdist = rv.distance;
484 }
485
414#if 0 486#if 0
415 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)");
416#endif 488#endif
417 return op; 489 return op;
418} 490}
419 491
420/* 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
421 * 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
422 * detour a monster will take from the direction path when looking 494 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 508 * circling behaviour. Unfortunately, this function is also used to determined
437 * if the creature should cast a spell, so returning a direction in that case 509 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 510 * is probably not a good thing.
439 */ 511 */
440#define MAX_SPACES 50 512#define MAX_SPACES 50
441
442 513
443/* 514/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 515 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * modified to verify there is a path to the player. Does this by stepping towards 516 * modified to verify there is a path to the player. Does this by stepping towards
446 * player and if path is blocked then see if blockage is close enough to player that 517 * player and if path is blocked then see if blockage is close enough to player that
459 * monster can in fact move one space in that direction. 530 * monster can in fact move one space in that direction.
460 * 3) I'm not sure how good this code will be for moving multipart monsters, 531 * 3) I'm not sure how good this code will be for moving multipart monsters,
461 * since only simple checks to blocked are being called, which could mean the monster 532 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 533 * is blocking itself.
463 */ 534 */
535int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 536path_to_player (object *mon, object *pl, unsigned mindiff)
537{
465 rv_vector rv; 538 rv_vector rv;
466 sint16 x,y; 539 sint16 x, y;
467 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;
468 mapstruct *m ,*lastmap; 541 maptile *m, *lastmap;
469 542
470 get_rangevector(mon, pl, &rv, 0); 543 get_rangevector (mon, pl, &rv, 0);
471 544
472 if (rv.distance<mindiff) return 0; 545 if (rv.distance < mindiff)
546 return 0;
473 547
474 x=mon->x; 548 x = mon->x;
475 y=mon->y; 549 y = mon->y;
476 m=mon->map; 550 m = mon->map;
477 dir = rv.direction; 551 dir = rv.direction;
478 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 */
479 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
480 /* 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. */
481 if (diff>max) return 0; 556 if (diff > max)
557 return 0;
558
482 while (diff >1 && max>0) { 559 while (diff > 1 && max > 0)
560 {
483 lastx = x; 561 lastx = x;
484 lasty = y; 562 lasty = y;
485 lastmap = m; 563 lastmap = m;
486 x = lastx + freearr_x[dir]; 564 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir]; 565 y = lasty + freearr_y[dir];
488 566
489 mflags = get_map_flags(m, &m, x, y, &x, &y); 567 mflags = get_map_flags (m, &m, x, y, &x, &y);
490 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 568 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
491 569
492 /* Space is blocked - try changing direction a little */ 570 /* Space is blocked - try changing direction a little */
493 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))
494 && (m == mon->map && blocked_link(mon, m, x, y)))) { 572 && (m == mon->map && blocked_link (mon, m, x, y))))
573 {
495 /* recalculate direction from last good location. Possible 574 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before. 575 * we were not traversing ideal location before.
497 */ 576 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 577 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) { 578 if (rv.direction != dir)
579 {
500 /* OK - says direction should be different - lets reset the 580 /* OK - says direction should be different - lets reset the
501 * the values so it will try again. 581 * the values so it will try again.
502 */ 582 */
503 x = lastx; 583 x = lastx;
504 y = lasty; 584 y = lasty;
505 m = lastmap; 585 m = lastmap;
506 dir = firstdir = rv.direction; 586 dir = firstdir = rv.direction;
587 }
507 } else { 588 else
589 {
508 /* direct path is blocked - try taking a side step to 590 /* direct path is blocked - try taking a side step to
509 * either the left or right. 591 * either the left or right.
510 * Note increase the values in the loop below to be 592 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes 593 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting 594 * bigger detour. Have to be careful about these values getting
513 * too big (3 or maybe 4 or higher) as the monster may just try 595 * too big (3 or maybe 4 or higher) as the monster may just try
514 * stepping back and forth 596 * stepping back and forth
515 */ 597 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 598 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
599 {
600 if (i == 0)
517 if (i==0) continue; /* already did this, so skip it */ 601 continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise, 602 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in 603 * since the direction that the creature should move in
520 * may change, you could get infinite loops. 604 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only 605 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance, 606 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north, 607 * gets blocked, finds that it should move north,
524 * 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
525 * gets back to its original point. lastdir contains 609 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully 610 * the last direction the creature has successfully
527 * moved. 611 * moved.
528 */ 612 */
529 613
530 x = lastx + freearr_x[absdir(lastdir+i)]; 614 x = lastx + freearr_x[absdir (lastdir + i)];
531 y = lasty + freearr_y[absdir(lastdir+i)]; 615 y = lasty + freearr_y[absdir (lastdir + i)];
532 m = lastmap; 616 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y); 617 mflags = get_map_flags (m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue; 618 if (mflags & P_OUT_OF_MAP)
619 continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 620 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 621 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
622 continue;
537 if (mflags & P_BLOCKSVIEW) continue; 623 if (mflags & P_BLOCKSVIEW)
624 continue;
538 625
539 if (m == mon->map && blocked_link(mon, m, x, y)) break; 626 if (m == mon->map && blocked_link (mon, m, x, y))
627 break;
540 } 628 }
541 /* go through entire loop without finding a valid 629 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path. 630 * sidestep to take - thus, no valid path.
543 */ 631 */
544 if (i==(DETOUR_AMOUNT+1)) 632 if (i == (DETOUR_AMOUNT + 1))
545 return 0; 633 return 0;
546 diff--; 634 diff--;
547 lastdir=dir; 635 lastdir = dir;
548 max--; 636 max--;
549 if (!firstdir) firstdir = dir+i; 637 if (!firstdir)
638 firstdir = dir + i;
550 } /* else check alternate directions */ 639 } /* else check alternate directions */
551 } /* if blocked */ 640 } /* if blocked */
552 else { 641 else
642 {
553 /* we moved towards creature, so diff is less */ 643 /* we moved towards creature, so diff is less */
554 diff--; 644 diff--;
555 max--; 645 max--;
556 lastdir=dir; 646 lastdir = dir;
647 if (!firstdir)
557 if (!firstdir) firstdir = dir; 648 firstdir = dir;
649 }
650
651 if (diff <= 1)
558 } 652 {
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually 653 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance. 654 * headed toward player for entire distance.
562 */ 655 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 656 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
564 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 657 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
565 } 658 }
566 if (diff>max) return 0; 659
660 if (diff > max)
661 return 0;
567 } 662 }
663
568 /* 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 */
569 if (!max) return 0; 665 if (!max)
666 return 0;
570 667
571 return firstdir; 668 return firstdir;
572} 669}
573 670
671void
574void give_initial_items(object *pl,treasurelist *items) { 672give_initial_items (object *pl, treasurelist * items)
673{
575 object *op,*next=NULL; 674 object *op, *next = NULL;
576 675
577 if(pl->randomitems!=NULL) 676 if (pl->randomitems != NULL)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 677 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
579 678
580 for (op=pl->inv; op; op=next) { 679 for (op = pl->inv; op; op = next)
680 {
581 next = op->below; 681 next = op->below;
582 682
583 /* Forces get applied per default, unless they have the 683 /* Forces get applied per default, unless they have the
584 * 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
585 */ 685 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 686 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED); 687 SET_FLAG (op, FLAG_APPLIED);
588 688
589 /* we never give weapons/armour if these cannot be used 689 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions 690 * by this player due to race restrictions
591 */ 691 */
592 if (pl->type == PLAYER) { 692 if (pl->type == PLAYER)
693 {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 694 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
594 (op->type == ARMOUR || op->type == BOOTS || 695 (op->type == ARMOUR || op->type == BOOTS ||
595 op->type == CLOAK || op->type == HELMET || 696 op->type == CLOAK || op->type == HELMET ||
596 op->type == SHIELD || op->type == GLOVES || 697 op->type == SHIELD || op->type == GLOVES ||
597 op->type == BRACERS || op->type == GIRDLE)) || 698 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
599 remove_ob (op);
600 free_object (op);
601 continue;
602 } 699 {
603 } 700 op->destroy ();
604
605 /* This really needs to be better - we should really give
606 * a substitute spellbook. The problem is that we don't really
607 * have a good idea what to replace it with (need something like
608 * a first level treasurelist for each skill.)
609 * remove duplicate skills also
610 */
611 if(op->type==SPELLBOOK || op->type == SKILL) {
612 object *tmp;
613
614 for (tmp=op->below; tmp; tmp=tmp->below)
615 if (tmp->type == op->type && tmp->name == op->name) break;
616
617 if (tmp) {
618 remove_ob(op);
619 free_object(op);
620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 &tmp->name);
622 continue; 701 continue;
623 } 702 }
624 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)
625 } 712 {
713 object *tmp;
626 714
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
627 if (op->type == SPELLBOOK && op->inv) { 730 if (op->type == SPELLBOOK && op->inv)
731 {
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 732 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
629 } 733 }
630 734
631 /* Give starting characters identified, uncursed, and undamned 735 /* Give starting characters identified, uncursed, and undamned
632 * 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
633 * merged properly. 737 * merged properly.
634 */ 738 */
635 if (need_identify(op)) { 739 if (need_identify (op))
740 {
636 SET_FLAG(op, FLAG_IDENTIFIED); 741 SET_FLAG (op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED); 742 CLEAR_FLAG (op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED); 743 CLEAR_FLAG (op, FLAG_DAMNED);
744 }
745 if (op->type == SPELL)
639 } 746 {
640 if(op->type==SPELL) { 747 op->destroy ();
641 remove_ob(op);
642 free_object(op);
643 continue; 748 continue;
749 }
750 else if (op->type == SKILL)
644 } 751 {
645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL); 752 SET_FLAG (op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0; 753 op->stats.exp = 0;
648 op->level = 1; 754 op->level = 1;
649 } 755 }
650 /* lock all 'normal items by default */ 756 /* lock all 'normal items by default */
757 else
651 else SET_FLAG(op, FLAG_INV_LOCKED); 758 SET_FLAG (op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */ 759 } /* for loop of objects in player inv */
653 760
654 /* Need to set up the skill pointers */ 761 /* Need to set up the skill pointers */
655 link_player_skills(pl); 762 link_player_skills (pl);
656} 763}
657 764
658void get_name(object *op) { 765void
659 op->contr->write_buf[0]='\0';
660 op->contr->state=ST_GET_NAME;
661 send_query(&op->contr->socket,0,"What is your name?\n:");
662}
663
664void get_password(object *op) {
665 op->contr->write_buf[0]='\0';
666 op->contr->state=ST_GET_PASSWORD;
667 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
668}
669
670void play_again(object *op)
671{
672 op->contr->state=ST_PLAY_AGAIN;
673 op->chosen_skill = NULL;
674 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
675 /* a bit of a hack, but there are various places early in th
676 * player creation process that a user can quit (eg, roll
677 * stats) that isn't removing the player. Taking a quick
678 * look, there are many places that call play_again without
679 * removing the player - it probably makes more sense
680 * to leave it to play_again to remove the object in all
681 * cases.
682 */
683 if (!QUERY_FLAG(op, FLAG_REMOVED))
684 remove_ob(op);
685 /* Need to set this to null - otherwise, it could point to garbage,
686 * and draw() doesn't check to see if the player is removed, only if
687 * the map is null or not swapped out.
688 */
689 op->map = NULL;
690}
691
692
693int receive_play_again(object *op, char key)
694{
695 if(key=='q'||key=='Q') {
696 remove_friendly_object(op);
697 leave(op->contr,0); /* ericserver will draw the message */
698 return 2;
699 }
700 else if(key=='a'||key=='A') {
701 player *pl = op->contr;
702 shstr name = op->name;
703
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 op->name = op->name_pl = 0;
711 /* Lets put a space in here */
712 new_draw_info(NDI_UNIQUE, 0, op, "\n");
713 get_name(op);
714 op->name = op->name_pl = name;
715 set_first_map(op);
716 } else {
717 /* user pressed something else so just ask again... */
718 play_again(op);
719 }
720 return 0;
721}
722
723void confirm_password(object *op) {
724
725 op->contr->write_buf[0]='\0';
726 op->contr->state=ST_CONFIRM_PASSWORD;
727 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
728}
729
730void get_party_password(object *op, partylist *party) { 766get_party_password (object *op, partylist *party)
767{
731 if (party == NULL) { 768 if (party == NULL)
769 {
732 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);
733 return; 771 return;
734 } 772 }
773
735 op->contr->write_buf[0]='\0'; 774 op->contr->write_buf[0] = '\0';
736 op->contr->state=ST_GET_PARTY_PASSWORD; 775 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
737 op->contr->party_to_join = party; 776 op->contr->party_to_join = party;
738 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:");
739} 778}
740
741 779
742/* 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
743int roll_stat(void) { 782roll_stat (void)
783{
744 int a[4],i,j,k; 784 int a[4], i, j, k;
745 785
746 for(i=0;i<4;i++) 786 for (i = 0; i < 4; i++)
747 a[i]=(int)RANDOM()%6+1; 787 a[i] = (int) rndm (6) + 1;
748 788
749 for(i=0,j=0,k=7;i<4;i++) 789 for (i = 0, j = 0, k = 7; i < 4; i++)
750 if(a[i]<k) 790 if (a[i] < k)
751 k=a[i],j=i; 791 k = a[i], j = i;
752 792
753 for(i=0,k=0;i<4;i++) { 793 for (i = 0, k = 0; i < 4; i++)
754 if(i!=j) 794 if (i != j)
755 k+=a[i]; 795 k += a[i];
756 } 796
757 return k; 797 return k;
758} 798}
759 799
760void roll_stats(object *op) { 800void
801object::roll_stats ()
802{
803 int statsort [NUM_STATS];
804
805 for (;;)
806 {
761 int sum=0; 807 int sum = 0;
762 int i = 0, j = 0; 808 for (int i = NUM_STATS; i--; )
763 int statsort[7]; 809 sum += statsort [i] = roll_stat ();
764 810
765 do { 811 if (sum >= 82 && sum <= 116)
766 op->stats.Str=roll_stat(); 812 break;
767 op->stats.Dex=roll_stat(); 813 }
768 op->stats.Int=roll_stat();
769 op->stats.Con=roll_stat();
770 op->stats.Wis=roll_stat();
771 op->stats.Pow=roll_stat();
772 op->stats.Cha=roll_stat();
773 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
774 op->stats.Con+op->stats.Wis+op->stats.Pow+
775 op->stats.Cha;
776 } while(sum<82||sum>116);
777 814
778 /* Sort the stats so that rerolling is easier... */ 815 // Sort the stats so that rerolling is easier...
779 statsort[0] = op->stats.Str; 816 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
780 statsort[1] = op->stats.Dex;
781 statsort[2] = op->stats.Int;
782 statsort[3] = op->stats.Con;
783 statsort[4] = op->stats.Wis;
784 statsort[5] = op->stats.Pow;
785 statsort[6] = op->stats.Cha;
786 817
787 /* a quick and dirty bubblesort? */ 818 for (int i = 0; i < NUM_STATS; ++i)
788 do {
789 if (statsort[i] < statsort[i + 1]) {
790 j = statsort[i];
791 statsort[i] = statsort[i + 1];
792 statsort[i + 1] = j;
793 i = 0;
794 } else {
795 i++;
796 }
797 } while (i < 6);
798
799 op->stats.Str = statsort[0]; 819 stats.stat (i) = statsort [i];
800 op->stats.Dex = statsort[1];
801 op->stats.Con = statsort[2];
802 op->stats.Int = statsort[3];
803 op->stats.Wis = statsort[4];
804 op->stats.Pow = statsort[5];
805 op->stats.Cha = statsort[6];
806 820
807
808 op->contr->orig_stats.Str=op->stats.Str;
809 op->contr->orig_stats.Dex=op->stats.Dex;
810 op->contr->orig_stats.Int=op->stats.Int;
811 op->contr->orig_stats.Con=op->stats.Con;
812 op->contr->orig_stats.Wis=op->stats.Wis;
813 op->contr->orig_stats.Pow=op->stats.Pow;
814 op->contr->orig_stats.Cha=op->stats.Cha;
815
816 op->level=1;
817 op->stats.exp=0; 821 stats.exp = 0;
818 op->stats.ac=0; 822 stats.ac = 0;
819 823
824 stats.hp = stats.maxhp;
825 stats.sp = stats.maxsp;
826 stats.grace = stats.maxgrace;
827
828 if (contr)
829 {
820 op->contr->levhp[1] = 9; 830 contr->levhp[1] = 9;
821 op->contr->levsp[1] = 6; 831 contr->levsp[1] = 6;
822 op->contr->levgrace[1] = 3; 832 contr->levgrace[1] = 3;
823 833
824 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
825 op->stats.hp = op->stats.maxhp; 854 stats.hp = stats.maxhp;
826 op->stats.sp = op->stats.maxsp; 855 stats.sp = stats.maxsp;
827 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
828 op->contr->orig_stats=op->stats; 864 contr->orig_stats = stats;
865 }
829} 866}
830 867
831void Roll_Again(object *op) 868static void
869start_info (object *op)
832{ 870{
833 esrv_new_player(op->contr, 0);
834 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)? ");
835}
836
837void Swap_Stat(object *op,int Swap_Second)
838{
839 signed char tmp;
840 char buf[MAX_BUF]; 871 char buf[MAX_BUF];
841 872
842 if ( op->contr->Swap_First == -1 ) { 873 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
843 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
844 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
845 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
846 return;
847 }
848
849 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
850
851 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
852 get_attr_value(&op->contr->orig_stats, Swap_Second));
853
854 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
855
856 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
857 new_draw_info(NDI_UNIQUE, 0,op, buf); 874 new_draw_info (NDI_UNIQUE, 0, op, buf);
858 op->stats.Str = op->contr->orig_stats.Str; 875 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
859 op->stats.Dex = op->contr->orig_stats.Dex;
860 op->stats.Con = op->contr->orig_stats.Con;
861 op->stats.Int = op->contr->orig_stats.Int;
862 op->stats.Wis = op->contr->orig_stats.Wis;
863 op->stats.Pow = op->contr->orig_stats.Pow;
864 op->stats.Cha = op->contr->orig_stats.Cha;
865 op->stats.ac=0;
866
867 op->level=1;
868 op->stats.exp=0;
869 op->stats.ac=0;
870
871 op->contr->levhp[1] = 9;
872 op->contr->levsp[1] = 6;
873 op->contr->levgrace[1] = 3;
874
875 fix_player(op);
876 op->stats.hp = op->stats.maxhp;
877 op->stats.sp = op->stats.maxsp;
878 op->stats.grace = op->stats.maxgrace;
879 op->contr->orig_stats=op->stats;
880 op->contr->Swap_First=-1;
881}
882
883
884/* This code has been greatly reduced, because with set_attr_value
885 * and get_attr_value, the stats can be accessed just numeric
886 * ids. stat_trans is a table that translate the number entered
887 * into the actual stat. It is needed because the order the stats
888 * are displayed in the stat window is not the same as how
889 * the number's access that stat. The table does that translation.
890 */
891int key_roll_stat(object *op, char key)
892{
893 int keynum = key -'0';
894 char buf[MAX_BUF];
895 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
896
897 if (keynum>0 && keynum<=7) {
898 if (op->contr->Swap_First==-1) {
899 op->contr->Swap_First=stat_trans[keynum];
900 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
901 new_draw_info(NDI_UNIQUE, 0,op,buf); 876 //new_draw_info (NDI_UNIQUE, 0, op, " ");
902 }
903 else
904 Swap_Stat(op,stat_trans[keynum]);
905
906 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
907 return 1;
908 }
909 switch (key) {
910 case 'n':
911 case 'N': {
912 SET_FLAG(op, FLAG_WIZ);
913 if(op->map==NULL) {
914 LOG(llevError,"Map == NULL in state 2\n");
915 break;
916 }
917
918#if 0
919 /* So that enter_exit will put us at startx/starty */
920 op->x= -1;
921
922 enter_exit(op,NULL);
923#endif
924 SET_ANIMATION(op, 2); /* So player faces south */
925 /* Enter exit adds a player otherwise */
926 add_statbonus(op);
927 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");
928 op->contr->state = ST_CHANGE_CLASS;
929 if (op->msg)
930 new_draw_info(NDI_BLUE, 0, op, op->msg);
931 return 0;
932 }
933 case 'y':
934 case 'Y':
935 roll_stats(op);
936 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
937 return 1;
938
939 case 'q':
940 case 'Q':
941 play_again(op);
942 return 1;
943
944 default:
945 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
946 return 0;
947 }
948 return 0;
949} 877}
950 878
951/* This function takes the key that is passed, and does the 879/* This function takes the key that is passed, and does the
952 * appropriate action with it (change race, or other things). 880 * appropriate action with it (change race, or other things).
953 * The function name is for historical reasons - now we have 881 * The function name is for historical reasons - now we have
954 * separate race and class; this actually changes the RACE, 882 * separate race and class; this actually changes the RACE,
955 * not the class. 883 * not the class.
956 */ 884 */
957 885void
958int key_change_class(object *op, char key) 886player::chargen_race_done ()
959{ 887{
960 int tmp_loop;
961
962 if(key=='q'||key=='Q') {
963 remove_ob(op);
964 play_again(op);
965 return 0;
966 }
967 if(key=='d'||key=='D') {
968 char buf[MAX_BUF];
969
970 /* this must before then initial items are given */ 888 /* this must before then initial items are given */
971 esrv_new_player(op->contr, op->weight+op->carrying); 889 esrv_new_player (ob->contr, ob->weight + ob->carrying);
972 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
973 890
891 treasurelist *tl = treasurelist::find ("starting_wealth");
892 if (tl)
893 create_treasure (tl, ob, 0, 0, 0);
894
974 INVOKE_PLAYER (BIRTH, op->contr); 895 INVOKE_PLAYER (BIRTH, ob->contr);
975 INVOKE_PLAYER (LOGIN, op->contr); 896 INVOKE_PLAYER (LOGIN, ob->contr);
976 897
977 op->contr->state=ST_PLAYING; 898 ob->contr->ns->state = ST_PLAYING;
978 899
979 if (op->msg) 900 if (ob->msg)
980 op->msg=NULL; 901 ob->msg = 0;
981 902
982 /* 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
983 * to save here. 904 * to save here.
984 */
985 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
986 make_path_to_file(buf);
987
988#ifdef AUTOSAVE
989 op->contr->last_save_tick = pticks;
990#endif
991 start_info(op);
992 CLEAR_FLAG(op, FLAG_WIZ);
993 give_initial_items(op,op->randomitems);
994 link_player_skills(op);
995 esrv_send_inventory(op, op);
996 fix_player(op);
997
998 /* This moves the player to a different start map, if there
999 * is one for this race
1000 */
1001 if(*first_map_ext_path) {
1002 object *tmp;
1003 mapstruct *oldmap = op->map;
1004 char mapname[MAX_BUF];
1005 snprintf(mapname, MAX_BUF-1, "%s/%s",
1006 first_map_ext_path, &op->arch->name);
1007 tmp=get_object();
1008 EXIT_PATH(tmp) = mapname;
1009 EXIT_X(tmp) = op->x;
1010 EXIT_Y(tmp) = op->y;
1011 enter_exit(op,tmp); /* we don't really care if it succeeded;
1012 * if the map isn't there, then stay on the
1013 * default initial map */
1014 free_object(tmp);
1015 } else {
1016 LOG(llevDebug,"first_map_ext_path not set\n");
1017 }
1018 return 0;
1019 }
1020
1021 /* Following actually changes the race - this is the default command
1022 * if we don't match with one of the options above.
1023 */ 905 */
1024 906 {
1025 tmp_loop = 0;
1026 while(!tmp_loop) {
1027 shstr name = op->name;
1028 int x = op->x, y = op->y;
1029 remove_statbonus(op);
1030 remove_ob (op);
1031 op->arch = get_player_archetype(op->arch);
1032 copy_object (&op->arch->clone, op);
1033 op->instantiate ();
1034 op->stats = op->contr->orig_stats;
1035 op->name = op->name_pl = name;
1036 op->x = x;
1037 op->y = y;
1038 SET_ANIMATION(op, 2); /* So player faces south */
1039 insert_ob_in_map (op, op->map, op,0);
1040 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1041 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1042 add_statbonus(op);
1043 tmp_loop=allowed_class(op);
1044 }
1045 update_object(op,UP_OBJ_FACE);
1046 esrv_update_item(UPD_FACE,op,op);
1047 fix_player(op);
1048 op->stats.hp=op->stats.maxhp;
1049 op->stats.sp=op->stats.maxsp;
1050 op->stats.grace=0;
1051 if (op->msg)
1052 new_draw_info(NDI_BLUE, 0, op, op->msg);
1053 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1054 return 0;
1055}
1056
1057int key_confirm_quit(object *op, char key)
1058{
1059 char buf[MAX_BUF]; 907 char buf[MAX_BUF];
1060
1061 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1062 op->contr->state=ST_PLAYING;
1063 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1064 return 1;
1065 }
1066
1067 INVOKE_PLAYER (LOGOUT, op->contr);
1068 INVOKE_PLAYER (QUIT , op->contr);
1069
1070 terminate_all_pets(op);
1071 leave_map(op);
1072 op->direction=0;
1073 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1074 "%s quits the game.", &op->name);
1075
1076 strcpy(op->contr->killer,"quit");
1077 check_score(op);
1078 op->contr->party=NULL;
1079 if (settings.set_title == TRUE)
1080 op->contr->own_title[0]='\0';
1081
1082 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1083 mapstruct *mp, *next;
1084
1085 /* We need to hunt for any per player unique maps in memory and
1086 * get rid of them. The trailing slash in the path is intentional,
1087 * so that players named 'Ab' won't match against players 'Abe' pathname
1088 */
1089 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 908 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1090 for (mp=first_map; mp!=NULL; mp=next) { 909 make_path_to_file (buf);
1091 next = mp->next; 910 }
1092 if (!strncmp(mp->path, buf, strlen(buf))) 911
1093 delete_map(mp); 912 start_info (ob);
1094 } 913 CLEAR_FLAG (ob, FLAG_WIZ);
1095 914 give_initial_items (ob, ob->randomitems);
1096 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)
1097 } 923 {
1098 play_again(op); 924 object *tmp;
1099 return 1; 925 char mapname[MAX_BUF];
1100}
1101 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
1102void flee_player(object *op) { 978flee_player (object *op)
979{
1103 int dir,diff; 980 int dir, diff;
1104 rv_vector rv; 981 rv_vector rv;
1105 982
1106 if(op->stats.hp < 0) { 983 if (op->stats.hp < 0)
984 {
1107 LOG(llevDebug, "Fleeing player is dead.\n"); 985 LOG (llevDebug, "Fleeing player is dead.\n");
1108 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)))
1109 return; 1023 return;
1110 } 1024 }
1111 1025
1112 if(op->enemy==NULL) {
1113 LOG(llevDebug,"Fleeing player had no enemy.\n");
1114 CLEAR_FLAG(op, FLAG_SCARED);
1115 return;
1116 }
1117
1118 /* Seen some crashes here. Since we don't store an
1119 * op->enemy_count, it is possible that something destroys the
1120 * actual enemy, and the object is recycled.
1121 */
1122 if (op->enemy->map == NULL) {
1123 CLEAR_FLAG(op, FLAG_SCARED);
1124 op->enemy=NULL;
1125 return;
1126 }
1127
1128 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1129 op->enemy=NULL;
1130 CLEAR_FLAG(op, FLAG_SCARED);
1131 return;
1132 }
1133 get_rangevector(op, op->enemy, &rv, 0);
1134
1135 dir=absdir(4+rv.direction);
1136 for(diff=0;diff<3;diff++) {
1137 int m=1-(RANDOM()&2);
1138 if(move_ob(op,absdir(dir+diff*m),op)||
1139 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1140 return;
1141 }
1142 }
1143 /* Cornered, get rid of scared */ 1026 /* Cornered, get rid of scared */
1144 CLEAR_FLAG(op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1145 op->enemy=NULL; 1028 op->enemy = NULL;
1146} 1029}
1147
1148 1030
1149/* 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.
1150 * 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
1151 * stop. 1033 * stop.
1152 */ 1034 */
1035int
1153int check_pick(object *op) { 1036check_pick (object *op)
1037{
1154 object *tmp, *next; 1038 object *tmp, *next;
1155 tag_t next_tag=0, op_tag;
1156 int stop = 0; 1039 int stop = 0;
1157 int j, k, wvratio; 1040 int wvratio;
1158 char putstring[128], tmpstr[16]; 1041 char putstring[128];
1159
1160 1042
1161 /* if you're flying, you cna't pick up anything */ 1043 /* if you're flying, you cna't pick up anything */
1162 if (op->move_type & MOVE_FLYING) 1044 if (op->move_type & MOVE_FLYING)
1163 return 1; 1045 return 1;
1164 1046
1165 op_tag = op->count;
1166
1167 next = op->below; 1047 next = op->below;
1168 if (next)
1169 next_tag = next->count;
1170 1048
1171 /* 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
1172 * destroyed */ 1050 * destroyed */
1173 while (next && ! was_destroyed (next, next_tag)) 1051 while (next && !next->destroyed ())
1174 { 1052 {
1175 tmp = next; 1053 tmp = next;
1176 next = tmp->below; 1054 next = tmp->below;
1177 if (next)
1178 next_tag = next->count;
1179 1055
1180 if (was_destroyed (op, op_tag)) 1056 if (op->destroyed ())
1181 return 0; 1057 return 0;
1182 1058
1183 if ( ! can_pick (op, tmp)) 1059 if (!can_pick (op, tmp))
1184 continue; 1060 continue;
1185 1061
1186 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1062 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1187 { 1063 {
1188 if (item_matched_string (op, tmp, op->contr->search_str)) 1064 if (item_matched_string (op, tmp, op->contr->search_str))
1189 pick_up (op, tmp); 1065 pick_up (op, tmp);
1190 continue; 1066 continue;
1191 } 1067 }
1192 1068
1193 /* high not bit set? We're using the old autopickup model */ 1069 /* high not bit set? We're using the old autopickup model */
1194 if(!(op->contr->mode & PU_NEWMODE)) { 1070 if (!(op->contr->mode & PU_NEWMODE))
1071 {
1195 switch (op->contr->mode) { 1072 switch (op->contr->mode)
1073 {
1074 case 0:
1196 case 0: return 1; /* don't pick up */ 1075 return 1; /* don't pick up */
1076 case 1:
1197 case 1: pick_up (op, tmp); 1077 pick_up (op, tmp);
1198 return 1; 1078 return 1;
1079 case 2:
1199 case 2: pick_up (op, tmp); 1080 pick_up (op, tmp);
1200 return 0; 1081 return 0;
1082 case 3:
1201 case 3: return 0; /* stop before pickup */ 1083 return 0; /* stop before pickup */
1084 case 4:
1202 case 4: pick_up (op, tmp); 1085 pick_up (op, tmp);
1203 break; 1086 break;
1087 case 5:
1204 case 5: pick_up (op, tmp); 1088 pick_up (op, tmp);
1205 stop = 1; 1089 stop = 1;
1206 break; 1090 break;
1207 case 6: 1091 case 6:
1208 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1092 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1209 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1210 pick_up(op, tmp); 1093 pick_up (op, tmp);
1211 break; 1094 break;
1212 1095
1213 case 7: 1096 case 7:
1214 if (tmp->type == MONEY || tmp->type == GEM) 1097 if (tmp->type == MONEY || tmp->type == GEM)
1215 pick_up(op, tmp); 1098 pick_up (op, tmp);
1216 break; 1099 break;
1217 1100
1218 default: 1101 default:
1219 /* use value density */ 1102 /* use value density */
1220 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1103 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1221 && (query_cost (tmp, op, F_TRUE) * 100 1104 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1222 / (tmp->weight * MAX (tmp->nrof, 1)))
1223 >= op->contr->mode)
1224 pick_up(op,tmp); 1105 pick_up (op, tmp);
1225 }
1226 }
1227 else { /* old model */
1228 /* NEW pickup handling */
1229 if(op->contr->mode & PU_DEBUG)
1230 {
1231 /* some debugging code to figure out item information */
1232 if(tmp->name!=NULL)
1233 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1234 &tmp->name, tmp->type,
1235 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1236 else
1237 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1238 &tmp->arch->name, tmp->type,
1239 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1240 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1241
1242 sprintf(putstring,"...flags: ");
1243 for(k=0;k<4;k++)
1244 {
1245 for(j=0;j<32;j++)
1246 {
1247 if((tmp->flags[k]>>j)&0x01)
1248 {
1249 sprintf(tmpstr,"%d ",k*32+j);
1250 strcat(putstring, tmpstr);
1251 } 1106 }
1252 } 1107 }
1253 } 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
1254 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1121 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1122 }
1255 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);
1256#if 0 1360#if 0
1257 /* print the flags too */ 1361 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1258 for(k=0;k<4;k++) 1362 if (tmp->name != NULL)
1259 { 1363 {
1260 fprintf(stderr,"%d [%d] ", k, k*32+31); 1364 fprintf (stderr, "%s", tmp->name);
1261 for(j=0;j<32;j++) 1365 }
1262 { 1366 else
1263 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1367 fprintf (stderr, "%s", tmp->arch->name);
1264 if(!((j+1)%4))fprintf(stderr," "); 1368 fprintf (stderr, ",%d] = ", tmp->type);
1265 } 1369 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1266 fprintf(stderr," [%d]\n", k*32);
1267 }
1268#endif 1370#endif
1269 } 1371 continue;
1270 /* philosophy: 1372 }
1271 * It's easy to grab an item type from a pile, as long as it's
1272 * generic. This takes no game-time. For more detailed pickups
1273 * and selections, select-items shoul dbe used. This is a
1274 * grab-as-you-run type mode that's really useful for arrows for
1275 * example.
1276 * The drawback: right now it has no frontend, so you need to
1277 * stick the bits you want into a calculator in hex mode and then
1278 * convert to decimal and then 'pickup <#>
1279 */
1280
1281 /* the first two modes are exclusive: if NOTHING we return, if
1282 * STOP then we stop. All the rest are applied sequentially,
1283 * meaning if any test passes, the item gets picked up. */
1284
1285 /* if mode is set to pick nothing up, return */
1286
1287 if(op->contr->mode & PU_NOTHING) return 1;
1288
1289 /* if mode is set to stop when encountering objects, return */
1290 /* take STOP before INHIBIT since it doesn't actually pick
1291 * anything up */
1292
1293 if(op->contr->mode & PU_STOP) return 0;
1294
1295 /* useful for going into stores and not losing your settings... */
1296 /* and for battles wher you don't want to get loaded down while
1297 * fighting */
1298 if(op->contr->mode & PU_INHIBIT) return 1;
1299
1300 /* prevent us from turning into auto-thieves :) */
1301 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1302
1303 /* ignore known cursed objects */
1304 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1305
1306 /* all food and drink if desired */
1307 /* question: don't pick up known-poisonous stuff? */
1308 if(op->contr->mode & PU_FOOD)
1309 if (tmp->type == FOOD)
1310 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1311 if(op->contr->mode & PU_DRINK)
1312 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1313 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1314
1315 if(op->contr->mode & PU_POTION)
1316 if (tmp->type == POTION)
1317 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1318
1319 /* spellbooks, skillscrolls and normal books/scrolls */
1320 if(op->contr->mode & PU_SPELLBOOK)
1321 if (tmp->type == SPELLBOOK)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1323 if(op->contr->mode & PU_SKILLSCROLL)
1324 if (tmp->type == SKILLSCROLL)
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1326 if(op->contr->mode & PU_READABLES)
1327 if (tmp->type == BOOK || tmp->type == SCROLL)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1329
1330 /* wands/staves/rods/horns */
1331 if (op->contr->mode & PU_MAGIC_DEVICE)
1332 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1334
1335 /* pick up all magical items */
1336 if(op->contr->mode & PU_MAGICAL)
1337 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1339
1340 if(op->contr->mode & PU_VALUABLES)
1341 {
1342 if (tmp->type == MONEY || tmp->type == GEM)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1344 }
1345
1346 /* rings & amulets - talismans seems to be typed AMULET */
1347 if(op->contr->mode & PU_JEWELS)
1348 if (tmp->type == RING || tmp->type == AMULET)
1349 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1350
1351 /* bows and arrows. Bows are good for selling! */
1352 if(op->contr->mode & PU_BOW)
1353 if (tmp->type == BOW)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1355 if(op->contr->mode & PU_ARROW)
1356 if (tmp->type == ARROW)
1357 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1358
1359 /* all kinds of armor etc. */
1360 if(op->contr->mode & PU_ARMOUR)
1361 if (tmp->type == ARMOUR)
1362 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1363 if(op->contr->mode & PU_HELMET)
1364 if (tmp->type == HELMET)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1366 if(op->contr->mode & PU_SHIELD)
1367 if (tmp->type == SHIELD)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1369 if(op->contr->mode & PU_BOOTS)
1370 if (tmp->type == BOOTS)
1371 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1372 if(op->contr->mode & PU_GLOVES)
1373 if (tmp->type == GLOVES)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1375 if(op->contr->mode & PU_CLOAK)
1376 if (tmp->type == CLOAK)
1377 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1378
1379 /* hoping to catch throwing daggers here */
1380 if(op->contr->mode & PU_MISSILEWEAPON)
1381 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1383
1384 /* careful: chairs and tables are weapons! */
1385 if(op->contr->mode & PU_ALLWEAPON)
1386 {
1387 if(tmp->type == WEAPON && tmp->name!=NULL)
1388 {
1389 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1390 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1391 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1392 }
1393 if(tmp->type == WEAPON && tmp->name==NULL)
1394 {
1395 if(strstr(tmp->arch->name,"table")==NULL &&
1396 strstr(tmp->arch->name,"chair")==NULL)
1397 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1398 }
1399 }
1400
1401 /* misc stuff that's useful */
1402 if(op->contr->mode & PU_KEY)
1403 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1404 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1405
1406 /* any of the last 4 bits set means we use the ratio for value
1407 * pickups */
1408 if(op->contr->mode & PU_RATIO)
1409 {
1410 /* use value density to decide what else to grab */
1411 /* >=7 was >= op->contr->mode */
1412 /* >=7 is the old standard setting. Now we take the last 4 bits
1413 * and multiply them by 5, giving 0..15*5== 5..75 */
1414 wvratio=(op->contr->mode & PU_RATIO) * 5;
1415 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1416 {
1417 pick_up(op, tmp);
1418#if 0
1419 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1420 if(tmp->name!=NULL) {
1421 fprintf(stderr,"%s", tmp->name);
1422 } 1373 }
1423 else fprintf(stderr,"%s",tmp->arch->name); 1374 } /* the new pickup model */
1424 fprintf(stderr,",%d] = ", tmp->type);
1425 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1426#endif
1427 continue;
1428 }
1429 } 1375 }
1430 } /* the new pickup model */ 1376
1431 }
1432 return ! stop; 1377 return !stop;
1433} 1378}
1434 1379
1435/* 1380/*
1436 * Find an arrow in the inventory and after that 1381 * Find an arrow in the inventory and after that
1437 * in the right type container (quiver). Pointer to the 1382 * in the right type container (quiver). Pointer to the
1438 * found object is returned. 1383 * found object is returned.
1439 */ 1384 */
1385object *
1440object *find_arrow(object *op, const char *type) 1386find_arrow (object *op, const char *type)
1441{ 1387{
1442 object *tmp = NULL; 1388 object *tmp = 0;
1443 1389
1444 for(op=op->inv; op; op=op->below) 1390 for (op = op->inv; op; op = op->below)
1445 if(!tmp && op->type==CONTAINER && op->race==type && 1391 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1446 QUERY_FLAG(op,FLAG_APPLIED))
1447 tmp = find_arrow (op, type); 1392 tmp = find_arrow (op, type);
1448 else if (op->type==ARROW && op->race==type) 1393 else if (op->type == ARROW && op->race == type)
1449 return op; 1394 return op;
1395
1450 return tmp; 1396 return tmp;
1451} 1397}
1452 1398
1453/* 1399/*
1454 * 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
1455 * 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
1456 * 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
1457 * 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.
1458 */ 1404 */
1459 1405object *
1460object *find_better_arrow(object *op, object *target, const char *type, int *better) 1406find_better_arrow (object *op, object *target, const char *type, int *better)
1461{ 1407{
1462 object *tmp = NULL, *arrow, *ntmp; 1408 object *tmp = NULL, *arrow, *ntmp;
1463 int attacknum, attacktype, betterby=0, i; 1409 int attacknum, attacktype, betterby = 0, i;
1464 1410
1465 if (!type) 1411 if (!type)
1466 return NULL; 1412 return NULL;
1467 1413
1468 for (arrow=op->inv; arrow; arrow=arrow->below) { 1414 for (arrow = op->inv; arrow; arrow = arrow->below)
1469 if (arrow->type==CONTAINER && arrow->race==type && 1415 {
1470 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1416 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1417 {
1471 i = 0; 1418 i = 0;
1472 ntmp = find_better_arrow(arrow, target, type, &i); 1419 ntmp = find_better_arrow (arrow, target, type, &i);
1473 if (i > betterby) { 1420 if (i > betterby)
1421 {
1474 tmp = ntmp; 1422 tmp = ntmp;
1475 betterby = i; 1423 betterby = i;
1476 } 1424 }
1425 }
1477 } else if (arrow->type==ARROW && arrow->race==type) { 1426 else if (arrow->type == ARROW && arrow->race == type)
1427 {
1478 /* allways prefer assasination/slaying */ 1428 /* allways prefer assasination/slaying */
1479 if (target->race != NULL && arrow->slaying != NULL && 1429 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1480 strstr(arrow->slaying, target->race)) { 1430 {
1481 if (arrow->attacktype & AT_DEATH) { 1431 if (arrow->attacktype & AT_DEATH)
1432 {
1482 *better = 100; 1433 *better = 100;
1483 return arrow; 1434 return arrow;
1484 } else {
1485 tmp = arrow;
1486 betterby = (arrow->magic + arrow->stats.dam) * 2;
1487 } 1435 }
1488 } else { 1436 else
1489 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1490 attacktype = 1<<attacknum;
1491 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1492 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1493 tmp = arrow;
1494 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1495 }
1496 } 1437 {
1497 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1498 tmp = arrow; 1438 tmp = arrow;
1499 betterby = 2 + arrow->magic + arrow->stats.dam; 1439 betterby = (arrow->magic + arrow->stats.dam) * 2;
1500 }
1501 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1502 tmp = arrow;
1503 betterby = 1 + arrow->magic + arrow->stats.dam;
1504 } 1440 }
1505 } 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 }
1506 } 1464 }
1465 }
1507 } 1466 }
1508 if (tmp == NULL && arrow == NULL) 1467 if (tmp == NULL && arrow == NULL)
1509 return find_arrow(op, type); 1468 return find_arrow (op, type);
1510 1469
1511 *better = betterby; 1470 *better = betterby;
1512 return tmp; 1471 return tmp;
1513} 1472}
1514 1473
1515/* 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
1516 * find_better_arrow to find a decent arrow to use. 1475 * find_better_arrow to find a decent arrow to use.
1517 * op = the shooter 1476 * op = the shooter
1518 * type = bow->race 1477 * type = bow->race
1519 * dir = fire direction 1478 * dir = fire direction
1520 */ 1479 */
1521 1480object *
1522object *pick_arrow_target(object *op, const char *type, int dir) 1481pick_arrow_target (object *op, const char *type, int dir)
1523{ 1482{
1524 object *tmp = NULL; 1483 object *tmp = NULL;
1525 mapstruct *m; 1484 maptile *m;
1526 int i, mflags, found, number; 1485 int i, mflags, found, number;
1527 sint16 x, y; 1486 sint16 x, y;
1528 1487
1529 if (op->map == NULL) 1488 if (op->map == NULL)
1530 return find_arrow(op, type); 1489 return find_arrow (op, type);
1531 1490
1532 /* do a dex check */ 1491 /* do a dex check */
1533 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1492 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1534 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)))
1535 return find_arrow(op, type); 1494 return find_arrow (op, type);
1536 1495
1537 m = op->map; 1496 m = op->map;
1538 x = op->x; 1497 x = op->x;
1539 y = op->y; 1498 y = op->y;
1540 1499
1541 /* find the first target */ 1500 /* find the first target */
1542 for (i=0, found=0; i<20; i++) { 1501 for (i = 0, found = 0; i < 20; i++)
1502 {
1543 x += freearr_x[dir]; 1503 x += freearr_x[dir];
1544 y += freearr_y[dir]; 1504 y += freearr_y[dir];
1545 mflags = get_map_flags(m, &m, x, y, &x, &y); 1505 mflags = get_map_flags (m, &m, x, y, &x, &y);
1546 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1506 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1507 {
1547 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)
1548 break; 1528 break;
1549 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1550 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1551 * perhaps a bad assumption.
1552 */
1553 tmp = NULL;
1554 break;
1555 } 1529 }
1556 if (mflags & P_IS_ALIVE) {
1557 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1558 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1559 found++;
1560 break;
1561 }
1562 if (found)
1563 break;
1564 }
1565 } 1530 }
1566 if (tmp == NULL) 1531 if (tmp == NULL)
1567 return find_arrow(op, type); 1532 return find_arrow (op, type);
1568 1533
1569 if (tmp->head) 1534 if (tmp->head)
1570 tmp = tmp->head; 1535 tmp = tmp->head;
1571 1536
1572 return find_better_arrow(op, tmp, type, &i); 1537 return find_better_arrow (op, tmp, type, &i);
1573} 1538}
1574 1539
1575/* 1540/*
1576 * Creature fires a bow - op can be monster or player. Returns 1541 * Creature fires a bow - op can be monster or player. Returns
1577 * 1 if bow was actually fired, 0 otherwise. 1542 * 1 if bow was actually fired, 0 otherwise.
1580 * dir is the direction of fire. 1545 * dir is the direction of fire.
1581 * 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)
1582 * 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
1583 * player fire modes. 1548 * player fire modes.
1584 */ 1549 */
1550int
1585int 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)
1586 sint16 sx, sint16 sy)
1587{ 1552{
1588 object *left, *bow; 1553 object *left, *bow;
1589 tag_t left_tag, tag; 1554 int mflags;
1590 int bowspeed, mflags; 1555 maptile *m;
1591 mapstruct *m;
1592 1556
1593 if (!dir) { 1557 if (!dir)
1558 {
1594 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!");
1595 return 0; 1560 return 0;
1561 }
1562
1563 if (op->contr)
1564 bow = op->current_weapon;
1565 else
1596 } 1566 {
1597 if (op->type == PLAYER)
1598 bow=op->contr->ranges[range_bow];
1599 else {
1600 for(bow=op->inv; bow; bow=bow->below) 1567 for (bow = op->inv; bow; bow = bow->below)
1601 /* 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
1602 * 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.
1603 */ 1570 */
1604 if(bow->type==BOW) 1571 if (bow->type == BOW)
1605 break; 1572 break;
1606 1573
1607 if (!bow) { 1574 if (!bow)
1575 {
1608 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1576 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1609 return 0; 1577 return 0;
1578 }
1579
1580 // optimisation: move object to top so we will find it quickly again
1581 if (bow->below)
1610 } 1582 {
1583 bow->remove ();
1584 op->insert (bow);
1585 }
1586
1611 } 1587 }
1588
1612 if( !bow->race || !bow->skill) { 1589 if (!bow->race || !bow->skill)
1590 {
1613 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);
1614 return 0; 1592 return 0;
1615 } 1593 }
1616 1594
1617 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1618
1619 /* penalize ROF for bestarrow */
1620 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1621 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1622 if (bowspeed < 1)
1623 bowspeed = 1;
1624
1625 if (arrow == NULL) { 1595 if (arrow == NULL)
1596 {
1626 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1597 if ((arrow = find_arrow (op, bow->race)) == NULL)
1598 {
1627 if (op->type == PLAYER) 1599 if (op->type == PLAYER)
1628 new_draw_info_format(NDI_UNIQUE, 0, op, 1600 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1629 "You have no %s left.", &bow->race);
1630 /* 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 */
1631 else 1602 else
1632 CLEAR_FLAG(op, FLAG_READY_BOW); 1603 CLEAR_FLAG (op, FLAG_READY_BOW);
1604
1633 return 0; 1605 return 0;
1634 } 1606 }
1635 } 1607 }
1608
1636 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1609 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1637 if (mflags & P_OUT_OF_MAP) { 1610 if (mflags & P_OUT_OF_MAP)
1638 return 0; 1611 return 0;
1639 } 1612
1640 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1613 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1614 {
1641 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.");
1642 return 0; 1616 return 0;
1643 } 1617 }
1644 1618
1645 /* this should not happen, but sometimes does */ 1619 /* this should not happen, but sometimes does */
1646 if (arrow->nrof==0) { 1620 if (arrow->nrof == 0)
1647 remove_ob(arrow); 1621 {
1648 free_object(arrow); 1622 arrow->destroy ();
1649 return 0; 1623 return 0;
1650 } 1624 }
1651 1625
1652 left = arrow; /* these are arrows left to the player */ 1626 left = arrow; /* these are arrows left to the player */
1653 left_tag = left->count;
1654 arrow = get_split_ob(arrow, 1); 1627 arrow = get_split_ob (arrow, 1);
1655 if (arrow == NULL) { 1628 if (!arrow)
1629 {
1656 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);
1657 return 0; 1631 return 0;
1658 } 1632 }
1659 set_owner(arrow, op); 1633
1634 arrow->set_owner (op);
1660 arrow->skill = bow->skill; 1635 arrow->skill = bow->skill;
1661
1662 arrow->direction=dir; 1636 arrow->direction = dir;
1663 arrow->x = sx;
1664 arrow->y = sy;
1665 1637
1666 if (op->type == PLAYER) {
1667 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1668 fix_player(op);
1669 }
1670
1671 SET_ANIMATION(arrow, arrow->direction);
1672 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 */
1673 arrow->stats.hp = arrow->stats.dam; 1639 arrow->stats.hp = arrow->stats.dam;
1674 arrow->stats.grace = arrow->attacktype; 1640 arrow->stats.grace = arrow->attacktype;
1641
1675 if (arrow->slaying != NULL) 1642 if (arrow->slaying)
1676 arrow->spellarg = strdup_local(arrow->slaying); 1643 arrow->spellarg = strdup (arrow->slaying);
1677 1644
1678 /* Note that this was different for monsters - they got their level 1645 if (player *pl = op->contr)
1679 * added to the damage. I think the strength bonus is more proper.
1680 */
1681 1646 {
1682 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1647 if (!pl->has_hit)
1683 0 : dam_bonus[op->stats.Str]) + 1648 {
1684 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;
1685 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
1686 /* update the speed */ 1667 /* update the speed */
1687 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
1688 0 : dam_bonus[op->stats.Str]) +
1689 bow->magic + arrow->magic) / 5.0 +
1690 (float)bow->stats.dam / 7.0; 1669 + bow->stats.dam / 7.0;
1691 1670
1692 if (arrow->speed < 1.0) 1671 arrow->set_speed (max (arrow->speed, 2.0));
1693 arrow->speed = 1.0;
1694 update_ob_speed(arrow);
1695 arrow->speed_left = 0; 1672 arrow->speed_left = 0;
1696 1673
1674 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1675
1697 if (op->type == PLAYER) { 1676 if (op->type == PLAYER)
1698 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1677 {
1699 (op->chosen_skill?op->chosen_skill->level:op->level) -
1700 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1701 arrow->stats.wc - bow->stats.wc + wc_mod;
1702
1703 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1678 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1704 } else { 1679 wc -= dex_bonus[op->stats.Dex];
1705 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1706 arrow->stats.wc + wc_mod;
1707 1680
1681 if (!arrow->slaying)
1682 arrow->slaying = op->slaying;
1683
1684 arrow->attacktype |= op->attacktype;
1685 }
1686 else
1687 {
1708 arrow->level = op->level; 1688 arrow->level = op->level;
1709 } 1689 arrow->stats.wc -= bow->magic;
1710 if (arrow->attacktype == AT_PHYSICAL) 1690
1711 arrow->attacktype |= bow->attacktype; 1691 if (!arrow->slaying)
1712 if (bow->slaying != NULL)
1713 arrow->slaying = bow->slaying; 1692 arrow->slaying = bow->slaying;
1714 1693
1715 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);
1716 arrow->move_type = MOVE_FLY_LOW; 1701 arrow->move_type = MOVE_FLY_LOW;
1717 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1702 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1718 1703
1719 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);
1720 tag = arrow->count; 1705 m->insert (arrow, sx, sy, op);
1721 insert_ob_in_map(arrow, m, op, 0);
1722 1706
1723 if (!was_destroyed(arrow, tag)) 1707 if (!arrow->destroyed ())
1724 move_arrow(arrow); 1708 move_arrow (arrow);
1725 1709
1726 if (op->type == PLAYER) { 1710 if (op->type == PLAYER)
1727 if (was_destroyed (left, left_tag)) 1711 {
1712 if (left->destroyed ())
1728 esrv_del_item(op->contr, left_tag); 1713 esrv_del_item (op->contr, left->count);
1729 else 1714 else
1730 esrv_send_item(op, left); 1715 esrv_send_item (op, left);
1731 } 1716 }
1717
1732 return 1; 1718 return 1;
1733} 1719}
1734 1720
1735/* Special fire code for players - this takes into 1721/* Special fire code for players - this takes into
1736 * account the special fire modes players can have 1722 * account the special fire modes players can have
1737 * but monsters can't. Putting that code here 1723 * but monsters can't. Putting that code here
1738 * makes the fire_bow code much cleaner. 1724 * makes the fire_bow code much cleaner.
1739 * this function should only be called if 'op' is a player, 1725 * this function should only be called if 'op' is a player,
1740 * hence the function name. 1726 * hence the function name.
1741 */ 1727 */
1728int
1742int player_fire_bow(object *op, int dir) 1729player_fire_bow (object *op, int dir)
1743{ 1730{
1744 int ret=0, wcmod=0; 1731 int ret = 0, wcmod = 0;
1745 1732
1746 if (op->contr->bowtype == bow_bestarrow) { 1733 if (op->contr->bowtype == bow_bestarrow)
1747 ret = fire_bow(op, op, 1734 {
1748 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);
1749 dir, 0, op->x, op->y); 1736 }
1750 } 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 {
1751 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1739 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1752 wcmod =-1; 1740 wcmod = -1;
1741
1753 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);
1754 op->x, op->y); 1743 }
1755 } else if (op->contr->bowtype == bow_threewide) { 1744 else if (op->contr->bowtype == bow_threewide)
1745 {
1756 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);
1757 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)]);
1758 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 }
1759 } else if (op->contr->bowtype == bow_spreadshot) { 1750 else if (op->contr->bowtype == bow_spreadshot)
1751 {
1760 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);
1761 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);
1762 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);
1763 1755 }
1764 } else { 1756 else
1757 {
1765 /* Simple case */ 1758 /* Simple case */
1766 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);
1767 } 1760 }
1761
1768 return ret; 1762 return ret;
1769} 1763}
1770
1771 1764
1772/* Fires a misc (wand/rod/horn) object in 'dir'. 1765/* Fires a misc (wand/rod/horn) object in 'dir'.
1773 * Broken apart from 'fire' to keep it more readable. 1766 * Broken apart from 'fire' to keep it more readable.
1774 */ 1767 */
1768void
1775void fire_misc_object(object *op, int dir) 1769fire_misc_object (object *op, int dir)
1776{ 1770{
1777 object *item; 1771 object *item = op->contr->ranged_ob;
1778 1772
1779 if (!op->contr->ranges[range_misc]) { 1773 if (!item)
1774 {
1780 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.");
1781 return; 1776 return;
1782 } 1777 }
1783 1778
1784 item = op->contr->ranges[range_misc];
1785 if (!item->inv) { 1779 if (!item->inv)
1780 {
1786 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1781 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1787 return; 1782 return;
1788 } 1783 }
1784
1785 if (!op->change_weapon (item))
1786 return;
1787
1789 if (item->type == WAND) { 1788 if (item->type == WAND)
1789 {
1790 if(item->stats.food<=0) { 1790 if (item->stats.food <= 0)
1791 {
1791 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1792 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1792 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
1793 return; 1795 return;
1794 } 1796 }
1797 }
1795 } else if (item->type == ROD || item->type==HORN) { 1798 else if (item->type == ROD || item->type == HORN)
1799 {
1796 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 {
1797 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1803
1798 if (item->type== ROD) 1804 if (item->type == ROD)
1799 new_draw_info_format(NDI_UNIQUE, 0,op,
1800 "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));
1801 else 1806 else
1802 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));
1803 "The %s needs more time to charge.", query_base_name(item,0)); 1808
1804 return; 1809 return;
1805 } 1810 }
1806 } 1811 }
1807 1812
1808 if(cast_spell(op,item,dir,item->inv,NULL)) { 1813 if (cast_spell (op, item, dir, item->inv, NULL))
1814 {
1809 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 */
1810 if (item->type == WAND) { 1816 if (item->type == WAND)
1817 {
1811 if (!(--item->stats.food)) { 1818 if (!(--item->stats.food))
1819 {
1812 object *tmp; 1820 object *tmp;
1821
1813 if (item->arch) { 1822 if (item->arch)
1823 {
1814 CLEAR_FLAG(item, FLAG_ANIMATE); 1824 CLEAR_FLAG (item, FLAG_ANIMATE);
1815 item->face = item->arch->clone.face; 1825 item->face = item->arch->clone.face;
1816 item->speed = 0; 1826 item->set_speed (0);
1817 update_ob_speed(item);
1818 } 1827 }
1828
1819 if ((tmp=is_player_inv(item))) 1829 if ((tmp = item->in_player ()))
1820 esrv_update_item(UPD_ANIM, tmp, item); 1830 esrv_update_item (UPD_ANIM, tmp, item);
1821 } 1831 }
1822 } 1832 }
1823 else if (item->type == ROD || item->type==HORN) { 1833 else if (item->type == ROD || item->type == HORN)
1824 drain_rod_charge(item); 1834 drain_rod_charge (item);
1825 }
1826 } 1835 }
1827} 1836}
1828 1837
1829/* Received a fire command for the player - go and do it. 1838/* Received a fire command for the player - go and do it.
1830 */ 1839 */
1840void
1831void fire(object *op,int dir) { 1841fire (object *op, int dir)
1842{
1832 int spellcost=0; 1843 int spellcost = 0;
1833 1844
1834 /* check for loss of invisiblity/hide */ 1845 /* check for loss of invisiblity/hide */
1835 if (action_makes_visible(op)) make_visible(op); 1846 if (action_makes_visible (op))
1847 make_visible (op);
1836 1848
1837 switch(op->contr->shoottype) { 1849 player *pl = op->contr;
1838 case range_none: 1850
1851 if (pl->golem)
1852 {
1853 control_golem (op->contr->golem, dir);
1839 return; 1854 return;
1855 }
1840 1856
1841 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:
1842 player_fire_bow(op, dir); 1868 player_fire_bow (op, dir);
1843 return; 1869 break;
1844 1870
1845 case range_magic: /* Casting spells */ 1871 case SPELL:
1846 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);
1847 return; 1873 break;
1848 1874
1849 case range_misc: 1875 case BUILDER:
1850 fire_misc_object(op, dir);
1851 return;
1852
1853 case range_golem: /* Control summoned monsters from scrolls */
1854 if(op->contr->ranges[range_golem]==NULL ||
1855 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1856 op->contr->ranges[range_golem] = NULL;
1857 op->contr->shoottype=range_none;
1858 op->contr->golem_count = 0;
1859 }
1860 else
1861 control_golem(op->contr->ranges[range_golem], dir);
1862 return;
1863
1864 case range_skill:
1865 if(!op->chosen_skill) {
1866 if(op->type==PLAYER)
1867 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1868 return;
1869 }
1870 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1871 return;
1872 case range_builder:
1873 apply_map_builder( op, dir ); 1876 apply_map_builder (op, dir);
1874 return; 1877 break;
1878
1879 case SKILL:
1880 do_skill (op, op, ob, dir, 0);
1881 break;
1882
1875 default: 1883 default:
1876 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1884 fire_misc_object (op, dir);
1877 return; 1885 break;
1878 } 1886 }
1879} 1887}
1880
1881
1882 1888
1883/* find_key 1889/* find_key
1884 * 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
1885 * and successfully use it, we return the key, otherwise NULL 1891 * and successfully use it, we return the key, otherwise NULL
1886 * This function merges both normal and locked door, since the logic 1892 * This function merges both normal and locked door, since the logic
1888 * pl is the player, 1894 * pl is the player,
1889 * inv is the objects inventory to searched 1895 * inv is the objects inventory to searched
1890 * door is the door we are trying to match against. 1896 * door is the door we are trying to match against.
1891 * This function can be called recursively to search containers. 1897 * This function can be called recursively to search containers.
1892 */ 1898 */
1893 1899object *
1894object * find_key(object *pl, object *container, object *door) 1900find_key (object *pl, object *container, object *door)
1895{ 1901{
1896 object *tmp,*key; 1902 object *tmp, *key;
1897 1903
1898 /* Should not happen, but sanity checking is never bad */ 1904 /* Should not happen, but sanity checking is never bad */
1899 if (container->inv == NULL) return NULL; 1905 if (!container->inv)
1906 return 0;
1900 1907
1901 /* 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 */
1902 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1909 for (tmp = container->inv; tmp; tmp = tmp->below)
1910 {
1903 if (door->type==DOOR && tmp->type==KEY) break; 1911 if (door->type == DOOR && tmp->type == KEY)
1912 break;
1904 /* For sanity, we should really check door type, but other stuff 1913 /* For sanity, we should really check door type, but other stuff
1905 * (like containers) can be locked with special keys 1914 * (like containers) can be locked with special keys
1906 */ 1915 */
1907 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1916 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1908 tmp->slaying==door->slaying) break; 1917 break;
1909 } 1918 }
1919
1910 /* No key found - lets search inventories now */ 1920 /* No key found - lets search inventories now */
1911 /* 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.
1912 * 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
1913 * a key, return 1923 * a key, return
1914 */ 1924 */
1915 if (!tmp) { 1925 if (!tmp)
1926 {
1916 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1927 for (tmp = container->inv; tmp; tmp = tmp->below)
1928 {
1917 /* No reason to search empty containers */ 1929 /* No reason to search empty containers */
1918 if (tmp->type==CONTAINER && tmp->inv) { 1930 if (tmp->type == CONTAINER && tmp->inv)
1931 {
1919 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1932 if ((key = find_key (pl, tmp, door)))
1933 return key;
1920 } 1934 }
1921 } 1935 }
1936
1937 if (!tmp)
1922 if (!tmp) return NULL; 1938 return NULL;
1923 } 1939 }
1940
1924 /* 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,
1925 * see if we actually want to use it 1942 * see if we actually want to use it
1926 */ 1943 */
1927 if (pl!=container) { 1944 if (pl != container)
1945 {
1928 /* Only let players use keys in containers */ 1946 /* Only let players use keys in containers */
1929 if (!pl->contr) return NULL; 1947 if (!pl->contr)
1948 return NULL;
1930 /* cases where this fails: 1949 /* cases where this fails:
1931 * If we only search the player inventory, return now since we 1950 * If we only search the player inventory, return now since we
1932 * are not in the players inventory. 1951 * are not in the players inventory.
1933 * If the container is not active, return now since only active 1952 * If the container is not active, return now since only active
1934 * containers can be used. 1953 * containers can be used.
1935 * If we only search keyrings and the container does not have 1954 * If we only search keyrings and the container does not have
1936 * a race/isn't a keyring. 1955 * a race/isn't a keyring.
1937 * No checking for all containers - to fall through past here, 1956 * No checking for all containers - to fall through past here,
1938 * inv must have been an container and must have been active. 1957 * inv must have been an container and must have been active.
1939 * 1958 *
1940 * Change the color so that the message doesn't disappear with 1959 * Change the color so that the message doesn't disappear with
1941 * all the others. 1960 * all the others.
1942 */ 1961 */
1943 if (pl->contr->usekeys == key_inventory || 1962 if (pl->contr->usekeys == key_inventory ||
1944 !QUERY_FLAG(container, FLAG_APPLIED) || 1963 !QUERY_FLAG (container, FLAG_APPLIED) ||
1945 (pl->contr->usekeys == keyrings &&
1946 (!container->race || strcmp(container->race, "keys"))) 1964 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1947 ) { 1965 {
1948 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1966 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1949 "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));
1950 query_name(tmp), query_name(container));
1951 return NULL; 1968 return NULL;
1952 } 1969 }
1953 } 1970 }
1971
1954 return tmp; 1972 return tmp;
1955} 1973}
1956 1974
1957/* moved door processing out of move_player_attack. 1975/* moved door processing out of move_player_attack.
1958 * returns 1 if player has opened the door with a key 1976 * returns 1 if player has opened the door with a key
1959 * such that the caller should not do anything more, 1977 * such that the caller should not do anything more,
1960 * 0 otherwise 1978 * 0 otherwise
1961 */ 1979 */
1980static int
1962static int player_attack_door(object *op, object *door) 1981player_attack_door (object *op, object *door)
1963{ 1982{
1964
1965 /* 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,
1966 * 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 -
1967 * otherwise, we fall through to the rest of the code. 1985 * otherwise, we fall through to the rest of the code.
1968 */ 1986 */
1969 object *key=find_key(op, op, door); 1987 object *key = find_key (op, op, door);
1970 1988
1971 /* IF we found a key, do some extra work */ 1989 /* IF we found a key, do some extra work */
1972 if (key) { 1990 if (key)
1991 {
1973 object *container=key->env; 1992 object *container = key->env;
1974 1993
1975 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
1976 if(action_makes_visible(op)) make_visible(op); 1996 if (action_makes_visible (op))
1997 make_visible (op);
1998
1977 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
1978 if (door->type == DOOR) { 2002 if (door->type == DOOR)
1979 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 */
1980 }
1981 else if(door->type==LOCKED_DOOR) { 2004 else if (door->type == LOCKED_DOOR)
1982 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2005 {
1983 "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));
1984 remove_door2(door); /* remove door without violence ;-) */ 2007 remove_door2 (door); /* remove door without violence ;-) */
1985 } 2008 }
2009
1986 /* Do this after we print the message */ 2010 /* Do this after we print the message */
1987 decrease_ob(key); /* Use up one of the keys */ 2011 decrease_ob (key); /* Use up one of the keys */
1988 /* Need to update the weight the container the key was in */ 2012 /* Need to update the weight the container the key was in */
1989 if (container != op) 2013 if (container != op)
1990 esrv_update_item(UPD_WEIGHT, op, container); 2014 esrv_update_item (UPD_WEIGHT, op, container);
2015
1991 return 1; /* Nothing more to do below */ 2016 return 1; /* Nothing more to do below */
2017 }
1992 } else if (door->type==LOCKED_DOOR) { 2018 else if (door->type == LOCKED_DOOR)
2019 {
1993 /* Might as well return now - no other way to open this */ 2020 /* Might as well return now - no other way to open this */
1994 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2021 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1995 return 1; 2022 return 1;
1996 } 2023 }
2024
1997 return 0; 2025 return 0;
1998} 2026}
1999 2027
2000/* This function is just part of a breakup from move_player. 2028/* This function is just part of a breakup from move_player.
2001 * It should keep the code cleaner. 2029 * It should keep the code cleaner.
2002 * When this is called, the players direction has been updated 2030 * When this is called, the players direction has been updated
2003 * (taking into account confusion.) The player is also actually 2031 * (taking into account confusion.) The player is also actually
2004 * going to try and move (not fire weapons). 2032 * going to try and move (not fire weapons).
2005 */ 2033 */
2006 2034void
2007void move_player_attack(object *op, int dir) 2035move_player_attack (object *op, int dir)
2008{ 2036{
2009 object *tmp, *mon; 2037 object *tmp, *mon;
2010 sint16 nx, ny;
2011 int on_battleground; 2038 int on_battleground;
2012 mapstruct *m; 2039 maptile *m;
2013 2040
2014 nx=freearr_x[dir]+op->x; 2041 sint16 nx = freearr_x[dir] + op->x;
2015 ny=freearr_y[dir]+op->y; 2042 sint16 ny = freearr_y[dir] + op->y;
2016 2043
2017 on_battleground = op_on_battleground(op, NULL, NULL); 2044 on_battleground = op_on_battleground (op, 0, 0);
2018 2045
2019 /* 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
2020 * 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
2021 * 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
2022 * player. This is a pretty nasty hack, because if we could 2049 * player. This is a pretty nasty hack, because if we could
2023 * 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
2024 * 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
2025 * 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
2026 * move_ob uses. 2053 * move_ob uses.
2027 */ 2054 */
2028 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 {
2029 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2057 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2030 m = get_map_from_coord(op->map, &nx, &ny);
2031 if (!m) return; /* Don't think this should happen */
2032 } 2058 {
2059 m = op->map->xy_find (nx, ny);
2060 if (!m)
2061 return; /* Don't think this should happen */
2062 }
2063 else
2033 else m =op->map; 2064 m = op->map;
2034 2065
2035 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2066 if (!(tmp = m->at (nx, ny).bot))
2036 /* 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)
2037 return; 2125 return;
2038 }
2039 2126
2040 mon = NULL; 2127 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2041 /* Go through all the objects, and find ones of interest. Only stop if 2128 push_ob (mon, dir, op);
2042 * we find a monster - that is something we know we want to attack. 2129 if (op->contr->tmp_invis || op->hide)
2043 * if its a door or barrel (can roll) see if there may be monsters 2130 make_visible (op);
2044 * 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.
2045 */ 2139 */
2046 while (tmp!=NULL) { 2140 if ((mon->type == PLAYER || mon->enemy != op)
2047 if (tmp == op) { 2141 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2048 tmp=tmp->above; 2142 && ((op->contr->peaceful
2049 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);
2050 } 2150 }
2051 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2151 else
2052 mon = tmp; 2152 new_draw_info (0, 0, op, "You withhold your attack");
2053 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;
2054 } 2181 }
2055 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2056 mon = tmp;
2057 tmp=tmp->above;
2058 }
2059
2060 if (mon==NULL) /* This happens anytime the player tries to move */
2061 return; /* into a wall */
2062 2182
2063 if(mon->head != NULL) 2183 skill_attack (mon, op, 0, 0, 0);
2064 mon = mon->head;
2065 2184
2066 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2185 /* If attacking another player, that player gets automatic
2067 if (player_attack_door(op, mon)) return; 2186 * hitback, and doesn't loose luck either.
2068 2187 * Disable hitback on the battleground or if the target is
2069 /* The following deals with possibly attacking peaceful 2188 * the wiz.
2070 * or frienddly creatures. Basically, all players are considered
2071 * unaggressive. If the moving player has peaceful set, then the
2072 * object should be pushed instead of attacked. It is assumed that
2073 * if you are braced, you will not attack friends accidently,
2074 * and thus will not push them.
2075 */ 2189 */
2076 2190 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2077 /* If the creature is a pet, push it even if the player is not
2078 * peaceful. Our assumption is the creature is a pet if the
2079 * player owns it and it is either friendly or unagressive.
2080 */
2081 if ((op->type==PLAYER)
2082#if COZY_SERVER
2083 &&
2084 (
2085 (get_owner(mon) && get_owner(mon)->contr
2086 && same_party (get_owner(mon)->contr->party, op->contr->party))
2087 || get_owner(mon) == op
2088 )
2089#else
2090 && get_owner(mon)==op
2091#endif
2092 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2093 {
2094 /* If we're braced, we don't want to switch places with it */
2095 if (op->contr->braced) return;
2096 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2097 (void) push_ob(mon,dir,op);
2098 if(op->contr->tmp_invis||op->hide) make_visible(op);
2099 return;
2100 }
2101
2102 /* in certain circumstances, you shouldn't attack friendly
2103 * creatures. Note that if you are braced, you can't push
2104 * someone, but put it inside this loop so that you won't
2105 * attack them either.
2106 */
2107 if ((mon->type==PLAYER || mon->enemy != op) &&
2108 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2109 (
2110#ifdef PROHIBIT_PLAYERKILL
2111 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2112#else
2113 op->contr->peaceful &&
2114#endif
2115 !on_battleground
2116 )) { 2191 {
2117 if (!op->contr->braced) { 2192 short luck = mon->stats.luck;
2118 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2193
2119 (void) push_ob(mon,dir,op); 2194 mon->contr->has_hit = 1;
2120 } else { 2195 skill_attack (op, mon, 0, 0, 0);
2121 new_draw_info(0, 0,op,"You withhold your attack"); 2196 mon->stats.luck = luck;
2122 } 2197 }
2123 if(op->contr->tmp_invis||op->hide) make_visible(op);
2124 }
2125 2198
2126 /* If the object is a boulder or other rollable object, then
2127 * roll it if not braced. You can't roll it if you are braced.
2128 */
2129 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2130 recursive_roll(mon,dir,op);
2131 if(action_makes_visible(op)) make_visible(op); 2199 if (action_makes_visible (op))
2132 } 2200 make_visible (op);
2133
2134 /* Any generic living creature. Including things like doors.
2135 * Way it works is like this: First, it must have some hit points
2136 * and be living. Then, it must be one of the following:
2137 * 1) Not a player, 2) A player, but of a different party. Note
2138 * that party_number -1 is no party, so attacks can still happen.
2139 */
2140
2141 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2142 ((mon->type!=PLAYER || op->contr->party==NULL ||
2143 op->contr->party!=mon->contr->party))) {
2144
2145 /* If the player hasn't hit something this tick, and does
2146 * so, give them speed boost based on weapon speed. Doing
2147 * it here is better than process_players2, which basically
2148 * incurred a 1 tick offset.
2149 */
2150 if (!op->contr->has_hit) {
2151 op->speed_left += op->speed / op->contr->weapon_sp;
2152
2153 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2154 } 2201 }
2155
2156 skill_attack(mon, op, 0, NULL, NULL);
2157
2158 /* If attacking another player, that player gets automatic
2159 * hitback, and doesn't loose luck either.
2160 * Disable hitback on the battleground or if the target is
2161 * the wiz.
2162 */
2163 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2164 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2165 short luck = mon->stats.luck;
2166 mon->contr->has_hit = 1;
2167 skill_attack(op, mon, 0, NULL, NULL);
2168 mon->stats.luck = luck;
2169 }
2170 if(action_makes_visible(op)) make_visible(op);
2171 }
2172 } /* if player should attack something */ 2202 } /* if player should attack something */
2173} 2203}
2174 2204
2205int
2175int move_player(object *op,int dir) { 2206move_player (object *op, int dir)
2207{
2176 int pick; 2208 int pick;
2177 2209
2178 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2210 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2179 return 0;
2180
2181 /* Sanity check: make sure dir is valid */
2182 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2183 LOG( llevError, "move_player: invalid direction %d\n", dir);
2184 return 0;
2185 }
2186
2187 /* peterm: added following line */
2188 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2189 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2190
2191 op->facing = dir;
2192
2193 if(op->hide) do_hidden_move(op);
2194
2195 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2196 /*nop*/;
2197 else if (op->contr->fire_on)
2198 fire (op, dir);
2199 else
2200 {
2201 move_player_attack (op, dir);
2202 pick = check_pick(op);
2203 }
2204
2205 /* Add special check for newcs players and fire on - this way, the
2206 * server can handle repeat firing.
2207 */
2208 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2209 op->direction = dir;
2210 } else {
2211 op->direction=0;
2212 }
2213 /* Update how the player looks. Use the facing, so direction may
2214 * get reset to zero. This allows for full animation capabilities
2215 * for players.
2216 */
2217 animate_object(op, op->facing);
2218 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;
2219} 2253}
2220 2254
2221/* 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
2222 * new client/server stuff. 2256 * new client/server stuff.
2223 * 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
2224 * the new speed values for commands. 2258 * the new speed values for commands.
2225 * 2259 *
2226 * Returns true if there are more actions we can do. 2260 * Returns true if there are more actions we can do.
2227 */ 2261 */
2262int
2228int handle_newcs_player(object *op) 2263handle_newcs_player (object *op)
2229{ 2264{
2230 if (op->contr->hidden) {
2231 op->invisible = 1000;
2232 /* the socket code flashes the player visible/invisible
2233 * depending on the value of invisible, so we need to
2234 * alternate it here for it to work correctly.
2235 */
2236 if (pticks & 2) op->invisible--;
2237 }
2238 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2239 op->invisible--;
2240 if(!op->invisible) {
2241 make_visible(op);
2242 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2243 }
2244 }
2245
2246 if (QUERY_FLAG(op, FLAG_SCARED)) { 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2266 {
2247 flee_player(op); 2267 flee_player (op);
2268
2248 /* 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 */
2249 if (QUERY_FLAG(op, FLAG_SCARED)) { 2270 if (op->flag [FLAG_SCARED])
2271 {
2250 op->speed_left--; 2272 --op->speed_left;
2251 return 0; 2273 return 0;
2252 } 2274 }
2253 } 2275 }
2254 2276
2255 /* I've been seeing crashes where the golem has been destroyed, but
2256 * the player object still points to the defunct golem. The code that
2257 * destroys the golem looks correct, and it doesn't always happen, so
2258 * put this in a a workaround to clean up the golem pointer.
2259 */
2260 if (op->contr->ranges[range_golem] &&
2261 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2262 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2263 op->contr->ranges[range_golem] = NULL;
2264 op->contr->golem_count = 0;
2265 }
2266
2267 /* 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
2268 * the players time has been increased when doericserver has been 2278 * the players time has been increased when doericserver has been
2269 * called, so we recheck it here. 2279 * called, so we recheck it here.
2270 */ 2280 */
2271 HandleClient(&op->contr->socket, op->contr); 2281 if (op->contr->ns->handle_command ())
2272 if (op->speed_left<0) return 0; 2282 return 1;
2273 2283
2284 if (op->speed_left > 0.f)
2285 {
2274 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2286 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2287 {
2275 /* All move commands take 1 tick, at least for now */ 2288 /* All move commands take 1 tick, at least for now */
2276 op->speed_left--; 2289 --op->speed_left;
2277 2290
2278 /* Instead of all the stuff below, let move_player take care 2291 /* Instead of all the stuff below, let move_player take care
2279 * 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
2280 * there, as well as the confusion stuff. 2293 * there, as well as the confusion stuff.
2281 */ 2294 */
2282 move_player(op, op->direction); 2295 move_player (op, op->direction);
2283 if (op->speed_left>0) return 1; 2296
2284 else return 0; 2297 return op->speed_left > 0.f;
2298 }
2285 } 2299 }
2300
2301 return 0;
2302}
2303
2304int
2305save_life (object *op)
2306{
2307 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2286 return 0; 2308 return 0;
2287}
2288 2309
2289int save_life(object *op) {
2290 object *tmp;
2291
2292 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2293 return 0;
2294
2295 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2310 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2296 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2311 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2312 {
2297 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);
2298 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));
2299 "Your %s vibrates violently, then evaporates.", 2315
2300 query_name(tmp));
2301 if (op->contr) 2316 if (op->contr)
2302 esrv_del_item(op->contr, tmp->count); 2317 esrv_del_item (op->contr, tmp->count);
2303 remove_ob(tmp); 2318
2304 free_object(tmp); 2319 tmp->destroy ();
2305 CLEAR_FLAG(op, FLAG_LIFESAVE); 2320 CLEAR_FLAG (op, FLAG_LIFESAVE);
2321
2306 if(op->stats.hp<0) 2322 if (op->stats.hp < 0)
2307 op->stats.hp = op->stats.maxhp; 2323 op->stats.hp = op->stats.maxhp;
2324
2308 if(op->stats.food<0) 2325 if (op->stats.food < 0)
2309 op->stats.food = 999; 2326 op->stats.food = 999;
2310 fix_player(op); 2327
2328 op->update_stats ();
2311 return 1; 2329 return 1;
2312 } 2330 }
2331
2313 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2332 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2314 CLEAR_FLAG(op, FLAG_LIFESAVE); 2333 CLEAR_FLAG (op, FLAG_LIFESAVE);
2315 enter_player_savebed(op); /* bring him home. */ 2334 enter_player_savebed (op); /* bring him home. */
2316 return 0; 2335 return 0;
2317} 2336}
2318 2337
2319/* 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
2320 * 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
2321 * 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
2322 * from. 2341 * from.
2323 */ 2342 */
2343void
2324void remove_unpaid_objects(object *op, object *env) 2344remove_unpaid_objects (object *op, object *env)
2325{ 2345{
2326 object *next;
2327
2328 while (op) { 2346 while (op)
2347 {
2329 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' */
2330 * we remove object 'op' 2349
2331 */
2332 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2350 if (QUERY_FLAG (op, FLAG_UNPAID))
2333 remove_ob(op); 2351 {
2334 op->x = env->x;
2335 op->y = env->y;
2336 if (env->type == PLAYER) 2352 if (env->type == PLAYER)
2337 esrv_del_item(env->contr, op->count); 2353 esrv_del_item (env->contr, op->count);
2338 insert_ob_in_map(op, env->map, NULL,0); 2354
2355 op->insert_at (env);
2339 } 2356 }
2357 else if (op->inv)
2340 else if (op->inv) remove_unpaid_objects(op->inv, env); 2358 remove_unpaid_objects (op->inv, env);
2359
2341 op=next; 2360 op = next;
2342 } 2361 }
2343} 2362}
2344
2345 2363
2346/* 2364/*
2347 * Returns pointer a static string containing gravestone text 2365 * Returns pointer a static string containing gravestone text
2348 * Moved from apply.c to player.c - player.c is what 2366 * Moved from apply.c to player.c - player.c is what
2349 * actually uses this function. player.c may not be quite the 2367 * actually uses this function. player.c may not be quite the
2350 * best, a misc file for object actions is probably better, 2368 * best, a misc file for object actions is probably better,
2351 * but there isn't one in the server directory. 2369 * but there isn't one in the server directory.
2352 */ 2370 */
2371char *
2353char *gravestone_text (object *op) 2372gravestone_text (object *op)
2354{ 2373{
2355 static char buf2[MAX_BUF]; 2374 static char buf2[MAX_BUF];
2356 char buf[MAX_BUF]; 2375 char buf[MAX_BUF];
2357 time_t now = time (NULL); 2376 time_t now = time (NULL);
2358 2377
2359 strcpy (buf2, " R.I.P.\n\n"); 2378 strcpy (buf2, " R.I.P.\n\n");
2360 if (op->type == PLAYER) 2379 if (op->type == PLAYER)
2361 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2380 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2362 else 2381 else
2363 sprintf (buf, "%s\n", &op->name); 2382 sprintf (buf, "%s\n", &op->name);
2383
2364 strncat (buf2, " ", 20 - strlen (buf) / 2); 2384 strncat (buf2, " ", 20 - strlen (buf) / 2);
2365 strcat (buf2, buf); 2385 strcat (buf2, buf);
2366 if (op->type == PLAYER) 2386 if (op->type == PLAYER)
2367 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);
2368 else 2388 else
2369 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
2370 strncat (buf2, " ", 20 - strlen (buf) / 2); 2391 strncat (buf2, " ", 20 - strlen (buf) / 2);
2371 strcat (buf2, buf); 2392 strcat (buf2, buf);
2372 if (op->type == PLAYER) { 2393 if (op->type == PLAYER)
2394 {
2373 sprintf (buf, "by %s.\n\n", op->contr->killer); 2395 sprintf (buf, "by %s.\n\n", op->contr->killer);
2374 strncat (buf2, " ", 21 - strlen (buf) / 2); 2396 strncat (buf2, " ", 21 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2397 strcat (buf2, buf);
2376 } 2398 }
2399
2377 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2400 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2378 strncat (buf2, " ", 20 - strlen (buf) / 2); 2401 strncat (buf2, " ", 20 - strlen (buf) / 2);
2379 strcat (buf2, buf); 2402 strcat (buf2, buf);
2403
2380 return buf2; 2404 return buf2;
2381} 2405}
2382 2406
2383 2407void
2384
2385void do_some_living(object *op) { 2408do_some_living (object *op)
2409{
2386 int last_food=op->stats.food; 2410 int last_food = op->stats.food;
2387 int gen_hp, gen_sp, gen_grace; 2411 int gen_hp, gen_sp, gen_grace;
2388 int over_hp, over_sp, over_grace; 2412 int over_hp, over_sp, over_grace;
2389 int i; 2413 int i;
2390 int rate_hp = 1200; 2414 int rate_hp = 1200;
2391 int rate_sp = 2500; 2415 int rate_sp = 2500;
2392 int rate_grace = 2000; 2416 int rate_grace = 2000;
2393 const int max_hp = 1; 2417 const int max_hp = 1;
2394 const int max_sp = 1; 2418 const int max_sp = 1;
2395 const int max_grace = 1; 2419 const int max_grace = 1;
2396 2420
2397 if (op->contr->outputs_sync) { 2421 if (op->contr->hidden)
2398 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2422 {
2399 if (op->contr->outputs[i].buf!=NULL && 2423 op->invisible = 1000;
2400 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2424 /* the socket code flashes the player visible/invisible
2401 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--;
2402 } 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 }
2403 2439
2404 if(op->contr->state==ST_PLAYING) { 2440 if (op->contr->ns->state == ST_PLAYING)
2405 2441 {
2406 /* these next three if clauses make it possible to SLOW DOWN 2442 /* these next three if clauses make it possible to SLOW DOWN
2407 hp/grace/spellpoint regeneration. */ 2443 hp/grace/spellpoint regeneration. */
2408 if(op->contr->gen_hp >= 0 ) 2444 if (op->contr->gen_hp >= 0)
2409 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2445 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2410 else { 2446 else
2447 {
2411 gen_hp = op->stats.maxhp; 2448 gen_hp = op->stats.maxhp;
2412 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2449 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2413 } 2450 }
2451
2414 if(op->contr->gen_sp >= 0 ) 2452 if (op->contr->gen_sp >= 0)
2415 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2453 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2416 else { 2454 else
2455 {
2417 gen_sp = op->stats.maxsp; 2456 gen_sp = op->stats.maxsp;
2418 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2457 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2419 } 2458 }
2459
2420 if(op->contr->gen_grace >= 0) 2460 if (op->contr->gen_grace >= 0)
2421 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2461 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2422 else { 2462 else
2463 {
2423 gen_grace = op->stats.maxgrace; 2464 gen_grace = op->stats.maxgrace;
2424 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2465 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2425 } 2466 }
2426 2467
2427 /* Regenerate Spell Points */ 2468 /* Regenerate Spell Points */
2428 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2469 if (!op->contr->golem && --op->last_sp < 0)
2470 {
2429 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);
2430 if(op->stats.sp<op->stats.maxsp) {
2431 op->stats.sp++;
2432 /* dms do not consume food */
2433 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2434 op->stats.food--;
2435 if(op->contr->digestion<0)
2436 op->stats.food+=op->contr->digestion;
2437 else if(op->contr->digestion>0 &&
2438 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2439 op->stats.food=last_food;
2440 }
2441 }
2442 if (max_sp>1) {
2443 over_sp = (gen_sp+10)/rate_sp;
2444 if (over_sp > 0) {
2445 if(op->stats.sp<op->stats.maxsp) { 2472 if (op->stats.sp < op->stats.maxsp)
2446 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2473 {
2447 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2448 op->stats.sp--; 2474 op->stats.sp++;
2449 if(op->stats.sp>op->stats.maxsp) 2475 /* dms do not consume food */
2450 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;
2451 } 2483 }
2452 op->last_sp=0;
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 } else {
2457 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2458 }
2459 }
2460
2461 /* Regenerate Grace */
2462 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2463 if(--op->last_grace<0) {
2464 if(op->stats.grace<op->stats.maxgrace/2)
2465 op->stats.grace++; /* no penalty in food for regaining grace */
2466 if(max_grace>1) {
2467 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2468 if (over_grace > 0) {
2469 op->stats.sp += over_grace
2470 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2471 op->last_grace=0;
2472 } else {
2473 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2474 } 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 }
2475 } 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 {
2476 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);
2477 } 2534 }
2478 /* wearing stuff doesn't detract from grace generation. */ 2535 /* wearing stuff doesn't detract from grace generation. */
2479 } 2536 }
2480 2537
2481 /* Regenerate Hit Points */ 2538 /* Regenerate Hit Points */
2482 if(--op->last_heal<0) { 2539 if (--op->last_heal < 0)
2540 {
2483 if(op->stats.hp<op->stats.maxhp) { 2541 if (op->stats.hp < op->stats.maxhp)
2542 {
2484 op->stats.hp++; 2543 op->stats.hp++;
2485 /* dms do not consume food */ 2544 /* dms do not consume food */
2486 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2545 if (!QUERY_FLAG (op, FLAG_WIZ))
2487 op->stats.food--; 2546 {
2547 op->stats.food--;
2488 if(op->contr->digestion<0) 2548 if (op->contr->digestion < 0)
2489 op->stats.food+=op->contr->digestion; 2549 op->stats.food += op->contr->digestion;
2490 else if(op->contr->digestion>0 && 2550 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2491 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2492 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 }
2493 } 2572 }
2494 }
2495 if(max_hp>1) {
2496 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2497 if (over_hp > 0) {
2498 op->stats.sp += over_hp
2499 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2500 op->last_heal=0;
2501 } else {
2502 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2503 }
2504 } else {
2505 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2506 }
2507 }
2508 2573
2509 /* Digestion */ 2574 /* Digestion */
2510 if(--op->last_eat<0) { 2575 if (--op->last_eat < 0)
2511#ifdef COZY_SERVER 2576 {
2512 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;
2513 int bonus=dg>0?dg:0,
2514 penalty=dg<0?-dg:0;
2515#else
2516 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2517 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2518#endif
2519 2578
2520 if(op->contr->gen_hp > 0) 2579 if (op->contr->gen_hp > 0)
2521 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);
2522 else 2581 else
2523 op->last_eat=25*(1+bonus)/(penalty +1); 2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2583
2524 /* dms do not consume food */ 2584 /* dms do not consume food */
2525 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2585 if (!QUERY_FLAG (op, FLAG_WIZ))
2526 } 2586 op->stats.food--;
2527 } 2587 }
2528 2588
2529 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 {
2530 object *tmp, *flesh=NULL; 2591 object *tmp, *flesh = 0;
2531 2592
2532 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2593 for (tmp = op->inv; tmp; tmp = tmp->below)
2594 {
2533 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2595 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2596 {
2534 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2597 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2598 {
2535 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.");
2536 manual_apply(op,tmp,0); 2600 manual_apply (op, tmp, 0);
2537 if(op->stats.food>=0||op->stats.hp<0) 2601 if (op->stats.food >= 0 || op->stats.hp < 0)
2538 break; 2602 break;
2539 } 2603 }
2540 else if (tmp->type==FLESH) flesh=tmp; 2604 else if (tmp->type == FLESH)
2605 flesh = tmp;
2541 } /* End if paid for object */ 2606 } /* End if paid for object */
2542 } /* end of for loop */ 2607 } /* end of for loop */
2608
2543 /* 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
2544 * eat flesh instead. 2610 * eat flesh instead.
2545 */ 2611 */
2546 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2612 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2613 {
2547 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.");
2548 manual_apply(op,flesh,0); 2615 manual_apply (op, flesh, 0);
2549 } 2616 }
2550 } /* end if player is starving */ 2617 }
2551 2618
2552 while(op->stats.food<0&&op->stats.hp>0) 2619 while (op->stats.food < 0 && op->stats.hp >= 0)
2553 op->stats.food++,op->stats.hp--; 2620 op->stats.food++, op->stats.hp--;
2554 2621
2555 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))
2556 kill_player(op); 2623 kill_player (op);
2624 }
2557} 2625}
2558
2559
2560 2626
2561/* 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.
2562 * 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
2563 * permadeath, no lifesave), this will take care of removing the player 2629 * permadeath, no lifesave), this will take care of removing the player
2564 * file. 2630 * file.
2565 */ 2631 */
2632void
2566void kill_player(object *op) 2633kill_player (object *op)
2567{ 2634{
2568 char buf[MAX_BUF]; 2635 char buf[MAX_BUF];
2569 int x,y,i; 2636 int x, y;
2637
2638 //int i;
2570 mapstruct *map; /* this is for resurrection */ 2639 maptile *map; /* this is for resurrection */
2640
2571 int z; 2641 /* int z;
2572 int num_stats_lose; 2642 int num_stats_lose;
2573 int lost_a_stat; 2643 int lost_a_stat;
2574 int lose_this_stat; 2644 int lose_this_stat;
2575 int this_stat; 2645 int this_stat; */
2576 int will_kill_again; 2646 int will_kill_again;
2577 archetype *at; 2647 archetype *at;
2578 object *tmp; 2648 object *tmp;
2579 2649
2580 if(save_life(op)) 2650 if (save_life (op))
2581 return; 2651 return;
2582 2652
2583 2653
2584 /* 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
2585 * 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.
2586 * Look at op_on_battleground() for more info --AndreasV 2656 * Look at op_on_battleground() for more info --AndreasV
2587 */ 2657 */
2588 if (op_on_battleground(op, &x, &y)) { 2658 if (op_on_battleground (op, &x, &y))
2589 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2659 {
2590 "You have been defeated in combat!"); 2660 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2591 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...");
2592 "Local medics have saved your life..."); 2662
2593
2594 /* restore player */ 2663 /* restore player */
2595 at = find_archetype("poisoning"); 2664 at = archetype::find ("poisoning");
2596 tmp=present_arch_in_ob(at,op); 2665 if (object *tmp = present_arch_in_ob (at, op))
2597 if (tmp) { 2666 {
2598 remove_ob(tmp); 2667 tmp->destroy ();
2599 free_object(tmp);
2600 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))
2601 } 2673 {
2602 2674 tmp->destroy ();
2603 at = find_archetype("confusion");
2604 tmp=present_arch_in_ob(at,op);
2605 if (tmp) {
2606 remove_ob(tmp);
2607 free_object(tmp);
2608 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2675 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2609 } 2676 }
2610 2677
2611 cure_disease(op,0); /* remove any disease */ 2678 cure_disease (op, 0); /* remove any disease */
2612 op->stats.hp=op->stats.maxhp; 2679 op->stats.hp = op->stats.maxhp;
2613 if (op->stats.food<=0) op->stats.food=999; 2680 if (op->stats.food <= 0)
2614 2681 op->stats.food = 999;
2682
2615 /* create a bodypart-trophy to make the winner happy */ 2683 /* create a bodypart-trophy to make the winner happy */
2616 tmp=arch_to_object(find_archetype("finger")); 2684 if (object *tmp = arch_to_object (archetype::find ("finger")))
2617 if (tmp != NULL)
2618 { 2685 {
2619 sprintf(buf,"%s's finger", &op->name); 2686 sprintf (buf, "%s's finger", &op->name);
2620 tmp->name = buf; 2687 tmp->name = buf;
2621 sprintf(buf," This finger has been cut off %s\n" 2688 sprintf (buf, " This finger has been cut off %s\n"
2622 " 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",
2623 &op->name, op->contr->title, (int)(op->level), 2690 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2624 op->contr->killer);
2625 tmp->msg=buf; 2691 tmp->msg = buf;
2626 tmp->value=0, tmp->material=0, tmp->type=0; 2692 tmp->value = 0, tmp->type = 0;
2627 tmp->materialname = NULL; 2693 tmp->materialname = "organics";
2628 tmp->x = op->x, tmp->y = op->y; 2694 tmp->insert_at (op, tmp);
2629 insert_ob_in_map(tmp,op->map,op,0);
2630 }
2631 2695 }
2696
2632 /* teleport defeated player to new destination*/ 2697 /* teleport defeated player to new destination */
2633 transfer_ob(op, x, y, 0, NULL); 2698 transfer_ob (op, x, y, 0, NULL);
2634 op->contr->braced=0; 2699 op->contr->braced = 0;
2635 return; 2700 return;
2636 } 2701 }
2637 2702
2638 INVOKE_PLAYER (DEATH, op->contr); 2703 INVOKE_PLAYER (DEATH, op->contr);
2639 2704
2640 command_kill_pets (op, 0); 2705 command_kill_pets (op, 0);
2641 2706
2642 if(op->stats.food<0) { 2707 if (op->stats.food < 0)
2643 if (op->contr->explore) { 2708 {
2644 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2645 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2646 op->stats.food=999;
2647 return;
2648 }
2649 sprintf(buf,"%s starved to death.",&op->name); 2709 sprintf (buf, "%s starved to death.", &op->name);
2650 strcpy(op->contr->killer,"starvation"); 2710 strcpy (op->contr->killer, "starvation");
2651 } 2711 }
2652 else { 2712 else
2653 if (op->contr->explore) {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2655 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2656 op->stats.hp=op->stats.maxhp;
2657 return;
2658 }
2659 sprintf(buf,"%s died.", &op->name); 2713 sprintf (buf, "%s died.", &op->name);
2660 } 2714
2661 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2715 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2662 2716
2663 /* save the map location for corpse, gravestone*/ 2717 /* save the map location for corpse, gravestone */
2664 x=op->x;y=op->y;map=op->map; 2718 x = op->x;
2719 y = op->y;
2720 map = op->map;
2665 2721
2666
2667 if (settings.not_permadeth == TRUE) {
2668 /* NOT_PERMADEATH code. This basically brings the character back to 2722 /* NOT_PERMADEATH code. This basically brings the character back to
2669 * 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.
2670 * 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.
2671 */ 2725 */
2672 2726
2673 /* Basically two ways to go - remove a stat permanently, or just 2727 /* Basically two ways to go - remove a stat permanently, or just
2674 * make it depletion. This bunch of code deals with that aspect 2728 * make it depletion. This bunch of code deals with that aspect
2675 * of death. 2729 * of death.
2676 */ 2730 */
2677#ifndef COZY_SERVER 2731#ifndef COZY_SERVER
2678 if (settings.balanced_stat_loss) { 2732 if (settings.balanced_stat_loss)
2733 {
2679 /* If stat loss is permanent, lose one stat only. */ 2734 /* If stat loss is permanent, lose one stat only. */
2680 /* 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
2681 more if they do. */ 2736 more if they do. */
2682 /* Higher level characters can afford things such as potions of 2737 /* Higher level characters can afford things such as potions of
2683 restoration, or better, stat potions. So we slug them that 2738 restoration, or better, stat potions. So we slug them that
2684 little bit harder. */ 2739 little bit harder. */
2685 /* GD */ 2740 /* GD */
2686 if (settings.stat_loss_on_death) 2741 if (settings.stat_loss_on_death)
2687 num_stats_lose = 1;
2688 else
2689 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2690 } else {
2691 num_stats_lose = 1; 2742 num_stats_lose = 1;
2692 } 2743 else
2744 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2745 }
2746 else
2747 num_stats_lose = 1;
2748
2693 lost_a_stat = 0; 2749 lost_a_stat = 0;
2694 2750
2695 for (z=0; z<num_stats_lose; z++) { 2751 for (z = 0; z < num_stats_lose; z++)
2752 {
2696 i = RANDOM() % NUM_STATS; 2753 i = RANDOM () % NUM_STATS;
2697 2754
2698 if (settings.stat_loss_on_death) { 2755 if (settings.stat_loss_on_death)
2756 {
2699 /* 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
2700 * what he lost. 2758 * what he lost.
2701 */ 2759 */
2702 change_attr_value(&(op->stats), i,-1); 2760 change_attr_value (&(op->stats), i, -1);
2703 check_stat_bounds(&(op->stats)); 2761 check_stat_bounds (&(op->stats));
2704 change_attr_value(&(op->contr->orig_stats), i,-1); 2762 change_attr_value (&(op->contr->orig_stats), i, -1);
2705 check_stat_bounds(&(op->contr->orig_stats)); 2763 check_stat_bounds (&(op->contr->orig_stats));
2706 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2764 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2707 lost_a_stat = 1; 2765 lost_a_stat = 1;
2708 } else { 2766 }
2767 else
2768 {
2709 /* deplete a stat */ 2769 /* deplete a stat */
2710 archetype *deparch=find_archetype("depletion"); 2770 archetype *deparch = archetype::find ("depletion");
2711 object *dep; 2771 object *dep;
2772
2773 dep = present_arch_in_ob (deparch, op);
2774 if (!dep)
2712 2775 {
2713 dep = present_arch_in_ob(deparch,op);
2714 if(!dep) {
2715 dep = arch_to_object(deparch); 2776 dep = arch_to_object (deparch);
2716 insert_ob_in_ob(dep, op); 2777 insert_ob_in_ob (dep, op);
2717 } 2778 }
2718 lose_this_stat = 1; 2779 lose_this_stat = 1;
2719 if (settings.balanced_stat_loss) { 2780 if (settings.balanced_stat_loss)
2781 {
2720 /* GD */ 2782 /* GD */
2721 /* Get the stat that we're about to deplete. */ 2783 /* Get the stat that we're about to deplete. */
2722 this_stat = get_attr_value(&(dep->stats), i); 2784 this_stat = get_attr_value (&(dep->stats), i);
2723 if (this_stat < 0) { 2785 if (this_stat < 0)
2786 {
2724 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2787 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2725 int keep_chance = this_stat * this_stat; 2788 int keep_chance = this_stat * this_stat;
2789
2726 /* Yes, I am paranoid. Sue me. */ 2790 /* Yes, I am paranoid. Sue me. */
2727 if (keep_chance < 1) 2791 if (keep_chance < 1)
2728 keep_chance = 1; 2792 keep_chance = 1;
2729 2793
2730 /* There is a maximum depletion total per level. */ 2794 /* There is a maximum depletion total per level. */
2731 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2795 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2796 {
2732 lose_this_stat = 0; 2797 lose_this_stat = 0;
2733 /* Take loss chance vs keep chance to see if we 2798 /* Take loss chance vs keep chance to see if we
2734 retain the stat. */ 2799 retain the stat. */
2735 } else {
2736 if (random_roll(0, loss_chance + keep_chance-1,
2737 op, PREFER_LOW) < keep_chance)
2738 lose_this_stat = 0;
2739 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2740 this_stat, keep_chance, loss_chance,
2741 lose_this_stat?"LOSE":"KEEP"); */
2742 }
2743 } 2800 }
2744 } 2801 else
2745
2746 if (lose_this_stat) {
2747 this_stat = get_attr_value(&(dep->stats), i);
2748 /* We could try to do something clever like find another
2749 * stat to reduce if this fails. But chances are, if
2750 * stats have been depleted to -50, all are pretty low
2751 * and should be roughly the same, so it shouldn't make a
2752 * difference.
2753 */ 2802 {
2754 if (this_stat>=-50) { 2803 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2755 change_attr_value(&(dep->stats), i, -1);
2756 SET_FLAG(dep, FLAG_APPLIED);
2757 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2758 fix_player(op);
2759 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"); */
2760 } 2808 }
2761 } 2809 }
2762 } 2810 }
2763 } 2811
2764 /* If no stat lost, tell the player. */
2765 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)
2766 { 2822 {
2767 /* determine_god() seems to not work sometimes... why is this? 2823 change_attr_value (&(dep->stats), i, -1);
2768 Should I be using something else? GD */ 2824 SET_FLAG (dep, FLAG_APPLIED);
2769 const char *god = determine_god(op);
2770 if (god && (strcmp(god, "none")))
2771 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2825 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2772 "moment you feel the holy presence of %s protecting" 2826 op->update_stats ();
2773 " you.", god); 2827 lost_a_stat = 1;
2774 else 2828 }
2775 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2776 " feel a holy presence protecting you.");
2777 } 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.");
2778#endif 2846#endif
2779 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2780 " feel a holy presence protecting you from losing yourself completely.");
2781 2847
2782 /* Put a gravestone up where the character 'almost' died. List the 2848 /* Put a gravestone up where the character 'almost' died. List the
2783 * exp loss on the stone. 2849 * exp loss on the stone.
2784 */ 2850 */
2785 tmp=arch_to_object(find_archetype("gravestone")); 2851 tmp = arch_to_object (archetype::find ("gravestone"));
2786 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2852 sprintf (buf, "%s's gravestone", &op->name);
2853 tmp->name = buf;
2787 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2854 sprintf (buf, "%s's gravestones", &op->name);
2788 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2855 tmp->name_pl = buf;
2789 "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);
2790 "by %s.\n",
2791 &op->name, op->contr->title,
2792 op->contr->killer);
2793 tmp->msg = buf; 2857 tmp->msg = buf;
2794 tmp->x=op->x,tmp->y=op->y; 2858 tmp->x = op->x, tmp->y = op->y;
2795 insert_ob_in_map (tmp, op->map, NULL,0); 2859 insert_ob_in_map (tmp, op->map, NULL, 0);
2796 2860
2797 /**************************************/ 2861 /**************************************/
2798 /* */ 2862 /* */
2799 /* Subtract the experience points, */ 2863 /* Subtract the experience points, */
2800 /* if we died cause of food, give us */ 2864 /* if we died cause of food, give us */
2801 /* food, and reset HP's... */ 2865 /* food, and reset HP's... */
2802 /* */ 2866 /* */
2803 /**************************************/ 2867 /**************************************/
2804 2868
2805 /* remove any poisoning and confusion the character may be suffering.*/ 2869 /* remove any poisoning and confusion the character may be suffering. */
2806 /* restore player */ 2870 /* restore player */
2807 at = find_archetype("poisoning"); 2871 at = archetype::find ("poisoning");
2808 tmp=present_arch_in_ob(at,op); 2872 tmp = present_arch_in_ob (at, op);
2809 if (tmp) { 2873
2810 remove_ob(tmp); 2874 if (tmp)
2811 free_object(tmp); 2875 {
2876 tmp->destroy ();
2812 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2877 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2813 } 2878 }
2814 2879
2815 at = find_archetype("confusion"); 2880 at = archetype::find ("confusion");
2816 tmp=present_arch_in_ob(at,op); 2881 tmp = present_arch_in_ob (at, op);
2817 if (tmp) { 2882 if (tmp)
2818 remove_ob(tmp); 2883 {
2819 free_object(tmp); 2884 tmp->destroy ();
2820 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2885 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2821 } 2886 }
2887
2822 cure_disease(op,0); /* remove any disease */ 2888 cure_disease (op, 0); /* remove any disease */
2823 2889
2824 /*add_exp(op, (op->stats.exp * -0.20)); */ 2890 /*add_exp(op, (op->stats.exp * -0.20)); */
2825 apply_death_exp_penalty(op); 2891 apply_death_exp_penalty (op);
2826 if(op->stats.food < 100) op->stats.food = 900; 2892 if (op->stats.food < 100)
2893 op->stats.food = 900;
2827 op->stats.hp = op->stats.maxhp; 2894 op->stats.hp = op->stats.maxhp;
2828 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2895 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2829 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2896 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2830 2897
2831 /* 2898 /*
2832 * 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
2833 * the player has any unpaid items. If so, remove them and put them back 2900 * and put them back in the map.
2834 * in the map. 2901 */
2835 */
2836
2837 if (is_in_shop (op))
2838 remove_unpaid_objects(op->inv, op); 2902 remove_unpaid_objects (op->inv, op);
2839 2903
2840 /****************************************/ 2904 /****************************************/
2841 /* */ 2905 /* */
2842 /* Move player to his current respawn- */ 2906 /* Move player to his current respawn- */
2843 /* position (usually last savebed) */ 2907 /* position (usually last savebed) */
2844 /* */ 2908 /* */
2845 /****************************************/ 2909 /****************************************/
2846 2910
2847 enter_player_savebed(op); 2911 enter_player_savebed (op);
2848 2912
2849 /* Save the player before inserting the force to reduce
2850 * chance of abuse.
2851 */
2852 op->contr->braced=0; 2913 op->contr->braced = 0;
2853 save_player(op,1);
2854 2914
2855 /* it is possible that the player has blown something up 2915 /* it is possible that the player has blown something up
2856 * at his savebed location, and that can have long lasting 2916 * at his savebed location, and that can have long lasting
2857 * spell effects. So first see if there is a spell effect 2917 * spell effects. So first see if there is a spell effect
2858 * on the space that might harm the player. 2918 * on the space that might harm the player.
2859 */ 2919 */
2860 will_kill_again=0; 2920 will_kill_again = 0;
2861 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)
2862 if (tmp->type ==SPELL_EFFECT) 2922 if (tmp->type == SPELL_EFFECT)
2863 will_kill_again|=tmp->attacktype; 2923 will_kill_again |= tmp->attacktype;
2864 } 2924
2865 if (will_kill_again) { 2925 if (will_kill_again)
2926 {
2866 object *force; 2927 object *force;
2867 int at; 2928 int at;
2868 2929
2869 force=get_archetype(FORCE_NAME); 2930 force = get_archetype (FORCE_NAME);
2870 /* 50 ticks should be enough time for the spell to abate */ 2931 /* 50 ticks should be enough time for the spell to abate */
2871 force->speed=0.1; 2932 force->speed = 0.1f;
2872 force->speed_left=-5.0; 2933 force->speed_left = -5.f;
2873 SET_FLAG(force, FLAG_APPLIED); 2934 SET_FLAG (force, FLAG_APPLIED);
2874 for (at=0; at<NROFATTACKS; at++) { 2935 for (at = 0; at < NROFATTACKS; at++)
2875 if (will_kill_again & (1 << at)) 2936 if (will_kill_again & (1 << at))
2876 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);
2877 } 2974 }
2878 insert_ob_in_ob(force, op);
2879 fix_player(op);
2880
2881 }
2882 /**************************************/
2883 /* */
2884 /* Repaint the characters inv, and */
2885 /* stats, and show a nasty message ;) */
2886 /* */
2887 /**************************************/
2888
2889 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2890 return;
2891 } /* NOT_PERMADETH */
2892 else {
2893 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2894 * should probably be embedded in an else statement.
2895 */
2896
2897 op->contr->party=NULL;
2898 if (settings.set_title == TRUE)
2899 op->contr->own_title[0]='\0';
2900 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2901 check_score(op);
2902 if(op->contr->ranges[range_golem]!=NULL) {
2903 remove_friendly_object(op->contr->ranges[range_golem]);
2904 remove_ob(op->contr->ranges[range_golem]);
2905 free_object(op->contr->ranges[range_golem]);
2906 op->contr->ranges[range_golem]=NULL;
2907 op->contr->golem_count=0;
2908 }
2909 loot_object(op); /* Remove some of the items for good */
2910 remove_ob(op);
2911 op->direction=0;
2912
2913 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2914 delete_character(op->name,0);
2915 if (settings.resurrection == TRUE) {
2916 /* save playerfile sans equipment when player dies
2917 ** then save it as player.pl.dead so that future resurrection
2918 ** type spells will work on them nicely
2919 */
2920 delete_character(op->name,0);
2921 op->stats.hp = op->stats.maxhp;
2922 op->stats.food = 999;
2923
2924 /* set the location of where the person will reappear when */
2925 /* maybe resurrection code should fix map also */
2926 strcpy(op->contr->maplevel, settings.emergency_mapname);
2927 if(op->map!=NULL)
2928 op->map = NULL;
2929 op->x = settings.emergency_x;
2930 op->y = settings.emergency_y;
2931 save_player(op,0);
2932 op->map = map;
2933 /* please see resurrection.c: peterm */
2934 dead_player(op);
2935 } else { 2975 else
2936 delete_character(op->name,1); 2976 tmp->destroy ();
2937 } 2977 }
2938 } 2978 else
2939 play_again(op);
2940
2941 /* peterm: added to create a corpse at deathsite. */
2942 tmp=arch_to_object(find_archetype("corpse_pl"));
2943 sprintf(buf,"%s", &op->name);
2944 tmp->name = tmp->name_pl = buf;
2945 tmp->level=op->level;
2946 tmp->x=x;tmp->y=y;
2947 tmp->msg = gravestone_text(op);
2948 SET_FLAG (tmp, FLAG_UNIQUE);
2949 insert_ob_in_map (tmp, map, NULL,0);
2950 }
2951}
2952
2953
2954void loot_object(object *op) { /* Grab and destroy some treasure */
2955 object *tmp,*tmp2,*next;
2956
2957 if (op->container) { /* close open sack first */
2958 esrv_apply_container (op, op->container);
2959 }
2960
2961 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2962 next=tmp->below;
2963 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2964 remove_ob(tmp);
2965 tmp->x=op->x,tmp->y=op->y;
2966 if (tmp->type == CONTAINER) { /* empty container to ground */
2967 loot_object(tmp);
2968 }
2969 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2970 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2971 if(tmp->nrof>1) {
2972 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2973 free_object(tmp2);
2974 insert_ob_in_map(tmp,op->map,NULL,0); 2979 insert_ob_in_map (tmp, op->map, NULL, 0);
2975 } else
2976 free_object(tmp);
2977 } else
2978 insert_ob_in_map(tmp,op->map,NULL,0);
2979 } 2980 }
2980} 2981}
2981 2982
2982/* 2983/*
2983 * fix_weight(): Check recursively the weight of all players, and fix 2984 * fix_weight(): Check recursively the weight of all players, and fix
2984 * 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
2985 * was changed. 2986 * was changed.
2986 */ 2987 */
2987 2988void
2988void fix_weight(void) { 2989fix_weight (void)
2989 player *pl; 2990{
2990 for (pl = first_player; pl != NULL; pl = pl->next) { 2991 for_all_players (pl)
2992 {
2991 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2993 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2994
2992 if(old == sum) 2995 if (old == sum)
2993 continue; 2996 continue;
2994 fix_player(pl->ob); 2997 pl->ob->update_stats ();
2995 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2998 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2996 &pl->ob->name, old, sum);
2997 } 2999 }
2998} 3000}
2999 3001
3002void
3000void fix_luck(void) { 3003fix_luck (void)
3001 player *pl; 3004{
3002 for (pl = first_player; pl != NULL; pl = pl->next) 3005 for_all_players (pl)
3003 if (!pl->ob->contr->state) 3006 if (!pl->ob->contr->ns->state)
3004 change_luck(pl->ob, 0); 3007 pl->ob->change_luck (0);
3005} 3008}
3006
3007 3009
3008/* cast_dust() - handles op throwing objects of type 'DUST'. 3010/* cast_dust() - handles op throwing objects of type 'DUST'.
3009 * This is much simpler in the new spell code - we basically 3011 * This is much simpler in the new spell code - we basically
3010 * just treat this as any other spell casting object. 3012 * just treat this as any other spell casting object.
3011 */ 3013 */
3012
3013void 3014void
3014cast_dust (object * op, object * throw_ob, int dir) 3015cast_dust (object *op, object *throw_ob, int dir)
3015{ 3016{
3016 object *skop, *spob; 3017 object *skop, *spob;
3017 3018
3018 skop = find_skill_by_name (op, throw_ob->skill); 3019 skop = find_skill_by_name (op, throw_ob->skill);
3019 3020
3020 /* casting POTION 'dusts' is really a use_magic_item skill */ 3021 /* casting POTION 'dusts' is really a use_magic_item skill */
3021 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3022 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3022 { 3023 {
3023 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);
3024 &op->name);
3025 return; 3025 return;
3026 } 3026 }
3027 3027
3028 spob = throw_ob->inv; 3028 spob = throw_ob->inv;
3029 3029
3030 // 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
3031 // 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
3032 // errors should be reported as early as possible IMHO) 3032 // errors should be reported as early as possible IMHO)
3033 if (!spob) 3033 if (!spob)
3034 { 3034 {
3035 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);
3036 &throw_ob->name, &op->name);
3037 return; 3036 return;
3038 } 3037 }
3039 3038
3040 if (op->type == PLAYER) 3039 if (op->type == PLAYER)
3041 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);
3042 3041
3043 cast_spell (op, throw_ob, dir, spob, NULL); 3042 cast_spell (op, throw_ob, dir, spob, NULL);
3044 3043
3045 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3044 throw_ob->destroy ();
3046 remove_ob (throw_ob);
3047 free_object (throw_ob);
3048} 3045}
3049 3046
3047void
3050void make_visible (object *op) { 3048make_visible (object *op)
3049{
3051 op->hide = 0; 3050 op->hide = 0;
3052 op->invisible = 0; 3051 op->invisible = 0;
3053 if(op->type==PLAYER) { 3052 if (op->type == PLAYER)
3053 {
3054 op->contr->tmp_invis = 0; 3054 op->contr->tmp_invis = 0;
3055 op->contr->invis_race = 0; 3055 op->contr->invis_race = 0;
3056 } 3056 }
3057
3057 update_object(op,UP_OBJ_FACE); 3058 update_object (op, UP_OBJ_CHANGE);
3058} 3059}
3059 3060
3061int
3060int is_true_undead(object *op) { 3062is_true_undead (object *op)
3061 object *tmp=NULL; 3063{
3062
3063 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3064 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3065 return 1;
3064 3066
3065 if(op->type==PLAYER)
3066 for(tmp=op->inv;tmp;tmp=tmp->below)
3067 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3068 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3069 return 0; 3067 return 0;
3070} 3068}
3071 3069
3072/* look at the surrounding terrain to determine 3070/* look at the surrounding terrain to determine
3073 * the hideability of this object. Positive levels 3071 * the hideability of this object. Positive levels
3074 * indicate greater hideability. 3072 * indicate greater hideability.
3075 */ 3073 */
3076 3074
3075int
3077int hideability(object *ob) { 3076hideability (object *ob)
3077{
3078 int i,level=0, mflag; 3078 int i, level = 0, mflag;
3079 sint16 x,y; 3079 sint16 x, y;
3080 3080
3081 if(!ob||!ob->map) return 0; 3081 if (!ob || !ob->map)
3082 return 0;
3082 3083
3083 /* so, on normal lighted maps, its hard to hide */ 3084 /* so, on normal lighted maps, its hard to hide */
3084 level=ob->map->darkness - 2; 3085 level = ob->map->darkness - 2;
3085 3086
3086 /* this also picks up whether the object is glowing. 3087 /* this also picks up whether the object is glowing.
3087 * 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
3088 * as bad as carrying a light on a pitch dark map */ 3089 * as bad as carrying a light on a pitch dark map */
3089 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3090 if (has_carried_lights (ob))
3091 level = -(10 + (2 * ob->map->darkness));
3090 3092
3091 /* scan through all nearby squares for terrain to hide in */ 3093 /* scan through all nearby squares for terrain to hide in */
3092 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 {
3093 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3096 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3094 if (mflag & P_OUT_OF_MAP) { continue; } 3097 if (mflag & P_OUT_OF_MAP)
3098 {
3099 continue;
3100 }
3095 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3101 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3096 level += 2; 3102 level += 2;
3097 else /* open terrain! */ 3103 else /* open terrain! */
3098 level -= 1; 3104 level -= 1;
3099 } 3105 }
3100 3106
3101#if 0 3107#if 0
3102 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3108 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3103#endif 3109#endif
3104 return level; 3110 return level;
3105} 3111}
3106 3112
3107/* For Hidden creatures - a chance of becoming 'unhidden' 3113/* For Hidden creatures - a chance of becoming 'unhidden'
3108 * every time they move - as we subtract off 'invisibility' 3114 * every time they move - as we subtract off 'invisibility'
3109 * AND, for players, if they move into a ridiculously unhideable 3115 * AND, for players, if they move into a ridiculously unhideable
3110 * spot (surrounded by clear terrain in broad daylight). -b.t. 3116 * spot (surrounded by clear terrain in broad daylight). -b.t.
3111 */ 3117 */
3112 3118
3119void
3113void do_hidden_move (object *op) { 3120do_hidden_move (object *op)
3121{
3114 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3122 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3115 object *skop; 3123 object *skop;
3116 3124
3117 if(!op || !op->map) return; 3125 if (!op || !op->map)
3126 return;
3118 3127
3119 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3128 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3120 3129
3121 /* 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! */
3122 if(op->type==PLAYER && op->contr->run_on) { 3131 if (op->type == PLAYER && op->contr->run_on)
3123 if(!skop || num >= skop->level) { 3132 if (!skop || num >= skop->level)
3133 {
3124 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!");
3125 make_visible(op);
3126 return;
3127 } else num += 20;
3128 }
3129 num += op->map->difficulty;
3130 hide = hideability(op); /* modify by terrain hidden level */
3131 num -= hide;
3132 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3133 make_visible(op); 3135 make_visible (op);
3134 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3136 return;
3135 "You moved out of hiding! You are visible!");
3136 } 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 }
3137 else if (op->type == PLAYER && skop) { 3151 else if (op->type == PLAYER && skop)
3138 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);
3139 }
3140} 3153}
3141 3154
3142/* determine if who is standing near a hostile creature. */ 3155/* determine if who is standing near a hostile creature. */
3143 3156
3157int
3144int stand_near_hostile( object *who ) { 3158stand_near_hostile (object *who)
3159{
3145 object *tmp=NULL; 3160 object *tmp = NULL;
3146 int i,friendly=0,player=0, mflags; 3161 int i, friendly = 0, player = 0, mflags;
3147 mapstruct *m; 3162 maptile *m;
3148 sint16 x,y; 3163 sint16 x, y;
3149 3164
3150 if(!who) return 0; 3165 if (!who)
3166 return 0;
3151 3167
3152 if(who->type==PLAYER) player=1; 3168 if (who->type == PLAYER)
3169 player = 1;
3170
3171 else
3153 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3172 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3154 3173
3155 /* search adjacent squares */ 3174 /* search adjacent squares */
3156 for(i=1;i<9;i++) { 3175 for (i = 1; i < 9; i++)
3176 {
3157 x = who->x+freearr_x[i]; 3177 x = who->x + freearr_x[i];
3158 y = who->y+freearr_y[i]; 3178 y = who->y + freearr_y[i];
3159 m = who->map; 3179 m = who->map;
3160 mflags = get_map_flags(m, &m, x, y, &x, &y); 3180 mflags = get_map_flags (m, &m, x, y, &x, &y);
3161 /* space must be blocked if there is a monster. If not 3181 /* space must be blocked if there is a monster. If not
3162 * blocked, don't need to check this space. 3182 * blocked, don't need to check this space.
3163 */ 3183 */
3164 if (mflags & P_OUT_OF_MAP) continue; 3184 if (mflags & P_OUT_OF_MAP)
3185 continue;
3165 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)))
3166 3187 continue;
3167 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3188
3168 if((player||friendly) 3189 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3190 {
3169 &&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)
3170 return 1; 3197 return 1;
3171 else if(tmp->type==PLAYER)
3172 {
3173 /*don't let a hidden DM prevent you from hiding*/
3174 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3175 return 1;
3176 } 3198 }
3177 } 3199 }
3178 } 3200 }
3179 return 0; 3201 return 0;
3180} 3202}
3181 3203
3182/* check the player los field for viewability of the 3204/* check the player los field for viewability of the
3183 * object op. This function works fine for monsters, 3205 * object op. This function works fine for monsters,
3184 * 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
3191 * 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.
3192 * -b.t. 3214 * -b.t.
3193 * This function is now map tiling safe. 3215 * This function is now map tiling safe.
3194 */ 3216 */
3195 3217
3218int
3196int player_can_view (object *pl,object *op) { 3219player_can_view (object *pl, object *op)
3220{
3197 rv_vector rv; 3221 rv_vector rv;
3198 int dx,dy; 3222 int dx, dy;
3199 3223
3200 if(pl->type!=PLAYER) { 3224 if (pl->type != PLAYER)
3225 {
3201 LOG(llevError,"player_can_view() called for non-player object\n"); 3226 LOG (llevError, "player_can_view() called for non-player object\n");
3202 return -1; 3227 return -1;
3203 } 3228 }
3204 if (!pl || !op) return 0;
3205 3229
3206 if(op->head) { op = op->head; } 3230 if (!pl || !op)
3207 get_rangevector(pl, op, &rv, 0x1);
3208
3209 /* starting with the 'head' part, lets loop
3210 * through the object and find if it has any
3211 * part that is in the los array but isnt on
3212 * a blocked los square.
3213 * we use the archetype to figure out offsets.
3214 */
3215 while(op) {
3216 dx = rv.distance_x + op->arch->clone.x;
3217 dy = rv.distance_y + op->arch->clone.y;
3218
3219 /* only the viewable area the player sees is updated by LOS
3220 * code, so we need to restrict ourselves to that range of values
3221 * for any meaningful values.
3222 */
3223 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3224 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3225 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3226 return 1;
3227 op = op->more;
3228 }
3229 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;
3230} 3259}
3231 3260
3232/* routine for both players and monsters. We call this when 3261/* routine for both players and monsters. We call this when
3233 * there is a possibility for our action distrubing our hiding 3262 * there is a possibility for our action distrubing our hiding
3234 * place or invisiblity spell. Artefact invisiblity is not 3263 * place or invisiblity spell. Artefact invisiblity is not
3235 * effected by this. If we arent invisible to begin with, we 3264 * effected by this. If we arent invisible to begin with, we
3236 * return 0. 3265 * return 0.
3237 */ 3266 */
3267int
3238int action_makes_visible (object *op) { 3268action_makes_visible (object *op)
3269{
3239 3270
3240 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3271 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3272 {
3241 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3273 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3242 return 0; 3274 return 0;
3243 3275
3244 if (op->contr && op->contr->tmp_invis == 0) return 0; 3276 if (op->contr && op->contr->tmp_invis == 0)
3277 return 0;
3245 3278
3246 /* If monsters, they should become visible */ 3279 /* If monsters, they should become visible */
3247 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3280 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3281 {
3248 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");
3249 return 1; 3283 return 1;
3250 } 3284 }
3251 } 3285 }
3252 return 0; 3286 return 0;
3253} 3287}
3254 3288
3255/* op_on_battleground - checks if the given object op (usually 3289/* op_on_battleground - checks if the given object op (usually
3256 * a player) is standing on a valid battleground-tile, 3290 * a player) is standing on a valid battleground-tile,
3257 * function returns TRUE/FALSE. If true x, y returns the battleground 3291 * function returns TRUE/FALSE. If true x, y returns the battleground
3258 * -exit-coord. (and if x, y not NULL) 3292 * -exit-coord. (and if x, y not NULL)
3259 * 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
3260 * 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
3261 * 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
3262 */ 3296 */
3297int
3263int op_on_battleground (object *op, int *x, int *y) { 3298op_on_battleground (object *op, int *x, int *y)
3299{
3264 object *tmp; 3300 object *tmp;
3265 3301
3266 /* A battleground-tile needs the following attributes to be valid: 3302 /* A battleground-tile needs the following attributes to be valid:
3267 * 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),
3268 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3304 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3269 * and the exit-coordinates sp/hp must both be > 0. 3305 * and the exit-coordinates sp/hp must both be > 0.
3270 * => The intention here is to prevent abuse of the battleground- 3306 * => The intention here is to prevent abuse of the battleground-
3271 * feature (like pickable or hidden battleground tiles). */ 3307 * feature (like pickable or hidden battleground tiles). */
3272 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3308 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3309 {
3273 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3310 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3311 {
3274 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3312 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3275 strcmp(tmp->name, "battleground")==0 && 3313 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3276 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3314 {
3277 /*before we assign the exit, check if this is a teambattle*/ 3315 /*before we assign the exit, check if this is a teambattle */
3278 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 {
3279 object *invtmp; 3318 object *invtmp;
3319
3280 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3320 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3281 if(invtmp->type==FORCE && invtmp->slaying && 3321 {
3282 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3322 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3323 {
3283 if (x != NULL && y != NULL) 3324 if (x != NULL && y != NULL)
3284 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3325 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3285 return 1; 3326 return 1;
3327 }
3286 } 3328 }
3287 } 3329 }
3288 }
3289 if (x != NULL && y != NULL) 3330 if (x != NULL && y != NULL)
3290 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3331 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3291 return 1; 3332 return 1;
3333 }
3292 } 3334 }
3293 }
3294 } 3335 }
3295 /* If we got here, did not find a battleground */ 3336 /* If we got here, did not find a battleground */
3296 return 0; 3337 return 0;
3297} 3338}
3298 3339
3299/* 3340/*
3303 * attributes: 3344 * attributes:
3304 * object *who the dragon player 3345 * object *who the dragon player
3305 * int atnr the attack-number of the ability focus 3346 * int atnr the attack-number of the ability focus
3306 * int level ability level 3347 * int level ability level
3307 */ 3348 */
3349void
3308void dragon_ability_gain(object *who, int atnr, int level) { 3350dragon_ability_gain (object *who, int atnr, int level)
3351{
3309 treasurelist *trlist = NULL; /* treasurelist */ 3352 treasurelist *trlist = NULL; /* treasurelist */
3310 treasure *tr; /* treasure */ 3353 treasure *tr; /* treasure */
3311 object *tmp,*skop; /* tmp. object */ 3354 object *tmp, *skop; /* tmp. object */
3312 object *item; /* treasure object */ 3355 object *item; /* treasure object */
3313 char buf[MAX_BUF]; /* tmp. string buffer */ 3356 char buf[MAX_BUF]; /* tmp. string buffer */
3314 int i=0, j=0; 3357 int i = 0, j = 0;
3315 3358
3316 /* get the appropriate treasurelist */ 3359 /* get the appropriate treasurelist */
3317 if (atnr == ATNR_FIRE) 3360 if (atnr == ATNR_FIRE)
3318 trlist = find_treasurelist("dragon_ability_fire"); 3361 trlist = treasurelist::find ("dragon_ability_fire");
3319 else if (atnr == ATNR_COLD) 3362 else if (atnr == ATNR_COLD)
3320 trlist = find_treasurelist("dragon_ability_cold"); 3363 trlist = treasurelist::find ("dragon_ability_cold");
3321 else if (atnr == ATNR_ELECTRICITY) 3364 else if (atnr == ATNR_ELECTRICITY)
3322 trlist = find_treasurelist("dragon_ability_elec"); 3365 trlist = treasurelist::find ("dragon_ability_elec");
3323 else if (atnr == ATNR_POISON) 3366 else if (atnr == ATNR_POISON)
3324 trlist = find_treasurelist("dragon_ability_poison"); 3367 trlist = treasurelist::find ("dragon_ability_poison");
3325 3368
3326 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))
3327 return; 3386 return;
3328 3387
3329 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);
3330 tr = tr->next, i++); 3389 do_learn_spell (who, item, 0);
3331 3390 return;
3332 if (tr == NULL || tr->item == NULL) { 3391 }
3333 /* 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))
3334 return; 3402 return;
3335 }
3336
3337 /* everything seems okay - now bring on the gift: */
3338 item = &(tr->item->clone);
3339
3340 if (item->type == SPELL) {
3341 if (check_spell_known (who, item->name))
3342 return;
3343
3344 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3345 do_learn_spell (who, item, 0);
3346 return;
3347 }
3348
3349 /* grant direct spell */
3350 if (item->type == SPELLBOOK) {
3351 if (!item->inv) {
3352 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3353 return;
3354 }
3355 if (check_spell_known (who, item->inv->name))
3356 return;
3357 if (item->invisible) { 3403 if (item->invisible)
3404 {
3358 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);
3359 do_learn_spell (who, item->inv, 0); 3406 do_learn_spell (who, item->inv, 0);
3360 return; 3407 return;
3361 } 3408 }
3362 } 3409 }
3363 else if (item->type == SKILL_TOOL && item->invisible) { 3410 else if (item->type == SKILL_TOOL && item->invisible)
3411 {
3364 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 {
3365 3414
3366 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3415 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3367 * 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
3368 * 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,
3369 * but not all of them, he gets nothing. 3418 * but not all of them, he gets nothing.
3370 */ 3419 */
3371 if (!(skop->attacktype & item->attacktype)) { 3420 if (!(skop->attacktype & item->attacktype))
3421 {
3372 /* Give new attacktype */ 3422 /* Give new attacktype */
3373 skop->attacktype |= item->attacktype; 3423 skop->attacktype |= item->attacktype;
3374 3424
3375 /* always add physical if there's none */ 3425 /* always add physical if there's none */
3376 skop->attacktype |= AT_PHYSICAL; 3426 skop->attacktype |= AT_PHYSICAL;
3377 3427
3378 if (item->msg != NULL) 3428 if (item->msg != NULL)
3379 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3429 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3380 3430
3381 /* Give player new face */ 3431 /* Give player new face */
3382 if (item->animation_id) { 3432 if (item->animation_id)
3433 {
3383 who->face = skop->face; 3434 who->face = skop->face;
3384 who->animation_id = item->animation_id; 3435 who->animation_id = item->animation_id;
3385 who->anim_speed = item->anim_speed; 3436 who->anim_speed = item->anim_speed;
3386 who->last_anim = 0; 3437 who->last_anim = 0;
3387 who->state = 0; 3438 who->state = 0;
3388 animate_object(who, who->direction); 3439 animate_object (who, who->direction);
3389 } 3440 }
3390 } 3441 }
3391 } 3442 }
3392 } 3443 }
3393 else if (item->type == FORCE) { 3444 else if (item->type == FORCE)
3445 {
3394 /* forces in the treasurelist can alter the player's stats */ 3446 /* forces in the treasurelist can alter the player's stats */
3395 object *skin; 3447 object *skin;
3448
3396 /* first get the dragon skin force */ 3449 /* first get the dragon skin force */
3397 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3450 shstr_cmp dragon_skin_force ("dragon_skin_force");
3398 skin=skin->below); 3451 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3399 if (skin == NULL) return; 3452 ;
3400 3453
3454 if (!skin)
3455 return;
3456
3401 /* adding new spellpath attunements */ 3457 /* adding new spellpath attunements */
3402 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3458 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3459 {
3403 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3460 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3404 3461
3405 /* print message */ 3462 /* print message */
3406 sprintf(buf, "You feel attuned to "); 3463 sprintf (buf, "You feel attuned to ");
3407 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3464 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3465 {
3408 if(item->path_attuned & (1<<i)) { 3466 if (item->path_attuned & (1 << i))
3467 {
3409 if (j) 3468 if (j)
3410 strcat(buf," and "); 3469 strcat (buf, " and ");
3411 else 3470 else
3412 j = 1; 3471 j = 1;
3413 strcat(buf, spellpathnames[i]); 3472 strcat (buf, spellpathnames[i]);
3414 } 3473 }
3415 } 3474 }
3416 strcat(buf,"."); 3475 strcat (buf, ".");
3417 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3476 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3418 } 3477 }
3419 3478
3420 /* evtl. adding flags: */ 3479 /* evtl. adding flags: */
3421 if(QUERY_FLAG(item, FLAG_XRAYS)) 3480 if (QUERY_FLAG (item, FLAG_XRAYS))
3422 SET_FLAG(skin, FLAG_XRAYS); 3481 SET_FLAG (skin, FLAG_XRAYS);
3423 if(QUERY_FLAG(item, FLAG_STEALTH)) 3482 if (QUERY_FLAG (item, FLAG_STEALTH))
3424 SET_FLAG(skin, FLAG_STEALTH); 3483 SET_FLAG (skin, FLAG_STEALTH);
3425 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3484 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3426 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3485 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3427 3486
3428 /* print message if there is one */ 3487 /* print message if there is one */
3429 if (item->msg != NULL) 3488 if (item->msg != NULL)
3430 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
3431 } 3492 {
3432 else {
3433 /* generate misc. treasure */ 3493 /* generate misc. treasure */
3434 tmp = arch_to_object (tr->item); 3494 tmp = arch_to_object (tr->item);
3435 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));
3436 tmp = insert_ob_in_ob (tmp, who); 3496 tmp = insert_ob_in_ob (tmp, who);
3437 if (who->type == PLAYER) 3497 if (who->type == PLAYER)
3438 esrv_send_item(who, tmp); 3498 esrv_send_item (who, tmp);
3439 } 3499 }
3440} 3500}
3441 3501
3442/** 3502/**
3443 * 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
3444 * not readied. 3504 * not readied.
3445 */ 3505 */
3506void
3446void player_unready_range_ob(player *pl, object *ob) { 3507player_unready_range_ob (player *pl, object *ob)
3447 rangetype i; 3508{
3509 if (pl->ob->current_weapon == ob)
3510 pl->ob->current_weapon = 0;
3448 3511
3449 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3512 if (pl->combat_ob == ob)
3450 if (pl->ranges[i] == ob) { 3513 pl->combat_ob = 0;
3451 pl->ranges[i] = NULL; 3514
3452 if (pl->shoottype == i) { 3515 if (pl->ranged_ob == ob)
3453 pl->shoottype = range_none; 3516 pl->ranged_ob = 0;
3454 }
3455 }
3456 }
3457} 3517}
3518
3519sint8
3520player::visibility_at (maptile *map, int x, int y) const
3521{
3522 if (!ns)
3523 return 0;
3524
3525 int dx, dy;
3526 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3527 return 0;
3528
3529 x += dx - ns->current_x + ns->mapx / 2;
3530 y += dy - ns->current_y + ns->mapy / 2;
3531
3532 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3533 return 0;
3534
3535 return 100 - blocked_los [x][y];
3536}

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