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Comparing deliantra/server/server/player.C (file contents):
Revision 1.14 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.144 by root, Sat May 26 15:44:08 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * CrossFire, A Multiplayer game
3 * "$Id: player.C,v 1.14 2006/09/03 00:18:42 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
4 */ 23 */
5 24
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 25#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 26#include <sproto.h>
35#endif
36#include <sounds.h> 27#include <sounds.h>
37#include <living.h> 28#include <living.h>
38#include <object.h> 29#include <object.h>
39#include <spells.h> 30#include <spells.h>
40#include <skills.h> 31#include <skills.h>
41#include <newclient.h>
42 32
43#ifdef COZY_SERVER 33#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 34#include <functional>
45#endif
46 35
47player *find_player(const char *plname) 36playervec players;
37
38void
39display_motd (const object *op)
48{ 40{
49 player *pl; 41 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 42 char motd[HUGE_BUF];
51 { 43 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 49 return;
54 };
55 return NULL;
56}
57 50
58player* find_player_partial_name( const char* plname ) 51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
59 { 55 {
60 player* pl; 56 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 57 continue;
67 58
68 if ( !strcmp( pl->ob->name, plname) ) 59 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 60 size += strlen (buf);
61 }
70 62
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65}
66
67void
68send_rules (const object *op)
69{
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
89 {
90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
91 break;
92 }
93
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)
72 { 138 {
73 if ( found ) 139 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
74 return NULL; 140 break;
75
76 found = pl;
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) { 152/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 153static void
107 char rules[HUGE_BUF]; 154set_first_map (object *op)
108 FILE *fp; 155{
109 int comp; 156 op->contr->maplevel = first_map_path;
110 int size; 157 op->x = -1;
111 158 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 159}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 160
161void
162player::activate ()
163{
164 if (active)
114 return; 165 return;
166
167 players.insert (this);
168 ob->remove ();
169 ob->map = 0;
170 ob->activate_recursive ();
171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
172 add_friendly_object (ob);
173}
174
175void
176player::deactivate ()
177{
178 if (!active)
179 return;
180
181 terminate_all_pets (ob);
182 remove_friendly_object (ob);
183 ob->deactivate_recursive ();
184
185 if (ob->map)
186 maplevel = ob->map->path;
187
188 ob->remove ();
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
199void
200player::connect (client *ns)
201{
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (ob);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->clone.race;
219
220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->clone.name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
115 } 229 {
116 rules[0]='\0'; 230 object *tmp, *abil = 0, *skin = 0;
117 size=0; 231
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 232 shstr_cmp dragon_ability_force ("dragon_ability_force");
119 if( *buf == '#') 233 shstr_cmp dragon_skin_force ("dragon_skin_force");
120 continue; 234
121 if (size + strlen(buf)>=HUGE_BUF) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE)
237 if (tmp->arch->name == dragon_ability_force)
238 abil = tmp;
239 else if (tmp->arch->name == dragon_skin_force)
240 skin = tmp;
241
242 set_dragon_name (ob, abil, skin);
243 }
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this, ob->weight + ob->carrying);
248
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
252
253 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED])
255 switch (op->type)
122 { 256 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 257 case SKILL:
124 break; 258 ob->flag [FLAG_APPLIED] = false;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break; 259 break;
167 } 260
168 strncat(news+size,buf,HUGE_BUF-size); 261 case WAND:
169 size+=strlen(buf); 262 case ROD:
263 case HORN:
264 case BOW:
265 ranged_ob = op;
266 break;
267
268 case WEAPON:
269 combat_ob = op;
270 break;
170 } 271 }
171 } 272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats ();
275
276 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288}
289
290void
291player::disconnect ()
292{
293 if (ns)
172 294 {
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 295 if (active)
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 296 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}
180 297
181int playername_ok(const char *cp) { 298 INVOKE_PLAYER (DISCONNECT, this);
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184 299
185 for(;*cp!='\0';cp++) 300 ns->reset_stats ();
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_') 301 ns->pl = 0;
187 return 0; 302 ns = 0;
188 return 1;
189}
190
191/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map.
194 */
195
196/* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 p = new player;
208
209 /* This adds the player in the linked list. There is extra
210 * complexity here because we want to add the new player at the
211 * end of the list - there is in fact no compelling reason that
212 * that needs to be done except for things like output of
213 * 'who'.
214 */
215 player *tmp = first_player;
216 while(tmp!=NULL&&tmp->next!=NULL)
217 tmp=tmp->next;
218 if(tmp!=NULL)
219 tmp->next=p;
220 else
221 first_player=p;
222
223 p->next = NULL;
224 } 303 }
225 304
226 /* Clears basically the entire player structure except 305 if (ob)
227 * for next and socket. 306 ob->close_container (); //TODO: client-specific
228 */
229 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
230 p->attachable_init (); //HACK
231 307
308 deactivate ();
309}
310
311// the need for this function can be explained
312// by load_object not returning the object
313void
314player::set_object (object *op)
315{
316 ob = op;
317 ob->contr = this; /* this aren't yet in archetype */
318
319 ob->speed = 1.0f;
320 ob->speed_left = 0.5f;
321
322 ob->direction = 5; /* So player faces south */
323}
324
325player::player ()
326{
232 /* There are some elements we want initialized to non zero value - 327 /* There are some elements we want initialised to non zero value -
233 * we deal with that below this point. 328 * we deal with that below this point.
234 */ 329 */
235 p->party=NULL; 330 outputs_sync = 4;
236 p->outputs_sync=16; /* Every 2 seconds */ 331 outputs_count = 4;
237 p->outputs_count=8; /* Keeps present behaviour */
238 p->unapply = unapply_nochoice; 332 unapply = unapply_nochoice;
239 p->Swap_First = -1;
240 333
241#ifdef AUTOSAVE 334 savebed_map = first_map_path; /* Init. respawn position */
242 p->last_save_tick = 9999999; 335
243#endif 336 gen_sp_armour = 10;
337 bowtype = bow_normal;
338 petmode = pet_normal;
339 listening = 10;
340 usekeys = containers;
341 peaceful = 1; /* default peaceful */
342 do_los = 1;
343
344 weapon_sp = 1.0f;
345 weapon_sp_left = 0.5f;
346}
347
348void
349player::do_destroy ()
350{
351 disconnect ();
352
353 attachable::do_destroy ();
354
355 if (ob)
244 356 {
245 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 357 ob->destroy_inv (false);
358 ob->destroy ();
246 359 }
247 op->contr=p; /* this aren't yet in archetype */
248 p->ob = op;
249 op->speed_left=0.5;
250 op->speed=1.0;
251 op->direction=5; /* So player faces south */
252 op->stats.wc=2;
253 op->run_away = 25; /* Then we panick... */
254 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
255
256 roll_stats(op);
257 p->state=ST_ROLL_STAT;
258 clear_los(op);
259
260 p->gen_sp_armour=10;
261 p->last_speed= -1;
262 p->shoottype=range_none;
263 p->bowtype=bow_normal;
264 p->petmode=pet_normal;
265 p->listening=10;
266 p->usekeys=containers;
267 p->last_weapon_sp= -1;
268 p->peaceful=1; /* default peaceful */
269 p->do_los=1;
270 p->explore=0;
271 p->no_shout=0; /* default can shout */
272
273 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
274 p->title[sizeof(p->title)-1] = '\0';
275 op->race = op->arch->clone.race;
276
277 CLEAR_FLAG(op,FLAG_READY_SKILL);
278
279 /* we need to clear these to -1 and not zero - otherwise,
280 * if a player quits and starts a new character, we wont
281 * send new values to the client, as things like exp start
282 * at zero.
283 */
284 for (i=0; i < NUM_SKILLS; i++) {
285 p->last_skill_exp[i] = -1;
286 p->last_skill_ob[i] = NULL;
287 }
288 for (i=0; i < NROFATTACKS; i++) {
289 p->last_resist[i] = -1;
290 }
291 p->last_stats.exp = -1;
292 p->last_weight = (uint32)-1;
293
294 p->socket.update_look=0;
295 p->socket.look_position=0;
296 return p;
297} 360}
298 361
299 362player::~player ()
300/* This loads the first map an puts the player on it. */
301static void set_first_map(object *op)
302{ 363{
303 strcpy(op->contr->maplevel, first_map_path); 364 /* Clear item stack */
304 op->x = -1; 365 free (stack_items);
305 op->y = -1;
306 enter_exit(op, NULL);
307} 366}
308 367
309/* Tries to add player on the connection passwd in ns. 368/* Tries to add player on the connection passed in ns.
310 * All we can really get in this is some settings like host and display 369 * All we can really get in this is some settings like host and display
311 * mode. 370 * mode.
312 */ 371 */
372player *
373player::create ()
374{
375 player *pl = new player;
313 376
314int add_player(NewSocket *ns) { 377 pl->set_object (arch_to_object (get_player_archetype (0)));
315 player *p;
316 378
317 p=get_player(NULL); 379 pl->ob->roll_stats ();
318 p->socket = *ns; 380 pl->ob->stats.wc = 2;
319 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 381 pl->ob->run_away = 25; /* Then we panick... */
320 if(p->socket.faces_sent == NULL) 382
321 fatal(OUT_OF_MEMORY);
322 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
323 /* Needed because the socket we just copied over needs to be cleared.
324 * Note that this can result in a client reset if there is partial data
325 * on the uncoming socket.
326 */
327 p->socket.inbuf.len = 0;
328 set_first_map(p->ob); 383 set_first_map (pl->ob);
329 384
330 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
331 add_friendly_object(p->ob);
332 send_rules(p->ob);
333 send_news(p->ob);
334 display_motd(p->ob);
335 get_name(p->ob);
336 return 0; 385 return pl;
337} 386}
338 387
339/* 388/*
340 * get_player_archetype() return next player archetype from archetype 389 * get_player_archetype() return next player archetype from archetype
341 * list. Not very efficient routine, but used only creating new players. 390 * list. Not very efficient routine, but used only creating new players.
342 * Note: there MUST be at least one player archetype! 391 * Note: there MUST be at least one player archetype!
343 */ 392 */
393archetype *
344archetype *get_player_archetype(archetype* at) 394get_player_archetype (archetype *at)
345{ 395{
346 archetype *start = at; 396 archetype *start = at;
397
347 for (;;) { 398 for (;;)
399 {
348 if (at==NULL || at->next==NULL) 400 if (at == NULL || at->next == NULL)
349 at=first_archetype; 401 at = first_archetype;
350 else 402 else
351 at=at->next; 403 at = at->next;
404
352 if(at->clone.type==PLAYER) 405 if (at->clone.type == PLAYER)
353 return at; 406 return at;
407
354 if (at == start) { 408 if (at == start)
409 {
355 LOG (llevError, "No Player archetypes\n"); 410 LOG (llevError, "No Player archetypes\n");
356 exit (-1); 411 exit (-1);
357 } 412 }
358 } 413 }
359} 414}
360 415
361 416object *
362object *get_nearest_player(object *mon) { 417get_nearest_player (object *mon)
418{
363 object *op = NULL; 419 object *op = NULL;
364 player *pl = NULL;
365 objectlink *ol; 420 objectlink *ol;
366 unsigned lastdist; 421 unsigned lastdist;
367 rv_vector rv; 422 rv_vector rv;
368 423
369 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 424 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
425 {
370 /* We should not find free objects on this friendly list, but it 426 /* We should not find free objects on this friendly list, but it
371 * does periodically happen. Given that, lets deal with it. 427 * does periodically happen. Given that, lets deal with it.
372 * While unlikely, it is possible the next object on the friendly 428 * While unlikely, it is possible the next object on the friendly
373 * list is also free, so encapsulate this in a while loop. 429 * list is also free, so encapsulate this in a while loop.
374 */ 430 */
375 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 431 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
432 {
376 object *tmp=ol->ob; 433 object *tmp = ol->ob;
377 434
378 /* Can't do much more other than log the fact, because the object 435 /* Can't do much more other than log the fact, because the object
379 * itself will have been cleared. 436 * itself will have been cleared.
380 */ 437 */
381 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 438 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
439 tmp->debug_desc ());
382 ol = ol->next; 440 ol = ol->next;
383 remove_friendly_object(tmp); 441 remove_friendly_object (tmp);
442 if (!ol)
384 if (!ol) return op; 443 return op;
385 } 444 }
386 445
387 /* Remove special check for player from this. First, it looks to cause 446 /* Remove special check for player from this. First, it looks to cause
388 * some crashes (ol->ob->contr not set properly?), but secondly, a more 447 * some crashes (ol->ob->contr not set properly?), but secondly, a more
389 * complicated method of state checking would be needed in any case - 448 * complicated method of state checking would be needed in any case -
390 * as it was, a clever player could type quit, and the function would 449 * as it was, a clever player could type quit, and the function would
391 * skip them over while waiting for confirmation. Remove 450 * skip them over while waiting for confirmation. Remove
392 * on_same_map check, as can_detect_enemy also does this 451 * on_same_map check, as can_detect_enemy also does this
393 */ 452 */
394 if (!can_detect_enemy(mon,ol->ob,&rv)) 453 if (!can_detect_enemy (mon, ol->ob, &rv))
395 continue; 454 continue;
396 455
397 if(lastdist>rv.distance) { 456 if (lastdist > rv.distance)
457 {
398 op=ol->ob; 458 op = ol->ob;
399 lastdist=rv.distance; 459 lastdist = rv.distance;
400 } 460 }
401 } 461 }
402 for (pl=first_player; pl != NULL; pl=pl->next) { 462
463 for_all_players (pl)
403 if (can_detect_enemy(mon, pl->ob,&rv)) { 464 if (can_detect_enemy (mon, pl->ob, &rv))
404
405 if(lastdist>rv.distance) { 465 if (lastdist > rv.distance)
406 op=pl->ob;
407 lastdist=rv.distance;
408 }
409 } 466 {
410 } 467 op = pl->ob;
468 lastdist = rv.distance;
469 }
470
411#if 0 471#if 0
412 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)"); 472 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
413#endif 473#endif
414 return op; 474 return op;
415} 475}
416 476
417/* I believe this can safely go to 2, 3 is questionable, 4 will likely 477/* I believe this can safely go to 2, 3 is questionable, 4 will likely
418 * result in a monster paths backtracking. It basically determines how large a 478 * result in a monster paths backtracking. It basically determines how large a
419 * detour a monster will take from the direction path when looking 479 * detour a monster will take from the direction path when looking
433 * circling behaviour. Unfortunately, this function is also used to determined 493 * circling behaviour. Unfortunately, this function is also used to determined
434 * if the creature should cast a spell, so returning a direction in that case 494 * if the creature should cast a spell, so returning a direction in that case
435 * is probably not a good thing. 495 * is probably not a good thing.
436 */ 496 */
437#define MAX_SPACES 50 497#define MAX_SPACES 50
438
439 498
440/* 499/*
441 * Returns the direction to the player, if valid. Returns 0 otherwise. 500 * Returns the direction to the player, if valid. Returns 0 otherwise.
442 * modified to verify there is a path to the player. Does this by stepping towards 501 * modified to verify there is a path to the player. Does this by stepping towards
443 * player and if path is blocked then see if blockage is close enough to player that 502 * player and if path is blocked then see if blockage is close enough to player that
456 * monster can in fact move one space in that direction. 515 * monster can in fact move one space in that direction.
457 * 3) I'm not sure how good this code will be for moving multipart monsters, 516 * 3) I'm not sure how good this code will be for moving multipart monsters,
458 * since only simple checks to blocked are being called, which could mean the monster 517 * since only simple checks to blocked are being called, which could mean the monster
459 * is blocking itself. 518 * is blocking itself.
460 */ 519 */
520int
461int path_to_player(object *mon, object *pl, unsigned mindiff) { 521path_to_player (object *mon, object *pl, unsigned mindiff)
522{
462 rv_vector rv; 523 rv_vector rv;
463 sint16 x,y; 524 sint16 x, y;
464 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 525 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
465 mapstruct *m ,*lastmap; 526 maptile *m, *lastmap;
466 527
467 get_rangevector(mon, pl, &rv, 0); 528 get_rangevector (mon, pl, &rv, 0);
468 529
469 if (rv.distance<mindiff) return 0; 530 if (rv.distance < mindiff)
531 return 0;
470 532
471 x=mon->x; 533 x = mon->x;
472 y=mon->y; 534 y = mon->y;
473 m=mon->map; 535 m = mon->map;
474 dir = rv.direction; 536 dir = rv.direction;
475 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 537 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
476 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 538 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
539
477 /* If we can't solve it within the search distance, return now. */ 540 /* If we can't solve it within the search distance, return now. */
478 if (diff>max) return 0; 541 if (diff > max)
542 return 0;
543
479 while (diff >1 && max>0) { 544 while (diff > 1 && max > 0)
545 {
480 lastx = x; 546 lastx = x;
481 lasty = y; 547 lasty = y;
482 lastmap = m; 548 lastmap = m;
483 x = lastx + freearr_x[dir]; 549 x = lastx + freearr_x[dir];
484 y = lasty + freearr_y[dir]; 550 y = lasty + freearr_y[dir];
485 551
486 mflags = get_map_flags(m, &m, x, y, &x, &y); 552 mflags = get_map_flags (m, &m, x, y, &x, &y);
487 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 553 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
488 554
489 /* Space is blocked - try changing direction a little */ 555 /* Space is blocked - try changing direction a little */
490 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 556 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
491 && (m == mon->map && blocked_link(mon, m, x, y)))) { 557 && (m == mon->map && blocked_link (mon, m, x, y))))
558 {
492 /* recalculate direction from last good location. Possible 559 /* recalculate direction from last good location. Possible
493 * we were not traversing ideal location before. 560 * we were not traversing ideal location before.
494 */ 561 */
495 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 562 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
496 if (rv.direction != dir) { 563 if (rv.direction != dir)
564 {
497 /* OK - says direction should be different - lets reset the 565 /* OK - says direction should be different - lets reset the
498 * the values so it will try again. 566 * the values so it will try again.
499 */ 567 */
500 x = lastx; 568 x = lastx;
501 y = lasty; 569 y = lasty;
502 m = lastmap; 570 m = lastmap;
503 dir = firstdir = rv.direction; 571 dir = firstdir = rv.direction;
572 }
504 } else { 573 else
574 {
505 /* direct path is blocked - try taking a side step to 575 /* direct path is blocked - try taking a side step to
506 * either the left or right. 576 * either the left or right.
507 * Note increase the values in the loop below to be 577 * Note increase the values in the loop below to be
508 * more than -1/1 respectively will mean the monster takes 578 * more than -1/1 respectively will mean the monster takes
509 * bigger detour. Have to be careful about these values getting 579 * bigger detour. Have to be careful about these values getting
510 * too big (3 or maybe 4 or higher) as the monster may just try 580 * too big (3 or maybe 4 or higher) as the monster may just try
511 * stepping back and forth 581 * stepping back and forth
512 */ 582 */
513 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 583 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
584 {
585 if (i == 0)
514 if (i==0) continue; /* already did this, so skip it */ 586 continue; /* already did this, so skip it */
515 /* Use lastdir here - otherwise, 587 /* Use lastdir here - otherwise,
516 * since the direction that the creature should move in 588 * since the direction that the creature should move in
517 * may change, you could get infinite loops. 589 * may change, you could get infinite loops.
518 * ie, player is northwest, but monster can only 590 * ie, player is northwest, but monster can only
519 * move west, so it does that. It goes some distance, 591 * move west, so it does that. It goes some distance,
520 * gets blocked, finds that it should move north, 592 * gets blocked, finds that it should move north,
521 * can't do that, but now finds it can move east, and 593 * can't do that, but now finds it can move east, and
522 * gets back to its original point. lastdir contains 594 * gets back to its original point. lastdir contains
523 * the last direction the creature has successfully 595 * the last direction the creature has successfully
524 * moved. 596 * moved.
525 */ 597 */
526 598
527 x = lastx + freearr_x[absdir(lastdir+i)]; 599 x = lastx + freearr_x[absdir (lastdir + i)];
528 y = lasty + freearr_y[absdir(lastdir+i)]; 600 y = lasty + freearr_y[absdir (lastdir + i)];
529 m = lastmap; 601 m = lastmap;
530 mflags = get_map_flags(m, &m, x, y, &x, &y); 602 mflags = get_map_flags (m, &m, x, y, &x, &y);
531 if (mflags & P_OUT_OF_MAP) continue; 603 if (mflags & P_OUT_OF_MAP)
604 continue;
532 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 605 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
533 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 606 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
607 continue;
534 if (mflags & P_BLOCKSVIEW) continue; 608 if (mflags & P_BLOCKSVIEW)
609 continue;
535 610
536 if (m == mon->map && blocked_link(mon, m, x, y)) break; 611 if (m == mon->map && blocked_link (mon, m, x, y))
612 break;
537 } 613 }
538 /* go through entire loop without finding a valid 614 /* go through entire loop without finding a valid
539 * sidestep to take - thus, no valid path. 615 * sidestep to take - thus, no valid path.
540 */ 616 */
541 if (i==(DETOUR_AMOUNT+1)) 617 if (i == (DETOUR_AMOUNT + 1))
542 return 0; 618 return 0;
543 diff--; 619 diff--;
544 lastdir=dir; 620 lastdir = dir;
545 max--; 621 max--;
546 if (!firstdir) firstdir = dir+i; 622 if (!firstdir)
623 firstdir = dir + i;
547 } /* else check alternate directions */ 624 } /* else check alternate directions */
548 } /* if blocked */ 625 } /* if blocked */
549 else { 626 else
627 {
550 /* we moved towards creature, so diff is less */ 628 /* we moved towards creature, so diff is less */
551 diff--; 629 diff--;
552 max--; 630 max--;
553 lastdir=dir; 631 lastdir = dir;
632 if (!firstdir)
554 if (!firstdir) firstdir = dir; 633 firstdir = dir;
634 }
635
636 if (diff <= 1)
555 } 637 {
556 if (diff<=1) {
557 /* Recalculate diff (distance) because we may not have actually 638 /* Recalculate diff (distance) because we may not have actually
558 * headed toward player for entire distance. 639 * headed toward player for entire distance.
559 */ 640 */
560 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 641 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
561 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 642 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
562 } 643 }
563 if (diff>max) return 0; 644
645 if (diff > max)
646 return 0;
564 } 647 }
648
565 /* If we reached the max, didn't find a direction in time */ 649 /* If we reached the max, didn't find a direction in time */
566 if (!max) return 0; 650 if (!max)
651 return 0;
567 652
568 return firstdir; 653 return firstdir;
569} 654}
570 655
656void
571void give_initial_items(object *pl,treasurelist *items) { 657give_initial_items (object *pl, treasurelist * items)
658{
572 object *op,*next=NULL; 659 object *op, *next = NULL;
573 660
574 if(pl->randomitems!=NULL) 661 if (pl->randomitems != NULL)
575 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 662 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
576 663
577 for (op=pl->inv; op; op=next) { 664 for (op = pl->inv; op; op = next)
665 {
578 next = op->below; 666 next = op->below;
579 667
580 /* Forces get applied per default, unless they have the 668 /* Forces get applied per default, unless they have the
581 * flag "neutral" set. Sorry but I can't think of a better way 669 * flag "neutral" set. Sorry but I can't think of a better way
582 */ 670 */
583 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 671 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
584 SET_FLAG(op,FLAG_APPLIED); 672 SET_FLAG (op, FLAG_APPLIED);
585 673
586 /* we never give weapons/armour if these cannot be used 674 /* we never give weapons/armour if these cannot be used
587 * by this player due to race restrictions 675 * by this player due to race restrictions
588 */ 676 */
589 if (pl->type == PLAYER) { 677 if (pl->type == PLAYER)
678 {
590 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 679 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
591 (op->type == ARMOUR || op->type == BOOTS || 680 (op->type == ARMOUR || op->type == BOOTS ||
592 op->type == CLOAK || op->type == HELMET || 681 op->type == CLOAK || op->type == HELMET ||
593 op->type == SHIELD || op->type == GLOVES || 682 op->type == SHIELD || op->type == GLOVES ||
594 op->type == BRACERS || op->type == GIRDLE)) || 683 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
595 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
596 remove_ob (op);
597 free_object (op);
598 continue;
599 } 684 {
600 } 685 op->destroy ();
601
602 /* This really needs to be better - we should really give
603 * a substitute spellbook. The problem is that we don't really
604 * have a good idea what to replace it with (need something like
605 * a first level treasurelist for each skill.)
606 * remove duplicate skills also
607 */
608 if(op->type==SPELLBOOK || op->type == SKILL) {
609 object *tmp;
610
611 for (tmp=op->below; tmp; tmp=tmp->below)
612 if (tmp->type == op->type && tmp->name == op->name) break;
613
614 if (tmp) {
615 remove_ob(op);
616 free_object(op);
617 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
618 &tmp->name);
619 continue; 686 continue;
620 } 687 }
621 if (op->nrof > 1) op->nrof = 1; 688 }
689
690 /* This really needs to be better - we should really give
691 * a substitute spellbook. The problem is that we don't really
692 * have a good idea what to replace it with (need something like
693 * a first level treasurelist for each skill.)
694 * remove duplicate skills also
695 */
696 if (op->type == SPELLBOOK || op->type == SKILL)
622 } 697 {
698 object *tmp;
623 699
700 for (tmp = op->below; tmp; tmp = tmp->below)
701 if (tmp->type == op->type && tmp->name == op->name)
702 break;
703
704 if (tmp)
705 {
706 op->destroy ();
707 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
708 continue;
709 }
710
711 if (op->nrof > 1)
712 op->nrof = 1;
713 }
714
624 if (op->type == SPELLBOOK && op->inv) { 715 if (op->type == SPELLBOOK && op->inv)
716 {
625 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 717 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
626 } 718 }
627 719
628 /* Give starting characters identified, uncursed, and undamned 720 /* Give starting characters identified, uncursed, and undamned
629 * items. Just don't identify gold or silver, or it won't be 721 * items. Just don't identify gold or silver, or it won't be
630 * merged properly. 722 * merged properly.
631 */ 723 */
632 if (need_identify(op)) { 724 if (need_identify (op))
725 {
633 SET_FLAG(op, FLAG_IDENTIFIED); 726 SET_FLAG (op, FLAG_IDENTIFIED);
634 CLEAR_FLAG(op, FLAG_CURSED); 727 CLEAR_FLAG (op, FLAG_CURSED);
635 CLEAR_FLAG(op, FLAG_DAMNED); 728 CLEAR_FLAG (op, FLAG_DAMNED);
729 }
730 if (op->type == SPELL)
636 } 731 {
637 if(op->type==SPELL) { 732 op->destroy ();
638 remove_ob(op);
639 free_object(op);
640 continue; 733 continue;
734 }
735 else if (op->type == SKILL)
641 } 736 {
642 else if(op->type==SKILL) {
643 SET_FLAG(op, FLAG_CAN_USE_SKILL); 737 SET_FLAG (op, FLAG_CAN_USE_SKILL);
644 op->stats.exp = 0; 738 op->stats.exp = 0;
645 op->level = 1; 739 op->level = 1;
646 } 740 }
647 /* lock all 'normal items by default */ 741 /* lock all 'normal items by default */
742 else
648 else SET_FLAG(op, FLAG_INV_LOCKED); 743 SET_FLAG (op, FLAG_INV_LOCKED);
649 } /* for loop of objects in player inv */ 744 } /* for loop of objects in player inv */
650 745
651 /* Need to set up the skill pointers */ 746 /* Need to set up the skill pointers */
652 link_player_skills(pl); 747 link_player_skills (pl);
653} 748}
654 749
655void get_name(object *op) { 750void
656 op->contr->write_buf[0]='\0';
657 op->contr->state=ST_GET_NAME;
658 send_query(&op->contr->socket,0,"What is your name?\n:");
659}
660
661void get_password(object *op) {
662 op->contr->write_buf[0]='\0';
663 op->contr->state=ST_GET_PASSWORD;
664 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
665}
666
667void play_again(object *op)
668{
669 op->contr->state=ST_PLAY_AGAIN;
670 op->chosen_skill = NULL;
671 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
672 /* a bit of a hack, but there are various places early in th
673 * player creation process that a user can quit (eg, roll
674 * stats) that isn't removing the player. Taking a quick
675 * look, there are many places that call play_again without
676 * removing the player - it probably makes more sense
677 * to leave it to play_again to remove the object in all
678 * cases.
679 */
680 if (!QUERY_FLAG(op, FLAG_REMOVED))
681 remove_ob(op);
682 /* Need to set this to null - otherwise, it could point to garbage,
683 * and draw() doesn't check to see if the player is removed, only if
684 * the map is null or not swapped out.
685 */
686 op->map = NULL;
687}
688
689
690int receive_play_again(object *op, char key)
691{
692 if(key=='q'||key=='Q') {
693 remove_friendly_object(op);
694 leave(op->contr,0); /* ericserver will draw the message */
695 return 2;
696 }
697 else if(key=='a'||key=='A') {
698 player *pl = op->contr;
699 shstr name = op->name;
700
701 remove_friendly_object(op);
702 free_object(op);
703 pl = get_player(pl);
704 op = pl->ob;
705 add_friendly_object(op);
706 op->contr->password[0]='~';
707 op->name = op->name_pl = 0;
708 /* Lets put a space in here */
709 new_draw_info(NDI_UNIQUE, 0, op, "\n");
710 get_name(op);
711 op->name = op->name_pl = name;
712 set_first_map(op);
713 } else {
714 /* user pressed something else so just ask again... */
715 play_again(op);
716 }
717 return 0;
718}
719
720void confirm_password(object *op) {
721
722 op->contr->write_buf[0]='\0';
723 op->contr->state=ST_CONFIRM_PASSWORD;
724 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
725}
726
727void get_party_password(object *op, partylist *party) { 751get_party_password (object *op, partylist *party)
752{
728 if (party == NULL) { 753 if (party == NULL)
754 {
729 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 755 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
730 return; 756 return;
731 } 757 }
758
732 op->contr->write_buf[0]='\0'; 759 op->contr->write_buf[0] = '\0';
733 op->contr->state=ST_GET_PARTY_PASSWORD; 760 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
734 op->contr->party_to_join = party; 761 op->contr->party_to_join = party;
735 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 762 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
736} 763}
737
738 764
739/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 765/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
766static int
740int roll_stat(void) { 767roll_stat (void)
768{
741 int a[4],i,j,k; 769 int a[4], i, j, k;
742 770
743 for(i=0;i<4;i++) 771 for (i = 0; i < 4; i++)
744 a[i]=(int)RANDOM()%6+1; 772 a[i] = (int) rndm (6) + 1;
745 773
746 for(i=0,j=0,k=7;i<4;i++) 774 for (i = 0, j = 0, k = 7; i < 4; i++)
747 if(a[i]<k) 775 if (a[i] < k)
748 k=a[i],j=i; 776 k = a[i], j = i;
749 777
750 for(i=0,k=0;i<4;i++) { 778 for (i = 0, k = 0; i < 4; i++)
751 if(i!=j) 779 if (i != j)
752 k+=a[i]; 780 k += a[i];
753 } 781
754 return k; 782 return k;
755} 783}
756 784
757void roll_stats(object *op) { 785void
786object::roll_stats ()
787{
788 int statsort [NUM_STATS];
789
790 for (;;)
791 {
758 int sum=0; 792 int sum = 0;
759 int i = 0, j = 0; 793 for (int i = NUM_STATS; i--; )
760 int statsort[7]; 794 sum += statsort [i] = roll_stat ();
761 795
762 do { 796 if (sum >= 82 && sum <= 116)
763 op->stats.Str=roll_stat(); 797 break;
764 op->stats.Dex=roll_stat(); 798 }
765 op->stats.Int=roll_stat();
766 op->stats.Con=roll_stat();
767 op->stats.Wis=roll_stat();
768 op->stats.Pow=roll_stat();
769 op->stats.Cha=roll_stat();
770 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
771 op->stats.Con+op->stats.Wis+op->stats.Pow+
772 op->stats.Cha;
773 } while(sum<82||sum>116);
774 799
775 /* Sort the stats so that rerolling is easier... */ 800 // Sort the stats so that rerolling is easier...
776 statsort[0] = op->stats.Str; 801 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
777 statsort[1] = op->stats.Dex;
778 statsort[2] = op->stats.Int;
779 statsort[3] = op->stats.Con;
780 statsort[4] = op->stats.Wis;
781 statsort[5] = op->stats.Pow;
782 statsort[6] = op->stats.Cha;
783 802
784 /* a quick and dirty bubblesort? */ 803 for (int i = 0; i < NUM_STATS; ++i)
785 do {
786 if (statsort[i] < statsort[i + 1]) {
787 j = statsort[i];
788 statsort[i] = statsort[i + 1];
789 statsort[i + 1] = j;
790 i = 0;
791 } else {
792 i++;
793 }
794 } while (i < 6);
795
796 op->stats.Str = statsort[0]; 804 stats.stat (i) = statsort [i];
797 op->stats.Dex = statsort[1];
798 op->stats.Con = statsort[2];
799 op->stats.Int = statsort[3];
800 op->stats.Wis = statsort[4];
801 op->stats.Pow = statsort[5];
802 op->stats.Cha = statsort[6];
803 805
804
805 op->contr->orig_stats.Str=op->stats.Str;
806 op->contr->orig_stats.Dex=op->stats.Dex;
807 op->contr->orig_stats.Int=op->stats.Int;
808 op->contr->orig_stats.Con=op->stats.Con;
809 op->contr->orig_stats.Wis=op->stats.Wis;
810 op->contr->orig_stats.Pow=op->stats.Pow;
811 op->contr->orig_stats.Cha=op->stats.Cha;
812
813 op->level=1;
814 op->stats.exp=0; 806 stats.exp = 0;
815 op->stats.ac=0; 807 stats.ac = 0;
816 808
809 stats.hp = stats.maxhp;
810 stats.sp = stats.maxsp;
811 stats.grace = stats.maxgrace;
812
813 if (contr)
814 {
817 op->contr->levhp[1] = 9; 815 contr->levhp[1] = 9;
818 op->contr->levsp[1] = 6; 816 contr->levsp[1] = 6;
819 op->contr->levgrace[1] = 3; 817 contr->levgrace[1] = 3;
820 818
821 fix_player(op); 819 contr->orig_stats = stats;
820 }
821}
822
823void
824object::swap_stats (int a, int b)
825{
826 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
827
828 for (int i = 0; i < NUM_STATS; ++i)
829 stats.stat (i) = contr->orig_stats.stat (i);
830
831 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats
833 stats.ac = 0;
834
835 level = 1;
836 stats.exp = 0;
837 stats.ac = 0;
838
822 op->stats.hp = op->stats.maxhp; 839 stats.hp = stats.maxhp;
823 op->stats.sp = op->stats.maxsp; 840 stats.sp = stats.maxsp;
824 op->stats.grace = op->stats.maxgrace; 841 stats.grace = stats.maxgrace;
842
843 if (contr)
844 {
845 contr->levhp[1] = 9;
846 contr->levsp[1] = 6;
847 contr->levgrace[1] = 3;
848
825 op->contr->orig_stats=op->stats; 849 contr->orig_stats = stats;
850 }
826} 851}
827 852
828void Roll_Again(object *op) 853static void
854start_info (object *op)
829{ 855{
830 esrv_new_player(op->contr, 0);
831 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
832}
833
834void Swap_Stat(object *op,int Swap_Second)
835{
836 signed char tmp;
837 char buf[MAX_BUF]; 856 char buf[MAX_BUF];
838 857
839 if ( op->contr->Swap_First == -1 ) { 858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
840 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
841 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
842 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
843 return;
844 }
845
846 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
847
848 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
849 get_attr_value(&op->contr->orig_stats, Swap_Second));
850
851 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
852
853 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
854 new_draw_info(NDI_UNIQUE, 0,op, buf); 859 new_draw_info (NDI_UNIQUE, 0, op, buf);
855 op->stats.Str = op->contr->orig_stats.Str; 860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
856 op->stats.Dex = op->contr->orig_stats.Dex;
857 op->stats.Con = op->contr->orig_stats.Con;
858 op->stats.Int = op->contr->orig_stats.Int;
859 op->stats.Wis = op->contr->orig_stats.Wis;
860 op->stats.Pow = op->contr->orig_stats.Pow;
861 op->stats.Cha = op->contr->orig_stats.Cha;
862 op->stats.ac=0;
863
864 op->level=1;
865 op->stats.exp=0;
866 op->stats.ac=0;
867
868 op->contr->levhp[1] = 9;
869 op->contr->levsp[1] = 6;
870 op->contr->levgrace[1] = 3;
871
872 fix_player(op);
873 op->stats.hp = op->stats.maxhp;
874 op->stats.sp = op->stats.maxsp;
875 op->stats.grace = op->stats.maxgrace;
876 op->contr->orig_stats=op->stats;
877 op->contr->Swap_First=-1;
878}
879
880
881/* This code has been greatly reduced, because with set_attr_value
882 * and get_attr_value, the stats can be accessed just numeric
883 * ids. stat_trans is a table that translate the number entered
884 * into the actual stat. It is needed because the order the stats
885 * are displayed in the stat window is not the same as how
886 * the number's access that stat. The table does that translation.
887 */
888int key_roll_stat(object *op, char key)
889{
890 int keynum = key -'0';
891 char buf[MAX_BUF];
892 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
893
894 if (keynum>0 && keynum<=7) {
895 if (op->contr->Swap_First==-1) {
896 op->contr->Swap_First=stat_trans[keynum];
897 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
898 new_draw_info(NDI_UNIQUE, 0,op,buf); 861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
899 }
900 else
901 Swap_Stat(op,stat_trans[keynum]);
902
903 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
904 return 1;
905 }
906 switch (key) {
907 case 'n':
908 case 'N': {
909 SET_FLAG(op, FLAG_WIZ);
910 if(op->map==NULL) {
911 LOG(llevError,"Map == NULL in state 2\n");
912 break;
913 }
914
915#if 0
916 /* So that enter_exit will put us at startx/starty */
917 op->x= -1;
918
919 enter_exit(op,NULL);
920#endif
921 SET_ANIMATION(op, 2); /* So player faces south */
922 /* Enter exit adds a player otherwise */
923 add_statbonus(op);
924 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
925 op->contr->state = ST_CHANGE_CLASS;
926 if (op->msg)
927 new_draw_info(NDI_BLUE, 0, op, op->msg);
928 return 0;
929 }
930 case 'y':
931 case 'Y':
932 roll_stats(op);
933 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
934 return 1;
935
936 case 'q':
937 case 'Q':
938 play_again(op);
939 return 1;
940
941 default:
942 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
943 return 0;
944 }
945 return 0;
946} 862}
947 863
948/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
949 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
950 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
951 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
952 * not the class. 868 * not the class.
953 */ 869 */
954 870void
955int key_change_class(object *op, char key) 871player::chargen_race_done ()
956{ 872{
957 int tmp_loop;
958
959 if(key=='q'||key=='Q') {
960 remove_ob(op);
961 play_again(op);
962 return 0;
963 }
964 if(key=='d'||key=='D') {
965 char buf[MAX_BUF];
966
967 /* this must before then initial items are given */ 873 /* this must before then initial items are given */
968 esrv_new_player(op->contr, op->weight+op->carrying); 874 esrv_new_player (ob->contr, ob->weight + ob->carrying);
969 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
970 875
876 treasurelist *tl = treasurelist::find ("starting_wealth");
877 if (tl)
878 create_treasure (tl, ob, 0, 0, 0);
879
971 INVOKE_PLAYER (BIRTH, op->contr); 880 INVOKE_PLAYER (BIRTH, ob->contr);
972 INVOKE_PLAYER (LOGIN, op->contr); 881 INVOKE_PLAYER (LOGIN, ob->contr);
973 882
974 op->contr->state=ST_PLAYING; 883 ob->contr->ns->state = ST_PLAYING;
975 884
976 if (op->msg) 885 if (ob->msg)
977 op->msg=NULL; 886 ob->msg = 0;
978 887
979 /* We create this now because some of the unique maps will need it 888 /* We create this now because some of the unique maps will need it
980 * to save here. 889 * to save here.
981 */
982 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
983 make_path_to_file(buf);
984
985#ifdef AUTOSAVE
986 op->contr->last_save_tick = pticks;
987#endif
988 start_info(op);
989 CLEAR_FLAG(op, FLAG_WIZ);
990 give_initial_items(op,op->randomitems);
991 link_player_skills(op);
992 esrv_send_inventory(op, op);
993 fix_player(op);
994
995 /* This moves the player to a different start map, if there
996 * is one for this race
997 */
998 if(*first_map_ext_path) {
999 object *tmp;
1000 mapstruct *oldmap = op->map;
1001 char mapname[MAX_BUF];
1002 snprintf(mapname, MAX_BUF-1, "%s/%s",
1003 first_map_ext_path, &op->arch->name);
1004 tmp=get_object();
1005 EXIT_PATH(tmp) = mapname;
1006 EXIT_X(tmp) = op->x;
1007 EXIT_Y(tmp) = op->y;
1008 enter_exit(op,tmp); /* we don't really care if it succeeded;
1009 * if the map isn't there, then stay on the
1010 * default initial map */
1011 free_object(tmp);
1012 } else {
1013 LOG(llevDebug,"first_map_ext_path not set\n");
1014 }
1015 return 0;
1016 }
1017
1018 /* Following actually changes the race - this is the default command
1019 * if we don't match with one of the options above.
1020 */ 890 */
1021 891 {
1022 tmp_loop = 0;
1023 while(!tmp_loop) {
1024 shstr name = op->name;
1025 int x = op->x, y = op->y;
1026 remove_statbonus(op);
1027 remove_ob (op);
1028 op->arch = get_player_archetype(op->arch);
1029 copy_object (&op->arch->clone, op);
1030 op->instantiate ();
1031 op->stats = op->contr->orig_stats;
1032 op->name = op->name_pl = name;
1033 op->x = x;
1034 op->y = y;
1035 SET_ANIMATION(op, 2); /* So player faces south */
1036 insert_ob_in_map (op, op->map, op,0);
1037 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1038 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1039 add_statbonus(op);
1040 tmp_loop=allowed_class(op);
1041 }
1042 update_object(op,UP_OBJ_FACE);
1043 esrv_update_item(UPD_FACE,op,op);
1044 fix_player(op);
1045 op->stats.hp=op->stats.maxhp;
1046 op->stats.sp=op->stats.maxsp;
1047 op->stats.grace=0;
1048 if (op->msg)
1049 new_draw_info(NDI_BLUE, 0, op, op->msg);
1050 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1051 return 0;
1052}
1053
1054int key_confirm_quit(object *op, char key)
1055{
1056 char buf[MAX_BUF]; 892 char buf[MAX_BUF];
1057
1058 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1059 op->contr->state=ST_PLAYING;
1060 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1061 return 1;
1062 }
1063
1064 INVOKE_PLAYER (LOGOUT, op->contr);
1065 INVOKE_PLAYER (QUIT , op->contr);
1066
1067 terminate_all_pets(op);
1068 leave_map(op);
1069 op->direction=0;
1070 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1071 "%s quits the game.", &op->name);
1072
1073 strcpy(op->contr->killer,"quit");
1074 check_score(op);
1075 op->contr->party=NULL;
1076 if (settings.set_title == TRUE)
1077 op->contr->own_title[0]='\0';
1078
1079 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1080 mapstruct *mp, *next;
1081
1082 /* We need to hunt for any per player unique maps in memory and
1083 * get rid of them. The trailing slash in the path is intentional,
1084 * so that players named 'Ab' won't match against players 'Abe' pathname
1085 */
1086 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 893 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1087 for (mp=first_map; mp!=NULL; mp=next) { 894 make_path_to_file (buf);
1088 next = mp->next; 895 }
1089 if (!strncmp(mp->path, buf, strlen(buf))) 896
1090 delete_map(mp); 897 start_info (ob);
1091 } 898 CLEAR_FLAG (ob, FLAG_WIZ);
1092 899 give_initial_items (ob, ob->randomitems);
1093 delete_character(op->name, 1); 900 link_player_skills (ob);
901 esrv_send_inventory (ob, ob);
902 ob->update_stats ();
903
904 /* This moves the player to a different start map, if there
905 * is one for this race
906 */
907 if (*first_map_ext_path)
1094 } 908 {
1095 play_again(op); 909 object *tmp;
1096 return 1; 910 char mapname[MAX_BUF];
1097}
1098 911
912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
913 tmp = object::create ();
914 EXIT_PATH (tmp) = mapname;
915 EXIT_X (tmp) = ob->x;
916 EXIT_Y (tmp) = ob->y;
917 ob->enter_exit (tmp); /* we don't really care if it succeeded;
918 * if the map isn't there, then stay on the
919 * default initial map */
920 tmp->destroy ();
921 }
922 else
923 LOG (llevDebug, "first_map_ext_path not set\n");
924}
925
926void
927player::chargen_race_next ()
928{
929 /* Following actually changes the race - this is the default command
930 * if we don't match with one of the options above.
931 */
932
933 do
934 {
935 shstr name = ob->name;
936 int x = ob->x, y = ob->y;
937
938 ob->remove_statbonus ();
939 ob->remove ();
940 ob->arch = get_player_archetype (ob->arch);
941 ob->arch->clone.copy_to (ob);
942 ob->instantiate ();
943 ob->stats = ob->contr->orig_stats;
944 ob->name = ob->name_pl = name;
945 ob->x = x;
946 ob->y = y;
947 SET_ANIMATION (ob, 2); /* So player faces south */
948 insert_ob_in_map (ob, ob->map, ob, 0);
949 assign (ob->contr->title, ob->arch->clone.name);
950 ob->add_statbonus ();
951 }
952 while (!allowed_class (ob));
953
954 update_object (ob, UP_OBJ_FACE);
955 esrv_update_item (UPD_FACE, ob, ob);
956 ob->update_stats ();
957 ob->stats.hp = ob->stats.maxhp;
958 ob->stats.sp = ob->stats.maxsp;
959 ob->stats.grace = 0;
960}
961
962void
1099void flee_player(object *op) { 963flee_player (object *op)
964{
1100 int dir,diff; 965 int dir, diff;
1101 rv_vector rv; 966 rv_vector rv;
1102 967
1103 if(op->stats.hp < 0) { 968 if (op->stats.hp < 0)
969 {
1104 LOG(llevDebug, "Fleeing player is dead.\n"); 970 LOG (llevDebug, "Fleeing player is dead.\n");
1105 CLEAR_FLAG(op, FLAG_SCARED); 971 CLEAR_FLAG (op, FLAG_SCARED);
972 return;
973 }
974
975 if (op->enemy == NULL)
976 {
977 LOG (llevDebug, "Fleeing player had no enemy.\n");
978 CLEAR_FLAG (op, FLAG_SCARED);
979 return;
980 }
981
982 /* Seen some crashes here. Since we don't store an
983 * op->enemy_count, it is possible that something destroys the
984 * actual enemy, and the object is recycled.
985 */
986 if (op->enemy->map == NULL)
987 {
988 CLEAR_FLAG (op, FLAG_SCARED);
989 op->enemy = NULL;
990 return;
991 }
992
993 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
994 {
995 op->enemy = NULL;
996 CLEAR_FLAG (op, FLAG_SCARED);
997 return;
998 }
999
1000 get_rangevector (op, op->enemy, &rv, 0);
1001
1002 dir = absdir (4 + rv.direction);
1003 for (diff = 0; diff < 3; diff++)
1004 {
1005 int m = 1 - (RANDOM () & 2);
1006
1007 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1106 return; 1008 return;
1107 } 1009 }
1108 1010
1109 if(op->enemy==NULL) {
1110 LOG(llevDebug,"Fleeing player had no enemy.\n");
1111 CLEAR_FLAG(op, FLAG_SCARED);
1112 return;
1113 }
1114
1115 /* Seen some crashes here. Since we don't store an
1116 * op->enemy_count, it is possible that something destroys the
1117 * actual enemy, and the object is recycled.
1118 */
1119 if (op->enemy->map == NULL) {
1120 CLEAR_FLAG(op, FLAG_SCARED);
1121 op->enemy=NULL;
1122 return;
1123 }
1124
1125 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1126 op->enemy=NULL;
1127 CLEAR_FLAG(op, FLAG_SCARED);
1128 return;
1129 }
1130 get_rangevector(op, op->enemy, &rv, 0);
1131
1132 dir=absdir(4+rv.direction);
1133 for(diff=0;diff<3;diff++) {
1134 int m=1-(RANDOM()&2);
1135 if(move_ob(op,absdir(dir+diff*m),op)||
1136 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1137 return;
1138 }
1139 }
1140 /* Cornered, get rid of scared */ 1011 /* Cornered, get rid of scared */
1141 CLEAR_FLAG(op, FLAG_SCARED); 1012 CLEAR_FLAG (op, FLAG_SCARED);
1142 op->enemy=NULL; 1013 op->enemy = NULL;
1143} 1014}
1144
1145 1015
1146/* check_pick sees if there is stuff to be picked up/picks up stuff. 1016/* check_pick sees if there is stuff to be picked up/picks up stuff.
1147 * IT returns 1 if the player should keep on moving, 0 if he should 1017 * It returns 1 if the player should keep on moving, 0 if he should
1148 * stop. 1018 * stop.
1149 */ 1019 */
1020int
1150int check_pick(object *op) { 1021check_pick (object *op)
1022{
1151 object *tmp, *next; 1023 object *tmp, *next;
1152 tag_t next_tag=0, op_tag;
1153 int stop = 0; 1024 int stop = 0;
1154 int j, k, wvratio; 1025 int wvratio;
1155 char putstring[128], tmpstr[16]; 1026 char putstring[128];
1156
1157 1027
1158 /* if you're flying, you cna't pick up anything */ 1028 /* if you're flying, you cna't pick up anything */
1159 if (op->move_type & MOVE_FLYING) 1029 if (op->move_type & MOVE_FLYING)
1160 return 1; 1030 return 1;
1161 1031
1162 op_tag = op->count;
1163
1164 next = op->below; 1032 next = op->below;
1165 if (next)
1166 next_tag = next->count;
1167 1033
1168 /* loop while there are items on the floor that are not marked as 1034 /* loop while there are items on the floor that are not marked as
1169 * destroyed */ 1035 * destroyed */
1170 while (next && ! was_destroyed (next, next_tag)) 1036 while (next && !next->destroyed ())
1171 { 1037 {
1172 tmp = next; 1038 tmp = next;
1173 next = tmp->below; 1039 next = tmp->below;
1174 if (next)
1175 next_tag = next->count;
1176 1040
1177 if (was_destroyed (op, op_tag)) 1041 if (op->destroyed ())
1178 return 0; 1042 return 0;
1179 1043
1180 if ( ! can_pick (op, tmp)) 1044 if (!can_pick (op, tmp))
1181 continue; 1045 continue;
1182 1046
1183 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1047 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1184 { 1048 {
1185 if (item_matched_string (op, tmp, op->contr->search_str)) 1049 if (item_matched_string (op, tmp, op->contr->search_str))
1186 pick_up (op, tmp); 1050 pick_up (op, tmp);
1187 continue; 1051 continue;
1188 } 1052 }
1189 1053
1190 /* high not bit set? We're using the old autopickup model */ 1054 /* high not bit set? We're using the old autopickup model */
1191 if(!(op->contr->mode & PU_NEWMODE)) { 1055 if (!(op->contr->mode & PU_NEWMODE))
1056 {
1192 switch (op->contr->mode) { 1057 switch (op->contr->mode)
1058 {
1059 case 0:
1193 case 0: return 1; /* don't pick up */ 1060 return 1; /* don't pick up */
1061 case 1:
1194 case 1: pick_up (op, tmp); 1062 pick_up (op, tmp);
1195 return 1; 1063 return 1;
1064 case 2:
1196 case 2: pick_up (op, tmp); 1065 pick_up (op, tmp);
1197 return 0; 1066 return 0;
1067 case 3:
1198 case 3: return 0; /* stop before pickup */ 1068 return 0; /* stop before pickup */
1069 case 4:
1199 case 4: pick_up (op, tmp); 1070 pick_up (op, tmp);
1200 break; 1071 break;
1072 case 5:
1201 case 5: pick_up (op, tmp); 1073 pick_up (op, tmp);
1202 stop = 1; 1074 stop = 1;
1203 break; 1075 break;
1204 case 6: 1076 case 6:
1205 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1077 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1206 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1207 pick_up(op, tmp); 1078 pick_up (op, tmp);
1208 break; 1079 break;
1209 1080
1210 case 7: 1081 case 7:
1211 if (tmp->type == MONEY || tmp->type == GEM) 1082 if (tmp->type == MONEY || tmp->type == GEM)
1212 pick_up(op, tmp); 1083 pick_up (op, tmp);
1213 break; 1084 break;
1214 1085
1215 default: 1086 default:
1216 /* use value density */ 1087 /* use value density */
1217 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1088 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1218 && (query_cost (tmp, op, F_TRUE) * 100 1089 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1219 / (tmp->weight * MAX (tmp->nrof, 1)))
1220 >= op->contr->mode)
1221 pick_up(op,tmp); 1090 pick_up (op, tmp);
1222 } 1091 }
1223 } 1092 }
1224 else { /* old model */ 1093 else
1094 { /* old model */
1225 /* NEW pickup handling */ 1095 /* NEW pickup handling */
1226 if(op->contr->mode & PU_DEBUG) 1096 if (op->contr->mode & PU_DEBUG)
1227 {
1228 /* some debugging code to figure out item information */
1229 if(tmp->name!=NULL)
1230 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1231 &tmp->name, tmp->type,
1232 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1233 else
1234 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1235 &tmp->arch->name, tmp->type,
1236 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1237 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1238
1239 sprintf(putstring,"...flags: ");
1240 for(k=0;k<4;k++)
1241 {
1242 for(j=0;j<32;j++)
1243 {
1244 if((tmp->flags[k]>>j)&0x01)
1245 { 1097 {
1246 sprintf(tmpstr,"%d ",k*32+j); 1098 /* some debugging code to figure out item information */
1247 strcat(putstring, tmpstr); 1099 if (tmp->name != NULL)
1100 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1101 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1102 else
1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1104 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1105
1106 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1248 } 1107 }
1108
1109 /* philosophy:
1110 * It's easy to grab an item type from a pile, as long as it's
1111 * generic. This takes no game-time. For more detailed pickups
1112 * and selections, select-items should be used. This is a
1113 * grab-as-you-run type mode that's really useful for arrows for
1114 * example.
1115 * The drawback: right now it has no frontend, so you need to
1116 * stick the bits you want into a calculator in hex mode and then
1117 * convert to decimal and then 'pickup <#>
1118 */
1119
1120 /* the first two modes are exclusive: if NOTHING we return, if
1121 * STOP then we stop. All the rest are applied sequentially,
1122 * meaning if any test passes, the item gets picked up. */
1123
1124 /* if mode is set to pick nothing up, return */
1125
1126 if (op->contr->mode & PU_NOTHING)
1127 return 1;
1128
1129 /* if mode is set to stop when encountering objects, return */
1130 /* take STOP before INHIBIT since it doesn't actually pick
1131 * anything up */
1132
1133 if (op->contr->mode & PU_STOP)
1134 return 0;
1135
1136 /* useful for going into stores and not losing your settings... */
1137 /* and for battles wher you don't want to get loaded down while
1138 * fighting */
1139 if (op->contr->mode & PU_INHIBIT)
1140 return 1;
1141
1142 /* prevent us from turning into auto-thieves :) */
1143 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1144 continue;
1145
1146 /* ignore known cursed objects */
1147 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1148 continue;
1149
1150 /* all food and drink if desired */
1151 /* question: don't pick up known-poisonous stuff? */
1152 if (op->contr->mode & PU_FOOD)
1153 if (tmp->type == FOOD)
1154 {
1155 pick_up (op, tmp);
1156 continue;
1157 }
1158
1159 if (op->contr->mode & PU_DRINK)
1160 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1161 {
1162 pick_up (op, tmp);
1163 continue;
1164 }
1165
1166 if (op->contr->mode & PU_POTION)
1167 if (tmp->type == POTION)
1168 {
1169 pick_up (op, tmp);
1170 continue;
1171 }
1172
1173 /* spellbooks, skillscrolls and normal books/scrolls */
1174 if (op->contr->mode & PU_SPELLBOOK)
1175 if (tmp->type == SPELLBOOK)
1176 {
1177 pick_up (op, tmp);
1178 continue;
1179 }
1180
1181 if (op->contr->mode & PU_SKILLSCROLL)
1182 if (tmp->type == SKILLSCROLL)
1183 {
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 if (op->contr->mode & PU_READABLES)
1189 if (tmp->type == BOOK || tmp->type == SCROLL)
1190 {
1191 pick_up (op, tmp);
1192 continue;
1193 }
1194
1195 /* wands/staves/rods/horns */
1196 if (op->contr->mode & PU_MAGIC_DEVICE)
1197 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1198 {
1199 pick_up (op, tmp);
1200 continue;
1201 }
1202
1203 /* pick up all magical items */
1204 if (op->contr->mode & PU_MAGICAL)
1205 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1206 {
1207 pick_up (op, tmp);
1208 continue;
1209 }
1210
1211 if (op->contr->mode & PU_VALUABLES)
1212 {
1213 if (tmp->type == MONEY || tmp->type == GEM)
1214 {
1215 pick_up (op, tmp);
1216 continue;
1217 }
1249 } 1218 }
1219
1220 /* rings & amulets - talismans seems to be typed AMULET */
1221 if (op->contr->mode & PU_JEWELS)
1222 if (tmp->type == RING || tmp->type == AMULET)
1223 {
1224 pick_up (op, tmp);
1225 continue;
1226 }
1227
1228 /* we don't forget dragon food */
1229 if (op->contr->mode & PU_FLESH)
1230 if (tmp->type == FLESH)
1231 {
1232 pick_up (op, tmp);
1233 continue;
1234 }
1235
1236 /* bows and arrows. Bows are good for selling! */
1237 if (op->contr->mode & PU_BOW)
1238 if (tmp->type == BOW)
1239 {
1240 pick_up (op, tmp);
1241 continue;
1242 }
1243
1244 if (op->contr->mode & PU_ARROW)
1245 if (tmp->type == ARROW)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 /* all kinds of armor etc. */
1252 if (op->contr->mode & PU_ARMOUR)
1253 if (tmp->type == ARMOUR)
1254 {
1255 pick_up (op, tmp);
1256 continue;
1257 }
1258
1259 if (op->contr->mode & PU_HELMET)
1260 if (tmp->type == HELMET)
1261 {
1262 pick_up (op, tmp);
1263 continue;
1264 }
1265
1266 if (op->contr->mode & PU_SHIELD)
1267 if (tmp->type == SHIELD)
1268 {
1269 pick_up (op, tmp);
1270 continue;
1271 }
1272
1273 if (op->contr->mode & PU_BOOTS)
1274 if (tmp->type == BOOTS)
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 if (op->contr->mode & PU_GLOVES)
1281 if (tmp->type == GLOVES)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 if (op->contr->mode & PU_CLOAK)
1288 if (tmp->type == CLOAK)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 /* hoping to catch throwing daggers here */
1295 if (op->contr->mode & PU_MISSILEWEAPON)
1296 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1297 {
1298 pick_up (op, tmp);
1299 continue;
1300 }
1301
1302 /* careful: chairs and tables are weapons! */
1303 if (op->contr->mode & PU_ALLWEAPON)
1304 {
1305 if (tmp->type == WEAPON && tmp->name != NULL)
1306 {
1307 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1308 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1309 {
1310 pick_up (op, tmp);
1311 continue;
1312 }
1313 }
1314
1315 if (tmp->type == WEAPON && tmp->name == NULL)
1316 {
1317 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1318 {
1319 pick_up (op, tmp);
1320 continue;
1321 }
1322 }
1250 } 1323 }
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1252 1324
1325 /* misc stuff that's useful */
1326 if (op->contr->mode & PU_KEY)
1327 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1328 {
1329 pick_up (op, tmp);
1330 continue;
1331 }
1332
1333 /* any of the last 4 bits set means we use the ratio for value
1334 * pickups */
1335 if (op->contr->mode & PU_RATIO)
1336 {
1337 /* use value density to decide what else to grab */
1338 /* >=7 was >= op->contr->mode */
1339 /* >=7 is the old standard setting. Now we take the last 4 bits
1340 * and multiply them by 5, giving 0..15*5== 5..75 */
1341 wvratio = (op->contr->mode & PU_RATIO) * 5;
1342 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1343 {
1344 pick_up (op, tmp);
1253#if 0 1345#if 0
1254 /* print the flags too */ 1346 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1255 for(k=0;k<4;k++) 1347 if (tmp->name != NULL)
1256 { 1348 {
1257 fprintf(stderr,"%d [%d] ", k, k*32+31); 1349 fprintf (stderr, "%s", tmp->name);
1258 for(j=0;j<32;j++) 1350 }
1259 { 1351 else
1260 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1352 fprintf (stderr, "%s", tmp->arch->name);
1261 if(!((j+1)%4))fprintf(stderr," "); 1353 fprintf (stderr, ",%d] = ", tmp->type);
1262 } 1354 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1263 fprintf(stderr," [%d]\n", k*32);
1264 }
1265#endif 1355#endif
1266 } 1356 continue;
1267 /* philosophy: 1357 }
1268 * It's easy to grab an item type from a pile, as long as it's
1269 * generic. This takes no game-time. For more detailed pickups
1270 * and selections, select-items shoul dbe used. This is a
1271 * grab-as-you-run type mode that's really useful for arrows for
1272 * example.
1273 * The drawback: right now it has no frontend, so you need to
1274 * stick the bits you want into a calculator in hex mode and then
1275 * convert to decimal and then 'pickup <#>
1276 */
1277
1278 /* the first two modes are exclusive: if NOTHING we return, if
1279 * STOP then we stop. All the rest are applied sequentially,
1280 * meaning if any test passes, the item gets picked up. */
1281
1282 /* if mode is set to pick nothing up, return */
1283
1284 if(op->contr->mode & PU_NOTHING) return 1;
1285
1286 /* if mode is set to stop when encountering objects, return */
1287 /* take STOP before INHIBIT since it doesn't actually pick
1288 * anything up */
1289
1290 if(op->contr->mode & PU_STOP) return 0;
1291
1292 /* useful for going into stores and not losing your settings... */
1293 /* and for battles wher you don't want to get loaded down while
1294 * fighting */
1295 if(op->contr->mode & PU_INHIBIT) return 1;
1296
1297 /* prevent us from turning into auto-thieves :) */
1298 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1299
1300 /* ignore known cursed objects */
1301 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1302
1303 /* all food and drink if desired */
1304 /* question: don't pick up known-poisonous stuff? */
1305 if(op->contr->mode & PU_FOOD)
1306 if (tmp->type == FOOD)
1307 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1308 if(op->contr->mode & PU_DRINK)
1309 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1310 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1311
1312 if(op->contr->mode & PU_POTION)
1313 if (tmp->type == POTION)
1314 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1315
1316 /* spellbooks, skillscrolls and normal books/scrolls */
1317 if(op->contr->mode & PU_SPELLBOOK)
1318 if (tmp->type == SPELLBOOK)
1319 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1320 if(op->contr->mode & PU_SKILLSCROLL)
1321 if (tmp->type == SKILLSCROLL)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1323 if(op->contr->mode & PU_READABLES)
1324 if (tmp->type == BOOK || tmp->type == SCROLL)
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1326
1327 /* wands/staves/rods/horns */
1328 if (op->contr->mode & PU_MAGIC_DEVICE)
1329 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1330 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1331
1332 /* pick up all magical items */
1333 if(op->contr->mode & PU_MAGICAL)
1334 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1336
1337 if(op->contr->mode & PU_VALUABLES)
1338 {
1339 if (tmp->type == MONEY || tmp->type == GEM)
1340 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1341 }
1342
1343 /* rings & amulets - talismans seems to be typed AMULET */
1344 if(op->contr->mode & PU_JEWELS)
1345 if (tmp->type == RING || tmp->type == AMULET)
1346 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1347
1348 /* bows and arrows. Bows are good for selling! */
1349 if(op->contr->mode & PU_BOW)
1350 if (tmp->type == BOW)
1351 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1352 if(op->contr->mode & PU_ARROW)
1353 if (tmp->type == ARROW)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1355
1356 /* all kinds of armor etc. */
1357 if(op->contr->mode & PU_ARMOUR)
1358 if (tmp->type == ARMOUR)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1360 if(op->contr->mode & PU_HELMET)
1361 if (tmp->type == HELMET)
1362 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1363 if(op->contr->mode & PU_SHIELD)
1364 if (tmp->type == SHIELD)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1366 if(op->contr->mode & PU_BOOTS)
1367 if (tmp->type == BOOTS)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1369 if(op->contr->mode & PU_GLOVES)
1370 if (tmp->type == GLOVES)
1371 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1372 if(op->contr->mode & PU_CLOAK)
1373 if (tmp->type == CLOAK)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1375
1376 /* hoping to catch throwing daggers here */
1377 if(op->contr->mode & PU_MISSILEWEAPON)
1378 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1380
1381 /* careful: chairs and tables are weapons! */
1382 if(op->contr->mode & PU_ALLWEAPON)
1383 {
1384 if(tmp->type == WEAPON && tmp->name!=NULL)
1385 {
1386 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1387 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1389 }
1390 if(tmp->type == WEAPON && tmp->name==NULL)
1391 {
1392 if(strstr(tmp->arch->name,"table")==NULL &&
1393 strstr(tmp->arch->name,"chair")==NULL)
1394 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1395 }
1396 }
1397
1398 /* misc stuff that's useful */
1399 if(op->contr->mode & PU_KEY)
1400 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1402
1403 /* any of the last 4 bits set means we use the ratio for value
1404 * pickups */
1405 if(op->contr->mode & PU_RATIO)
1406 {
1407 /* use value density to decide what else to grab */
1408 /* >=7 was >= op->contr->mode */
1409 /* >=7 is the old standard setting. Now we take the last 4 bits
1410 * and multiply them by 5, giving 0..15*5== 5..75 */
1411 wvratio=(op->contr->mode & PU_RATIO) * 5;
1412 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1413 {
1414 pick_up(op, tmp);
1415#if 0
1416 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1417 if(tmp->name!=NULL) {
1418 fprintf(stderr,"%s", tmp->name);
1419 } 1358 }
1420 else fprintf(stderr,"%s",tmp->arch->name); 1359 } /* the new pickup model */
1421 fprintf(stderr,",%d] = ", tmp->type);
1422 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1423#endif
1424 continue;
1425 }
1426 } 1360 }
1427 } /* the new pickup model */ 1361
1428 }
1429 return ! stop; 1362 return !stop;
1430} 1363}
1431 1364
1432/* 1365/*
1433 * Find an arrow in the inventory and after that 1366 * Find an arrow in the inventory and after that
1434 * in the right type container (quiver). Pointer to the 1367 * in the right type container (quiver). Pointer to the
1435 * found object is returned. 1368 * found object is returned.
1436 */ 1369 */
1370object *
1437object *find_arrow(object *op, const char *type) 1371find_arrow (object *op, const char *type)
1438{ 1372{
1439 object *tmp = NULL; 1373 object *tmp = 0;
1440 1374
1441 for(op=op->inv; op; op=op->below) 1375 for (op = op->inv; op; op = op->below)
1442 if(!tmp && op->type==CONTAINER && op->race==type && 1376 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1443 QUERY_FLAG(op,FLAG_APPLIED))
1444 tmp = find_arrow (op, type); 1377 tmp = find_arrow (op, type);
1445 else if (op->type==ARROW && op->race==type) 1378 else if (op->type == ARROW && op->race == type)
1446 return op; 1379 return op;
1380
1447 return tmp; 1381 return tmp;
1448} 1382}
1449 1383
1450/* 1384/*
1451 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1385 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1452 * against the target. A full test is not performed, simply a basic test 1386 * against the target. A full test is not performed, simply a basic test
1453 * of resistances. The archer is making a quick guess at what he sees down 1387 * of resistances. The archer is making a quick guess at what he sees down
1454 * the hall. Failing that it does it's best to pick the highest plus arrow. 1388 * the hall. Failing that it does it's best to pick the highest plus arrow.
1455 */ 1389 */
1456 1390object *
1457object *find_better_arrow(object *op, object *target, const char *type, int *better) 1391find_better_arrow (object *op, object *target, const char *type, int *better)
1458{ 1392{
1459 object *tmp = NULL, *arrow, *ntmp; 1393 object *tmp = NULL, *arrow, *ntmp;
1460 int attacknum, attacktype, betterby=0, i; 1394 int attacknum, attacktype, betterby = 0, i;
1461 1395
1462 if (!type) 1396 if (!type)
1463 return NULL; 1397 return NULL;
1464 1398
1465 for (arrow=op->inv; arrow; arrow=arrow->below) { 1399 for (arrow = op->inv; arrow; arrow = arrow->below)
1466 if (arrow->type==CONTAINER && arrow->race==type && 1400 {
1467 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1401 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1402 {
1468 i = 0; 1403 i = 0;
1469 ntmp = find_better_arrow(arrow, target, type, &i); 1404 ntmp = find_better_arrow (arrow, target, type, &i);
1470 if (i > betterby) { 1405 if (i > betterby)
1406 {
1471 tmp = ntmp; 1407 tmp = ntmp;
1472 betterby = i; 1408 betterby = i;
1473 } 1409 }
1410 }
1474 } else if (arrow->type==ARROW && arrow->race==type) { 1411 else if (arrow->type == ARROW && arrow->race == type)
1412 {
1475 /* allways prefer assasination/slaying */ 1413 /* allways prefer assasination/slaying */
1476 if (target->race != NULL && arrow->slaying != NULL && 1414 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1477 strstr(arrow->slaying, target->race)) { 1415 {
1478 if (arrow->attacktype & AT_DEATH) { 1416 if (arrow->attacktype & AT_DEATH)
1417 {
1479 *better = 100; 1418 *better = 100;
1480 return arrow; 1419 return arrow;
1481 } else {
1482 tmp = arrow;
1483 betterby = (arrow->magic + arrow->stats.dam) * 2;
1484 } 1420 }
1485 } else { 1421 else
1486 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1487 attacktype = 1<<attacknum;
1488 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1489 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1490 tmp = arrow;
1491 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1492 }
1493 } 1422 {
1494 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1495 tmp = arrow; 1423 tmp = arrow;
1496 betterby = 2 + arrow->magic + arrow->stats.dam; 1424 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 }
1498 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1499 tmp = arrow;
1500 betterby = 1 + arrow->magic + arrow->stats.dam;
1501 } 1425 }
1502 } 1426 }
1427 else
1428 {
1429 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1430 {
1431 attacktype = 1 << attacknum;
1432 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1433 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1434 {
1435 tmp = arrow;
1436 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1437 }
1438 }
1439 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1440 {
1441 tmp = arrow;
1442 betterby = 2 + arrow->magic + arrow->stats.dam;
1443 }
1444 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1445 {
1446 tmp = arrow;
1447 betterby = 1 + arrow->magic + arrow->stats.dam;
1448 }
1503 } 1449 }
1450 }
1504 } 1451 }
1505 if (tmp == NULL && arrow == NULL) 1452 if (tmp == NULL && arrow == NULL)
1506 return find_arrow(op, type); 1453 return find_arrow (op, type);
1507 1454
1508 *better = betterby; 1455 *better = betterby;
1509 return tmp; 1456 return tmp;
1510} 1457}
1511 1458
1512/* looks in a given direction, finds the first valid target, and calls 1459/* looks in a given direction, finds the first valid target, and calls
1513 * find_better_arrow to find a decent arrow to use. 1460 * find_better_arrow to find a decent arrow to use.
1514 * op = the shooter 1461 * op = the shooter
1515 * type = bow->race 1462 * type = bow->race
1516 * dir = fire direction 1463 * dir = fire direction
1517 */ 1464 */
1518 1465object *
1519object *pick_arrow_target(object *op, const char *type, int dir) 1466pick_arrow_target (object *op, const char *type, int dir)
1520{ 1467{
1521 object *tmp = NULL; 1468 object *tmp = NULL;
1522 mapstruct *m; 1469 maptile *m;
1523 int i, mflags, found, number; 1470 int i, mflags, found, number;
1524 sint16 x, y; 1471 sint16 x, y;
1525 1472
1526 if (op->map == NULL) 1473 if (op->map == NULL)
1527 return find_arrow(op, type); 1474 return find_arrow (op, type);
1528 1475
1529 /* do a dex check */ 1476 /* do a dex check */
1530 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1477 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1531 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1478 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1532 return find_arrow(op, type); 1479 return find_arrow (op, type);
1533 1480
1534 m = op->map; 1481 m = op->map;
1535 x = op->x; 1482 x = op->x;
1536 y = op->y; 1483 y = op->y;
1537 1484
1538 /* find the first target */ 1485 /* find the first target */
1539 for (i=0, found=0; i<20; i++) { 1486 for (i = 0, found = 0; i < 20; i++)
1487 {
1540 x += freearr_x[dir]; 1488 x += freearr_x[dir];
1541 y += freearr_y[dir]; 1489 y += freearr_y[dir];
1542 mflags = get_map_flags(m, &m, x, y, &x, &y); 1490 mflags = get_map_flags (m, &m, x, y, &x, &y);
1543 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1491 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1492 {
1544 tmp = NULL; 1493 tmp = NULL;
1494 break;
1495 }
1496 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1497 {
1498 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1499 * perhaps a bad assumption.
1500 */
1501 tmp = NULL;
1502 break;
1503 }
1504 if (mflags & P_IS_ALIVE)
1505 {
1506 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1507 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1508 {
1509 found++;
1510 break;
1511 }
1512 if (found)
1545 break; 1513 break;
1546 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1547 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1548 * perhaps a bad assumption.
1549 */
1550 tmp = NULL;
1551 break;
1552 } 1514 }
1553 if (mflags & P_IS_ALIVE) {
1554 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1555 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1556 found++;
1557 break;
1558 }
1559 if (found)
1560 break;
1561 }
1562 } 1515 }
1563 if (tmp == NULL) 1516 if (tmp == NULL)
1564 return find_arrow(op, type); 1517 return find_arrow (op, type);
1565 1518
1566 if (tmp->head) 1519 if (tmp->head)
1567 tmp = tmp->head; 1520 tmp = tmp->head;
1568 1521
1569 return find_better_arrow(op, tmp, type, &i); 1522 return find_better_arrow (op, tmp, type, &i);
1570} 1523}
1571 1524
1572/* 1525/*
1573 * Creature fires a bow - op can be monster or player. Returns 1526 * Creature fires a bow - op can be monster or player. Returns
1574 * 1 if bow was actually fired, 0 otherwise. 1527 * 1 if bow was actually fired, 0 otherwise.
1577 * dir is the direction of fire. 1530 * dir is the direction of fire.
1578 * wc_mod is any special modifier to give (used in special player fire modes) 1531 * wc_mod is any special modifier to give (used in special player fire modes)
1579 * sx, sy are coordinates to fire arrow from - also used in some of the special 1532 * sx, sy are coordinates to fire arrow from - also used in some of the special
1580 * player fire modes. 1533 * player fire modes.
1581 */ 1534 */
1535int
1582int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1536fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1583 sint16 sx, sint16 sy)
1584{ 1537{
1585 object *left, *bow; 1538 object *left, *bow;
1586 tag_t left_tag, tag; 1539 int mflags;
1587 int bowspeed, mflags; 1540 maptile *m;
1588 mapstruct *m;
1589 1541
1590 if (!dir) { 1542 if (!dir)
1543 {
1591 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1544 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1592 return 0; 1545 return 0;
1546 }
1547
1548 if (op->contr)
1549 bow = op->current_weapon;
1550 else
1593 } 1551 {
1594 if (op->type == PLAYER)
1595 bow=op->contr->ranges[range_bow];
1596 else {
1597 for(bow=op->inv; bow; bow=bow->below) 1552 for (bow = op->inv; bow; bow = bow->below)
1598 /* Don't check for applied - monsters don't apply bows - in that way, they 1553 /* Don't check for applied - monsters don't apply bows - in that way, they
1599 * don't need to switch back and forth between bows and weapons. 1554 * don't need to switch back and forth between bows and weapons.
1600 */ 1555 */
1601 if(bow->type==BOW) 1556 if (bow->type == BOW)
1602 break; 1557 break;
1603 1558
1604 if (!bow) { 1559 if (!bow)
1560 {
1605 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1561 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1606 return 0; 1562 return 0;
1563 }
1564
1565 // optimisation: move object to top so we will find it quickly again
1566 if (bow->below)
1607 } 1567 {
1568 bow->remove ();
1569 op->insert (bow);
1570 }
1571
1608 } 1572 }
1573
1609 if( !bow->race || !bow->skill) { 1574 if (!bow->race || !bow->skill)
1575 {
1610 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1576 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1611 return 0; 1577 return 0;
1612 } 1578 }
1613 1579
1614 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1615
1616 /* penalize ROF for bestarrow */
1617 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1618 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1619 if (bowspeed < 1)
1620 bowspeed = 1;
1621
1622 if (arrow == NULL) { 1580 if (arrow == NULL)
1581 {
1623 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1582 if ((arrow = find_arrow (op, bow->race)) == NULL)
1583 {
1624 if (op->type == PLAYER) 1584 if (op->type == PLAYER)
1625 new_draw_info_format(NDI_UNIQUE, 0, op, 1585 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1626 "You have no %s left.", &bow->race);
1627 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1586 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1628 else 1587 else
1629 CLEAR_FLAG(op, FLAG_READY_BOW); 1588 CLEAR_FLAG (op, FLAG_READY_BOW);
1589
1630 return 0; 1590 return 0;
1631 } 1591 }
1632 } 1592 }
1593
1633 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1594 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1634 if (mflags & P_OUT_OF_MAP) { 1595 if (mflags & P_OUT_OF_MAP)
1635 return 0; 1596 return 0;
1636 } 1597
1637 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1598 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1599 {
1638 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1600 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1639 return 0; 1601 return 0;
1640 } 1602 }
1641 1603
1642 /* this should not happen, but sometimes does */ 1604 /* this should not happen, but sometimes does */
1643 if (arrow->nrof==0) { 1605 if (arrow->nrof == 0)
1644 remove_ob(arrow); 1606 {
1645 free_object(arrow); 1607 arrow->destroy ();
1646 return 0; 1608 return 0;
1647 } 1609 }
1648 1610
1649 left = arrow; /* these are arrows left to the player */ 1611 left = arrow; /* these are arrows left to the player */
1650 left_tag = left->count;
1651 arrow = get_split_ob(arrow, 1); 1612 arrow = get_split_ob (arrow, 1);
1652 if (arrow == NULL) { 1613 if (!arrow)
1614 {
1653 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1615 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1654 return 0; 1616 return 0;
1655 } 1617 }
1656 set_owner(arrow, op); 1618
1619 arrow->set_owner (op);
1657 arrow->skill = bow->skill; 1620 arrow->skill = bow->skill;
1658
1659 arrow->direction=dir; 1621 arrow->direction = dir;
1660 arrow->x = sx;
1661 arrow->y = sy;
1662 1622
1663 if (op->type == PLAYER) {
1664 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1665 fix_player(op);
1666 }
1667
1668 SET_ANIMATION(arrow, arrow->direction);
1669 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1623 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1670 arrow->stats.hp = arrow->stats.dam; 1624 arrow->stats.hp = arrow->stats.dam;
1671 arrow->stats.grace = arrow->attacktype; 1625 arrow->stats.grace = arrow->attacktype;
1626
1672 if (arrow->slaying != NULL) 1627 if (arrow->slaying)
1673 arrow->spellarg = strdup_local(arrow->slaying); 1628 arrow->spellarg = strdup (arrow->slaying);
1674 1629
1675 /* Note that this was different for monsters - they got their level 1630#if 0
1676 * added to the damage. I think the strength bonus is more proper. 1631 if (player *pl = op->contr)
1677 */
1678 1632 {
1679 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1633 float speed = pl->weapon_sp;
1680 0 : dam_bonus[op->stats.Str]) +
1681 bow->stats.dam + bow->magic + arrow->magic;
1682 1634
1635 /* penalize ROF for bestarrow */
1636 if (pl->bowtype == bow_bestarrow)
1637 speed *= .9f;
1638 else
1639 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1640
1641 op->speed_left += speed - op->speed;
1642 }
1643#endif
1644
1645 SET_ANIMATION (arrow, arrow->direction);
1646
1683 /* update the speed */ 1647 /* update the speed */
1684 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1648 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1685 0 : dam_bonus[op->stats.Str]) +
1686 bow->magic + arrow->magic) / 5.0 +
1687 (float)bow->stats.dam / 7.0; 1649 + bow->stats.dam / 7.f;
1688 1650
1689 if (arrow->speed < 1.0) 1651 arrow->set_speed (max (arrow->speed, 2.f));
1690 arrow->speed = 1.0;
1691 update_ob_speed(arrow);
1692 arrow->speed_left = 0; 1652 arrow->speed_left = 0;
1693 1653
1654 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1655
1694 if (op->type == PLAYER) { 1656 if (op->type == PLAYER)
1695 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1657 {
1696 (op->chosen_skill?op->chosen_skill->level:op->level) -
1697 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1698 arrow->stats.wc - bow->stats.wc + wc_mod;
1699
1700 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1658 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1701 } else { 1659 wc -= dex_bonus[op->stats.Dex];
1702 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1703 arrow->stats.wc + wc_mod;
1704 1660
1661 if (!arrow->slaying)
1662 arrow->slaying = op->slaying;
1663
1664 arrow->attacktype |= op->attacktype;
1665 }
1666 else
1667 {
1705 arrow->level = op->level; 1668 arrow->level = op->level;
1706 } 1669 arrow->stats.wc -= bow->magic;
1707 if (arrow->attacktype == AT_PHYSICAL) 1670
1708 arrow->attacktype |= bow->attacktype; 1671 if (!arrow->slaying)
1709 if (bow->slaying != NULL)
1710 arrow->slaying = bow->slaying; 1672 arrow->slaying = bow->slaying;
1711 1673
1712 arrow->map = m; 1674 arrow->attacktype |= bow->attacktype;
1675 }
1676
1677 wc -= arrow->level;
1678 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1679
1680 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1713 arrow->move_type = MOVE_FLY_LOW; 1681 arrow->move_type = MOVE_FLY_LOW;
1714 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1715 1683
1716 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1717 tag = arrow->count; 1685 m->insert (arrow, sx, sy, op);
1718 insert_ob_in_map(arrow, m, op, 0);
1719 1686
1720 if (!was_destroyed(arrow, tag)) 1687 if (!arrow->destroyed ())
1721 move_arrow(arrow); 1688 move_arrow (arrow);
1722 1689
1723 if (op->type == PLAYER) { 1690 if (op->type == PLAYER)
1724 if (was_destroyed (left, left_tag)) 1691 {
1692 if (left->destroyed ())
1725 esrv_del_item(op->contr, left_tag); 1693 esrv_del_item (op->contr, left->count);
1726 else 1694 else
1727 esrv_send_item(op, left); 1695 esrv_send_item (op, left);
1728 } 1696 }
1697
1729 return 1; 1698 return 1;
1730} 1699}
1731 1700
1732/* Special fire code for players - this takes into 1701/* Special fire code for players - this takes into
1733 * account the special fire modes players can have 1702 * account the special fire modes players can have
1734 * but monsters can't. Putting that code here 1703 * but monsters can't. Putting that code here
1735 * makes the fire_bow code much cleaner. 1704 * makes the fire_bow code much cleaner.
1736 * this function should only be called if 'op' is a player, 1705 * this function should only be called if 'op' is a player,
1737 * hence the function name. 1706 * hence the function name.
1738 */ 1707 */
1708int
1739int player_fire_bow(object *op, int dir) 1709player_fire_bow (object *op, int dir)
1740{ 1710{
1741 int ret=0, wcmod=0; 1711 int ret = 0, wcmod = 0;
1742 1712
1743 if (op->contr->bowtype == bow_bestarrow) { 1713 if (op->contr->bowtype == bow_bestarrow)
1744 ret = fire_bow(op, op, 1714 {
1745 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1715 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1746 dir, 0, op->x, op->y); 1716 }
1747 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1717 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1718 {
1748 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1749 wcmod =-1; 1720 wcmod = -1;
1721
1750 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1722 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1751 op->x, op->y); 1723 }
1752 } else if (op->contr->bowtype == bow_threewide) { 1724 else if (op->contr->bowtype == bow_threewide)
1725 {
1753 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1726 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1754 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1727 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1755 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1728 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1729 }
1756 } else if (op->contr->bowtype == bow_spreadshot) { 1730 else if (op->contr->bowtype == bow_spreadshot)
1731 {
1757 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1732 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1758 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1733 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1759 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1734 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1760 1735 }
1761 } else { 1736 else
1737 {
1762 /* Simple case */ 1738 /* Simple case */
1763 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1764 } 1740 }
1741
1765 return ret; 1742 return ret;
1766} 1743}
1767
1768 1744
1769/* Fires a misc (wand/rod/horn) object in 'dir'. 1745/* Fires a misc (wand/rod/horn) object in 'dir'.
1770 * Broken apart from 'fire' to keep it more readable. 1746 * Broken apart from 'fire' to keep it more readable.
1771 */ 1747 */
1748void
1772void fire_misc_object(object *op, int dir) 1749fire_misc_object (object *op, int dir)
1773{ 1750{
1774 object *item; 1751 object *item = op->contr->ranged_ob;
1775 1752
1776 if (!op->contr->ranges[range_misc]) { 1753 if (!item)
1754 {
1777 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1778 return; 1756 return;
1779 } 1757 }
1780 1758
1781 item = op->contr->ranges[range_misc];
1782 if (!item->inv) { 1759 if (!item->inv)
1760 {
1783 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1761 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1784 return; 1762 return;
1785 } 1763 }
1764
1765 if (!op->change_weapon (item))
1766 return;
1767
1786 if (item->type == WAND) { 1768 if (item->type == WAND)
1769 {
1787 if(item->stats.food<=0) { 1770 if (item->stats.food <= 0)
1771 {
1788 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1789 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1774
1790 return; 1775 return;
1791 } 1776 }
1777 }
1792 } else if (item->type == ROD || item->type==HORN) { 1778 else if (item->type == ROD || item->type == HORN)
1779 {
1793 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1780 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1781 {
1794 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1782 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1783
1795 if (item->type== ROD) 1784 if (item->type == ROD)
1796 new_draw_info_format(NDI_UNIQUE, 0,op,
1797 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1798 else 1786 else
1799 new_draw_info_format(NDI_UNIQUE, 0,op, 1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1800 "The %s needs more time to charge.", query_base_name(item,0)); 1788
1801 return; 1789 return;
1802 } 1790 }
1803 } 1791 }
1804 1792
1805 if(cast_spell(op,item,dir,item->inv,NULL)) { 1793 if (cast_spell (op, item, dir, item->inv, NULL))
1794 {
1806 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1795 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1807 if (item->type == WAND) { 1796 if (item->type == WAND)
1797 {
1808 if (!(--item->stats.food)) { 1798 if (!(--item->stats.food))
1799 {
1809 object *tmp; 1800 object *tmp;
1801
1810 if (item->arch) { 1802 if (item->arch)
1803 {
1811 CLEAR_FLAG(item, FLAG_ANIMATE); 1804 CLEAR_FLAG (item, FLAG_ANIMATE);
1812 item->face = item->arch->clone.face; 1805 item->face = item->arch->clone.face;
1813 item->speed = 0; 1806 item->set_speed (0);
1814 update_ob_speed(item);
1815 } 1807 }
1808
1816 if ((tmp=is_player_inv(item))) 1809 if ((tmp = item->in_player ()))
1817 esrv_update_item(UPD_ANIM, tmp, item); 1810 esrv_update_item (UPD_ANIM, tmp, item);
1818 } 1811 }
1819 } 1812 }
1820 else if (item->type == ROD || item->type==HORN) { 1813 else if (item->type == ROD || item->type == HORN)
1821 drain_rod_charge(item); 1814 drain_rod_charge (item);
1822 }
1823 } 1815 }
1824} 1816}
1825 1817
1826/* Received a fire command for the player - go and do it. 1818/* Received a fire command for the player - go and do it.
1827 */ 1819 */
1820bool
1828void fire(object *op,int dir) { 1821fire (object *op, int dir)
1822{
1829 int spellcost=0; 1823 int spellcost = 0;
1830 1824
1831 /* check for loss of invisiblity/hide */ 1825 /* check for loss of invisiblity/hide */
1832 if (action_makes_visible(op)) make_visible(op); 1826 if (action_makes_visible (op))
1827 make_visible (op);
1833 1828
1834 switch(op->contr->shoottype) { 1829 player *pl = op->contr;
1835 case range_none:
1836 return;
1837 1830
1838 case range_bow: 1831 if (pl->golem)
1832 {
1833 control_golem (op->contr->golem, dir);
1834 return false;
1835 }
1836
1837 object *ob = pl->ranged_ob;
1838
1839 if (!ob)
1840 return false;
1841
1842 if (!op->change_weapon (ob))
1843 return false;
1844
1845 if (op->speed_left > 0.f)
1846 --op->speed_left;
1847 else
1848 return false;
1849
1850 switch (ob->type)
1851 {
1852 case BOW:
1839 player_fire_bow(op, dir); 1853 player_fire_bow (op, dir);
1840 return; 1854 break;
1841 1855
1842 case range_magic: /* Casting spells */ 1856 case SPELL:
1843 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1857 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1844 return; 1858 break;
1845 1859
1846 case range_misc: 1860 case BUILDER:
1847 fire_misc_object(op, dir);
1848 return;
1849
1850 case range_golem: /* Control summoned monsters from scrolls */
1851 if(op->contr->ranges[range_golem]==NULL ||
1852 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1853 op->contr->ranges[range_golem] = NULL;
1854 op->contr->shoottype=range_none;
1855 op->contr->golem_count = 0;
1856 }
1857 else
1858 control_golem(op->contr->ranges[range_golem], dir);
1859 return;
1860
1861 case range_skill:
1862 if(!op->chosen_skill) {
1863 if(op->type==PLAYER)
1864 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1865 return;
1866 }
1867 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1868 return;
1869 case range_builder:
1870 apply_map_builder( op, dir ); 1861 apply_map_builder (op, dir);
1871 return; 1862 break;
1863
1864 case SKILL:
1865 do_skill (op, op, ob, dir, 0);
1866 break;
1867
1872 default: 1868 default:
1873 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1869 fire_misc_object (op, dir);
1874 return; 1870 break;
1875 } 1871 }
1876}
1877 1872
1878 1873 return true;
1874}
1879 1875
1880/* find_key 1876/* find_key
1881 * We try to find a key for the door as passed. If we find a key 1877 * We try to find a key for the door as passed. If we find a key
1882 * and successfully use it, we return the key, otherwise NULL 1878 * and successfully use it, we return the key, otherwise NULL
1883 * This function merges both normal and locked door, since the logic 1879 * This function merges both normal and locked door, since the logic
1885 * pl is the player, 1881 * pl is the player,
1886 * inv is the objects inventory to searched 1882 * inv is the objects inventory to searched
1887 * door is the door we are trying to match against. 1883 * door is the door we are trying to match against.
1888 * This function can be called recursively to search containers. 1884 * This function can be called recursively to search containers.
1889 */ 1885 */
1890 1886object *
1891object * find_key(object *pl, object *container, object *door) 1887find_key (object *pl, object *container, object *door)
1892{ 1888{
1893 object *tmp,*key; 1889 object *tmp, *key;
1894 1890
1895 /* Should not happen, but sanity checking is never bad */ 1891 /* Should not happen, but sanity checking is never bad */
1896 if (container->inv == NULL) return NULL; 1892 if (!container->inv)
1893 return 0;
1897 1894
1898 /* First, lets try to find a key in the top level inventory */ 1895 /* First, lets try to find a key in the top level inventory */
1899 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1896 for (tmp = container->inv; tmp; tmp = tmp->below)
1897 {
1900 if (door->type==DOOR && tmp->type==KEY) break; 1898 if (door->type == DOOR && tmp->type == KEY)
1899 break;
1901 /* For sanity, we should really check door type, but other stuff 1900 /* For sanity, we should really check door type, but other stuff
1902 * (like containers) can be locked with special keys 1901 * (like containers) can be locked with special keys
1903 */ 1902 */
1904 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1903 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1905 tmp->slaying==door->slaying) break; 1904 break;
1906 } 1905 }
1906
1907 /* No key found - lets search inventories now */ 1907 /* No key found - lets search inventories now */
1908 /* If we find and use a key in an inventory, return at that time. 1908 /* If we find and use a key in an inventory, return at that time.
1909 * otherwise, if we search all the inventories and still don't find 1909 * otherwise, if we search all the inventories and still don't find
1910 * a key, return 1910 * a key, return
1911 */ 1911 */
1912 if (!tmp) { 1912 if (!tmp)
1913 {
1913 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1914 for (tmp = container->inv; tmp; tmp = tmp->below)
1915 {
1914 /* No reason to search empty containers */ 1916 /* No reason to search empty containers */
1915 if (tmp->type==CONTAINER && tmp->inv) { 1917 if (tmp->type == CONTAINER && tmp->inv)
1918 {
1916 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1919 if ((key = find_key (pl, tmp, door)))
1920 return key;
1917 } 1921 }
1918 } 1922 }
1923
1924 if (!tmp)
1919 if (!tmp) return NULL; 1925 return NULL;
1920 } 1926 }
1927
1921 /* We get down here if we have found a key. Now if its in a container, 1928 /* We get down here if we have found a key. Now if its in a container,
1922 * see if we actually want to use it 1929 * see if we actually want to use it
1923 */ 1930 */
1924 if (pl!=container) { 1931 if (pl != container)
1932 {
1925 /* Only let players use keys in containers */ 1933 /* Only let players use keys in containers */
1926 if (!pl->contr) return NULL; 1934 if (!pl->contr)
1935 return NULL;
1927 /* cases where this fails: 1936 /* cases where this fails:
1928 * If we only search the player inventory, return now since we 1937 * If we only search the player inventory, return now since we
1929 * are not in the players inventory. 1938 * are not in the players inventory.
1930 * If the container is not active, return now since only active 1939 * If the container is not active, return now since only active
1931 * containers can be used. 1940 * containers can be used.
1932 * If we only search keyrings and the container does not have 1941 * If we only search keyrings and the container does not have
1933 * a race/isn't a keyring. 1942 * a race/isn't a keyring.
1934 * No checking for all containers - to fall through past here, 1943 * No checking for all containers - to fall through past here,
1935 * inv must have been an container and must have been active. 1944 * inv must have been an container and must have been active.
1936 * 1945 *
1937 * Change the color so that the message doesn't disappear with 1946 * Change the color so that the message doesn't disappear with
1938 * all the others. 1947 * all the others.
1939 */ 1948 */
1940 if (pl->contr->usekeys == key_inventory || 1949 if (pl->contr->usekeys == key_inventory ||
1941 !QUERY_FLAG(container, FLAG_APPLIED) || 1950 !QUERY_FLAG (container, FLAG_APPLIED) ||
1942 (pl->contr->usekeys == keyrings &&
1943 (!container->race || strcmp(container->race, "keys"))) 1951 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1944 ) { 1952 {
1945 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1953 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1946 "The %s in your %s vibrates as you approach the door", 1954 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1947 query_name(tmp), query_name(container));
1948 return NULL; 1955 return NULL;
1949 } 1956 }
1950 } 1957 }
1958
1951 return tmp; 1959 return tmp;
1952} 1960}
1953 1961
1954/* moved door processing out of move_player_attack. 1962/* moved door processing out of move_player_attack.
1955 * returns 1 if player has opened the door with a key 1963 * returns 1 if player has opened the door with a key
1956 * such that the caller should not do anything more, 1964 * such that the caller should not do anything more,
1957 * 0 otherwise 1965 * 0 otherwise
1958 */ 1966 */
1967static int
1959static int player_attack_door(object *op, object *door) 1968player_attack_door (object *op, object *door)
1960{ 1969{
1961
1962 /* If its a door, try to find a use a key. If we do destroy the door, 1970 /* If its a door, try to find a key. If we do destroy the door,
1963 * might as well return immediately as there is nothing more to do - 1971 * might as well return immediately as there is nothing more to do -
1964 * otherwise, we fall through to the rest of the code. 1972 * otherwise, we fall through to the rest of the code.
1965 */ 1973 */
1966 object *key=find_key(op, op, door); 1974 object *key = find_key (op, op, door);
1967 1975
1968 /* IF we found a key, do some extra work */ 1976 /* If we found a key, do some extra work */
1969 if (key) { 1977 if (key)
1978 {
1970 object *container=key->env; 1979 object *container = key->env;
1971 1980
1972 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1981 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1982
1973 if(action_makes_visible(op)) make_visible(op); 1983 if (action_makes_visible (op))
1984 make_visible (op);
1985
1974 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1986 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1987 spring_trap (door->inv, op);
1988
1975 if (door->type == DOOR) { 1989 if (door->type == DOOR)
1976 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1990 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1977 }
1978 else if(door->type==LOCKED_DOOR) { 1991 else if (door->type == LOCKED_DOOR)
1979 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1992 {
1980 "You open the door with the %s", query_short_name(key)); 1993 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1981 remove_door2(door); /* remove door without violence ;-) */ 1994 remove_door2 (door); /* remove door without violence ;-) */
1982 } 1995 }
1996
1983 /* Do this after we print the message */ 1997 /* Do this after we print the message */
1984 decrease_ob(key); /* Use up one of the keys */ 1998 decrease_ob (key); /* Use up one of the keys */
1985 /* Need to update the weight the container the key was in */ 1999 /* Need to update the weight the container the key was in */
1986 if (container != op) 2000 if (container != op)
1987 esrv_update_item(UPD_WEIGHT, op, container); 2001 esrv_update_item (UPD_WEIGHT, op, container);
2002
1988 return 1; /* Nothing more to do below */ 2003 return 1; /* Nothing more to do below */
2004 }
1989 } else if (door->type==LOCKED_DOOR) { 2005 else if (door->type == LOCKED_DOOR)
2006 {
1990 /* Might as well return now - no other way to open this */ 2007 /* Might as well return now - no other way to open this */
1991 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2008 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1992 return 1; 2009 return 1;
1993 } 2010 }
2011
1994 return 0; 2012 return 0;
1995} 2013}
1996 2014
1997/* This function is just part of a breakup from move_player. 2015/* This function is just part of a breakup from move_player.
1998 * It should keep the code cleaner. 2016 * It should keep the code cleaner.
1999 * When this is called, the players direction has been updated 2017 * When this is called, the players direction has been updated
2000 * (taking into account confusion.) The player is also actually 2018 * (taking into account confusion.) The player is also actually
2001 * going to try and move (not fire weapons). 2019 * going to try and move (not fire weapons).
2002 */ 2020 */
2003 2021bool
2004void move_player_attack(object *op, int dir) 2022move_player_attack (object *op, int dir)
2005{ 2023{
2006 object *tmp, *mon;
2007 sint16 nx, ny;
2008 int on_battleground; 2024 int on_battleground;
2009 mapstruct *m;
2010 2025
2011 nx=freearr_x[dir]+op->x; 2026 sint16 nx = freearr_x[dir] + op->x;
2012 ny=freearr_y[dir]+op->y; 2027 sint16 ny = freearr_y[dir] + op->y;
2013 2028
2014 on_battleground = op_on_battleground(op, NULL, NULL); 2029 on_battleground = op_on_battleground (op, 0, 0);
2015 2030
2031 if (out_of_map (op->map, nx, ny))
2032 return false;
2033
2034 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2035 {
2036 --op->speed_left;
2037 return true;
2038 }
2039
2016 /* If braced, or can't move to the square, and it is not out of the 2040 /* If braced, or can't move to the square, and it is not out of the
2017 * map, attack it. Note order of if statement is important - don't 2041 * map, attack it. Note order of if statement is important - don't
2018 * want to be calling move_ob if braced, because move_ob will move the 2042 * want to be calling move_ob if braced, because move_ob will move the
2019 * player. This is a pretty nasty hack, because if we could 2043 * player. This is a pretty nasty hack, because if we could
2020 * move to some space, it then means that if we are braced, we should 2044 * move to some space, it then means that if we are braced, we should
2021 * do nothing at all. As it is, if we are braced, we go through 2045 * do nothing at all. As it is, if we are braced, we go through
2022 * quite a bit of processing. However, it probably is less than what 2046 * quite a bit of processing. However, it probably is less than what
2023 * move_ob uses. 2047 * move_ob uses.
2024 */ 2048 */
2025 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2049 maptile *m = op->map->xy_find (nx, ny);
2026 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2027 m = get_map_from_coord(op->map, &nx, &ny);
2028 if (!m) return; /* Don't think this should happen */
2029 }
2030 else m =op->map;
2031
2032 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2033 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2034 return;
2035 }
2036 2050
2037 mon = NULL;
2038 /* Go through all the objects, and find ones of interest. Only stop if 2051 /* Go through all the objects, and find ones of interest. Only stop if
2039 * we find a monster - that is something we know we want to attack. 2052 * we find a monster - that is something we know we want to attack.
2040 * if its a door or barrel (can roll) see if there may be monsters 2053 * if its a door or barrel (can roll) see if there may be monsters
2041 * on the space 2054 * on the space
2055 */
2056 object *mon;
2057 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2058 {
2059 if ((mon->flag [FLAG_ALIVE]
2060 || mon->type == LOCKED_DOOR
2061 || mon->flag [FLAG_CAN_ROLL])
2062 && mon != op)
2063 break;
2064 }
2065
2066 if (!mon) /* This happens anytime the player tries to move */
2067 return false; /* into a wall */
2068
2069 mon = mon->head_ ();
2070
2071 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2072 if (op->contr->weapon_sp_left > 0.f)
2073 if (player_attack_door (op, mon))
2042 */ 2074 {
2043 while (tmp!=NULL) { 2075 --op->contr->weapon_sp_left;
2044 if (tmp == op) { 2076 return true;
2045 tmp=tmp->above; 2077 }
2046 continue; 2078
2079 /* The following deals with possibly attacking peaceful
2080 * or friendly creatures. Basically, all players are considered
2081 * unaggressive. If the moving player has peaceful set, then the
2082 * object should be pushed instead of attacked. It is assumed that
2083 * if you are braced, you will not attack friends accidently,
2084 * and thus will not push them.
2085 */
2086
2087 /* If the creature is a pet, push it even if the player is not
2088 * peaceful. Our assumption is the creature is a pet if the
2089 * player owns it and it is either friendly or unagressive.
2090 */
2091 if (op->type == PLAYER
2092 && ((mon->owner && mon->owner->contr
2093 && same_party (mon->owner->contr->party, op->contr->party))
2094 || mon->owner == op)
2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2096 {
2097 /* If we're braced, we don't want to switch places with it */
2098 if (op->contr->braced)
2099 return false;
2100
2101 if (op->speed_left > 0.f)
2102 {
2103 --op->speed_left;
2104
2105 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2106 push_ob (mon, dir, op);
2107
2108 if (op->contr->tmp_invis || op->hide)
2109 make_visible (op);
2110
2111 return true;
2112 }
2113 else
2114 return false;
2115 }
2116
2117 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't
2120 * attack them either.
2121 */
2122 if ((mon->type == PLAYER || mon->enemy != op)
2123 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2124 && ((op->contr->peaceful
2125 || (mon->type == PLAYER && mon->contr->peaceful))
2126 && !on_battleground))
2127 {
2128 if (op->speed_left > 0.f)
2129 {
2130 --op->speed_left;
2131
2132 if (!op->contr->braced)
2133 {
2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2135 push_ob (mon, dir, op);
2047 } 2136 }
2048 if (QUERY_FLAG(tmp,FLAG_ALIVE)) {
2049 mon = tmp;
2050 break;
2051 }
2052 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2053 mon = tmp;
2054 tmp=tmp->above;
2055 }
2056
2057 if (mon==NULL) /* This happens anytime the player tries to move */
2058 return; /* into a wall */
2059
2060 if(mon->head != NULL)
2061 mon = mon->head;
2062
2063 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR))
2064 if (player_attack_door(op, mon)) return;
2065
2066 /* The following deals with possibly attacking peaceful
2067 * or frienddly creatures. Basically, all players are considered
2068 * unaggressive. If the moving player has peaceful set, then the
2069 * object should be pushed instead of attacked. It is assumed that
2070 * if you are braced, you will not attack friends accidently,
2071 * and thus will not push them.
2072 */
2073
2074 /* If the creature is a pet, push it even if the player is not
2075 * peaceful. Our assumption is the creature is a pet if the
2076 * player owns it and it is either friendly or unagressive.
2077 */
2078 if ((op->type==PLAYER)
2079#if COZY_SERVER
2080 &&
2081 (
2082 (get_owner(mon) && get_owner(mon)->contr
2083 && same_party (get_owner(mon)->contr->party, op->contr->party))
2084 || get_owner(mon) == op
2085 )
2086#else
2087 && get_owner(mon)==op
2088#endif
2089 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2090 {
2091 /* If we're braced, we don't want to switch places with it */
2092 if (op->contr->braced) return;
2093 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2094 (void) push_ob(mon,dir,op);
2095 if(op->contr->tmp_invis||op->hide) make_visible(op);
2096 return;
2097 }
2098
2099 /* in certain circumstances, you shouldn't attack friendly
2100 * creatures. Note that if you are braced, you can't push
2101 * someone, but put it inside this loop so that you won't
2102 * attack them either.
2103 */
2104 if ((mon->type==PLAYER || mon->enemy != op) &&
2105 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2106 (
2107#ifdef PROHIBIT_PLAYERKILL
2108 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2109#else
2110 op->contr->peaceful &&
2111#endif
2112 !on_battleground
2113 )) {
2114 if (!op->contr->braced) {
2115 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2116 (void) push_ob(mon,dir,op);
2117 } else { 2137 else
2118 new_draw_info(0, 0,op,"You withhold your attack"); 2138 new_draw_info (0, 0, op, "You withhold your attack");
2139
2140 if (op->contr->tmp_invis || op->hide)
2141 make_visible (op);
2142
2143 return true;
2119 } 2144 }
2120 if(op->contr->tmp_invis||op->hide) make_visible(op); 2145 }
2121 }
2122
2123 /* If the object is a boulder or other rollable object, then 2146 /* If the object is a boulder or other rollable object, then
2124 * roll it if not braced. You can't roll it if you are braced. 2147 * roll it if not braced. You can't roll it if you are braced.
2125 */ 2148 */
2126 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2149 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2150 {
2151 if (op->speed_left > 0.f)
2152 {
2153 --op->speed_left;
2154
2127 recursive_roll(mon,dir,op); 2155 recursive_roll (mon, dir, op);
2128 if(action_makes_visible(op)) make_visible(op); 2156 if (action_makes_visible (op))
2129 } 2157 make_visible (op);
2130 2158
2159 return true;
2160 }
2161 }
2131 /* Any generic living creature. Including things like doors. 2162 /* Any generic living creature. Including things like doors.
2132 * Way it works is like this: First, it must have some hit points 2163 * Way it works is like this: First, it must have some hit points
2133 * and be living. Then, it must be one of the following: 2164 * and be living. Then, it must be one of the following:
2134 * 1) Not a player, 2) A player, but of a different party. Note 2165 * 1) Not a player, 2) A player, but of a different party. Note
2135 * that party_number -1 is no party, so attacks can still happen. 2166 * that party_number -1 is no party, so attacks can still happen.
2136 */ 2167 */
2137
2138 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2139 ((mon->type!=PLAYER || op->contr->party==NULL || 2169 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2140 op->contr->party!=mon->contr->party))) { 2170 {
2141 2171 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2142 /* If the player hasn't hit something this tick, and does
2143 * so, give them speed boost based on weapon speed. Doing
2144 * it here is better than process_players2, which basically
2145 * incurred a 1 tick offset.
2146 */
2147 if (!op->contr->has_hit) {
2148 op->speed_left += op->speed / op->contr->weapon_sp;
2149
2150 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2151 }
2152
2153 skill_attack(mon, op, 0, NULL, NULL);
2154
2155 /* If attacking another player, that player gets automatic
2156 * hitback, and doesn't loose luck either.
2157 * Disable hitback on the battleground or if the target is
2158 * the wiz.
2159 */
2160 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2161 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2162 short luck = mon->stats.luck;
2163 mon->contr->has_hit = 1;
2164 skill_attack(op, mon, 0, NULL, NULL);
2165 mon->stats.luck = luck;
2166 }
2167 if(action_makes_visible(op)) make_visible(op);
2168 } 2172 {
2169 } /* if player should attack something */ 2173 --op->contr->weapon_sp_left;
2170}
2171 2174
2175 skill_attack (mon, op, 0, 0, 0);
2176
2177 if (action_makes_visible (op))
2178 make_visible (op);
2179
2180 return true;
2181 }
2182 }
2183
2184 return false;
2185}
2186
2187bool
2172int move_player(object *op,int dir) { 2188move_player (object *op, int dir)
2189{
2173 int pick; 2190 int pick;
2174 2191
2175 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2192 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2176 return 0;
2177
2178 /* Sanity check: make sure dir is valid */
2179 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2180 LOG( llevError, "move_player: invalid direction %d\n", dir);
2181 return 0;
2182 }
2183
2184 /* peterm: added following line */
2185 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2186 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2187
2188 op->facing = dir;
2189
2190 if(op->hide) do_hidden_move(op);
2191
2192 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2193 /*nop*/;
2194 else if (op->contr->fire_on)
2195 fire (op, dir);
2196 else
2197 {
2198 move_player_attack (op, dir);
2199 pick = check_pick(op);
2200 }
2201
2202 /* Add special check for newcs players and fire on - this way, the
2203 * server can handle repeat firing.
2204 */
2205 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2206 op->direction = dir;
2207 } else {
2208 op->direction=0;
2209 }
2210 /* Update how the player looks. Use the facing, so direction may
2211 * get reset to zero. This allows for full animation capabilities
2212 * for players.
2213 */
2214 animate_object(op, op->facing);
2215 return 0; 2193 return 0;
2194
2195 /* Sanity check: make sure dir is valid */
2196 if ((dir < 0) || (dir >= 9))
2197 {
2198 LOG (llevError, "move_player: invalid direction %d\n", dir);
2199 return 0;
2200 }
2201
2202 /* peterm: added following line */
2203 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2204 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2205
2206 op->facing = dir;
2207
2208 if (op->hide)
2209 do_hidden_move (op);
2210
2211 bool retval;
2212
2213 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2214 retval = RESULT_INT (0);
2215 else if (op->contr->fire_on)
2216 retval = fire (op, dir);
2217 else
2218 {
2219 retval = move_player_attack (op, dir);
2220 pick = check_pick (op);
2221 }
2222
2223 /* Add special check for newcs players and fire on - this way, the
2224 * server can handle repeat firing.
2225 */
2226 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2227 op->direction = dir;
2228 else
2229 op->direction = 0;
2230
2231 /* Update how the player looks. Use the facing, so direction may
2232 * get reset to zero. This allows for full animation capabilities
2233 * for players.
2234 */
2235 animate_object (op, op->facing);
2236
2237 return retval;
2216} 2238}
2217 2239
2218/* This is similar to handle_player, below, but is only used by the 2240/* This is similar to handle_player, below, but is only used by the
2219 * new client/server stuff. 2241 * new client/server stuff.
2220 * This is sort of special, in that the new client/server actually uses 2242 * This is sort of special, in that the new client/server actually uses
2221 * the new speed values for commands. 2243 * the new speed values for commands.
2222 * 2244 *
2223 * Returns true if there are more actions we can do. 2245 * Returns true if there are more actions we can do. Should not do
2246 * many actions in a row, as that would be too unfair to other
2247 * players.
2224 */ 2248 */
2249bool
2225int handle_newcs_player(object *op) 2250handle_newcs_player (object *op)
2226{ 2251{
2227 if (op->contr->hidden) {
2228 op->invisible = 1000;
2229 /* the socket code flashes the player visible/invisible
2230 * depending on the value of invisible, so we need to
2231 * alternate it here for it to work correctly.
2232 */
2233 if (pticks & 2) op->invisible--;
2234 }
2235 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2236 op->invisible--;
2237 if(!op->invisible) {
2238 make_visible(op);
2239 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2240 }
2241 }
2242
2243 if (QUERY_FLAG(op, FLAG_SCARED)) { 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2253 {
2254 if (op->speed_left > 0.f)
2255 {
2256 --op->speed_left;
2244 flee_player(op); 2257 flee_player (op);
2245 /* If player is still scared, that is his action for this tick */ 2258
2246 if (QUERY_FLAG(op, FLAG_SCARED)) {
2247 op->speed_left--;
2248 return 0; 2259 return true;
2249 } 2260 }
2261 else
2262 return false;
2250 } 2263 }
2251 2264
2252 /* I've been seeing crashes where the golem has been destroyed, but
2253 * the player object still points to the defunct golem. The code that
2254 * destroys the golem looks correct, and it doesn't always happen, so
2255 * put this in a a workaround to clean up the golem pointer.
2256 */
2257 if (op->contr->ranges[range_golem] &&
2258 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2259 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2260 op->contr->ranges[range_golem] = NULL;
2261 op->contr->golem_count = 0;
2262 }
2263
2264 /* call this here - we also will call this in do_ericserver, but 2265 /* call this here - we also will call this in do_ericserver, but
2265 * the players time has been increased when doericserver has been 2266 * the players time has been increased when doericserver has been
2266 * called, so we recheck it here. 2267 * called, so we recheck it here.
2267 */ 2268 */
2268 HandleClient(&op->contr->socket, op->contr); 2269 if (op->contr->ns->handle_command ())
2269 if (op->speed_left<0) return 0; 2270 return true;
2270 2271
2271 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2272 /* All move commands take 1 tick, at least for now */
2273 op->speed_left--;
2274
2275 /* Instead of all the stuff below, let move_player take care
2276 * of it. Also, some of the skill stuff is only put in
2277 * there, as well as the confusion stuff.
2278 */
2279 move_player(op, op->direction); 2273 return move_player (op, op->direction);
2280 if (op->speed_left>0) return 1; 2274
2281 else return 0; 2275 return false;
2282 } 2276}
2277
2278int
2279save_life (object *op)
2280{
2281 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2283 return 0; 2282 return 0;
2284}
2285 2283
2286int save_life(object *op) {
2287 object *tmp;
2288
2289 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2290 return 0;
2291
2292 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2284 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2293 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2285 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2286 {
2294 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2287 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2295 new_draw_info_format(NDI_UNIQUE, 0,op, 2288 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2296 "Your %s vibrates violently, then evaporates.", 2289
2297 query_name(tmp));
2298 if (op->contr) 2290 if (op->contr)
2299 esrv_del_item(op->contr, tmp->count); 2291 esrv_del_item (op->contr, tmp->count);
2300 remove_ob(tmp); 2292
2301 free_object(tmp); 2293 tmp->destroy ();
2302 CLEAR_FLAG(op, FLAG_LIFESAVE); 2294 CLEAR_FLAG (op, FLAG_LIFESAVE);
2295
2303 if(op->stats.hp<0) 2296 if (op->stats.hp < 0)
2304 op->stats.hp = op->stats.maxhp; 2297 op->stats.hp = op->stats.maxhp;
2298
2305 if(op->stats.food<0) 2299 if (op->stats.food < 0)
2306 op->stats.food = 999; 2300 op->stats.food = 999;
2307 fix_player(op); 2301
2302 op->update_stats ();
2308 return 1; 2303 return 1;
2309 } 2304 }
2305
2310 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2306 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2311 CLEAR_FLAG(op, FLAG_LIFESAVE); 2307 CLEAR_FLAG (op, FLAG_LIFESAVE);
2312 enter_player_savebed(op); /* bring him home. */ 2308 enter_player_savebed (op); /* bring him home. */
2313 return 0; 2309 return 0;
2314} 2310}
2315 2311
2316/* This goes throws the inventory and removes unpaid objects, and puts them 2312/* This goes throws the inventory and removes unpaid objects, and puts them
2317 * back in the map (location and map determined by values of env). This 2313 * back in the map (location and map determined by values of env). This
2318 * function will descend into containers. op is the object to start the search 2314 * function will descend into containers. op is the object to start the search
2319 * from. 2315 * from.
2320 */ 2316 */
2317void
2321void remove_unpaid_objects(object *op, object *env) 2318remove_unpaid_objects (object *op, object *env)
2322{ 2319{
2323 object *next;
2324
2325 while (op) { 2320 while (op)
2321 {
2326 next=op->below; /* Make sure we have a good value, in case 2322 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2327 * we remove object 'op' 2323
2328 */
2329 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2324 if (QUERY_FLAG (op, FLAG_UNPAID))
2330 remove_ob(op); 2325 {
2331 op->x = env->x;
2332 op->y = env->y;
2333 if (env->type == PLAYER) 2326 if (env->type == PLAYER)
2334 esrv_del_item(env->contr, op->count); 2327 esrv_del_item (env->contr, op->count);
2335 insert_ob_in_map(op, env->map, NULL,0); 2328
2329 op->insert_at (env);
2336 } 2330 }
2331 else if (op->inv)
2337 else if (op->inv) remove_unpaid_objects(op->inv, env); 2332 remove_unpaid_objects (op->inv, env);
2333
2338 op=next; 2334 op = next;
2339 } 2335 }
2340} 2336}
2341
2342 2337
2343/* 2338/*
2344 * Returns pointer a static string containing gravestone text 2339 * Returns pointer a static string containing gravestone text
2345 * Moved from apply.c to player.c - player.c is what 2340 * Moved from apply.c to player.c - player.c is what
2346 * actually uses this function. player.c may not be quite the 2341 * actually uses this function. player.c may not be quite the
2347 * best, a misc file for object actions is probably better, 2342 * best, a misc file for object actions is probably better,
2348 * but there isn't one in the server directory. 2343 * but there isn't one in the server directory.
2349 */ 2344 */
2345char *
2350char *gravestone_text (object *op) 2346gravestone_text (object *op)
2351{ 2347{
2352 static char buf2[MAX_BUF]; 2348 static char buf2[MAX_BUF];
2353 char buf[MAX_BUF]; 2349 char buf[MAX_BUF];
2354 time_t now = time (NULL); 2350 time_t now = time (NULL);
2355 2351
2356 strcpy (buf2, " R.I.P.\n\n"); 2352 strcpy (buf2, " R.I.P.\n\n");
2357 if (op->type == PLAYER) 2353 if (op->type == PLAYER)
2358 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2354 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2359 else 2355 else
2360 sprintf (buf, "%s\n", &op->name); 2356 sprintf (buf, "%s\n", &op->name);
2357
2361 strncat (buf2, " ", 20 - strlen (buf) / 2); 2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2362 strcat (buf2, buf); 2359 strcat (buf2, buf);
2363 if (op->type == PLAYER) 2360 if (op->type == PLAYER)
2364 sprintf (buf, "who was in level %d when killed\n", op->level); 2361 sprintf (buf, "who was in level %d when killed\n", op->level);
2365 else 2362 else
2366 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2363 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2364
2367 strncat (buf2, " ", 20 - strlen (buf) / 2); 2365 strncat (buf2, " ", 20 - strlen (buf) / 2);
2368 strcat (buf2, buf); 2366 strcat (buf2, buf);
2369 if (op->type == PLAYER) { 2367 if (op->type == PLAYER)
2368 {
2370 sprintf (buf, "by %s.\n\n", op->contr->killer); 2369 sprintf (buf, "by %s.\n\n", op->contr->killer);
2371 strncat (buf2, " ", 21 - strlen (buf) / 2); 2370 strncat (buf2, " ", 21 - strlen (buf) / 2);
2372 strcat (buf2, buf); 2371 strcat (buf2, buf);
2373 } 2372 }
2373
2374 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2374 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2375 strncat (buf2, " ", 20 - strlen (buf) / 2); 2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2376 strcat (buf2, buf); 2376 strcat (buf2, buf);
2377
2377 return buf2; 2378 return buf2;
2378} 2379}
2379 2380
2380 2381void
2381
2382void do_some_living(object *op) { 2382do_some_living (object *op)
2383{
2383 int last_food=op->stats.food; 2384 int last_food = op->stats.food;
2384 int gen_hp, gen_sp, gen_grace; 2385 int gen_hp, gen_sp, gen_grace;
2385 int over_hp, over_sp, over_grace; 2386 int over_hp, over_sp, over_grace;
2386 int i; 2387 int i;
2387 int rate_hp = 1200; 2388 int rate_hp = 1200;
2388 int rate_sp = 2500; 2389 int rate_sp = 2500;
2389 int rate_grace = 2000; 2390 int rate_grace = 2000;
2390 const int max_hp = 1; 2391 const int max_hp = 1;
2391 const int max_sp = 1; 2392 const int max_sp = 1;
2392 const int max_grace = 1; 2393 const int max_grace = 1;
2393 2394
2394 if (op->contr->outputs_sync) { 2395 if (op->contr->hidden)
2395 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2396 {
2396 if (op->contr->outputs[i].buf!=NULL && 2397 op->invisible = 1000;
2397 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2398 /* the socket code flashes the player visible/invisible
2398 flush_output_element(op, &op->contr->outputs[i]); 2399 * depending on the value of invisible, so we need to
2400 * alternate it here for it to work correctly.
2401 */
2402 if (pticks & 2)
2403 op->invisible--;
2399 } 2404 }
2405 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2406 {
2407 if (!op->invisible--)
2408 {
2409 make_visible (op);
2410 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2411 }
2412 }
2400 2413
2401 if(op->contr->state==ST_PLAYING) { 2414 if (op->contr->ns->state == ST_PLAYING)
2402 2415 {
2403 /* these next three if clauses make it possible to SLOW DOWN 2416 /* these next three if clauses make it possible to SLOW DOWN
2404 hp/grace/spellpoint regeneration. */ 2417 hp/grace/spellpoint regeneration. */
2405 if(op->contr->gen_hp >= 0 ) 2418 if (op->contr->gen_hp >= 0)
2406 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2419 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2407 else { 2420 else
2421 {
2408 gen_hp = op->stats.maxhp; 2422 gen_hp = op->stats.maxhp;
2409 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2423 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2410 } 2424 }
2425
2411 if(op->contr->gen_sp >= 0 ) 2426 if (op->contr->gen_sp >= 0)
2412 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2427 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2413 else { 2428 else
2429 {
2414 gen_sp = op->stats.maxsp; 2430 gen_sp = op->stats.maxsp;
2415 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2431 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2416 } 2432 }
2433
2417 if(op->contr->gen_grace >= 0) 2434 if (op->contr->gen_grace >= 0)
2418 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2435 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2419 else { 2436 else
2437 {
2420 gen_grace = op->stats.maxgrace; 2438 gen_grace = op->stats.maxgrace;
2421 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2439 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2422 } 2440 }
2423 2441
2424 /* Regenerate Spell Points */ 2442 /* Regenerate Spell Points */
2425 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2443 if (!op->contr->golem && --op->last_sp < 0)
2444 {
2426 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2445 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2427 if(op->stats.sp<op->stats.maxsp) {
2428 op->stats.sp++;
2429 /* dms do not consume food */
2430 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2431 op->stats.food--;
2432 if(op->contr->digestion<0)
2433 op->stats.food+=op->contr->digestion;
2434 else if(op->contr->digestion>0 &&
2435 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2436 op->stats.food=last_food;
2437 }
2438 }
2439 if (max_sp>1) {
2440 over_sp = (gen_sp+10)/rate_sp;
2441 if (over_sp > 0) {
2442 if(op->stats.sp<op->stats.maxsp) { 2446 if (op->stats.sp < op->stats.maxsp)
2443 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2447 {
2444 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2445 op->stats.sp--; 2448 op->stats.sp++;
2446 if(op->stats.sp>op->stats.maxsp) 2449 /* dms do not consume food */
2447 op->stats.sp=op->stats.maxsp; 2450 if (!QUERY_FLAG (op, FLAG_WIZ))
2451 {
2452 op->stats.food--;
2453 if (op->contr->digestion < 0)
2454 op->stats.food += op->contr->digestion;
2455 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2456 op->stats.food = last_food;
2448 } 2457 }
2449 op->last_sp=0;
2450 } else {
2451 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2452 }
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 }
2457
2458 /* Regenerate Grace */
2459 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2460 if(--op->last_grace<0) {
2461 if(op->stats.grace<op->stats.maxgrace/2)
2462 op->stats.grace++; /* no penalty in food for regaining grace */
2463 if(max_grace>1) {
2464 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2465 if (over_grace > 0) {
2466 op->stats.sp += over_grace
2467 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2468 op->last_grace=0;
2469 } else {
2470 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2471 } 2458 }
2459
2460 if (max_sp > 1)
2461 {
2462 over_sp = (gen_sp + 10) / rate_sp;
2463 if (over_sp > 0)
2464 {
2465 if (op->stats.sp < op->stats.maxsp)
2466 {
2467 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2468
2469 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2470 op->stats.sp--;
2471
2472 if (op->stats.sp > op->stats.maxsp)
2473 op->stats.sp = op->stats.maxsp;
2474 }
2475 op->last_sp = 0;
2476 }
2477 else
2478 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2479 }
2472 } else { 2480 else
2481 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2482 }
2483
2484 /* Regenerate Grace */
2485 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2486 if (--op->last_grace < 0)
2487 {
2488 if (op->stats.grace < op->stats.maxgrace / 2)
2489 op->stats.grace++; /* no penalty in food for regaining grace */
2490
2491 if (max_grace > 1)
2492 {
2493 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2494 if (over_grace > 0)
2495 {
2496 op->stats.sp += over_grace
2497 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2498 op->last_grace = 0;
2499 }
2500 else
2501 {
2502 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2503 }
2504 }
2505 else
2506 {
2473 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2507 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2474 } 2508 }
2475 /* wearing stuff doesn't detract from grace generation. */ 2509 /* wearing stuff doesn't detract from grace generation. */
2476 } 2510 }
2477 2511
2478 /* Regenerate Hit Points */ 2512 /* Regenerate Hit Points */
2479 if(--op->last_heal<0) { 2513 if (--op->last_heal < 0)
2514 {
2480 if(op->stats.hp<op->stats.maxhp) { 2515 if (op->stats.hp < op->stats.maxhp)
2516 {
2481 op->stats.hp++; 2517 op->stats.hp++;
2482 /* dms do not consume food */ 2518 /* dms do not consume food */
2483 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2519 if (!QUERY_FLAG (op, FLAG_WIZ))
2484 op->stats.food--; 2520 {
2521 op->stats.food--;
2485 if(op->contr->digestion<0) 2522 if (op->contr->digestion < 0)
2486 op->stats.food+=op->contr->digestion; 2523 op->stats.food += op->contr->digestion;
2487 else if(op->contr->digestion>0 && 2524 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2488 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2489 op->stats.food=last_food; 2525 op->stats.food = last_food;
2526 }
2527 }
2528
2529 if (max_hp > 1)
2530 {
2531 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2532 if (over_hp > 0)
2533 {
2534 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2535 op->last_heal = 0;
2536 }
2537 else
2538 {
2539 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2540 }
2541 }
2542 else
2543 {
2544 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2545 }
2490 } 2546 }
2491 }
2492 if(max_hp>1) {
2493 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2494 if (over_hp > 0) {
2495 op->stats.sp += over_hp
2496 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2497 op->last_heal=0;
2498 } else {
2499 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2500 }
2501 } else {
2502 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2503 }
2504 }
2505 2547
2506 /* Digestion */ 2548 /* Digestion */
2507 if(--op->last_eat<0) { 2549 if (--op->last_eat < 0)
2508#ifdef COZY_SERVER 2550 {
2509 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2551 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2510 int bonus=dg>0?dg:0,
2511 penalty=dg<0?-dg:0;
2512#else
2513 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2514 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2515#endif
2516 2552
2517 if(op->contr->gen_hp > 0) 2553 if (op->contr->gen_hp > 0)
2518 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2554 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2519 else 2555 else
2520 op->last_eat=25*(1+bonus)/(penalty +1); 2556 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2557
2521 /* dms do not consume food */ 2558 /* dms do not consume food */
2522 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2559 if (!QUERY_FLAG (op, FLAG_WIZ))
2523 } 2560 op->stats.food--;
2524 } 2561 }
2525 2562
2526 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2563 if (op->stats.food < 0 && op->stats.hp >= 0)
2564 {
2527 object *tmp, *flesh=NULL; 2565 object *tmp, *flesh = 0;
2528 2566
2529 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2567 for (tmp = op->inv; tmp; tmp = tmp->below)
2568 {
2530 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2569 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2570 {
2531 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2571 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2572 {
2532 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2573 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2533 manual_apply(op,tmp,0); 2574 manual_apply (op, tmp, 0);
2534 if(op->stats.food>=0||op->stats.hp<0) 2575 if (op->stats.food >= 0 || op->stats.hp < 0)
2535 break; 2576 break;
2536 } 2577 }
2537 else if (tmp->type==FLESH) flesh=tmp; 2578 else if (tmp->type == FLESH)
2579 flesh = tmp;
2538 } /* End if paid for object */ 2580 } /* End if paid for object */
2539 } /* end of for loop */ 2581 } /* end of for loop */
2582
2540 /* If player is still starving, it means they don't have any food, so 2583 /* If player is still starving, it means they don't have any food, so
2541 * eat flesh instead. 2584 * eat flesh instead.
2542 */ 2585 */
2543 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2586 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2587 {
2544 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2588 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2545 manual_apply(op,flesh,0); 2589 manual_apply (op, flesh, 0);
2546 } 2590 }
2547 } /* end if player is starving */ 2591 }
2548 2592
2549 while(op->stats.food<0&&op->stats.hp>0) 2593 while (op->stats.food < 0 && op->stats.hp >= 0)
2550 op->stats.food++,op->stats.hp--; 2594 op->stats.food++, op->stats.hp--;
2551 2595
2552 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2596 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2553 kill_player(op); 2597 kill_player (op);
2598 }
2554} 2599}
2555
2556
2557 2600
2558/* If the player should die (lack of hp, food, etc), we call this. 2601/* If the player should die (lack of hp, food, etc), we call this.
2559 * op is the player in jeopardy. If the player can not be saved (not 2602 * op is the player in jeopardy. If the player can not be saved (not
2560 * permadeath, no lifesave), this will take care of removing the player 2603 * permadeath, no lifesave), this will take care of removing the player
2561 * file. 2604 * file.
2562 */ 2605 */
2606void
2563void kill_player(object *op) 2607kill_player (object *op)
2564{ 2608{
2565 char buf[MAX_BUF]; 2609 char buf[MAX_BUF];
2566 int x,y,i; 2610 int x, y;
2611
2612 //int i;
2567 mapstruct *map; /* this is for resurrection */ 2613 maptile *map; /* this is for resurrection */
2614
2568 int z; 2615 /* int z;
2569 int num_stats_lose; 2616 int num_stats_lose;
2570 int lost_a_stat; 2617 int lost_a_stat;
2571 int lose_this_stat; 2618 int lose_this_stat;
2572 int this_stat; 2619 int this_stat; */
2573 int will_kill_again; 2620 int will_kill_again;
2574 archetype *at; 2621 archetype *at;
2575 object *tmp; 2622 object *tmp;
2576 2623
2577 if(save_life(op)) 2624 if (save_life (op))
2578 return; 2625 return;
2579 2626
2580 2627
2581 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2628 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2582 * in cities ONLY!!! It is very important that this doesn't get abused. 2629 * in cities ONLY!!! It is very important that this doesn't get abused.
2583 * Look at op_on_battleground() for more info --AndreasV 2630 * Look at op_on_battleground() for more info --AndreasV
2584 */ 2631 */
2585 if (op_on_battleground(op, &x, &y)) { 2632 if (op_on_battleground (op, &x, &y))
2586 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2633 {
2587 "You have been defeated in combat!"); 2634 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2588 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2635 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2589 "Local medics have saved your life..."); 2636
2590
2591 /* restore player */ 2637 /* restore player */
2592 at = find_archetype("poisoning"); 2638 at = archetype::find ("poisoning");
2593 tmp=present_arch_in_ob(at,op); 2639 if (object *tmp = present_arch_in_ob (at, op))
2594 if (tmp) { 2640 {
2595 remove_ob(tmp); 2641 tmp->destroy ();
2596 free_object(tmp);
2597 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2642 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2643 }
2644
2645 at = archetype::find ("confusion");
2646 if (object *tmp = present_arch_in_ob (at, op))
2598 } 2647 {
2599 2648 tmp->destroy ();
2600 at = find_archetype("confusion");
2601 tmp=present_arch_in_ob(at,op);
2602 if (tmp) {
2603 remove_ob(tmp);
2604 free_object(tmp);
2605 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2649 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2606 } 2650 }
2607 2651
2608 cure_disease(op,0); /* remove any disease */ 2652 cure_disease (op, 0); /* remove any disease */
2609 op->stats.hp=op->stats.maxhp; 2653 op->stats.hp = op->stats.maxhp;
2610 if (op->stats.food<=0) op->stats.food=999; 2654 if (op->stats.food <= 0)
2611 2655 op->stats.food = 999;
2656
2612 /* create a bodypart-trophy to make the winner happy */ 2657 /* create a bodypart-trophy to make the winner happy */
2613 tmp=arch_to_object(find_archetype("finger")); 2658 if (object *tmp = arch_to_object (archetype::find ("finger")))
2614 if (tmp != NULL)
2615 { 2659 {
2616 sprintf(buf,"%s's finger", &op->name); 2660 sprintf (buf, "%s's finger", &op->name);
2617 tmp->name = buf; 2661 tmp->name = buf;
2618 sprintf(buf," This finger has been cut off %s\n" 2662 sprintf (buf, " This finger has been cut off %s\n"
2619 " the %s, when he was defeated at\n level %d by %s.\n", 2663 " the %s, when he was defeated at\n level %d by %s.\n",
2620 &op->name, op->contr->title, (int)(op->level), 2664 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2621 op->contr->killer);
2622 tmp->msg=buf; 2665 tmp->msg = buf;
2623 tmp->value=0, tmp->material=0, tmp->type=0; 2666 tmp->value = 0, tmp->type = 0;
2624 tmp->materialname = NULL; 2667 tmp->materialname = "organics";
2625 tmp->x = op->x, tmp->y = op->y; 2668 tmp->insert_at (op, tmp);
2626 insert_ob_in_map(tmp,op->map,op,0);
2627 }
2628 2669 }
2670
2629 /* teleport defeated player to new destination*/ 2671 /* teleport defeated player to new destination */
2630 transfer_ob(op, x, y, 0, NULL); 2672 transfer_ob (op, x, y, 0, NULL);
2631 op->contr->braced=0; 2673 op->contr->braced = 0;
2632 return; 2674 return;
2633 } 2675 }
2634 2676
2635 INVOKE_PLAYER (DEATH, op->contr); 2677 INVOKE_PLAYER (DEATH, op->contr);
2636 2678
2637 command_kill_pets (op, 0); 2679 command_kill_pets (op, 0);
2638 2680
2639 if(op->stats.food<0) { 2681 if (op->stats.food < 0)
2640 if (op->contr->explore) { 2682 {
2641 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2642 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2643 op->stats.food=999;
2644 return;
2645 }
2646 sprintf(buf,"%s starved to death.",&op->name); 2683 sprintf (buf, "%s starved to death.", &op->name);
2647 strcpy(op->contr->killer,"starvation"); 2684 strcpy (op->contr->killer, "starvation");
2648 } 2685 }
2649 else { 2686 else
2650 if (op->contr->explore) {
2651 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2652 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2653 op->stats.hp=op->stats.maxhp;
2654 return;
2655 }
2656 sprintf(buf,"%s died.", &op->name); 2687 sprintf (buf, "%s died.", &op->name);
2657 } 2688
2658 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2689 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2659 2690
2660 /* save the map location for corpse, gravestone*/ 2691 /* save the map location for corpse, gravestone */
2661 x=op->x;y=op->y;map=op->map; 2692 x = op->x;
2693 y = op->y;
2694 map = op->map;
2662 2695
2663
2664 if (settings.not_permadeth == TRUE) {
2665 /* NOT_PERMADEATH code. This basically brings the character back to 2696 /* NOT_PERMADEATH code. This basically brings the character back to
2666 * life if they are dead - it takes some exp and a random stat. 2697 * life if they are dead - it takes some exp and a random stat.
2667 * See the config.h file for a little more in depth detail about this. 2698 * See the config.h file for a little more in depth detail about this.
2668 */ 2699 */
2669 2700
2670 /* Basically two ways to go - remove a stat permanently, or just 2701 /* Basically two ways to go - remove a stat permanently, or just
2671 * make it depletion. This bunch of code deals with that aspect 2702 * make it depletion. This bunch of code deals with that aspect
2672 * of death. 2703 * of death.
2673 */ 2704 */
2674#ifndef COZY_SERVER 2705#ifndef COZY_SERVER
2675 if (settings.balanced_stat_loss) { 2706 if (settings.balanced_stat_loss)
2707 {
2676 /* If stat loss is permanent, lose one stat only. */ 2708 /* If stat loss is permanent, lose one stat only. */
2677 /* Lower level chars don't lose as many stats because they suffer 2709 /* Lower level chars don't lose as many stats because they suffer
2678 more if they do. */ 2710 more if they do. */
2679 /* Higher level characters can afford things such as potions of 2711 /* Higher level characters can afford things such as potions of
2680 restoration, or better, stat potions. So we slug them that 2712 restoration, or better, stat potions. So we slug them that
2681 little bit harder. */ 2713 little bit harder. */
2682 /* GD */ 2714 /* GD */
2683 if (settings.stat_loss_on_death) 2715 if (settings.stat_loss_on_death)
2684 num_stats_lose = 1;
2685 else
2686 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2687 } else {
2688 num_stats_lose = 1; 2716 num_stats_lose = 1;
2689 } 2717 else
2718 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2719 }
2720 else
2721 num_stats_lose = 1;
2722
2690 lost_a_stat = 0; 2723 lost_a_stat = 0;
2691 2724
2692 for (z=0; z<num_stats_lose; z++) { 2725 for (z = 0; z < num_stats_lose; z++)
2726 {
2693 i = RANDOM() % NUM_STATS; 2727 i = RANDOM () % NUM_STATS;
2694 2728
2695 if (settings.stat_loss_on_death) { 2729 if (settings.stat_loss_on_death)
2730 {
2696 /* Pick a random stat and take a point off it. Tell the player 2731 /* Pick a random stat and take a point off it. Tell the player
2697 * what he lost. 2732 * what he lost.
2698 */ 2733 */
2699 change_attr_value(&(op->stats), i,-1); 2734 change_attr_value (&(op->stats), i, -1);
2700 check_stat_bounds(&(op->stats)); 2735 check_stat_bounds (&(op->stats));
2701 change_attr_value(&(op->contr->orig_stats), i,-1); 2736 change_attr_value (&(op->contr->orig_stats), i, -1);
2702 check_stat_bounds(&(op->contr->orig_stats)); 2737 check_stat_bounds (&(op->contr->orig_stats));
2703 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2738 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2704 lost_a_stat = 1; 2739 lost_a_stat = 1;
2705 } else { 2740 }
2741 else
2742 {
2706 /* deplete a stat */ 2743 /* deplete a stat */
2707 archetype *deparch=find_archetype("depletion"); 2744 archetype *deparch = archetype::find ("depletion");
2708 object *dep; 2745 object *dep;
2746
2747 dep = present_arch_in_ob (deparch, op);
2748 if (!dep)
2709 2749 {
2710 dep = present_arch_in_ob(deparch,op);
2711 if(!dep) {
2712 dep = arch_to_object(deparch); 2750 dep = arch_to_object (deparch);
2713 insert_ob_in_ob(dep, op); 2751 insert_ob_in_ob (dep, op);
2714 } 2752 }
2715 lose_this_stat = 1; 2753 lose_this_stat = 1;
2716 if (settings.balanced_stat_loss) { 2754 if (settings.balanced_stat_loss)
2755 {
2717 /* GD */ 2756 /* GD */
2718 /* Get the stat that we're about to deplete. */ 2757 /* Get the stat that we're about to deplete. */
2719 this_stat = get_attr_value(&(dep->stats), i); 2758 this_stat = get_attr_value (&(dep->stats), i);
2720 if (this_stat < 0) { 2759 if (this_stat < 0)
2760 {
2721 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2761 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2722 int keep_chance = this_stat * this_stat; 2762 int keep_chance = this_stat * this_stat;
2763
2723 /* Yes, I am paranoid. Sue me. */ 2764 /* Yes, I am paranoid. Sue me. */
2724 if (keep_chance < 1) 2765 if (keep_chance < 1)
2725 keep_chance = 1; 2766 keep_chance = 1;
2726 2767
2727 /* There is a maximum depletion total per level. */ 2768 /* There is a maximum depletion total per level. */
2728 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2769 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2770 {
2729 lose_this_stat = 0; 2771 lose_this_stat = 0;
2730 /* Take loss chance vs keep chance to see if we 2772 /* Take loss chance vs keep chance to see if we
2731 retain the stat. */ 2773 retain the stat. */
2732 } else {
2733 if (random_roll(0, loss_chance + keep_chance-1,
2734 op, PREFER_LOW) < keep_chance)
2735 lose_this_stat = 0;
2736 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2737 this_stat, keep_chance, loss_chance,
2738 lose_this_stat?"LOSE":"KEEP"); */
2739 }
2740 } 2774 }
2741 } 2775 else
2742
2743 if (lose_this_stat) {
2744 this_stat = get_attr_value(&(dep->stats), i);
2745 /* We could try to do something clever like find another
2746 * stat to reduce if this fails. But chances are, if
2747 * stats have been depleted to -50, all are pretty low
2748 * and should be roughly the same, so it shouldn't make a
2749 * difference.
2750 */ 2776 {
2751 if (this_stat>=-50) { 2777 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2752 change_attr_value(&(dep->stats), i, -1);
2753 SET_FLAG(dep, FLAG_APPLIED);
2754 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2755 fix_player(op);
2756 lost_a_stat = 1; 2778 lose_this_stat = 0;
2779 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2780 this_stat, keep_chance, loss_chance,
2781 lose_this_stat?"LOSE":"KEEP"); */
2757 } 2782 }
2758 } 2783 }
2759 } 2784 }
2760 } 2785
2761 /* If no stat lost, tell the player. */
2762 if (!lost_a_stat) 2786 if (lose_this_stat)
2763 { 2787 {
2764 /* determine_god() seems to not work sometimes... why is this? 2788 this_stat = get_attr_value (&(dep->stats), i);
2765 Should I be using something else? GD */ 2789 /* We could try to do something clever like find another
2766 const char *god = determine_god(op); 2790 * stat to reduce if this fails. But chances are, if
2767 if (god && (strcmp(god, "none"))) 2791 * stats have been depleted to -50, all are pretty low
2768 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2792 * and should be roughly the same, so it shouldn't make a
2769 "moment you feel the holy presence of %s protecting" 2793 * difference.
2770 " you.", god); 2794 */
2795 if (this_stat >= -50)
2771 else 2796 {
2772 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2797 change_attr_value (&(dep->stats), i, -1);
2773 " feel a holy presence protecting you."); 2798 SET_FLAG (dep, FLAG_APPLIED);
2799 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2800 op->update_stats ();
2801 lost_a_stat = 1;
2802 }
2774 } 2803 }
2804 }
2805 }
2806 /* If no stat lost, tell the player. */
2807 if (!lost_a_stat)
2808 {
2809 /* determine_god() seems to not work sometimes... why is this?
2810 Should I be using something else? GD */
2811 const char *god = determine_god (op);
2812
2813 if (god && (strcmp (god, "none")))
2814 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2815 else
2816 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2817 }
2818#else
2819 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2775#endif 2820#endif
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2777 " feel a holy presence protecting you from losing yourself completely.");
2778 2821
2779 /* Put a gravestone up where the character 'almost' died. List the 2822 /* Put a gravestone up where the character 'almost' died. List the
2780 * exp loss on the stone. 2823 * exp loss on the stone.
2781 */ 2824 */
2782 tmp=arch_to_object(find_archetype("gravestone")); 2825 tmp = arch_to_object (archetype::find ("gravestone"));
2783 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2826 sprintf (buf, "%s's gravestone", &op->name);
2827 tmp->name = buf;
2784 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2828 sprintf (buf, "%s's gravestones", &op->name);
2785 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2829 tmp->name_pl = buf;
2786 "who was killed\n" 2830 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2787 "by %s.\n",
2788 &op->name, op->contr->title,
2789 op->contr->killer);
2790 tmp->msg = buf; 2831 tmp->msg = buf;
2791 tmp->x=op->x,tmp->y=op->y; 2832 tmp->x = op->x, tmp->y = op->y;
2792 insert_ob_in_map (tmp, op->map, NULL,0); 2833 insert_ob_in_map (tmp, op->map, NULL, 0);
2793 2834
2794 /**************************************/ 2835 /**************************************/
2795 /* */ 2836 /* */
2796 /* Subtract the experience points, */ 2837 /* Subtract the experience points, */
2797 /* if we died cause of food, give us */ 2838 /* if we died cause of food, give us */
2798 /* food, and reset HP's... */ 2839 /* food, and reset HP's... */
2799 /* */ 2840 /* */
2800 /**************************************/ 2841 /**************************************/
2801 2842
2802 /* remove any poisoning and confusion the character may be suffering.*/ 2843 /* remove any poisoning and confusion the character may be suffering. */
2803 /* restore player */ 2844 /* restore player */
2804 at = find_archetype("poisoning"); 2845 at = archetype::find ("poisoning");
2805 tmp=present_arch_in_ob(at,op); 2846 tmp = present_arch_in_ob (at, op);
2806 if (tmp) { 2847
2807 remove_ob(tmp); 2848 if (tmp)
2808 free_object(tmp); 2849 {
2850 tmp->destroy ();
2809 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2851 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2810 } 2852 }
2811 2853
2812 at = find_archetype("confusion"); 2854 at = archetype::find ("confusion");
2813 tmp=present_arch_in_ob(at,op); 2855 tmp = present_arch_in_ob (at, op);
2814 if (tmp) { 2856 if (tmp)
2815 remove_ob(tmp); 2857 {
2816 free_object(tmp); 2858 tmp->destroy ();
2817 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2859 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2818 } 2860 }
2861
2819 cure_disease(op,0); /* remove any disease */ 2862 cure_disease (op, 0); /* remove any disease */
2820 2863
2821 /*add_exp(op, (op->stats.exp * -0.20)); */ 2864 /*add_exp(op, (op->stats.exp * -0.20)); */
2822 apply_death_exp_penalty(op); 2865 apply_death_exp_penalty (op);
2823 if(op->stats.food < 100) op->stats.food = 900; 2866 if (op->stats.food < 100)
2867 op->stats.food = 900;
2824 op->stats.hp = op->stats.maxhp; 2868 op->stats.hp = op->stats.maxhp;
2825 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2869 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2826 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2870 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2827 2871
2828 /* 2872 /*
2829 * Check to see if the player is in a shop. IF so, then check to see if 2873 * Check to see if the player has any unpaid items. If so, remove them
2830 * the player has any unpaid items. If so, remove them and put them back 2874 * and put them back in the map.
2831 * in the map. 2875 */
2832 */
2833
2834 if (is_in_shop (op))
2835 remove_unpaid_objects(op->inv, op); 2876 remove_unpaid_objects (op->inv, op);
2836 2877
2837 /****************************************/ 2878 /****************************************/
2838 /* */ 2879 /* */
2839 /* Move player to his current respawn- */ 2880 /* Move player to his current respawn- */
2840 /* position (usually last savebed) */ 2881 /* position (usually last savebed) */
2841 /* */ 2882 /* */
2842 /****************************************/ 2883 /****************************************/
2843 2884
2844 enter_player_savebed(op); 2885 enter_player_savebed (op);
2845 2886
2846 /* Save the player before inserting the force to reduce
2847 * chance of abuse.
2848 */
2849 op->contr->braced=0; 2887 op->contr->braced = 0;
2850 save_player(op,1);
2851 2888
2852 /* it is possible that the player has blown something up 2889 /* it is possible that the player has blown something up
2853 * at his savebed location, and that can have long lasting 2890 * at his savebed location, and that can have long lasting
2854 * spell effects. So first see if there is a spell effect 2891 * spell effects. So first see if there is a spell effect
2855 * on the space that might harm the player. 2892 * on the space that might harm the player.
2856 */ 2893 */
2857 will_kill_again=0; 2894 will_kill_again = 0;
2858 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2895 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2859 if (tmp->type ==SPELL_EFFECT) 2896 if (tmp->type == SPELL_EFFECT)
2860 will_kill_again|=tmp->attacktype; 2897 will_kill_again |= tmp->attacktype;
2861 } 2898
2862 if (will_kill_again) { 2899 if (will_kill_again)
2900 {
2863 object *force; 2901 object *force;
2864 int at; 2902 int at;
2865 2903
2866 force=get_archetype(FORCE_NAME); 2904 force = get_archetype (FORCE_NAME);
2867 /* 50 ticks should be enough time for the spell to abate */ 2905 /* 50 ticks should be enough time for the spell to abate */
2868 force->speed=0.1; 2906 force->speed = 0.1f;
2869 force->speed_left=-5.0; 2907 force->speed_left = -5.f;
2870 SET_FLAG(force, FLAG_APPLIED); 2908 SET_FLAG (force, FLAG_APPLIED);
2871 for (at=0; at<NROFATTACKS; at++) { 2909 for (at = 0; at < NROFATTACKS; at++)
2872 if (will_kill_again & (1 << at)) 2910 if (will_kill_again & (1 << at))
2873 force->resist[at] = 100; 2911 force->resist[at] = 100;
2912
2913 insert_ob_in_ob (force, op);
2914 op->update_stats ();
2915
2916 }
2917
2918 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2919}
2920
2921void
2922loot_object (object *op)
2923{ /* Grab and destroy some treasure */
2924 object *tmp, *tmp2, *next;
2925
2926 op->close_container (); /* close open sack first */
2927
2928 for (tmp = op->inv; tmp; tmp = next)
2929 {
2930 next = tmp->below;
2931
2932 if (tmp->invisible)
2933 continue;
2934
2935 tmp->remove ();
2936 tmp->x = op->x, tmp->y = op->y;
2937
2938 if (tmp->type == CONTAINER)
2939 loot_object (tmp); /* empty container to ground */
2940
2941 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2942 {
2943 if (tmp->nrof > 1)
2944 {
2945 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2946 tmp2->destroy ();
2947 insert_ob_in_map (tmp, op->map, NULL, 0);
2874 } 2948 }
2875 insert_ob_in_ob(force, op);
2876 fix_player(op);
2877
2878 }
2879 /**************************************/
2880 /* */
2881 /* Repaint the characters inv, and */
2882 /* stats, and show a nasty message ;) */
2883 /* */
2884 /**************************************/
2885
2886 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2887 return;
2888 } /* NOT_PERMADETH */
2889 else {
2890 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2891 * should probably be embedded in an else statement.
2892 */
2893
2894 op->contr->party=NULL;
2895 if (settings.set_title == TRUE)
2896 op->contr->own_title[0]='\0';
2897 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2898 check_score(op);
2899 if(op->contr->ranges[range_golem]!=NULL) {
2900 remove_friendly_object(op->contr->ranges[range_golem]);
2901 remove_ob(op->contr->ranges[range_golem]);
2902 free_object(op->contr->ranges[range_golem]);
2903 op->contr->ranges[range_golem]=NULL;
2904 op->contr->golem_count=0;
2905 }
2906 loot_object(op); /* Remove some of the items for good */
2907 remove_ob(op);
2908 op->direction=0;
2909
2910 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2911 delete_character(op->name,0);
2912 if (settings.resurrection == TRUE) {
2913 /* save playerfile sans equipment when player dies
2914 ** then save it as player.pl.dead so that future resurrection
2915 ** type spells will work on them nicely
2916 */
2917 delete_character(op->name,0);
2918 op->stats.hp = op->stats.maxhp;
2919 op->stats.food = 999;
2920
2921 /* set the location of where the person will reappear when */
2922 /* maybe resurrection code should fix map also */
2923 strcpy(op->contr->maplevel, settings.emergency_mapname);
2924 if(op->map!=NULL)
2925 op->map = NULL;
2926 op->x = settings.emergency_x;
2927 op->y = settings.emergency_y;
2928 save_player(op,0);
2929 op->map = map;
2930 /* please see resurrection.c: peterm */
2931 dead_player(op);
2932 } else { 2949 else
2933 delete_character(op->name,1); 2950 tmp->destroy ();
2934 } 2951 }
2935 } 2952 else
2936 play_again(op);
2937
2938 /* peterm: added to create a corpse at deathsite. */
2939 tmp=arch_to_object(find_archetype("corpse_pl"));
2940 sprintf(buf,"%s", &op->name);
2941 tmp->name = tmp->name_pl = buf;
2942 tmp->level=op->level;
2943 tmp->x=x;tmp->y=y;
2944 tmp->msg = gravestone_text(op);
2945 SET_FLAG (tmp, FLAG_UNIQUE);
2946 insert_ob_in_map (tmp, map, NULL,0);
2947 }
2948}
2949
2950
2951void loot_object(object *op) { /* Grab and destroy some treasure */
2952 object *tmp,*tmp2,*next;
2953
2954 if (op->container) { /* close open sack first */
2955 esrv_apply_container (op, op->container);
2956 }
2957
2958 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2959 next=tmp->below;
2960 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2961 remove_ob(tmp);
2962 tmp->x=op->x,tmp->y=op->y;
2963 if (tmp->type == CONTAINER) { /* empty container to ground */
2964 loot_object(tmp);
2965 }
2966 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2967 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2968 if(tmp->nrof>1) {
2969 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2970 free_object(tmp2);
2971 insert_ob_in_map(tmp,op->map,NULL,0); 2953 insert_ob_in_map (tmp, op->map, NULL, 0);
2972 } else
2973 free_object(tmp);
2974 } else
2975 insert_ob_in_map(tmp,op->map,NULL,0);
2976 } 2954 }
2977} 2955}
2978 2956
2979/* 2957/*
2980 * fix_weight(): Check recursively the weight of all players, and fix 2958 * fix_weight(): Check recursively the weight of all players, and fix
2981 * what needs to be fixed. Refresh windows and fix speed if anything 2959 * what needs to be fixed. Refresh windows and fix speed if anything
2982 * was changed. 2960 * was changed.
2983 */ 2961 */
2984 2962void
2985void fix_weight(void) { 2963fix_weight (void)
2986 player *pl; 2964{
2987 for (pl = first_player; pl != NULL; pl = pl->next) { 2965 for_all_players (pl)
2966 {
2988 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2967 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2968
2989 if(old == sum) 2969 if (old == sum)
2990 continue; 2970 continue;
2991 fix_player(pl->ob); 2971 pl->ob->update_stats ();
2992 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2972 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2993 &pl->ob->name, old, sum);
2994 } 2973 }
2995} 2974}
2996 2975
2976void
2997void fix_luck(void) { 2977fix_luck (void)
2998 player *pl; 2978{
2999 for (pl = first_player; pl != NULL; pl = pl->next) 2979 for_all_players (pl)
3000 if (!pl->ob->contr->state) 2980 if (!pl->ob->contr->ns->state)
3001 change_luck(pl->ob, 0); 2981 pl->ob->change_luck (0);
3002} 2982}
3003
3004 2983
3005/* cast_dust() - handles op throwing objects of type 'DUST'. 2984/* cast_dust() - handles op throwing objects of type 'DUST'.
3006 * This is much simpler in the new spell code - we basically 2985 * This is much simpler in the new spell code - we basically
3007 * just treat this as any other spell casting object. 2986 * just treat this as any other spell casting object.
3008 */ 2987 */
3009
3010void 2988void
3011cast_dust (object * op, object * throw_ob, int dir) 2989cast_dust (object *op, object *throw_ob, int dir)
3012{ 2990{
3013 object *skop, *spob; 2991 object *skop, *spob;
3014 2992
3015 skop = find_skill_by_name (op, throw_ob->skill); 2993 skop = find_skill_by_name (op, throw_ob->skill);
3016 2994
3017 /* casting POTION 'dusts' is really a use_magic_item skill */ 2995 /* casting POTION 'dusts' is really a use_magic_item skill */
3018 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2996 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3019 { 2997 {
3020 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2998 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3021 &op->name);
3022 return; 2999 return;
3023 } 3000 }
3024 3001
3025 spob = throw_ob->inv; 3002 spob = throw_ob->inv;
3026 3003
3027 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3004 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3028 // not pass NULL to cast_spell (which did indeed check itself, but 3005 // not pass NULL to cast_spell (which did indeed check itself, but
3029 // errors should be reported as early as possible IMHO) 3006 // errors should be reported as early as possible IMHO)
3030 if (!spob) 3007 if (!spob)
3031 { 3008 {
3032 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3009 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3033 &throw_ob->name, &op->name);
3034 return; 3010 return;
3035 } 3011 }
3036 3012
3037 if (op->type == PLAYER) 3013 if (op->type == PLAYER)
3038 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3014 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3039 3015
3040 cast_spell (op, throw_ob, dir, spob, NULL); 3016 cast_spell (op, throw_ob, dir, spob, NULL);
3041 3017
3042 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3018 throw_ob->destroy ();
3043 remove_ob (throw_ob);
3044 free_object (throw_ob);
3045} 3019}
3046 3020
3021void
3047void make_visible (object *op) { 3022make_visible (object *op)
3023{
3048 op->hide = 0; 3024 op->hide = 0;
3049 op->invisible = 0; 3025 op->invisible = 0;
3050 if(op->type==PLAYER) { 3026 if (op->type == PLAYER)
3027 {
3051 op->contr->tmp_invis = 0; 3028 op->contr->tmp_invis = 0;
3052 op->contr->invis_race = 0; 3029 op->contr->invis_race = 0;
3053 } 3030 }
3031
3054 update_object(op,UP_OBJ_FACE); 3032 update_object (op, UP_OBJ_CHANGE);
3055} 3033}
3056 3034
3035int
3057int is_true_undead(object *op) { 3036is_true_undead (object *op)
3058 object *tmp=NULL; 3037{
3059
3060 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3038 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3039 return 1;
3061 3040
3062 if(op->type==PLAYER)
3063 for(tmp=op->inv;tmp;tmp=tmp->below)
3064 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3065 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3066 return 0; 3041 return 0;
3067} 3042}
3068 3043
3069/* look at the surrounding terrain to determine 3044/* look at the surrounding terrain to determine
3070 * the hideability of this object. Positive levels 3045 * the hideability of this object. Positive levels
3071 * indicate greater hideability. 3046 * indicate greater hideability.
3072 */ 3047 */
3073 3048
3049int
3074int hideability(object *ob) { 3050hideability (object *ob)
3051{
3075 int i,level=0, mflag; 3052 int i, level = 0, mflag;
3076 sint16 x,y; 3053 sint16 x, y;
3077 3054
3078 if(!ob||!ob->map) return 0; 3055 if (!ob || !ob->map)
3056 return 0;
3079 3057
3080 /* so, on normal lighted maps, its hard to hide */ 3058 /* so, on normal lighted maps, its hard to hide */
3081 level=ob->map->darkness - 2; 3059 level = ob->map->darkness - 2;
3082 3060
3083 /* this also picks up whether the object is glowing. 3061 /* this also picks up whether the object is glowing.
3084 * If you carry a light on a non-dark map, its not 3062 * If you carry a light on a non-dark map, its not
3085 * as bad as carrying a light on a pitch dark map */ 3063 * as bad as carrying a light on a pitch dark map */
3086 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3064 if (has_carried_lights (ob))
3065 level = -(10 + (2 * ob->map->darkness));
3087 3066
3088 /* scan through all nearby squares for terrain to hide in */ 3067 /* scan through all nearby squares for terrain to hide in */
3089 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3068 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3069 {
3090 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3070 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3091 if (mflag & P_OUT_OF_MAP) { continue; } 3071 if (mflag & P_OUT_OF_MAP)
3072 {
3073 continue;
3074 }
3092 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3075 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3093 level += 2; 3076 level += 2;
3094 else /* open terrain! */ 3077 else /* open terrain! */
3095 level -= 1; 3078 level -= 1;
3096 } 3079 }
3097 3080
3098#if 0 3081#if 0
3099 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3082 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3100#endif 3083#endif
3101 return level; 3084 return level;
3102} 3085}
3103 3086
3104/* For Hidden creatures - a chance of becoming 'unhidden' 3087/* For Hidden creatures - a chance of becoming 'unhidden'
3105 * every time they move - as we subtract off 'invisibility' 3088 * every time they move - as we subtract off 'invisibility'
3106 * AND, for players, if they move into a ridiculously unhideable 3089 * AND, for players, if they move into a ridiculously unhideable
3107 * spot (surrounded by clear terrain in broad daylight). -b.t. 3090 * spot (surrounded by clear terrain in broad daylight). -b.t.
3108 */ 3091 */
3109 3092void
3110void do_hidden_move (object *op) { 3093do_hidden_move (object *op)
3094{
3111 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3095 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3112 object *skop; 3096 object *skop;
3113 3097
3114 if(!op || !op->map) return; 3098 if (!op || !op->map)
3099 return;
3115 3100
3116 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3101 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3117 3102
3118 /* its *extremely* hard to run and sneak/hide at the same time! */ 3103 /* its *extremely* hard to run and sneak/hide at the same time! */
3119 if(op->type==PLAYER && op->contr->run_on) { 3104 if (op->type == PLAYER && op->contr->run_on)
3120 if(!skop || num >= skop->level) { 3105 if (!skop || num >= skop->level)
3106 {
3121 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3107 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3122 make_visible(op);
3123 return;
3124 } else num += 20;
3125 }
3126 num += op->map->difficulty;
3127 hide = hideability(op); /* modify by terrain hidden level */
3128 num -= hide;
3129 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3130 make_visible(op); 3108 make_visible (op);
3131 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3109 return;
3132 "You moved out of hiding! You are visible!");
3133 } 3110 }
3111 else
3112 num += 20;
3113
3114 num += op->map->difficulty;
3115 hide = hideability (op); /* modify by terrain hidden level */
3116 num -= hide;
3117
3118 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3119 {
3120 make_visible (op);
3121 if (op->type == PLAYER)
3122 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3123 }
3134 else if (op->type == PLAYER && skop) { 3124 else if (op->type == PLAYER && skop)
3135 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3125 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3136 }
3137} 3126}
3138 3127
3139/* determine if who is standing near a hostile creature. */ 3128/* determine if who is standing near a hostile creature. */
3140 3129
3130int
3141int stand_near_hostile( object *who ) { 3131stand_near_hostile (object *who)
3132{
3142 object *tmp=NULL; 3133 object *tmp = NULL;
3143 int i,friendly=0,player=0, mflags; 3134 int i, friendly = 0, player = 0, mflags;
3144 mapstruct *m; 3135 maptile *m;
3145 sint16 x,y; 3136 sint16 x, y;
3146 3137
3147 if(!who) return 0; 3138 if (!who)
3139 return 0;
3148 3140
3149 if(who->type==PLAYER) player=1; 3141 if (who->type == PLAYER)
3142 player = 1;
3143
3144 else
3150 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3145 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3151 3146
3152 /* search adjacent squares */ 3147 /* search adjacent squares */
3153 for(i=1;i<9;i++) { 3148 for (i = 1; i < 9; i++)
3149 {
3154 x = who->x+freearr_x[i]; 3150 x = who->x + freearr_x[i];
3155 y = who->y+freearr_y[i]; 3151 y = who->y + freearr_y[i];
3156 m = who->map; 3152 m = who->map;
3157 mflags = get_map_flags(m, &m, x, y, &x, &y); 3153 mflags = get_map_flags (m, &m, x, y, &x, &y);
3158 /* space must be blocked if there is a monster. If not 3154 /* space must be blocked if there is a monster. If not
3159 * blocked, don't need to check this space. 3155 * blocked, don't need to check this space.
3160 */ 3156 */
3161 if (mflags & P_OUT_OF_MAP) continue; 3157 if (mflags & P_OUT_OF_MAP)
3158 continue;
3162 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3159 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3163 3160 continue;
3164 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3161
3165 if((player||friendly) 3162 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3163 {
3166 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3164 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3165 return 1;
3166 else if (tmp->type == PLAYER)
3167 {
3168 /*don't let a hidden DM prevent you from hiding */
3169 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3167 return 1; 3170 return 1;
3168 else if(tmp->type==PLAYER)
3169 {
3170 /*don't let a hidden DM prevent you from hiding*/
3171 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3172 return 1;
3173 } 3171 }
3174 } 3172 }
3175 } 3173 }
3176 return 0; 3174 return 0;
3177} 3175}
3178 3176
3179/* check the player los field for viewability of the 3177/* check the player los field for viewability of the
3180 * object op. This function works fine for monsters, 3178 * object op. This function works fine for monsters,
3181 * but we dont worry if the object isnt the top one in 3179 * but we dont worry if the object isnt the top one in
3188 * for them to differ. Sigh, this fctn could get a bit more complex. 3186 * for them to differ. Sigh, this fctn could get a bit more complex.
3189 * -b.t. 3187 * -b.t.
3190 * This function is now map tiling safe. 3188 * This function is now map tiling safe.
3191 */ 3189 */
3192 3190
3191int
3193int player_can_view (object *pl,object *op) { 3192player_can_view (object *pl, object *op)
3193{
3194 rv_vector rv; 3194 rv_vector rv;
3195 int dx,dy; 3195 int dx, dy;
3196 3196
3197 if(pl->type!=PLAYER) { 3197 if (pl->type != PLAYER)
3198 {
3198 LOG(llevError,"player_can_view() called for non-player object\n"); 3199 LOG (llevError, "player_can_view() called for non-player object\n");
3199 return -1; 3200 return -1;
3200 } 3201 }
3201 if (!pl || !op) return 0;
3202 3202
3203 if(op->head) { op = op->head; } 3203 if (!pl || !op)
3204 get_rangevector(pl, op, &rv, 0x1);
3205
3206 /* starting with the 'head' part, lets loop
3207 * through the object and find if it has any
3208 * part that is in the los array but isnt on
3209 * a blocked los square.
3210 * we use the archetype to figure out offsets.
3211 */
3212 while(op) {
3213 dx = rv.distance_x + op->arch->clone.x;
3214 dy = rv.distance_y + op->arch->clone.y;
3215
3216 /* only the viewable area the player sees is updated by LOS
3217 * code, so we need to restrict ourselves to that range of values
3218 * for any meaningful values.
3219 */
3220 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3221 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3222 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3223 return 1;
3224 op = op->more;
3225 }
3226 return 0; 3204 return 0;
3205
3206 op = op->head_ ();
3207
3208 get_rangevector (pl, op, &rv, 0x1);
3209
3210 /* starting with the 'head' part, lets loop
3211 * through the object and find if it has any
3212 * part that is in the los array but isnt on
3213 * a blocked los square.
3214 * we use the archetype to figure out offsets.
3215 */
3216 while (op)
3217 {
3218 dx = rv.distance_x + op->arch->clone.x;
3219 dy = rv.distance_y + op->arch->clone.y;
3220
3221 /* only the viewable area the player sees is updated by LOS
3222 * code, so we need to restrict ourselves to that range of values
3223 * for any meaningful values.
3224 */
3225 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3226 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3227 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3228 return 1;
3229 op = op->more;
3230 }
3231 return 0;
3227} 3232}
3228 3233
3229/* routine for both players and monsters. We call this when 3234/* routine for both players and monsters. We call this when
3230 * there is a possibility for our action distrubing our hiding 3235 * there is a possibility for our action distrubing our hiding
3231 * place or invisiblity spell. Artefact invisiblity is not 3236 * place or invisiblity spell. Artefact invisiblity is not
3232 * effected by this. If we arent invisible to begin with, we 3237 * effected by this. If we arent invisible to begin with, we
3233 * return 0. 3238 * return 0.
3234 */ 3239 */
3240int
3235int action_makes_visible (object *op) { 3241action_makes_visible (object *op)
3242{
3236 3243
3237 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3244 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3245 {
3238 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3246 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3239 return 0; 3247 return 0;
3240 3248
3241 if (op->contr && op->contr->tmp_invis == 0) return 0; 3249 if (op->contr && op->contr->tmp_invis == 0)
3250 return 0;
3242 3251
3243 /* If monsters, they should become visible */ 3252 /* If monsters, they should become visible */
3244 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3253 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3254 {
3245 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3255 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3246 return 1; 3256 return 1;
3247 } 3257 }
3248 } 3258 }
3249 return 0; 3259 return 0;
3250} 3260}
3251 3261
3252/* op_on_battleground - checks if the given object op (usually 3262/* op_on_battleground - checks if the given object op (usually
3253 * a player) is standing on a valid battleground-tile, 3263 * a player) is standing on a valid battleground-tile,
3254 * function returns TRUE/FALSE. If true x, y returns the battleground 3264 * function returns TRUE/FALSE. If true x, y returns the battleground
3255 * -exit-coord. (and if x, y not NULL) 3265 * -exit-coord. (and if x, y not NULL)
3256 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3266 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3257 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3267 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3258 * Default is to do the same as before, so only people wanting to have different points need worry about this 3268 * Default is to do the same as before, so only people wanting to have different points need worry about this
3259 */ 3269 */
3270int
3260int op_on_battleground (object *op, int *x, int *y) { 3271op_on_battleground (object *op, int *x, int *y)
3272{
3261 object *tmp; 3273 object *tmp;
3262 3274
3263 /* A battleground-tile needs the following attributes to be valid: 3275 /* A battleground-tile needs the following attributes to be valid:
3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3276 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3277 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3266 * and the exit-coordinates sp/hp must both be > 0. 3278 * and the exit-coordinates sp/hp must both be > 0.
3267 * => The intention here is to prevent abuse of the battleground- 3279 * => The intention here is to prevent abuse of the battleground-
3268 * feature (like pickable or hidden battleground tiles). */ 3280 * feature (like pickable or hidden battleground tiles). */
3269 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3281 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3282 {
3270 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3283 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3284 {
3271 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3285 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3272 strcmp(tmp->name, "battleground")==0 && 3286 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3273 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3287 {
3274 /*before we assign the exit, check if this is a teambattle*/ 3288 /*before we assign the exit, check if this is a teambattle */
3275 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3289 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3290 {
3276 object *invtmp; 3291 object *invtmp;
3292
3277 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3293 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3278 if(invtmp->type==FORCE && invtmp->slaying && 3294 {
3279 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3295 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3296 {
3280 if (x != NULL && y != NULL) 3297 if (x != NULL && y != NULL)
3281 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3298 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3282 return 1; 3299 return 1;
3300 }
3283 } 3301 }
3284 } 3302 }
3285 }
3286 if (x != NULL && y != NULL) 3303 if (x != NULL && y != NULL)
3287 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3304 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3288 return 1; 3305 return 1;
3306 }
3289 } 3307 }
3290 }
3291 } 3308 }
3292 /* If we got here, did not find a battleground */ 3309 /* If we got here, did not find a battleground */
3293 return 0; 3310 return 0;
3294} 3311}
3295 3312
3296/* 3313/*
3300 * attributes: 3317 * attributes:
3301 * object *who the dragon player 3318 * object *who the dragon player
3302 * int atnr the attack-number of the ability focus 3319 * int atnr the attack-number of the ability focus
3303 * int level ability level 3320 * int level ability level
3304 */ 3321 */
3322void
3305void dragon_ability_gain(object *who, int atnr, int level) { 3323dragon_ability_gain (object *who, int atnr, int level)
3324{
3306 treasurelist *trlist = NULL; /* treasurelist */ 3325 treasurelist *trlist = NULL; /* treasurelist */
3307 treasure *tr; /* treasure */ 3326 treasure *tr; /* treasure */
3308 object *tmp,*skop; /* tmp. object */ 3327 object *tmp, *skop; /* tmp. object */
3309 object *item; /* treasure object */ 3328 object *item; /* treasure object */
3310 char buf[MAX_BUF]; /* tmp. string buffer */ 3329 char buf[MAX_BUF]; /* tmp. string buffer */
3311 int i=0, j=0; 3330 int i = 0, j = 0;
3312 3331
3313 /* get the appropriate treasurelist */ 3332 /* get the appropriate treasurelist */
3314 if (atnr == ATNR_FIRE) 3333 if (atnr == ATNR_FIRE)
3315 trlist = find_treasurelist("dragon_ability_fire"); 3334 trlist = treasurelist::find ("dragon_ability_fire");
3316 else if (atnr == ATNR_COLD) 3335 else if (atnr == ATNR_COLD)
3317 trlist = find_treasurelist("dragon_ability_cold"); 3336 trlist = treasurelist::find ("dragon_ability_cold");
3318 else if (atnr == ATNR_ELECTRICITY) 3337 else if (atnr == ATNR_ELECTRICITY)
3319 trlist = find_treasurelist("dragon_ability_elec"); 3338 trlist = treasurelist::find ("dragon_ability_elec");
3320 else if (atnr == ATNR_POISON) 3339 else if (atnr == ATNR_POISON)
3321 trlist = find_treasurelist("dragon_ability_poison"); 3340 trlist = treasurelist::find ("dragon_ability_poison");
3322 3341
3323 if (trlist == NULL || who->type != PLAYER) 3342 if (trlist == NULL || who->type != PLAYER)
3343 return;
3344
3345 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3346
3347 if (!tr || !tr->item)
3348 {
3349 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3350 return;
3351 }
3352
3353 /* everything seems okay - now bring on the gift: */
3354 item = &(tr->item->clone);
3355
3356 if (item->type == SPELL)
3357 {
3358 if (check_spell_known (who, item->name))
3324 return; 3359 return;
3325 3360
3326 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3361 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3327 tr = tr->next, i++); 3362 do_learn_spell (who, item, 0);
3328 3363 return;
3329 if (tr == NULL || tr->item == NULL) { 3364 }
3330 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3365
3366 /* grant direct spell */
3367 if (item->type == SPELLBOOK)
3368 {
3369 if (!item->inv)
3370 {
3371 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3372 return;
3373 }
3374 if (check_spell_known (who, item->inv->name))
3331 return; 3375 return;
3332 }
3333
3334 /* everything seems okay - now bring on the gift: */
3335 item = &(tr->item->clone);
3336
3337 if (item->type == SPELL) {
3338 if (check_spell_known (who, item->name))
3339 return;
3340
3341 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3342 do_learn_spell (who, item, 0);
3343 return;
3344 }
3345
3346 /* grant direct spell */
3347 if (item->type == SPELLBOOK) {
3348 if (!item->inv) {
3349 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3350 return;
3351 }
3352 if (check_spell_known (who, item->inv->name))
3353 return;
3354 if (item->invisible) { 3376 if (item->invisible)
3377 {
3355 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); 3378 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3356 do_learn_spell (who, item->inv, 0); 3379 do_learn_spell (who, item->inv, 0);
3357 return; 3380 return;
3358 } 3381 }
3359 } 3382 }
3360 else if (item->type == SKILL_TOOL && item->invisible) { 3383 else if (item->type == SKILL_TOOL && item->invisible)
3384 {
3361 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3385 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3386 {
3362 3387
3363 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3388 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3364 * in this way, if the player is missing any of the attacktypes, he gets 3389 * in this way, if the player is missing any of the attacktypes, he gets
3365 * them. As it is now, if the player has any that match the granted skill, 3390 * them. As it is now, if the player has any that match the granted skill,
3366 * but not all of them, he gets nothing. 3391 * but not all of them, he gets nothing.
3367 */ 3392 */
3368 if (!(skop->attacktype & item->attacktype)) { 3393 if (!(skop->attacktype & item->attacktype))
3394 {
3369 /* Give new attacktype */ 3395 /* Give new attacktype */
3370 skop->attacktype |= item->attacktype; 3396 skop->attacktype |= item->attacktype;
3371 3397
3372 /* always add physical if there's none */ 3398 /* always add physical if there's none */
3373 skop->attacktype |= AT_PHYSICAL; 3399 skop->attacktype |= AT_PHYSICAL;
3374 3400
3375 if (item->msg != NULL) 3401 if (item->msg != NULL)
3376 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3402 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3377 3403
3378 /* Give player new face */ 3404 /* Give player new face */
3379 if (item->animation_id) { 3405 if (item->animation_id)
3406 {
3380 who->face = skop->face; 3407 who->face = skop->face;
3381 who->animation_id = item->animation_id; 3408 who->animation_id = item->animation_id;
3382 who->anim_speed = item->anim_speed; 3409 who->anim_speed = item->anim_speed;
3383 who->last_anim = 0; 3410 who->last_anim = 0;
3384 who->state = 0; 3411 who->state = 0;
3385 animate_object(who, who->direction); 3412 animate_object (who, who->direction);
3386 } 3413 }
3387 } 3414 }
3388 } 3415 }
3389 } 3416 }
3390 else if (item->type == FORCE) { 3417 else if (item->type == FORCE)
3418 {
3391 /* forces in the treasurelist can alter the player's stats */ 3419 /* forces in the treasurelist can alter the player's stats */
3392 object *skin; 3420 object *skin;
3421
3393 /* first get the dragon skin force */ 3422 /* first get the dragon skin force */
3394 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3423 shstr_cmp dragon_skin_force ("dragon_skin_force");
3395 skin=skin->below); 3424 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3396 if (skin == NULL) return; 3425 ;
3397 3426
3427 if (!skin)
3428 return;
3429
3398 /* adding new spellpath attunements */ 3430 /* adding new spellpath attunements */
3399 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3431 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3432 {
3400 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3433 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3401 3434
3402 /* print message */ 3435 /* print message */
3403 sprintf(buf, "You feel attuned to "); 3436 sprintf (buf, "You feel attuned to ");
3404 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3437 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3438 {
3405 if(item->path_attuned & (1<<i)) { 3439 if (item->path_attuned & (1 << i))
3440 {
3406 if (j) 3441 if (j)
3407 strcat(buf," and "); 3442 strcat (buf, " and ");
3408 else 3443 else
3409 j = 1; 3444 j = 1;
3410 strcat(buf, spellpathnames[i]); 3445 strcat (buf, spellpathnames[i]);
3411 } 3446 }
3412 } 3447 }
3413 strcat(buf,"."); 3448 strcat (buf, ".");
3414 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3449 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3415 } 3450 }
3416 3451
3417 /* evtl. adding flags: */ 3452 /* evtl. adding flags: */
3418 if(QUERY_FLAG(item, FLAG_XRAYS)) 3453 if (QUERY_FLAG (item, FLAG_XRAYS))
3419 SET_FLAG(skin, FLAG_XRAYS); 3454 SET_FLAG (skin, FLAG_XRAYS);
3420 if(QUERY_FLAG(item, FLAG_STEALTH)) 3455 if (QUERY_FLAG (item, FLAG_STEALTH))
3421 SET_FLAG(skin, FLAG_STEALTH); 3456 SET_FLAG (skin, FLAG_STEALTH);
3422 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3457 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3423 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3458 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3424 3459
3425 /* print message if there is one */ 3460 /* print message if there is one */
3426 if (item->msg != NULL) 3461 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3462 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3463 }
3464 else
3428 } 3465 {
3429 else {
3430 /* generate misc. treasure */ 3466 /* generate misc. treasure */
3431 tmp = arch_to_object (tr->item); 3467 tmp = arch_to_object (tr->item);
3432 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3468 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3433 tmp = insert_ob_in_ob (tmp, who); 3469 tmp = insert_ob_in_ob (tmp, who);
3434 if (who->type == PLAYER) 3470 if (who->type == PLAYER)
3435 esrv_send_item(who, tmp); 3471 esrv_send_item (who, tmp);
3436 } 3472 }
3437} 3473}
3438 3474
3439/** 3475/**
3440 * Unready an object for a player. This function does nothing if the object was 3476 * Unready an object for a player. This function does nothing if the object was
3441 * not readied. 3477 * not readied.
3442 */ 3478 */
3479void
3443void player_unready_range_ob(player *pl, object *ob) { 3480player_unready_range_ob (player *pl, object *ob)
3444 rangetype i; 3481{
3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3445 3484
3446 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3485 if (pl->combat_ob == ob)
3447 if (pl->ranges[i] == ob) { 3486 pl->combat_ob = 0;
3448 pl->ranges[i] = NULL; 3487
3449 if (pl->shoottype == i) { 3488 if (pl->ranged_ob == ob)
3450 pl->shoottype = range_none; 3489 pl->ranged_ob = 0;
3451 }
3452 }
3453 }
3454} 3490}
3491
3492sint8
3493player::visibility_at (maptile *map, int x, int y) const
3494{
3495 if (!ns)
3496 return 0;
3497
3498 int dx, dy;
3499 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3500 return 0;
3501
3502 x += dx - ns->current_x + ns->mapx / 2;
3503 y += dy - ns->current_y + ns->mapy / 2;
3504
3505 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3506 return 0;
3507
3508 return 100 - blocked_los [x][y];
3509}

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