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Comparing deliantra/server/server/player.C (file contents):
Revision 1.15 by root, Mon Sep 4 11:08:00 2006 UTC vs.
Revision 1.144 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 1.15 2006/09/04 11:08:00 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
4 */ 23 */
5 24
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 25#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 26#include <sproto.h>
35#endif
36#include <sounds.h> 27#include <sounds.h>
37#include <living.h> 28#include <living.h>
38#include <object.h> 29#include <object.h>
39#include <spells.h> 30#include <spells.h>
40#include <skills.h> 31#include <skills.h>
41#include <newclient.h>
42 32
43#ifdef COZY_SERVER 33#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 34#include <functional>
45#endif
46 35
47player *find_player(const char *plname) 36playervec players;
37
38void
39display_motd (const object *op)
48{ 40{
49 player *pl; 41 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 42 char motd[HUGE_BUF];
51 { 43 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 49 return;
54 };
55 return NULL;
56}
57 50
58player* find_player_partial_name( const char* plname ) 51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
59 { 55 {
60 player* pl; 56 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 57 continue;
67 58
68 if ( !strcmp( pl->ob->name, plname) ) 59 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 60 size += strlen (buf);
61 }
70 62
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65}
66
67void
68send_rules (const object *op)
69{
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
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 *
203get_player (player * p)
204{
205 object *op = arch_to_object (get_player_archetype (NULL));
206 int i;
207
208 if (!p)
209 { 303 }
210 p = new player;
211 304
212 /* This adds the player in the linked list. There is extra 305 if (ob)
213 * complexity here because we want to add the new player at the 306 ob->close_container (); //TODO: client-specific
214 * end of the list - there is in fact no compelling reason that
215 * that needs to be done except for things like output of
216 * 'who'.
217 */
218 player *tmp = first_player;
219 while (tmp != NULL && tmp->next != NULL)
220 tmp = tmp->next;
221 if (tmp != NULL)
222 tmp->next = p;
223 else
224 first_player = p;
225 307
226 p->next = NULL; 308 deactivate ();
227 } 309}
228 310
229 /* Clears basically the entire player structure except 311// the need for this function can be explained
230 * for next and socket. 312// by load_object not returning the object
231 */ 313void
232 memset (static_cast<player_pod *>(p), 0, sizeof (player_pod)); 314player::set_object (object *op)
233 p->attachable_clear (); 315{
316 ob = op;
317 ob->contr = this; /* this aren't yet in archetype */
234 318
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{
235 /* There are some elements we want initialized to non zero value - 327 /* There are some elements we want initialised to non zero value -
236 * we deal with that below this point. 328 * we deal with that below this point.
237 */ 329 */
238 p->party = NULL; 330 outputs_sync = 4;
239 p->outputs_sync = 16; /* Every 2 seconds */ 331 outputs_count = 4;
240 p->outputs_count = 8; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 332 unapply = unapply_nochoice;
242 p->Swap_First = -1;
243 333
244#ifdef AUTOSAVE
245 p->last_save_tick = 9999999;
246#endif
247
248 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 334 savebed_map = first_map_path; /* Init. respawn position */
249 335
250 op->contr = p; /* this aren't yet in archetype */
251 p->ob = op;
252 op->speed_left = 0.5;
253 op->speed = 1.0;
254 op->direction = 5; /* So player faces south */
255 op->stats.wc = 2;
256 op->run_away = 25; /* Then we panick... */
257 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
258
259 roll_stats (op);
260 p->state = ST_ROLL_STAT;
261 clear_los (op);
262
263 p->gen_sp_armour = 10; 336 gen_sp_armour = 10;
264 p->last_speed = -1;
265 p->shoottype = range_none;
266 p->bowtype = bow_normal; 337 bowtype = bow_normal;
267 p->petmode = pet_normal; 338 petmode = pet_normal;
268 p->listening = 10; 339 listening = 10;
269 p->usekeys = containers; 340 usekeys = containers;
270 p->last_weapon_sp = -1;
271 p->peaceful = 1; /* default peaceful */ 341 peaceful = 1; /* default peaceful */
272 p->do_los = 1; 342 do_los = 1;
273 p->explore = 0;
274 p->no_shout = 0; /* default can shout */
275 343
276 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 344 weapon_sp = 1.0f;
277 p->title[sizeof (p->title) - 1] = '\0'; 345 weapon_sp_left = 0.5f;
278 op->race = op->arch->clone.race; 346}
279 347
280 CLEAR_FLAG (op, FLAG_READY_SKILL); 348void
349player::do_destroy ()
350{
351 disconnect ();
281 352
282 /* we need to clear these to -1 and not zero - otherwise, 353 attachable::do_destroy ();
283 * if a player quits and starts a new character, we wont 354
284 * send new values to the client, as things like exp start 355 if (ob)
285 * at zero.
286 */
287 for (i = 0; i < NUM_SKILLS; i++)
288 {
289 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL;
291 } 356 {
292 for (i = 0; i < NROFATTACKS; i++) 357 ob->destroy_inv (false);
358 ob->destroy ();
293 { 359 }
294 p->last_resist[i] = -1;
295 }
296 p->last_stats.exp = -1;
297 p->last_weight = (uint32) - 1;
298
299 p->socket.update_look = 0;
300 p->socket.look_position = 0;
301 return p;
302} 360}
303 361
304/* This loads the first map an puts the player on it. */ 362player::~player ()
305static void set_first_map(object *op)
306{ 363{
307 strcpy(op->contr->maplevel, first_map_path); 364 /* Clear item stack */
308 op->x = -1; 365 free (stack_items);
309 op->y = -1;
310 enter_exit(op, NULL);
311} 366}
312 367
313/* Tries to add player on the connection passwd in ns. 368/* Tries to add player on the connection passed in ns.
314 * All we can really get in this is some settings like host and display 369 * All we can really get in this is some settings like host and display
315 * mode. 370 * mode.
316 */ 371 */
372player *
373player::create ()
374{
375 player *pl = new player;
317 376
318int add_player(NewSocket *ns) { 377 pl->set_object (arch_to_object (get_player_archetype (0)));
319 player *p;
320 378
321 p=get_player(NULL); 379 pl->ob->roll_stats ();
322 p->socket = *ns; 380 pl->ob->stats.wc = 2;
323 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... */
324 if(p->socket.faces_sent == NULL) 382
325 fatal(OUT_OF_MEMORY);
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
327 /* Needed because the socket we just copied over needs to be cleared.
328 * Note that this can result in a client reset if there is partial data
329 * on the uncoming socket.
330 */
331 p->socket.inbuf.len = 0;
332 set_first_map(p->ob); 383 set_first_map (pl->ob);
333 384
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
335 add_friendly_object(p->ob);
336 send_rules(p->ob);
337 send_news(p->ob);
338 display_motd(p->ob);
339 get_name(p->ob);
340 return 0; 385 return pl;
341} 386}
342 387
343/* 388/*
344 * get_player_archetype() return next player archetype from archetype 389 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 390 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 391 * Note: there MUST be at least one player archetype!
347 */ 392 */
393archetype *
348archetype *get_player_archetype(archetype* at) 394get_player_archetype (archetype *at)
349{ 395{
350 archetype *start = at; 396 archetype *start = at;
397
351 for (;;) { 398 for (;;)
399 {
352 if (at==NULL || at->next==NULL) 400 if (at == NULL || at->next == NULL)
353 at=first_archetype; 401 at = first_archetype;
354 else 402 else
355 at=at->next; 403 at = at->next;
404
356 if(at->clone.type==PLAYER) 405 if (at->clone.type == PLAYER)
357 return at; 406 return at;
407
358 if (at == start) { 408 if (at == start)
409 {
359 LOG (llevError, "No Player archetypes\n"); 410 LOG (llevError, "No Player archetypes\n");
360 exit (-1); 411 exit (-1);
361 } 412 }
362 } 413 }
363} 414}
364 415
365 416object *
366object *get_nearest_player(object *mon) { 417get_nearest_player (object *mon)
418{
367 object *op = NULL; 419 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol; 420 objectlink *ol;
370 unsigned lastdist; 421 unsigned lastdist;
371 rv_vector rv; 422 rv_vector rv;
372 423
373 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 {
374 /* 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
375 * does periodically happen. Given that, lets deal with it. 427 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly 428 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop. 429 * list is also free, so encapsulate this in a while loop.
378 */ 430 */
379 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 {
380 object *tmp=ol->ob; 433 object *tmp = ol->ob;
381 434
382 /* 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
383 * itself will have been cleared. 436 * itself will have been cleared.
384 */ 437 */
385 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 ());
386 ol = ol->next; 440 ol = ol->next;
387 remove_friendly_object(tmp); 441 remove_friendly_object (tmp);
442 if (!ol)
388 if (!ol) return op; 443 return op;
389 } 444 }
390 445
391 /* 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
392 * 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
393 * complicated method of state checking would be needed in any case - 448 * complicated method of state checking would be needed in any case -
394 * as it was, a clever player could type quit, and the function would 449 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove 450 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this 451 * on_same_map check, as can_detect_enemy also does this
397 */ 452 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 453 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 454 continue;
400 455
401 if(lastdist>rv.distance) { 456 if (lastdist > rv.distance)
457 {
402 op=ol->ob; 458 op = ol->ob;
403 lastdist=rv.distance; 459 lastdist = rv.distance;
404 } 460 }
405 } 461 }
406 for (pl=first_player; pl != NULL; pl=pl->next) { 462
463 for_all_players (pl)
407 if (can_detect_enemy(mon, pl->ob,&rv)) { 464 if (can_detect_enemy (mon, pl->ob, &rv))
408
409 if(lastdist>rv.distance) { 465 if (lastdist > rv.distance)
410 op=pl->ob;
411 lastdist=rv.distance;
412 }
413 } 466 {
414 } 467 op = pl->ob;
468 lastdist = rv.distance;
469 }
470
415#if 0 471#if 0
416 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)");
417#endif 473#endif
418 return op; 474 return op;
419} 475}
420 476
421/* 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
422 * 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
423 * detour a monster will take from the direction path when looking 479 * detour a monster will take from the direction path when looking
437 * circling behaviour. Unfortunately, this function is also used to determined 493 * circling behaviour. Unfortunately, this function is also used to determined
438 * if the creature should cast a spell, so returning a direction in that case 494 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 495 * is probably not a good thing.
440 */ 496 */
441#define MAX_SPACES 50 497#define MAX_SPACES 50
442
443 498
444/* 499/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 500 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * modified to verify there is a path to the player. Does this by stepping towards 501 * modified to verify there is a path to the player. Does this by stepping towards
447 * player and if path is blocked then see if blockage is close enough to player that 502 * player and if path is blocked then see if blockage is close enough to player that
460 * monster can in fact move one space in that direction. 515 * monster can in fact move one space in that direction.
461 * 3) I'm not sure how good this code will be for moving multipart monsters, 516 * 3) I'm not sure how good this code will be for moving multipart monsters,
462 * since only simple checks to blocked are being called, which could mean the monster 517 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself. 518 * is blocking itself.
464 */ 519 */
520int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 521path_to_player (object *mon, object *pl, unsigned mindiff)
522{
466 rv_vector rv; 523 rv_vector rv;
467 sint16 x,y; 524 sint16 x, y;
468 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;
469 mapstruct *m ,*lastmap; 526 maptile *m, *lastmap;
470 527
471 get_rangevector(mon, pl, &rv, 0); 528 get_rangevector (mon, pl, &rv, 0);
472 529
473 if (rv.distance<mindiff) return 0; 530 if (rv.distance < mindiff)
531 return 0;
474 532
475 x=mon->x; 533 x = mon->x;
476 y=mon->y; 534 y = mon->y;
477 m=mon->map; 535 m = mon->map;
478 dir = rv.direction; 536 dir = rv.direction;
479 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 */
480 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
481 /* 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. */
482 if (diff>max) return 0; 541 if (diff > max)
542 return 0;
543
483 while (diff >1 && max>0) { 544 while (diff > 1 && max > 0)
545 {
484 lastx = x; 546 lastx = x;
485 lasty = y; 547 lasty = y;
486 lastmap = m; 548 lastmap = m;
487 x = lastx + freearr_x[dir]; 549 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir]; 550 y = lasty + freearr_y[dir];
489 551
490 mflags = get_map_flags(m, &m, x, y, &x, &y); 552 mflags = get_map_flags (m, &m, x, y, &x, &y);
491 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 553 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
492 554
493 /* Space is blocked - try changing direction a little */ 555 /* Space is blocked - try changing direction a little */
494 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))
495 && (m == mon->map && blocked_link(mon, m, x, y)))) { 557 && (m == mon->map && blocked_link (mon, m, x, y))))
558 {
496 /* recalculate direction from last good location. Possible 559 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before. 560 * we were not traversing ideal location before.
498 */ 561 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 562 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) { 563 if (rv.direction != dir)
564 {
501 /* OK - says direction should be different - lets reset the 565 /* OK - says direction should be different - lets reset the
502 * the values so it will try again. 566 * the values so it will try again.
503 */ 567 */
504 x = lastx; 568 x = lastx;
505 y = lasty; 569 y = lasty;
506 m = lastmap; 570 m = lastmap;
507 dir = firstdir = rv.direction; 571 dir = firstdir = rv.direction;
572 }
508 } else { 573 else
574 {
509 /* direct path is blocked - try taking a side step to 575 /* direct path is blocked - try taking a side step to
510 * either the left or right. 576 * either the left or right.
511 * Note increase the values in the loop below to be 577 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes 578 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting 579 * bigger detour. Have to be careful about these values getting
514 * too big (3 or maybe 4 or higher) as the monster may just try 580 * too big (3 or maybe 4 or higher) as the monster may just try
515 * stepping back and forth 581 * stepping back and forth
516 */ 582 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 583 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
584 {
585 if (i == 0)
518 if (i==0) continue; /* already did this, so skip it */ 586 continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise, 587 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in 588 * since the direction that the creature should move in
521 * may change, you could get infinite loops. 589 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only 590 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance, 591 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north, 592 * gets blocked, finds that it should move north,
525 * 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
526 * gets back to its original point. lastdir contains 594 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully 595 * the last direction the creature has successfully
528 * moved. 596 * moved.
529 */ 597 */
530 598
531 x = lastx + freearr_x[absdir(lastdir+i)]; 599 x = lastx + freearr_x[absdir (lastdir + i)];
532 y = lasty + freearr_y[absdir(lastdir+i)]; 600 y = lasty + freearr_y[absdir (lastdir + i)];
533 m = lastmap; 601 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y); 602 mflags = get_map_flags (m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue; 603 if (mflags & P_OUT_OF_MAP)
604 continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 605 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 606 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
607 continue;
538 if (mflags & P_BLOCKSVIEW) continue; 608 if (mflags & P_BLOCKSVIEW)
609 continue;
539 610
540 if (m == mon->map && blocked_link(mon, m, x, y)) break; 611 if (m == mon->map && blocked_link (mon, m, x, y))
612 break;
541 } 613 }
542 /* go through entire loop without finding a valid 614 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path. 615 * sidestep to take - thus, no valid path.
544 */ 616 */
545 if (i==(DETOUR_AMOUNT+1)) 617 if (i == (DETOUR_AMOUNT + 1))
546 return 0; 618 return 0;
547 diff--; 619 diff--;
548 lastdir=dir; 620 lastdir = dir;
549 max--; 621 max--;
550 if (!firstdir) firstdir = dir+i; 622 if (!firstdir)
623 firstdir = dir + i;
551 } /* else check alternate directions */ 624 } /* else check alternate directions */
552 } /* if blocked */ 625 } /* if blocked */
553 else { 626 else
627 {
554 /* we moved towards creature, so diff is less */ 628 /* we moved towards creature, so diff is less */
555 diff--; 629 diff--;
556 max--; 630 max--;
557 lastdir=dir; 631 lastdir = dir;
632 if (!firstdir)
558 if (!firstdir) firstdir = dir; 633 firstdir = dir;
634 }
635
636 if (diff <= 1)
559 } 637 {
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually 638 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance. 639 * headed toward player for entire distance.
563 */ 640 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 641 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
565 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 642 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
566 } 643 }
567 if (diff>max) return 0; 644
645 if (diff > max)
646 return 0;
568 } 647 }
648
569 /* 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 */
570 if (!max) return 0; 650 if (!max)
651 return 0;
571 652
572 return firstdir; 653 return firstdir;
573} 654}
574 655
656void
575void give_initial_items(object *pl,treasurelist *items) { 657give_initial_items (object *pl, treasurelist * items)
658{
576 object *op,*next=NULL; 659 object *op, *next = NULL;
577 660
578 if(pl->randomitems!=NULL) 661 if (pl->randomitems != NULL)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 662 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
580 663
581 for (op=pl->inv; op; op=next) { 664 for (op = pl->inv; op; op = next)
665 {
582 next = op->below; 666 next = op->below;
583 667
584 /* Forces get applied per default, unless they have the 668 /* Forces get applied per default, unless they have the
585 * 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
586 */ 670 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 671 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED); 672 SET_FLAG (op, FLAG_APPLIED);
589 673
590 /* we never give weapons/armour if these cannot be used 674 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions 675 * by this player due to race restrictions
592 */ 676 */
593 if (pl->type == PLAYER) { 677 if (pl->type == PLAYER)
678 {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 679 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
595 (op->type == ARMOUR || op->type == BOOTS || 680 (op->type == ARMOUR || op->type == BOOTS ||
596 op->type == CLOAK || op->type == HELMET || 681 op->type == CLOAK || op->type == HELMET ||
597 op->type == SHIELD || op->type == GLOVES || 682 op->type == SHIELD || op->type == GLOVES ||
598 op->type == BRACERS || op->type == GIRDLE)) || 683 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
600 remove_ob (op);
601 free_object (op);
602 continue;
603 } 684 {
604 } 685 op->destroy ();
605
606 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.)
610 * remove duplicate skills also
611 */
612 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp;
614
615 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break;
617
618 if (tmp) {
619 remove_ob(op);
620 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 &tmp->name);
623 continue; 686 continue;
624 } 687 }
625 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)
626 } 697 {
698 object *tmp;
627 699
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
628 if (op->type == SPELLBOOK && op->inv) { 715 if (op->type == SPELLBOOK && op->inv)
716 {
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 717 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
630 } 718 }
631 719
632 /* Give starting characters identified, uncursed, and undamned 720 /* Give starting characters identified, uncursed, and undamned
633 * 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
634 * merged properly. 722 * merged properly.
635 */ 723 */
636 if (need_identify(op)) { 724 if (need_identify (op))
725 {
637 SET_FLAG(op, FLAG_IDENTIFIED); 726 SET_FLAG (op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED); 727 CLEAR_FLAG (op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED); 728 CLEAR_FLAG (op, FLAG_DAMNED);
729 }
730 if (op->type == SPELL)
640 } 731 {
641 if(op->type==SPELL) { 732 op->destroy ();
642 remove_ob(op);
643 free_object(op);
644 continue; 733 continue;
734 }
735 else if (op->type == SKILL)
645 } 736 {
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL); 737 SET_FLAG (op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0; 738 op->stats.exp = 0;
649 op->level = 1; 739 op->level = 1;
650 } 740 }
651 /* lock all 'normal items by default */ 741 /* lock all 'normal items by default */
742 else
652 else SET_FLAG(op, FLAG_INV_LOCKED); 743 SET_FLAG (op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */ 744 } /* for loop of objects in player inv */
654 745
655 /* Need to set up the skill pointers */ 746 /* Need to set up the skill pointers */
656 link_player_skills(pl); 747 link_player_skills (pl);
657} 748}
658 749
659void get_name(object *op) { 750void
660 op->contr->write_buf[0]='\0';
661 op->contr->state=ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:");
663}
664
665void get_password(object *op) {
666 op->contr->write_buf[0]='\0';
667 op->contr->state=ST_GET_PASSWORD;
668 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
669}
670
671void play_again(object *op)
672{
673 op->contr->state=ST_PLAY_AGAIN;
674 op->chosen_skill = NULL;
675 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
676 /* a bit of a hack, but there are various places early in th
677 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense
681 * to leave it to play_again to remove the object in all
682 * cases.
683 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED))
685 remove_ob(op);
686 /* Need to set this to null - otherwise, it could point to garbage,
687 * and draw() doesn't check to see if the player is removed, only if
688 * the map is null or not swapped out.
689 */
690 op->map = NULL;
691}
692
693
694int receive_play_again(object *op, char key)
695{
696 if(key=='q'||key=='Q') {
697 remove_friendly_object(op);
698 leave(op->contr,0); /* ericserver will draw the message */
699 return 2;
700 }
701 else if(key=='a'||key=='A') {
702 player *pl = op->contr;
703 shstr name = op->name;
704
705 remove_friendly_object(op);
706 free_object(op);
707 pl = get_player(pl);
708 op = pl->ob;
709 add_friendly_object(op);
710 op->contr->password[0]='~';
711 op->name = op->name_pl = 0;
712 /* Lets put a space in here */
713 new_draw_info(NDI_UNIQUE, 0, op, "\n");
714 get_name(op);
715 op->name = op->name_pl = name;
716 set_first_map(op);
717 } else {
718 /* user pressed something else so just ask again... */
719 play_again(op);
720 }
721 return 0;
722}
723
724void confirm_password(object *op) {
725
726 op->contr->write_buf[0]='\0';
727 op->contr->state=ST_CONFIRM_PASSWORD;
728 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
729}
730
731void get_party_password(object *op, partylist *party) { 751get_party_password (object *op, partylist *party)
752{
732 if (party == NULL) { 753 if (party == NULL)
754 {
733 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);
734 return; 756 return;
735 } 757 }
758
736 op->contr->write_buf[0]='\0'; 759 op->contr->write_buf[0] = '\0';
737 op->contr->state=ST_GET_PARTY_PASSWORD; 760 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
738 op->contr->party_to_join = party; 761 op->contr->party_to_join = party;
739 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:");
740} 763}
741
742 764
743/* 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
744int roll_stat(void) { 767roll_stat (void)
768{
745 int a[4],i,j,k; 769 int a[4], i, j, k;
746 770
747 for(i=0;i<4;i++) 771 for (i = 0; i < 4; i++)
748 a[i]=(int)RANDOM()%6+1; 772 a[i] = (int) rndm (6) + 1;
749 773
750 for(i=0,j=0,k=7;i<4;i++) 774 for (i = 0, j = 0, k = 7; i < 4; i++)
751 if(a[i]<k) 775 if (a[i] < k)
752 k=a[i],j=i; 776 k = a[i], j = i;
753 777
754 for(i=0,k=0;i<4;i++) { 778 for (i = 0, k = 0; i < 4; i++)
755 if(i!=j) 779 if (i != j)
756 k+=a[i]; 780 k += a[i];
757 } 781
758 return k; 782 return k;
759} 783}
760 784
761void roll_stats(object *op) { 785void
786object::roll_stats ()
787{
788 int statsort [NUM_STATS];
789
790 for (;;)
791 {
762 int sum=0; 792 int sum = 0;
763 int i = 0, j = 0; 793 for (int i = NUM_STATS; i--; )
764 int statsort[7]; 794 sum += statsort [i] = roll_stat ();
765 795
766 do { 796 if (sum >= 82 && sum <= 116)
767 op->stats.Str=roll_stat(); 797 break;
768 op->stats.Dex=roll_stat(); 798 }
769 op->stats.Int=roll_stat();
770 op->stats.Con=roll_stat();
771 op->stats.Wis=roll_stat();
772 op->stats.Pow=roll_stat();
773 op->stats.Cha=roll_stat();
774 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
775 op->stats.Con+op->stats.Wis+op->stats.Pow+
776 op->stats.Cha;
777 } while(sum<82||sum>116);
778 799
779 /* Sort the stats so that rerolling is easier... */ 800 // Sort the stats so that rerolling is easier...
780 statsort[0] = op->stats.Str; 801 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
781 statsort[1] = op->stats.Dex;
782 statsort[2] = op->stats.Int;
783 statsort[3] = op->stats.Con;
784 statsort[4] = op->stats.Wis;
785 statsort[5] = op->stats.Pow;
786 statsort[6] = op->stats.Cha;
787 802
788 /* a quick and dirty bubblesort? */ 803 for (int i = 0; i < NUM_STATS; ++i)
789 do {
790 if (statsort[i] < statsort[i + 1]) {
791 j = statsort[i];
792 statsort[i] = statsort[i + 1];
793 statsort[i + 1] = j;
794 i = 0;
795 } else {
796 i++;
797 }
798 } while (i < 6);
799
800 op->stats.Str = statsort[0]; 804 stats.stat (i) = statsort [i];
801 op->stats.Dex = statsort[1];
802 op->stats.Con = statsort[2];
803 op->stats.Int = statsort[3];
804 op->stats.Wis = statsort[4];
805 op->stats.Pow = statsort[5];
806 op->stats.Cha = statsort[6];
807 805
808
809 op->contr->orig_stats.Str=op->stats.Str;
810 op->contr->orig_stats.Dex=op->stats.Dex;
811 op->contr->orig_stats.Int=op->stats.Int;
812 op->contr->orig_stats.Con=op->stats.Con;
813 op->contr->orig_stats.Wis=op->stats.Wis;
814 op->contr->orig_stats.Pow=op->stats.Pow;
815 op->contr->orig_stats.Cha=op->stats.Cha;
816
817 op->level=1;
818 op->stats.exp=0; 806 stats.exp = 0;
819 op->stats.ac=0; 807 stats.ac = 0;
820 808
809 stats.hp = stats.maxhp;
810 stats.sp = stats.maxsp;
811 stats.grace = stats.maxgrace;
812
813 if (contr)
814 {
821 op->contr->levhp[1] = 9; 815 contr->levhp[1] = 9;
822 op->contr->levsp[1] = 6; 816 contr->levsp[1] = 6;
823 op->contr->levgrace[1] = 3; 817 contr->levgrace[1] = 3;
824 818
825 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
826 op->stats.hp = op->stats.maxhp; 839 stats.hp = stats.maxhp;
827 op->stats.sp = op->stats.maxsp; 840 stats.sp = stats.maxsp;
828 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
829 op->contr->orig_stats=op->stats; 849 contr->orig_stats = stats;
850 }
830} 851}
831 852
832void Roll_Again(object *op) 853static void
854start_info (object *op)
833{ 855{
834 esrv_new_player(op->contr, 0);
835 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
836}
837
838void Swap_Stat(object *op,int Swap_Second)
839{
840 signed char tmp;
841 char buf[MAX_BUF]; 856 char buf[MAX_BUF];
842 857
843 if ( op->contr->Swap_First == -1 ) { 858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
844 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
845 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
846 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
847 return;
848 }
849
850 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
851
852 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
853 get_attr_value(&op->contr->orig_stats, Swap_Second));
854
855 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
856
857 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
858 new_draw_info(NDI_UNIQUE, 0,op, buf); 859 new_draw_info (NDI_UNIQUE, 0, op, buf);
859 op->stats.Str = op->contr->orig_stats.Str; 860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
860 op->stats.Dex = op->contr->orig_stats.Dex;
861 op->stats.Con = op->contr->orig_stats.Con;
862 op->stats.Int = op->contr->orig_stats.Int;
863 op->stats.Wis = op->contr->orig_stats.Wis;
864 op->stats.Pow = op->contr->orig_stats.Pow;
865 op->stats.Cha = op->contr->orig_stats.Cha;
866 op->stats.ac=0;
867
868 op->level=1;
869 op->stats.exp=0;
870 op->stats.ac=0;
871
872 op->contr->levhp[1] = 9;
873 op->contr->levsp[1] = 6;
874 op->contr->levgrace[1] = 3;
875
876 fix_player(op);
877 op->stats.hp = op->stats.maxhp;
878 op->stats.sp = op->stats.maxsp;
879 op->stats.grace = op->stats.maxgrace;
880 op->contr->orig_stats=op->stats;
881 op->contr->Swap_First=-1;
882}
883
884
885/* This code has been greatly reduced, because with set_attr_value
886 * and get_attr_value, the stats can be accessed just numeric
887 * ids. stat_trans is a table that translate the number entered
888 * into the actual stat. It is needed because the order the stats
889 * are displayed in the stat window is not the same as how
890 * the number's access that stat. The table does that translation.
891 */
892int key_roll_stat(object *op, char key)
893{
894 int keynum = key -'0';
895 char buf[MAX_BUF];
896 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
897
898 if (keynum>0 && keynum<=7) {
899 if (op->contr->Swap_First==-1) {
900 op->contr->Swap_First=stat_trans[keynum];
901 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
902 new_draw_info(NDI_UNIQUE, 0,op,buf); 861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
903 }
904 else
905 Swap_Stat(op,stat_trans[keynum]);
906
907 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
908 return 1;
909 }
910 switch (key) {
911 case 'n':
912 case 'N': {
913 SET_FLAG(op, FLAG_WIZ);
914 if(op->map==NULL) {
915 LOG(llevError,"Map == NULL in state 2\n");
916 break;
917 }
918
919#if 0
920 /* So that enter_exit will put us at startx/starty */
921 op->x= -1;
922
923 enter_exit(op,NULL);
924#endif
925 SET_ANIMATION(op, 2); /* So player faces south */
926 /* Enter exit adds a player otherwise */
927 add_statbonus(op);
928 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
929 op->contr->state = ST_CHANGE_CLASS;
930 if (op->msg)
931 new_draw_info(NDI_BLUE, 0, op, op->msg);
932 return 0;
933 }
934 case 'y':
935 case 'Y':
936 roll_stats(op);
937 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
938 return 1;
939
940 case 'q':
941 case 'Q':
942 play_again(op);
943 return 1;
944
945 default:
946 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
947 return 0;
948 }
949 return 0;
950} 862}
951 863
952/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
953 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
954 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
955 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
956 * not the class. 868 * not the class.
957 */ 869 */
958 870void
959int key_change_class(object *op, char key) 871player::chargen_race_done ()
960{ 872{
961 int tmp_loop;
962
963 if(key=='q'||key=='Q') {
964 remove_ob(op);
965 play_again(op);
966 return 0;
967 }
968 if(key=='d'||key=='D') {
969 char buf[MAX_BUF];
970
971 /* this must before then initial items are given */ 873 /* this must before then initial items are given */
972 esrv_new_player(op->contr, op->weight+op->carrying); 874 esrv_new_player (ob->contr, ob->weight + ob->carrying);
973 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
974 875
876 treasurelist *tl = treasurelist::find ("starting_wealth");
877 if (tl)
878 create_treasure (tl, ob, 0, 0, 0);
879
975 INVOKE_PLAYER (BIRTH, op->contr); 880 INVOKE_PLAYER (BIRTH, ob->contr);
976 INVOKE_PLAYER (LOGIN, op->contr); 881 INVOKE_PLAYER (LOGIN, ob->contr);
977 882
978 op->contr->state=ST_PLAYING; 883 ob->contr->ns->state = ST_PLAYING;
979 884
980 if (op->msg) 885 if (ob->msg)
981 op->msg=NULL; 886 ob->msg = 0;
982 887
983 /* 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
984 * to save here. 889 * to save here.
985 */
986 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
987 make_path_to_file(buf);
988
989#ifdef AUTOSAVE
990 op->contr->last_save_tick = pticks;
991#endif
992 start_info(op);
993 CLEAR_FLAG(op, FLAG_WIZ);
994 give_initial_items(op,op->randomitems);
995 link_player_skills(op);
996 esrv_send_inventory(op, op);
997 fix_player(op);
998
999 /* This moves the player to a different start map, if there
1000 * is one for this race
1001 */
1002 if(*first_map_ext_path) {
1003 object *tmp;
1004 mapstruct *oldmap = op->map;
1005 char mapname[MAX_BUF];
1006 snprintf(mapname, MAX_BUF-1, "%s/%s",
1007 first_map_ext_path, &op->arch->name);
1008 tmp=get_object();
1009 EXIT_PATH(tmp) = mapname;
1010 EXIT_X(tmp) = op->x;
1011 EXIT_Y(tmp) = op->y;
1012 enter_exit(op,tmp); /* we don't really care if it succeeded;
1013 * if the map isn't there, then stay on the
1014 * default initial map */
1015 free_object(tmp);
1016 } else {
1017 LOG(llevDebug,"first_map_ext_path not set\n");
1018 }
1019 return 0;
1020 }
1021
1022 /* Following actually changes the race - this is the default command
1023 * if we don't match with one of the options above.
1024 */ 890 */
1025 891 {
1026 tmp_loop = 0;
1027 while(!tmp_loop) {
1028 shstr name = op->name;
1029 int x = op->x, y = op->y;
1030 remove_statbonus(op);
1031 remove_ob (op);
1032 op->arch = get_player_archetype(op->arch);
1033 copy_object (&op->arch->clone, op);
1034 op->instantiate ();
1035 op->stats = op->contr->orig_stats;
1036 op->name = op->name_pl = name;
1037 op->x = x;
1038 op->y = y;
1039 SET_ANIMATION(op, 2); /* So player faces south */
1040 insert_ob_in_map (op, op->map, op,0);
1041 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1042 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1043 add_statbonus(op);
1044 tmp_loop=allowed_class(op);
1045 }
1046 update_object(op,UP_OBJ_FACE);
1047 esrv_update_item(UPD_FACE,op,op);
1048 fix_player(op);
1049 op->stats.hp=op->stats.maxhp;
1050 op->stats.sp=op->stats.maxsp;
1051 op->stats.grace=0;
1052 if (op->msg)
1053 new_draw_info(NDI_BLUE, 0, op, op->msg);
1054 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1055 return 0;
1056}
1057
1058int key_confirm_quit(object *op, char key)
1059{
1060 char buf[MAX_BUF]; 892 char buf[MAX_BUF];
1061
1062 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1063 op->contr->state=ST_PLAYING;
1064 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1065 return 1;
1066 }
1067
1068 INVOKE_PLAYER (LOGOUT, op->contr);
1069 INVOKE_PLAYER (QUIT , op->contr);
1070
1071 terminate_all_pets(op);
1072 leave_map(op);
1073 op->direction=0;
1074 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1075 "%s quits the game.", &op->name);
1076
1077 strcpy(op->contr->killer,"quit");
1078 check_score(op);
1079 op->contr->party=NULL;
1080 if (settings.set_title == TRUE)
1081 op->contr->own_title[0]='\0';
1082
1083 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1084 mapstruct *mp, *next;
1085
1086 /* We need to hunt for any per player unique maps in memory and
1087 * get rid of them. The trailing slash in the path is intentional,
1088 * so that players named 'Ab' won't match against players 'Abe' pathname
1089 */
1090 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 893 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1091 for (mp=first_map; mp!=NULL; mp=next) { 894 make_path_to_file (buf);
1092 next = mp->next; 895 }
1093 if (!strncmp(mp->path, buf, strlen(buf))) 896
1094 delete_map(mp); 897 start_info (ob);
1095 } 898 CLEAR_FLAG (ob, FLAG_WIZ);
1096 899 give_initial_items (ob, ob->randomitems);
1097 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)
1098 } 908 {
1099 play_again(op); 909 object *tmp;
1100 return 1; 910 char mapname[MAX_BUF];
1101}
1102 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
1103void flee_player(object *op) { 963flee_player (object *op)
964{
1104 int dir,diff; 965 int dir, diff;
1105 rv_vector rv; 966 rv_vector rv;
1106 967
1107 if(op->stats.hp < 0) { 968 if (op->stats.hp < 0)
969 {
1108 LOG(llevDebug, "Fleeing player is dead.\n"); 970 LOG (llevDebug, "Fleeing player is dead.\n");
1109 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)))
1110 return; 1008 return;
1111 } 1009 }
1112 1010
1113 if(op->enemy==NULL) {
1114 LOG(llevDebug,"Fleeing player had no enemy.\n");
1115 CLEAR_FLAG(op, FLAG_SCARED);
1116 return;
1117 }
1118
1119 /* Seen some crashes here. Since we don't store an
1120 * op->enemy_count, it is possible that something destroys the
1121 * actual enemy, and the object is recycled.
1122 */
1123 if (op->enemy->map == NULL) {
1124 CLEAR_FLAG(op, FLAG_SCARED);
1125 op->enemy=NULL;
1126 return;
1127 }
1128
1129 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1130 op->enemy=NULL;
1131 CLEAR_FLAG(op, FLAG_SCARED);
1132 return;
1133 }
1134 get_rangevector(op, op->enemy, &rv, 0);
1135
1136 dir=absdir(4+rv.direction);
1137 for(diff=0;diff<3;diff++) {
1138 int m=1-(RANDOM()&2);
1139 if(move_ob(op,absdir(dir+diff*m),op)||
1140 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1141 return;
1142 }
1143 }
1144 /* Cornered, get rid of scared */ 1011 /* Cornered, get rid of scared */
1145 CLEAR_FLAG(op, FLAG_SCARED); 1012 CLEAR_FLAG (op, FLAG_SCARED);
1146 op->enemy=NULL; 1013 op->enemy = NULL;
1147} 1014}
1148
1149 1015
1150/* 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.
1151 * 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
1152 * stop. 1018 * stop.
1153 */ 1019 */
1020int
1154int check_pick(object *op) { 1021check_pick (object *op)
1022{
1155 object *tmp, *next; 1023 object *tmp, *next;
1156 tag_t next_tag=0, op_tag;
1157 int stop = 0; 1024 int stop = 0;
1158 int j, k, wvratio; 1025 int wvratio;
1159 char putstring[128], tmpstr[16]; 1026 char putstring[128];
1160
1161 1027
1162 /* if you're flying, you cna't pick up anything */ 1028 /* if you're flying, you cna't pick up anything */
1163 if (op->move_type & MOVE_FLYING) 1029 if (op->move_type & MOVE_FLYING)
1164 return 1; 1030 return 1;
1165 1031
1166 op_tag = op->count;
1167
1168 next = op->below; 1032 next = op->below;
1169 if (next)
1170 next_tag = next->count;
1171 1033
1172 /* 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
1173 * destroyed */ 1035 * destroyed */
1174 while (next && ! was_destroyed (next, next_tag)) 1036 while (next && !next->destroyed ())
1175 { 1037 {
1176 tmp = next; 1038 tmp = next;
1177 next = tmp->below; 1039 next = tmp->below;
1178 if (next)
1179 next_tag = next->count;
1180 1040
1181 if (was_destroyed (op, op_tag)) 1041 if (op->destroyed ())
1182 return 0; 1042 return 0;
1183 1043
1184 if ( ! can_pick (op, tmp)) 1044 if (!can_pick (op, tmp))
1185 continue; 1045 continue;
1186 1046
1187 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1047 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1188 { 1048 {
1189 if (item_matched_string (op, tmp, op->contr->search_str)) 1049 if (item_matched_string (op, tmp, op->contr->search_str))
1190 pick_up (op, tmp); 1050 pick_up (op, tmp);
1191 continue; 1051 continue;
1192 } 1052 }
1193 1053
1194 /* high not bit set? We're using the old autopickup model */ 1054 /* high not bit set? We're using the old autopickup model */
1195 if(!(op->contr->mode & PU_NEWMODE)) { 1055 if (!(op->contr->mode & PU_NEWMODE))
1056 {
1196 switch (op->contr->mode) { 1057 switch (op->contr->mode)
1058 {
1059 case 0:
1197 case 0: return 1; /* don't pick up */ 1060 return 1; /* don't pick up */
1061 case 1:
1198 case 1: pick_up (op, tmp); 1062 pick_up (op, tmp);
1199 return 1; 1063 return 1;
1064 case 2:
1200 case 2: pick_up (op, tmp); 1065 pick_up (op, tmp);
1201 return 0; 1066 return 0;
1067 case 3:
1202 case 3: return 0; /* stop before pickup */ 1068 return 0; /* stop before pickup */
1069 case 4:
1203 case 4: pick_up (op, tmp); 1070 pick_up (op, tmp);
1204 break; 1071 break;
1072 case 5:
1205 case 5: pick_up (op, tmp); 1073 pick_up (op, tmp);
1206 stop = 1; 1074 stop = 1;
1207 break; 1075 break;
1208 case 6: 1076 case 6:
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1077 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1210 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1211 pick_up(op, tmp); 1078 pick_up (op, tmp);
1212 break; 1079 break;
1213 1080
1214 case 7: 1081 case 7:
1215 if (tmp->type == MONEY || tmp->type == GEM) 1082 if (tmp->type == MONEY || tmp->type == GEM)
1216 pick_up(op, tmp); 1083 pick_up (op, tmp);
1217 break; 1084 break;
1218 1085
1219 default: 1086 default:
1220 /* use value density */ 1087 /* use value density */
1221 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1088 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1222 && (query_cost (tmp, op, F_TRUE) * 100 1089 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1223 / (tmp->weight * MAX (tmp->nrof, 1)))
1224 >= op->contr->mode)
1225 pick_up(op,tmp); 1090 pick_up (op, tmp);
1226 } 1091 }
1227 } 1092 }
1228 else { /* old model */ 1093 else
1094 { /* old model */
1229 /* NEW pickup handling */ 1095 /* NEW pickup handling */
1230 if(op->contr->mode & PU_DEBUG) 1096 if (op->contr->mode & PU_DEBUG)
1231 {
1232 /* some debugging code to figure out item information */
1233 if(tmp->name!=NULL)
1234 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1235 &tmp->name, tmp->type,
1236 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1237 else
1238 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1239 &tmp->arch->name, tmp->type,
1240 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1241 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1242
1243 sprintf(putstring,"...flags: ");
1244 for(k=0;k<4;k++)
1245 {
1246 for(j=0;j<32;j++)
1247 {
1248 if((tmp->flags[k]>>j)&0x01)
1249 { 1097 {
1250 sprintf(tmpstr,"%d ",k*32+j); 1098 /* some debugging code to figure out item information */
1251 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);
1252 } 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 }
1253 } 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 }
1254 } 1323 }
1255 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1256 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);
1257#if 0 1345#if 0
1258 /* print the flags too */ 1346 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1259 for(k=0;k<4;k++) 1347 if (tmp->name != NULL)
1260 { 1348 {
1261 fprintf(stderr,"%d [%d] ", k, k*32+31); 1349 fprintf (stderr, "%s", tmp->name);
1262 for(j=0;j<32;j++) 1350 }
1263 { 1351 else
1264 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1352 fprintf (stderr, "%s", tmp->arch->name);
1265 if(!((j+1)%4))fprintf(stderr," "); 1353 fprintf (stderr, ",%d] = ", tmp->type);
1266 } 1354 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1267 fprintf(stderr," [%d]\n", k*32);
1268 }
1269#endif 1355#endif
1270 } 1356 continue;
1271 /* philosophy: 1357 }
1272 * It's easy to grab an item type from a pile, as long as it's
1273 * generic. This takes no game-time. For more detailed pickups
1274 * and selections, select-items shoul dbe used. This is a
1275 * grab-as-you-run type mode that's really useful for arrows for
1276 * example.
1277 * The drawback: right now it has no frontend, so you need to
1278 * stick the bits you want into a calculator in hex mode and then
1279 * convert to decimal and then 'pickup <#>
1280 */
1281
1282 /* the first two modes are exclusive: if NOTHING we return, if
1283 * STOP then we stop. All the rest are applied sequentially,
1284 * meaning if any test passes, the item gets picked up. */
1285
1286 /* if mode is set to pick nothing up, return */
1287
1288 if(op->contr->mode & PU_NOTHING) return 1;
1289
1290 /* if mode is set to stop when encountering objects, return */
1291 /* take STOP before INHIBIT since it doesn't actually pick
1292 * anything up */
1293
1294 if(op->contr->mode & PU_STOP) return 0;
1295
1296 /* useful for going into stores and not losing your settings... */
1297 /* and for battles wher you don't want to get loaded down while
1298 * fighting */
1299 if(op->contr->mode & PU_INHIBIT) return 1;
1300
1301 /* prevent us from turning into auto-thieves :) */
1302 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1303
1304 /* ignore known cursed objects */
1305 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1306
1307 /* all food and drink if desired */
1308 /* question: don't pick up known-poisonous stuff? */
1309 if(op->contr->mode & PU_FOOD)
1310 if (tmp->type == FOOD)
1311 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1312 if(op->contr->mode & PU_DRINK)
1313 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1314 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1315
1316 if(op->contr->mode & PU_POTION)
1317 if (tmp->type == POTION)
1318 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1319
1320 /* spellbooks, skillscrolls and normal books/scrolls */
1321 if(op->contr->mode & PU_SPELLBOOK)
1322 if (tmp->type == SPELLBOOK)
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1324 if(op->contr->mode & PU_SKILLSCROLL)
1325 if (tmp->type == SKILLSCROLL)
1326 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1327 if(op->contr->mode & PU_READABLES)
1328 if (tmp->type == BOOK || tmp->type == SCROLL)
1329 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1330
1331 /* wands/staves/rods/horns */
1332 if (op->contr->mode & PU_MAGIC_DEVICE)
1333 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1334 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1335
1336 /* pick up all magical items */
1337 if(op->contr->mode & PU_MAGICAL)
1338 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1340
1341 if(op->contr->mode & PU_VALUABLES)
1342 {
1343 if (tmp->type == MONEY || tmp->type == GEM)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1345 }
1346
1347 /* rings & amulets - talismans seems to be typed AMULET */
1348 if(op->contr->mode & PU_JEWELS)
1349 if (tmp->type == RING || tmp->type == AMULET)
1350 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1351
1352 /* bows and arrows. Bows are good for selling! */
1353 if(op->contr->mode & PU_BOW)
1354 if (tmp->type == BOW)
1355 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1356 if(op->contr->mode & PU_ARROW)
1357 if (tmp->type == ARROW)
1358 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1359
1360 /* all kinds of armor etc. */
1361 if(op->contr->mode & PU_ARMOUR)
1362 if (tmp->type == ARMOUR)
1363 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1364 if(op->contr->mode & PU_HELMET)
1365 if (tmp->type == HELMET)
1366 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1367 if(op->contr->mode & PU_SHIELD)
1368 if (tmp->type == SHIELD)
1369 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1370 if(op->contr->mode & PU_BOOTS)
1371 if (tmp->type == BOOTS)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1373 if(op->contr->mode & PU_GLOVES)
1374 if (tmp->type == GLOVES)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1376 if(op->contr->mode & PU_CLOAK)
1377 if (tmp->type == CLOAK)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1379
1380 /* hoping to catch throwing daggers here */
1381 if(op->contr->mode & PU_MISSILEWEAPON)
1382 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1383 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1384
1385 /* careful: chairs and tables are weapons! */
1386 if(op->contr->mode & PU_ALLWEAPON)
1387 {
1388 if(tmp->type == WEAPON && tmp->name!=NULL)
1389 {
1390 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1391 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1393 }
1394 if(tmp->type == WEAPON && tmp->name==NULL)
1395 {
1396 if(strstr(tmp->arch->name,"table")==NULL &&
1397 strstr(tmp->arch->name,"chair")==NULL)
1398 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1399 }
1400 }
1401
1402 /* misc stuff that's useful */
1403 if(op->contr->mode & PU_KEY)
1404 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1405 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1406
1407 /* any of the last 4 bits set means we use the ratio for value
1408 * pickups */
1409 if(op->contr->mode & PU_RATIO)
1410 {
1411 /* use value density to decide what else to grab */
1412 /* >=7 was >= op->contr->mode */
1413 /* >=7 is the old standard setting. Now we take the last 4 bits
1414 * and multiply them by 5, giving 0..15*5== 5..75 */
1415 wvratio=(op->contr->mode & PU_RATIO) * 5;
1416 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1417 {
1418 pick_up(op, tmp);
1419#if 0
1420 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1421 if(tmp->name!=NULL) {
1422 fprintf(stderr,"%s", tmp->name);
1423 } 1358 }
1424 else fprintf(stderr,"%s",tmp->arch->name); 1359 } /* the new pickup model */
1425 fprintf(stderr,",%d] = ", tmp->type);
1426 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1427#endif
1428 continue;
1429 }
1430 } 1360 }
1431 } /* the new pickup model */ 1361
1432 }
1433 return ! stop; 1362 return !stop;
1434} 1363}
1435 1364
1436/* 1365/*
1437 * Find an arrow in the inventory and after that 1366 * Find an arrow in the inventory and after that
1438 * in the right type container (quiver). Pointer to the 1367 * in the right type container (quiver). Pointer to the
1439 * found object is returned. 1368 * found object is returned.
1440 */ 1369 */
1370object *
1441object *find_arrow(object *op, const char *type) 1371find_arrow (object *op, const char *type)
1442{ 1372{
1443 object *tmp = NULL; 1373 object *tmp = 0;
1444 1374
1445 for(op=op->inv; op; op=op->below) 1375 for (op = op->inv; op; op = op->below)
1446 if(!tmp && op->type==CONTAINER && op->race==type && 1376 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1447 QUERY_FLAG(op,FLAG_APPLIED))
1448 tmp = find_arrow (op, type); 1377 tmp = find_arrow (op, type);
1449 else if (op->type==ARROW && op->race==type) 1378 else if (op->type == ARROW && op->race == type)
1450 return op; 1379 return op;
1380
1451 return tmp; 1381 return tmp;
1452} 1382}
1453 1383
1454/* 1384/*
1455 * 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
1456 * 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
1457 * 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
1458 * 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.
1459 */ 1389 */
1460 1390object *
1461object *find_better_arrow(object *op, object *target, const char *type, int *better) 1391find_better_arrow (object *op, object *target, const char *type, int *better)
1462{ 1392{
1463 object *tmp = NULL, *arrow, *ntmp; 1393 object *tmp = NULL, *arrow, *ntmp;
1464 int attacknum, attacktype, betterby=0, i; 1394 int attacknum, attacktype, betterby = 0, i;
1465 1395
1466 if (!type) 1396 if (!type)
1467 return NULL; 1397 return NULL;
1468 1398
1469 for (arrow=op->inv; arrow; arrow=arrow->below) { 1399 for (arrow = op->inv; arrow; arrow = arrow->below)
1470 if (arrow->type==CONTAINER && arrow->race==type && 1400 {
1471 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1401 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1402 {
1472 i = 0; 1403 i = 0;
1473 ntmp = find_better_arrow(arrow, target, type, &i); 1404 ntmp = find_better_arrow (arrow, target, type, &i);
1474 if (i > betterby) { 1405 if (i > betterby)
1406 {
1475 tmp = ntmp; 1407 tmp = ntmp;
1476 betterby = i; 1408 betterby = i;
1477 } 1409 }
1410 }
1478 } else if (arrow->type==ARROW && arrow->race==type) { 1411 else if (arrow->type == ARROW && arrow->race == type)
1412 {
1479 /* allways prefer assasination/slaying */ 1413 /* allways prefer assasination/slaying */
1480 if (target->race != NULL && arrow->slaying != NULL && 1414 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1481 strstr(arrow->slaying, target->race)) { 1415 {
1482 if (arrow->attacktype & AT_DEATH) { 1416 if (arrow->attacktype & AT_DEATH)
1417 {
1483 *better = 100; 1418 *better = 100;
1484 return arrow; 1419 return arrow;
1485 } else {
1486 tmp = arrow;
1487 betterby = (arrow->magic + arrow->stats.dam) * 2;
1488 } 1420 }
1489 } else { 1421 else
1490 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1491 attacktype = 1<<attacknum;
1492 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1493 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1494 tmp = arrow;
1495 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1496 }
1497 } 1422 {
1498 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1499 tmp = arrow; 1423 tmp = arrow;
1500 betterby = 2 + arrow->magic + arrow->stats.dam; 1424 betterby = (arrow->magic + arrow->stats.dam) * 2;
1501 }
1502 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1503 tmp = arrow;
1504 betterby = 1 + arrow->magic + arrow->stats.dam;
1505 } 1425 }
1506 } 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 }
1507 } 1449 }
1450 }
1508 } 1451 }
1509 if (tmp == NULL && arrow == NULL) 1452 if (tmp == NULL && arrow == NULL)
1510 return find_arrow(op, type); 1453 return find_arrow (op, type);
1511 1454
1512 *better = betterby; 1455 *better = betterby;
1513 return tmp; 1456 return tmp;
1514} 1457}
1515 1458
1516/* 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
1517 * find_better_arrow to find a decent arrow to use. 1460 * find_better_arrow to find a decent arrow to use.
1518 * op = the shooter 1461 * op = the shooter
1519 * type = bow->race 1462 * type = bow->race
1520 * dir = fire direction 1463 * dir = fire direction
1521 */ 1464 */
1522 1465object *
1523object *pick_arrow_target(object *op, const char *type, int dir) 1466pick_arrow_target (object *op, const char *type, int dir)
1524{ 1467{
1525 object *tmp = NULL; 1468 object *tmp = NULL;
1526 mapstruct *m; 1469 maptile *m;
1527 int i, mflags, found, number; 1470 int i, mflags, found, number;
1528 sint16 x, y; 1471 sint16 x, y;
1529 1472
1530 if (op->map == NULL) 1473 if (op->map == NULL)
1531 return find_arrow(op, type); 1474 return find_arrow (op, type);
1532 1475
1533 /* do a dex check */ 1476 /* do a dex check */
1534 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1477 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1535 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1478 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1536 return find_arrow(op, type); 1479 return find_arrow (op, type);
1537 1480
1538 m = op->map; 1481 m = op->map;
1539 x = op->x; 1482 x = op->x;
1540 y = op->y; 1483 y = op->y;
1541 1484
1542 /* find the first target */ 1485 /* find the first target */
1543 for (i=0, found=0; i<20; i++) { 1486 for (i = 0, found = 0; i < 20; i++)
1487 {
1544 x += freearr_x[dir]; 1488 x += freearr_x[dir];
1545 y += freearr_y[dir]; 1489 y += freearr_y[dir];
1546 mflags = get_map_flags(m, &m, x, y, &x, &y); 1490 mflags = get_map_flags (m, &m, x, y, &x, &y);
1547 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1491 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1492 {
1548 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)
1549 break; 1513 break;
1550 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1551 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1552 * perhaps a bad assumption.
1553 */
1554 tmp = NULL;
1555 break;
1556 } 1514 }
1557 if (mflags & P_IS_ALIVE) {
1558 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1559 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1560 found++;
1561 break;
1562 }
1563 if (found)
1564 break;
1565 }
1566 } 1515 }
1567 if (tmp == NULL) 1516 if (tmp == NULL)
1568 return find_arrow(op, type); 1517 return find_arrow (op, type);
1569 1518
1570 if (tmp->head) 1519 if (tmp->head)
1571 tmp = tmp->head; 1520 tmp = tmp->head;
1572 1521
1573 return find_better_arrow(op, tmp, type, &i); 1522 return find_better_arrow (op, tmp, type, &i);
1574} 1523}
1575 1524
1576/* 1525/*
1577 * Creature fires a bow - op can be monster or player. Returns 1526 * Creature fires a bow - op can be monster or player. Returns
1578 * 1 if bow was actually fired, 0 otherwise. 1527 * 1 if bow was actually fired, 0 otherwise.
1581 * dir is the direction of fire. 1530 * dir is the direction of fire.
1582 * 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)
1583 * 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
1584 * player fire modes. 1533 * player fire modes.
1585 */ 1534 */
1535int
1586int 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)
1587 sint16 sx, sint16 sy)
1588{ 1537{
1589 object *left, *bow; 1538 object *left, *bow;
1590 tag_t left_tag, tag; 1539 int mflags;
1591 int bowspeed, mflags; 1540 maptile *m;
1592 mapstruct *m;
1593 1541
1594 if (!dir) { 1542 if (!dir)
1543 {
1595 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!");
1596 return 0; 1545 return 0;
1546 }
1547
1548 if (op->contr)
1549 bow = op->current_weapon;
1550 else
1597 } 1551 {
1598 if (op->type == PLAYER)
1599 bow=op->contr->ranges[range_bow];
1600 else {
1601 for(bow=op->inv; bow; bow=bow->below) 1552 for (bow = op->inv; bow; bow = bow->below)
1602 /* 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
1603 * 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.
1604 */ 1555 */
1605 if(bow->type==BOW) 1556 if (bow->type == BOW)
1606 break; 1557 break;
1607 1558
1608 if (!bow) { 1559 if (!bow)
1560 {
1609 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1561 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1610 return 0; 1562 return 0;
1563 }
1564
1565 // optimisation: move object to top so we will find it quickly again
1566 if (bow->below)
1611 } 1567 {
1568 bow->remove ();
1569 op->insert (bow);
1570 }
1571
1612 } 1572 }
1573
1613 if( !bow->race || !bow->skill) { 1574 if (!bow->race || !bow->skill)
1575 {
1614 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);
1615 return 0; 1577 return 0;
1616 } 1578 }
1617 1579
1618 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1619
1620 /* penalize ROF for bestarrow */
1621 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1622 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1623 if (bowspeed < 1)
1624 bowspeed = 1;
1625
1626 if (arrow == NULL) { 1580 if (arrow == NULL)
1581 {
1627 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1582 if ((arrow = find_arrow (op, bow->race)) == NULL)
1583 {
1628 if (op->type == PLAYER) 1584 if (op->type == PLAYER)
1629 new_draw_info_format(NDI_UNIQUE, 0, op, 1585 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1630 "You have no %s left.", &bow->race);
1631 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1586 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1632 else 1587 else
1633 CLEAR_FLAG(op, FLAG_READY_BOW); 1588 CLEAR_FLAG (op, FLAG_READY_BOW);
1589
1634 return 0; 1590 return 0;
1635 } 1591 }
1636 } 1592 }
1593
1637 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1594 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1638 if (mflags & P_OUT_OF_MAP) { 1595 if (mflags & P_OUT_OF_MAP)
1639 return 0; 1596 return 0;
1640 } 1597
1641 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1598 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1599 {
1642 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.");
1643 return 0; 1601 return 0;
1644 } 1602 }
1645 1603
1646 /* this should not happen, but sometimes does */ 1604 /* this should not happen, but sometimes does */
1647 if (arrow->nrof==0) { 1605 if (arrow->nrof == 0)
1648 remove_ob(arrow); 1606 {
1649 free_object(arrow); 1607 arrow->destroy ();
1650 return 0; 1608 return 0;
1651 } 1609 }
1652 1610
1653 left = arrow; /* these are arrows left to the player */ 1611 left = arrow; /* these are arrows left to the player */
1654 left_tag = left->count;
1655 arrow = get_split_ob(arrow, 1); 1612 arrow = get_split_ob (arrow, 1);
1656 if (arrow == NULL) { 1613 if (!arrow)
1614 {
1657 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);
1658 return 0; 1616 return 0;
1659 } 1617 }
1660 set_owner(arrow, op); 1618
1619 arrow->set_owner (op);
1661 arrow->skill = bow->skill; 1620 arrow->skill = bow->skill;
1662
1663 arrow->direction=dir; 1621 arrow->direction = dir;
1664 arrow->x = sx;
1665 arrow->y = sy;
1666 1622
1667 if (op->type == PLAYER) {
1668 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1669 fix_player(op);
1670 }
1671
1672 SET_ANIMATION(arrow, arrow->direction);
1673 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1623 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1674 arrow->stats.hp = arrow->stats.dam; 1624 arrow->stats.hp = arrow->stats.dam;
1675 arrow->stats.grace = arrow->attacktype; 1625 arrow->stats.grace = arrow->attacktype;
1626
1676 if (arrow->slaying != NULL) 1627 if (arrow->slaying)
1677 arrow->spellarg = strdup_local(arrow->slaying); 1628 arrow->spellarg = strdup (arrow->slaying);
1678 1629
1679 /* Note that this was different for monsters - they got their level 1630#if 0
1680 * added to the damage. I think the strength bonus is more proper. 1631 if (player *pl = op->contr)
1681 */
1682 1632 {
1683 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1633 float speed = pl->weapon_sp;
1684 0 : dam_bonus[op->stats.Str]) +
1685 bow->stats.dam + bow->magic + arrow->magic;
1686 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
1687 /* update the speed */ 1647 /* update the speed */
1688 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
1689 0 : dam_bonus[op->stats.Str]) +
1690 bow->magic + arrow->magic) / 5.0 +
1691 (float)bow->stats.dam / 7.0; 1649 + bow->stats.dam / 7.f;
1692 1650
1693 if (arrow->speed < 1.0) 1651 arrow->set_speed (max (arrow->speed, 2.f));
1694 arrow->speed = 1.0;
1695 update_ob_speed(arrow);
1696 arrow->speed_left = 0; 1652 arrow->speed_left = 0;
1697 1653
1654 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1655
1698 if (op->type == PLAYER) { 1656 if (op->type == PLAYER)
1699 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1657 {
1700 (op->chosen_skill?op->chosen_skill->level:op->level) -
1701 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1702 arrow->stats.wc - bow->stats.wc + wc_mod;
1703
1704 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1658 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1705 } else { 1659 wc -= dex_bonus[op->stats.Dex];
1706 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1707 arrow->stats.wc + wc_mod;
1708 1660
1661 if (!arrow->slaying)
1662 arrow->slaying = op->slaying;
1663
1664 arrow->attacktype |= op->attacktype;
1665 }
1666 else
1667 {
1709 arrow->level = op->level; 1668 arrow->level = op->level;
1710 } 1669 arrow->stats.wc -= bow->magic;
1711 if (arrow->attacktype == AT_PHYSICAL) 1670
1712 arrow->attacktype |= bow->attacktype; 1671 if (!arrow->slaying)
1713 if (bow->slaying != NULL)
1714 arrow->slaying = bow->slaying; 1672 arrow->slaying = bow->slaying;
1715 1673
1716 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);
1717 arrow->move_type = MOVE_FLY_LOW; 1681 arrow->move_type = MOVE_FLY_LOW;
1718 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1719 1683
1720 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);
1721 tag = arrow->count; 1685 m->insert (arrow, sx, sy, op);
1722 insert_ob_in_map(arrow, m, op, 0);
1723 1686
1724 if (!was_destroyed(arrow, tag)) 1687 if (!arrow->destroyed ())
1725 move_arrow(arrow); 1688 move_arrow (arrow);
1726 1689
1727 if (op->type == PLAYER) { 1690 if (op->type == PLAYER)
1728 if (was_destroyed (left, left_tag)) 1691 {
1692 if (left->destroyed ())
1729 esrv_del_item(op->contr, left_tag); 1693 esrv_del_item (op->contr, left->count);
1730 else 1694 else
1731 esrv_send_item(op, left); 1695 esrv_send_item (op, left);
1732 } 1696 }
1697
1733 return 1; 1698 return 1;
1734} 1699}
1735 1700
1736/* Special fire code for players - this takes into 1701/* Special fire code for players - this takes into
1737 * account the special fire modes players can have 1702 * account the special fire modes players can have
1738 * but monsters can't. Putting that code here 1703 * but monsters can't. Putting that code here
1739 * makes the fire_bow code much cleaner. 1704 * makes the fire_bow code much cleaner.
1740 * this function should only be called if 'op' is a player, 1705 * this function should only be called if 'op' is a player,
1741 * hence the function name. 1706 * hence the function name.
1742 */ 1707 */
1708int
1743int player_fire_bow(object *op, int dir) 1709player_fire_bow (object *op, int dir)
1744{ 1710{
1745 int ret=0, wcmod=0; 1711 int ret = 0, wcmod = 0;
1746 1712
1747 if (op->contr->bowtype == bow_bestarrow) { 1713 if (op->contr->bowtype == bow_bestarrow)
1748 ret = fire_bow(op, op, 1714 {
1749 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);
1750 dir, 0, op->x, op->y); 1716 }
1751 } 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 {
1752 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1753 wcmod =-1; 1720 wcmod = -1;
1721
1754 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);
1755 op->x, op->y); 1723 }
1756 } else if (op->contr->bowtype == bow_threewide) { 1724 else if (op->contr->bowtype == bow_threewide)
1725 {
1757 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);
1758 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)]);
1759 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 }
1760 } else if (op->contr->bowtype == bow_spreadshot) { 1730 else if (op->contr->bowtype == bow_spreadshot)
1731 {
1761 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);
1762 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);
1763 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);
1764 1735 }
1765 } else { 1736 else
1737 {
1766 /* Simple case */ 1738 /* Simple case */
1767 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);
1768 } 1740 }
1741
1769 return ret; 1742 return ret;
1770} 1743}
1771
1772 1744
1773/* Fires a misc (wand/rod/horn) object in 'dir'. 1745/* Fires a misc (wand/rod/horn) object in 'dir'.
1774 * Broken apart from 'fire' to keep it more readable. 1746 * Broken apart from 'fire' to keep it more readable.
1775 */ 1747 */
1748void
1776void fire_misc_object(object *op, int dir) 1749fire_misc_object (object *op, int dir)
1777{ 1750{
1778 object *item; 1751 object *item = op->contr->ranged_ob;
1779 1752
1780 if (!op->contr->ranges[range_misc]) { 1753 if (!item)
1754 {
1781 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.");
1782 return; 1756 return;
1783 } 1757 }
1784 1758
1785 item = op->contr->ranges[range_misc];
1786 if (!item->inv) { 1759 if (!item->inv)
1760 {
1787 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1761 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1788 return; 1762 return;
1789 } 1763 }
1764
1765 if (!op->change_weapon (item))
1766 return;
1767
1790 if (item->type == WAND) { 1768 if (item->type == WAND)
1769 {
1791 if(item->stats.food<=0) { 1770 if (item->stats.food <= 0)
1771 {
1792 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1793 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1774
1794 return; 1775 return;
1795 } 1776 }
1777 }
1796 } else if (item->type == ROD || item->type==HORN) { 1778 else if (item->type == ROD || item->type == HORN)
1779 {
1797 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 {
1798 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1782 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1783
1799 if (item->type== ROD) 1784 if (item->type == ROD)
1800 new_draw_info_format(NDI_UNIQUE, 0,op,
1801 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1802 else 1786 else
1803 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));
1804 "The %s needs more time to charge.", query_base_name(item,0)); 1788
1805 return; 1789 return;
1806 } 1790 }
1807 } 1791 }
1808 1792
1809 if(cast_spell(op,item,dir,item->inv,NULL)) { 1793 if (cast_spell (op, item, dir, item->inv, NULL))
1794 {
1810 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 */
1811 if (item->type == WAND) { 1796 if (item->type == WAND)
1797 {
1812 if (!(--item->stats.food)) { 1798 if (!(--item->stats.food))
1799 {
1813 object *tmp; 1800 object *tmp;
1801
1814 if (item->arch) { 1802 if (item->arch)
1803 {
1815 CLEAR_FLAG(item, FLAG_ANIMATE); 1804 CLEAR_FLAG (item, FLAG_ANIMATE);
1816 item->face = item->arch->clone.face; 1805 item->face = item->arch->clone.face;
1817 item->speed = 0; 1806 item->set_speed (0);
1818 update_ob_speed(item);
1819 } 1807 }
1808
1820 if ((tmp=is_player_inv(item))) 1809 if ((tmp = item->in_player ()))
1821 esrv_update_item(UPD_ANIM, tmp, item); 1810 esrv_update_item (UPD_ANIM, tmp, item);
1822 } 1811 }
1823 } 1812 }
1824 else if (item->type == ROD || item->type==HORN) { 1813 else if (item->type == ROD || item->type == HORN)
1825 drain_rod_charge(item); 1814 drain_rod_charge (item);
1826 }
1827 } 1815 }
1828} 1816}
1829 1817
1830/* Received a fire command for the player - go and do it. 1818/* Received a fire command for the player - go and do it.
1831 */ 1819 */
1820bool
1832void fire(object *op,int dir) { 1821fire (object *op, int dir)
1822{
1833 int spellcost=0; 1823 int spellcost = 0;
1834 1824
1835 /* check for loss of invisiblity/hide */ 1825 /* check for loss of invisiblity/hide */
1836 if (action_makes_visible(op)) make_visible(op); 1826 if (action_makes_visible (op))
1827 make_visible (op);
1837 1828
1838 switch(op->contr->shoottype) { 1829 player *pl = op->contr;
1839 case range_none:
1840 return;
1841 1830
1842 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:
1843 player_fire_bow(op, dir); 1853 player_fire_bow (op, dir);
1844 return; 1854 break;
1845 1855
1846 case range_magic: /* Casting spells */ 1856 case SPELL:
1847 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);
1848 return; 1858 break;
1849 1859
1850 case range_misc: 1860 case BUILDER:
1851 fire_misc_object(op, dir);
1852 return;
1853
1854 case range_golem: /* Control summoned monsters from scrolls */
1855 if(op->contr->ranges[range_golem]==NULL ||
1856 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1857 op->contr->ranges[range_golem] = NULL;
1858 op->contr->shoottype=range_none;
1859 op->contr->golem_count = 0;
1860 }
1861 else
1862 control_golem(op->contr->ranges[range_golem], dir);
1863 return;
1864
1865 case range_skill:
1866 if(!op->chosen_skill) {
1867 if(op->type==PLAYER)
1868 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1869 return;
1870 }
1871 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1872 return;
1873 case range_builder:
1874 apply_map_builder( op, dir ); 1861 apply_map_builder (op, dir);
1875 return; 1862 break;
1863
1864 case SKILL:
1865 do_skill (op, op, ob, dir, 0);
1866 break;
1867
1876 default: 1868 default:
1877 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1869 fire_misc_object (op, dir);
1878 return; 1870 break;
1879 } 1871 }
1880}
1881 1872
1882 1873 return true;
1874}
1883 1875
1884/* find_key 1876/* find_key
1885 * 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
1886 * and successfully use it, we return the key, otherwise NULL 1878 * and successfully use it, we return the key, otherwise NULL
1887 * This function merges both normal and locked door, since the logic 1879 * This function merges both normal and locked door, since the logic
1889 * pl is the player, 1881 * pl is the player,
1890 * inv is the objects inventory to searched 1882 * inv is the objects inventory to searched
1891 * door is the door we are trying to match against. 1883 * door is the door we are trying to match against.
1892 * This function can be called recursively to search containers. 1884 * This function can be called recursively to search containers.
1893 */ 1885 */
1894 1886object *
1895object * find_key(object *pl, object *container, object *door) 1887find_key (object *pl, object *container, object *door)
1896{ 1888{
1897 object *tmp,*key; 1889 object *tmp, *key;
1898 1890
1899 /* Should not happen, but sanity checking is never bad */ 1891 /* Should not happen, but sanity checking is never bad */
1900 if (container->inv == NULL) return NULL; 1892 if (!container->inv)
1893 return 0;
1901 1894
1902 /* 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 */
1903 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1896 for (tmp = container->inv; tmp; tmp = tmp->below)
1897 {
1904 if (door->type==DOOR && tmp->type==KEY) break; 1898 if (door->type == DOOR && tmp->type == KEY)
1899 break;
1905 /* For sanity, we should really check door type, but other stuff 1900 /* For sanity, we should really check door type, but other stuff
1906 * (like containers) can be locked with special keys 1901 * (like containers) can be locked with special keys
1907 */ 1902 */
1908 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1903 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1909 tmp->slaying==door->slaying) break; 1904 break;
1910 } 1905 }
1906
1911 /* No key found - lets search inventories now */ 1907 /* No key found - lets search inventories now */
1912 /* 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.
1913 * 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
1914 * a key, return 1910 * a key, return
1915 */ 1911 */
1916 if (!tmp) { 1912 if (!tmp)
1913 {
1917 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1914 for (tmp = container->inv; tmp; tmp = tmp->below)
1915 {
1918 /* No reason to search empty containers */ 1916 /* No reason to search empty containers */
1919 if (tmp->type==CONTAINER && tmp->inv) { 1917 if (tmp->type == CONTAINER && tmp->inv)
1918 {
1920 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1919 if ((key = find_key (pl, tmp, door)))
1920 return key;
1921 } 1921 }
1922 } 1922 }
1923
1924 if (!tmp)
1923 if (!tmp) return NULL; 1925 return NULL;
1924 } 1926 }
1927
1925 /* 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,
1926 * see if we actually want to use it 1929 * see if we actually want to use it
1927 */ 1930 */
1928 if (pl!=container) { 1931 if (pl != container)
1932 {
1929 /* Only let players use keys in containers */ 1933 /* Only let players use keys in containers */
1930 if (!pl->contr) return NULL; 1934 if (!pl->contr)
1935 return NULL;
1931 /* cases where this fails: 1936 /* cases where this fails:
1932 * If we only search the player inventory, return now since we 1937 * If we only search the player inventory, return now since we
1933 * are not in the players inventory. 1938 * are not in the players inventory.
1934 * If the container is not active, return now since only active 1939 * If the container is not active, return now since only active
1935 * containers can be used. 1940 * containers can be used.
1936 * If we only search keyrings and the container does not have 1941 * If we only search keyrings and the container does not have
1937 * a race/isn't a keyring. 1942 * a race/isn't a keyring.
1938 * No checking for all containers - to fall through past here, 1943 * No checking for all containers - to fall through past here,
1939 * inv must have been an container and must have been active. 1944 * inv must have been an container and must have been active.
1940 * 1945 *
1941 * Change the color so that the message doesn't disappear with 1946 * Change the color so that the message doesn't disappear with
1942 * all the others. 1947 * all the others.
1943 */ 1948 */
1944 if (pl->contr->usekeys == key_inventory || 1949 if (pl->contr->usekeys == key_inventory ||
1945 !QUERY_FLAG(container, FLAG_APPLIED) || 1950 !QUERY_FLAG (container, FLAG_APPLIED) ||
1946 (pl->contr->usekeys == keyrings &&
1947 (!container->race || strcmp(container->race, "keys"))) 1951 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1948 ) { 1952 {
1949 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1953 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1950 "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));
1951 query_name(tmp), query_name(container));
1952 return NULL; 1955 return NULL;
1953 } 1956 }
1954 } 1957 }
1958
1955 return tmp; 1959 return tmp;
1956} 1960}
1957 1961
1958/* moved door processing out of move_player_attack. 1962/* moved door processing out of move_player_attack.
1959 * returns 1 if player has opened the door with a key 1963 * returns 1 if player has opened the door with a key
1960 * such that the caller should not do anything more, 1964 * such that the caller should not do anything more,
1961 * 0 otherwise 1965 * 0 otherwise
1962 */ 1966 */
1967static int
1963static int player_attack_door(object *op, object *door) 1968player_attack_door (object *op, object *door)
1964{ 1969{
1965
1966 /* 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,
1967 * 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 -
1968 * otherwise, we fall through to the rest of the code. 1972 * otherwise, we fall through to the rest of the code.
1969 */ 1973 */
1970 object *key=find_key(op, op, door); 1974 object *key = find_key (op, op, door);
1971 1975
1972 /* IF we found a key, do some extra work */ 1976 /* If we found a key, do some extra work */
1973 if (key) { 1977 if (key)
1978 {
1974 object *container=key->env; 1979 object *container = key->env;
1975 1980
1976 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
1977 if(action_makes_visible(op)) make_visible(op); 1983 if (action_makes_visible (op))
1984 make_visible (op);
1985
1978 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
1979 if (door->type == DOOR) { 1989 if (door->type == DOOR)
1980 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 */
1981 }
1982 else if(door->type==LOCKED_DOOR) { 1991 else if (door->type == LOCKED_DOOR)
1983 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1992 {
1984 "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));
1985 remove_door2(door); /* remove door without violence ;-) */ 1994 remove_door2 (door); /* remove door without violence ;-) */
1986 } 1995 }
1996
1987 /* Do this after we print the message */ 1997 /* Do this after we print the message */
1988 decrease_ob(key); /* Use up one of the keys */ 1998 decrease_ob (key); /* Use up one of the keys */
1989 /* Need to update the weight the container the key was in */ 1999 /* Need to update the weight the container the key was in */
1990 if (container != op) 2000 if (container != op)
1991 esrv_update_item(UPD_WEIGHT, op, container); 2001 esrv_update_item (UPD_WEIGHT, op, container);
2002
1992 return 1; /* Nothing more to do below */ 2003 return 1; /* Nothing more to do below */
2004 }
1993 } else if (door->type==LOCKED_DOOR) { 2005 else if (door->type == LOCKED_DOOR)
2006 {
1994 /* Might as well return now - no other way to open this */ 2007 /* Might as well return now - no other way to open this */
1995 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2008 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1996 return 1; 2009 return 1;
1997 } 2010 }
2011
1998 return 0; 2012 return 0;
1999} 2013}
2000 2014
2001/* This function is just part of a breakup from move_player. 2015/* This function is just part of a breakup from move_player.
2002 * It should keep the code cleaner. 2016 * It should keep the code cleaner.
2003 * When this is called, the players direction has been updated 2017 * When this is called, the players direction has been updated
2004 * (taking into account confusion.) The player is also actually 2018 * (taking into account confusion.) The player is also actually
2005 * going to try and move (not fire weapons). 2019 * going to try and move (not fire weapons).
2006 */ 2020 */
2007 2021bool
2008void move_player_attack(object *op, int dir) 2022move_player_attack (object *op, int dir)
2009{ 2023{
2010 object *tmp, *mon;
2011 sint16 nx, ny;
2012 int on_battleground; 2024 int on_battleground;
2013 mapstruct *m;
2014 2025
2015 nx=freearr_x[dir]+op->x; 2026 sint16 nx = freearr_x[dir] + op->x;
2016 ny=freearr_y[dir]+op->y; 2027 sint16 ny = freearr_y[dir] + op->y;
2017 2028
2018 on_battleground = op_on_battleground(op, NULL, NULL); 2029 on_battleground = op_on_battleground (op, 0, 0);
2019 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
2020 /* 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
2021 * 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
2022 * 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
2023 * player. This is a pretty nasty hack, because if we could 2043 * player. This is a pretty nasty hack, because if we could
2024 * move to some space, it then means that if we are braced, we should 2044 * move to some space, it then means that if we are braced, we should
2025 * do nothing at all. As it is, if we are braced, we go through 2045 * do nothing at all. As it is, if we are braced, we go through
2026 * quite a bit of processing. However, it probably is less than what 2046 * quite a bit of processing. However, it probably is less than what
2027 * move_ob uses. 2047 * move_ob uses.
2028 */ 2048 */
2029 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);
2030 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2031 m = get_map_from_coord(op->map, &nx, &ny);
2032 if (!m) return; /* Don't think this should happen */
2033 }
2034 else m =op->map;
2035
2036 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2037 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2038 return;
2039 }
2040 2050
2041 mon = NULL;
2042 /* 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
2043 * 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.
2044 * 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
2045 * 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))
2046 */ 2074 {
2047 while (tmp!=NULL) { 2075 --op->contr->weapon_sp_left;
2048 if (tmp == op) { 2076 return true;
2049 tmp=tmp->above; 2077 }
2050 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);
2051 } 2136 }
2052 if (QUERY_FLAG(tmp,FLAG_ALIVE)) {
2053 mon = tmp;
2054 break;
2055 }
2056 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2057 mon = tmp;
2058 tmp=tmp->above;
2059 }
2060
2061 if (mon==NULL) /* This happens anytime the player tries to move */
2062 return; /* into a wall */
2063
2064 if(mon->head != NULL)
2065 mon = mon->head;
2066
2067 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR))
2068 if (player_attack_door(op, mon)) return;
2069
2070 /* The following deals with possibly attacking peaceful
2071 * or frienddly creatures. Basically, all players are considered
2072 * unaggressive. If the moving player has peaceful set, then the
2073 * object should be pushed instead of attacked. It is assumed that
2074 * if you are braced, you will not attack friends accidently,
2075 * and thus will not push them.
2076 */
2077
2078 /* If the creature is a pet, push it even if the player is not
2079 * peaceful. Our assumption is the creature is a pet if the
2080 * player owns it and it is either friendly or unagressive.
2081 */
2082 if ((op->type==PLAYER)
2083#if COZY_SERVER
2084 &&
2085 (
2086 (get_owner(mon) && get_owner(mon)->contr
2087 && same_party (get_owner(mon)->contr->party, op->contr->party))
2088 || get_owner(mon) == op
2089 )
2090#else
2091 && get_owner(mon)==op
2092#endif
2093 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2094 {
2095 /* If we're braced, we don't want to switch places with it */
2096 if (op->contr->braced) return;
2097 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2098 (void) push_ob(mon,dir,op);
2099 if(op->contr->tmp_invis||op->hide) make_visible(op);
2100 return;
2101 }
2102
2103 /* in certain circumstances, you shouldn't attack friendly
2104 * creatures. Note that if you are braced, you can't push
2105 * someone, but put it inside this loop so that you won't
2106 * attack them either.
2107 */
2108 if ((mon->type==PLAYER || mon->enemy != op) &&
2109 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2110 (
2111#ifdef PROHIBIT_PLAYERKILL
2112 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2113#else
2114 op->contr->peaceful &&
2115#endif
2116 !on_battleground
2117 )) {
2118 if (!op->contr->braced) {
2119 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2120 (void) push_ob(mon,dir,op);
2121 } else { 2137 else
2122 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;
2123 } 2144 }
2124 if(op->contr->tmp_invis||op->hide) make_visible(op); 2145 }
2125 }
2126
2127 /* If the object is a boulder or other rollable object, then 2146 /* If the object is a boulder or other rollable object, then
2128 * roll it if not braced. You can't roll it if you are braced. 2147 * roll it if not braced. You can't roll it if you are braced.
2129 */ 2148 */
2130 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
2131 recursive_roll(mon,dir,op); 2155 recursive_roll (mon, dir, op);
2132 if(action_makes_visible(op)) make_visible(op); 2156 if (action_makes_visible (op))
2133 } 2157 make_visible (op);
2134 2158
2159 return true;
2160 }
2161 }
2135 /* Any generic living creature. Including things like doors. 2162 /* Any generic living creature. Including things like doors.
2136 * 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
2137 * and be living. Then, it must be one of the following: 2164 * and be living. Then, it must be one of the following:
2138 * 1) Not a player, 2) A player, but of a different party. Note 2165 * 1) Not a player, 2) A player, but of a different party. Note
2139 * that party_number -1 is no party, so attacks can still happen. 2166 * that party_number -1 is no party, so attacks can still happen.
2140 */ 2167 */
2141
2142 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2143 ((mon->type!=PLAYER || op->contr->party==NULL || 2169 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2144 op->contr->party!=mon->contr->party))) { 2170 {
2145 2171 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2146 /* If the player hasn't hit something this tick, and does
2147 * so, give them speed boost based on weapon speed. Doing
2148 * it here is better than process_players2, which basically
2149 * incurred a 1 tick offset.
2150 */
2151 if (!op->contr->has_hit) {
2152 op->speed_left += op->speed / op->contr->weapon_sp;
2153
2154 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2155 }
2156
2157 skill_attack(mon, op, 0, NULL, NULL);
2158
2159 /* If attacking another player, that player gets automatic
2160 * hitback, and doesn't loose luck either.
2161 * Disable hitback on the battleground or if the target is
2162 * the wiz.
2163 */
2164 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2165 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2166 short luck = mon->stats.luck;
2167 mon->contr->has_hit = 1;
2168 skill_attack(op, mon, 0, NULL, NULL);
2169 mon->stats.luck = luck;
2170 }
2171 if(action_makes_visible(op)) make_visible(op);
2172 } 2172 {
2173 } /* if player should attack something */ 2173 --op->contr->weapon_sp_left;
2174}
2175 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
2176int move_player(object *op,int dir) { 2188move_player (object *op, int dir)
2189{
2177 int pick; 2190 int pick;
2178 2191
2179 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2192 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2180 return 0;
2181
2182 /* Sanity check: make sure dir is valid */
2183 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2184 LOG( llevError, "move_player: invalid direction %d\n", dir);
2185 return 0;
2186 }
2187
2188 /* peterm: added following line */
2189 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2190 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2191
2192 op->facing = dir;
2193
2194 if(op->hide) do_hidden_move(op);
2195
2196 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2197 /*nop*/;
2198 else if (op->contr->fire_on)
2199 fire (op, dir);
2200 else
2201 {
2202 move_player_attack (op, dir);
2203 pick = check_pick(op);
2204 }
2205
2206 /* Add special check for newcs players and fire on - this way, the
2207 * server can handle repeat firing.
2208 */
2209 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2210 op->direction = dir;
2211 } else {
2212 op->direction=0;
2213 }
2214 /* Update how the player looks. Use the facing, so direction may
2215 * get reset to zero. This allows for full animation capabilities
2216 * for players.
2217 */
2218 animate_object(op, op->facing);
2219 return 0; 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;
2220} 2238}
2221 2239
2222/* 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
2223 * new client/server stuff. 2241 * new client/server stuff.
2224 * 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
2225 * the new speed values for commands. 2243 * the new speed values for commands.
2226 * 2244 *
2227 * 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.
2228 */ 2248 */
2249bool
2229int handle_newcs_player(object *op) 2250handle_newcs_player (object *op)
2230{ 2251{
2231 if (op->contr->hidden) {
2232 op->invisible = 1000;
2233 /* the socket code flashes the player visible/invisible
2234 * depending on the value of invisible, so we need to
2235 * alternate it here for it to work correctly.
2236 */
2237 if (pticks & 2) op->invisible--;
2238 }
2239 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2240 op->invisible--;
2241 if(!op->invisible) {
2242 make_visible(op);
2243 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2244 }
2245 }
2246
2247 if (QUERY_FLAG(op, FLAG_SCARED)) { 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2253 {
2254 if (op->speed_left > 0.f)
2255 {
2256 --op->speed_left;
2248 flee_player(op); 2257 flee_player (op);
2249 /* If player is still scared, that is his action for this tick */ 2258
2250 if (QUERY_FLAG(op, FLAG_SCARED)) {
2251 op->speed_left--;
2252 return 0; 2259 return true;
2253 } 2260 }
2261 else
2262 return false;
2254 } 2263 }
2255 2264
2256 /* I've been seeing crashes where the golem has been destroyed, but
2257 * the player object still points to the defunct golem. The code that
2258 * destroys the golem looks correct, and it doesn't always happen, so
2259 * put this in a a workaround to clean up the golem pointer.
2260 */
2261 if (op->contr->ranges[range_golem] &&
2262 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2263 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2264 op->contr->ranges[range_golem] = NULL;
2265 op->contr->golem_count = 0;
2266 }
2267
2268 /* call this here - we also will call this in do_ericserver, but 2265 /* call this here - we also will call this in do_ericserver, but
2269 * the players time has been increased when doericserver has been 2266 * the players time has been increased when doericserver has been
2270 * called, so we recheck it here. 2267 * called, so we recheck it here.
2271 */ 2268 */
2272 HandleClient(&op->contr->socket, op->contr); 2269 if (op->contr->ns->handle_command ())
2273 if (op->speed_left<0) return 0; 2270 return true;
2274 2271
2275 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2276 /* All move commands take 1 tick, at least for now */
2277 op->speed_left--;
2278
2279 /* Instead of all the stuff below, let move_player take care
2280 * of it. Also, some of the skill stuff is only put in
2281 * there, as well as the confusion stuff.
2282 */
2283 move_player(op, op->direction); 2273 return move_player (op, op->direction);
2284 if (op->speed_left>0) return 1; 2274
2285 else return 0; 2275 return false;
2286 } 2276}
2277
2278int
2279save_life (object *op)
2280{
2281 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2287 return 0; 2282 return 0;
2288}
2289 2283
2290int save_life(object *op) {
2291 object *tmp;
2292
2293 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2294 return 0;
2295
2296 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2284 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2297 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2285 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2286 {
2298 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);
2299 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));
2300 "Your %s vibrates violently, then evaporates.", 2289
2301 query_name(tmp));
2302 if (op->contr) 2290 if (op->contr)
2303 esrv_del_item(op->contr, tmp->count); 2291 esrv_del_item (op->contr, tmp->count);
2304 remove_ob(tmp); 2292
2305 free_object(tmp); 2293 tmp->destroy ();
2306 CLEAR_FLAG(op, FLAG_LIFESAVE); 2294 CLEAR_FLAG (op, FLAG_LIFESAVE);
2295
2307 if(op->stats.hp<0) 2296 if (op->stats.hp < 0)
2308 op->stats.hp = op->stats.maxhp; 2297 op->stats.hp = op->stats.maxhp;
2298
2309 if(op->stats.food<0) 2299 if (op->stats.food < 0)
2310 op->stats.food = 999; 2300 op->stats.food = 999;
2311 fix_player(op); 2301
2302 op->update_stats ();
2312 return 1; 2303 return 1;
2313 } 2304 }
2305
2314 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2306 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2315 CLEAR_FLAG(op, FLAG_LIFESAVE); 2307 CLEAR_FLAG (op, FLAG_LIFESAVE);
2316 enter_player_savebed(op); /* bring him home. */ 2308 enter_player_savebed (op); /* bring him home. */
2317 return 0; 2309 return 0;
2318} 2310}
2319 2311
2320/* 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
2321 * 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
2322 * 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
2323 * from. 2315 * from.
2324 */ 2316 */
2317void
2325void remove_unpaid_objects(object *op, object *env) 2318remove_unpaid_objects (object *op, object *env)
2326{ 2319{
2327 object *next;
2328
2329 while (op) { 2320 while (op)
2321 {
2330 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' */
2331 * we remove object 'op' 2323
2332 */
2333 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2324 if (QUERY_FLAG (op, FLAG_UNPAID))
2334 remove_ob(op); 2325 {
2335 op->x = env->x;
2336 op->y = env->y;
2337 if (env->type == PLAYER) 2326 if (env->type == PLAYER)
2338 esrv_del_item(env->contr, op->count); 2327 esrv_del_item (env->contr, op->count);
2339 insert_ob_in_map(op, env->map, NULL,0); 2328
2329 op->insert_at (env);
2340 } 2330 }
2331 else if (op->inv)
2341 else if (op->inv) remove_unpaid_objects(op->inv, env); 2332 remove_unpaid_objects (op->inv, env);
2333
2342 op=next; 2334 op = next;
2343 } 2335 }
2344} 2336}
2345
2346 2337
2347/* 2338/*
2348 * Returns pointer a static string containing gravestone text 2339 * Returns pointer a static string containing gravestone text
2349 * Moved from apply.c to player.c - player.c is what 2340 * Moved from apply.c to player.c - player.c is what
2350 * actually uses this function. player.c may not be quite the 2341 * actually uses this function. player.c may not be quite the
2351 * best, a misc file for object actions is probably better, 2342 * best, a misc file for object actions is probably better,
2352 * but there isn't one in the server directory. 2343 * but there isn't one in the server directory.
2353 */ 2344 */
2345char *
2354char *gravestone_text (object *op) 2346gravestone_text (object *op)
2355{ 2347{
2356 static char buf2[MAX_BUF]; 2348 static char buf2[MAX_BUF];
2357 char buf[MAX_BUF]; 2349 char buf[MAX_BUF];
2358 time_t now = time (NULL); 2350 time_t now = time (NULL);
2359 2351
2360 strcpy (buf2, " R.I.P.\n\n"); 2352 strcpy (buf2, " R.I.P.\n\n");
2361 if (op->type == PLAYER) 2353 if (op->type == PLAYER)
2362 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2354 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2363 else 2355 else
2364 sprintf (buf, "%s\n", &op->name); 2356 sprintf (buf, "%s\n", &op->name);
2357
2365 strncat (buf2, " ", 20 - strlen (buf) / 2); 2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2366 strcat (buf2, buf); 2359 strcat (buf2, buf);
2367 if (op->type == PLAYER) 2360 if (op->type == PLAYER)
2368 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);
2369 else 2362 else
2370 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
2371 strncat (buf2, " ", 20 - strlen (buf) / 2); 2365 strncat (buf2, " ", 20 - strlen (buf) / 2);
2372 strcat (buf2, buf); 2366 strcat (buf2, buf);
2373 if (op->type == PLAYER) { 2367 if (op->type == PLAYER)
2368 {
2374 sprintf (buf, "by %s.\n\n", op->contr->killer); 2369 sprintf (buf, "by %s.\n\n", op->contr->killer);
2375 strncat (buf2, " ", 21 - strlen (buf) / 2); 2370 strncat (buf2, " ", 21 - strlen (buf) / 2);
2376 strcat (buf2, buf); 2371 strcat (buf2, buf);
2377 } 2372 }
2373
2378 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2374 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2379 strncat (buf2, " ", 20 - strlen (buf) / 2); 2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2380 strcat (buf2, buf); 2376 strcat (buf2, buf);
2377
2381 return buf2; 2378 return buf2;
2382} 2379}
2383 2380
2384 2381void
2385
2386void do_some_living(object *op) { 2382do_some_living (object *op)
2383{
2387 int last_food=op->stats.food; 2384 int last_food = op->stats.food;
2388 int gen_hp, gen_sp, gen_grace; 2385 int gen_hp, gen_sp, gen_grace;
2389 int over_hp, over_sp, over_grace; 2386 int over_hp, over_sp, over_grace;
2390 int i; 2387 int i;
2391 int rate_hp = 1200; 2388 int rate_hp = 1200;
2392 int rate_sp = 2500; 2389 int rate_sp = 2500;
2393 int rate_grace = 2000; 2390 int rate_grace = 2000;
2394 const int max_hp = 1; 2391 const int max_hp = 1;
2395 const int max_sp = 1; 2392 const int max_sp = 1;
2396 const int max_grace = 1; 2393 const int max_grace = 1;
2397 2394
2398 if (op->contr->outputs_sync) { 2395 if (op->contr->hidden)
2399 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2396 {
2400 if (op->contr->outputs[i].buf!=NULL && 2397 op->invisible = 1000;
2401 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2398 /* the socket code flashes the player visible/invisible
2402 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--;
2403 } 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 }
2404 2413
2405 if(op->contr->state==ST_PLAYING) { 2414 if (op->contr->ns->state == ST_PLAYING)
2406 2415 {
2407 /* these next three if clauses make it possible to SLOW DOWN 2416 /* these next three if clauses make it possible to SLOW DOWN
2408 hp/grace/spellpoint regeneration. */ 2417 hp/grace/spellpoint regeneration. */
2409 if(op->contr->gen_hp >= 0 ) 2418 if (op->contr->gen_hp >= 0)
2410 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2419 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2411 else { 2420 else
2421 {
2412 gen_hp = op->stats.maxhp; 2422 gen_hp = op->stats.maxhp;
2413 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2423 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2414 } 2424 }
2425
2415 if(op->contr->gen_sp >= 0 ) 2426 if (op->contr->gen_sp >= 0)
2416 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2427 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2417 else { 2428 else
2429 {
2418 gen_sp = op->stats.maxsp; 2430 gen_sp = op->stats.maxsp;
2419 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2431 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2420 } 2432 }
2433
2421 if(op->contr->gen_grace >= 0) 2434 if (op->contr->gen_grace >= 0)
2422 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2435 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2423 else { 2436 else
2437 {
2424 gen_grace = op->stats.maxgrace; 2438 gen_grace = op->stats.maxgrace;
2425 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2439 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2426 } 2440 }
2427 2441
2428 /* Regenerate Spell Points */ 2442 /* Regenerate Spell Points */
2429 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2443 if (!op->contr->golem && --op->last_sp < 0)
2444 {
2430 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);
2431 if(op->stats.sp<op->stats.maxsp) {
2432 op->stats.sp++;
2433 /* dms do not consume food */
2434 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2435 op->stats.food--;
2436 if(op->contr->digestion<0)
2437 op->stats.food+=op->contr->digestion;
2438 else if(op->contr->digestion>0 &&
2439 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2440 op->stats.food=last_food;
2441 }
2442 }
2443 if (max_sp>1) {
2444 over_sp = (gen_sp+10)/rate_sp;
2445 if (over_sp > 0) {
2446 if(op->stats.sp<op->stats.maxsp) { 2446 if (op->stats.sp < op->stats.maxsp)
2447 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2447 {
2448 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2449 op->stats.sp--; 2448 op->stats.sp++;
2450 if(op->stats.sp>op->stats.maxsp) 2449 /* dms do not consume food */
2451 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;
2452 } 2457 }
2453 op->last_sp=0;
2454 } else {
2455 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2456 }
2457 } else {
2458 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2459 }
2460 }
2461
2462 /* Regenerate Grace */
2463 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2464 if(--op->last_grace<0) {
2465 if(op->stats.grace<op->stats.maxgrace/2)
2466 op->stats.grace++; /* no penalty in food for regaining grace */
2467 if(max_grace>1) {
2468 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2469 if (over_grace > 0) {
2470 op->stats.sp += over_grace
2471 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2472 op->last_grace=0;
2473 } else {
2474 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2475 } 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 }
2476 } 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 {
2477 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);
2478 } 2508 }
2479 /* wearing stuff doesn't detract from grace generation. */ 2509 /* wearing stuff doesn't detract from grace generation. */
2480 } 2510 }
2481 2511
2482 /* Regenerate Hit Points */ 2512 /* Regenerate Hit Points */
2483 if(--op->last_heal<0) { 2513 if (--op->last_heal < 0)
2514 {
2484 if(op->stats.hp<op->stats.maxhp) { 2515 if (op->stats.hp < op->stats.maxhp)
2516 {
2485 op->stats.hp++; 2517 op->stats.hp++;
2486 /* dms do not consume food */ 2518 /* dms do not consume food */
2487 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2519 if (!QUERY_FLAG (op, FLAG_WIZ))
2488 op->stats.food--; 2520 {
2521 op->stats.food--;
2489 if(op->contr->digestion<0) 2522 if (op->contr->digestion < 0)
2490 op->stats.food+=op->contr->digestion; 2523 op->stats.food += op->contr->digestion;
2491 else if(op->contr->digestion>0 && 2524 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2492 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2493 op->stats.food=last_food; 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 }
2494 } 2546 }
2495 }
2496 if(max_hp>1) {
2497 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2498 if (over_hp > 0) {
2499 op->stats.sp += over_hp
2500 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2501 op->last_heal=0;
2502 } else {
2503 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2504 }
2505 } else {
2506 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2507 }
2508 }
2509 2547
2510 /* Digestion */ 2548 /* Digestion */
2511 if(--op->last_eat<0) { 2549 if (--op->last_eat < 0)
2512#ifdef COZY_SERVER 2550 {
2513 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;
2514 int bonus=dg>0?dg:0,
2515 penalty=dg<0?-dg:0;
2516#else
2517 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2518 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2519#endif
2520 2552
2521 if(op->contr->gen_hp > 0) 2553 if (op->contr->gen_hp > 0)
2522 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);
2523 else 2555 else
2524 op->last_eat=25*(1+bonus)/(penalty +1); 2556 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2557
2525 /* dms do not consume food */ 2558 /* dms do not consume food */
2526 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2559 if (!QUERY_FLAG (op, FLAG_WIZ))
2527 } 2560 op->stats.food--;
2528 } 2561 }
2529 2562
2530 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 {
2531 object *tmp, *flesh=NULL; 2565 object *tmp, *flesh = 0;
2532 2566
2533 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2567 for (tmp = op->inv; tmp; tmp = tmp->below)
2568 {
2534 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2569 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2570 {
2535 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2571 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2572 {
2536 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.");
2537 manual_apply(op,tmp,0); 2574 manual_apply (op, tmp, 0);
2538 if(op->stats.food>=0||op->stats.hp<0) 2575 if (op->stats.food >= 0 || op->stats.hp < 0)
2539 break; 2576 break;
2540 } 2577 }
2541 else if (tmp->type==FLESH) flesh=tmp; 2578 else if (tmp->type == FLESH)
2579 flesh = tmp;
2542 } /* End if paid for object */ 2580 } /* End if paid for object */
2543 } /* end of for loop */ 2581 } /* end of for loop */
2582
2544 /* 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
2545 * eat flesh instead. 2584 * eat flesh instead.
2546 */ 2585 */
2547 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2586 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2587 {
2548 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.");
2549 manual_apply(op,flesh,0); 2589 manual_apply (op, flesh, 0);
2550 } 2590 }
2551 } /* end if player is starving */ 2591 }
2552 2592
2553 while(op->stats.food<0&&op->stats.hp>0) 2593 while (op->stats.food < 0 && op->stats.hp >= 0)
2554 op->stats.food++,op->stats.hp--; 2594 op->stats.food++, op->stats.hp--;
2555 2595
2556 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))
2557 kill_player(op); 2597 kill_player (op);
2598 }
2558} 2599}
2559
2560
2561 2600
2562/* 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.
2563 * 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
2564 * permadeath, no lifesave), this will take care of removing the player 2603 * permadeath, no lifesave), this will take care of removing the player
2565 * file. 2604 * file.
2566 */ 2605 */
2606void
2567void kill_player(object *op) 2607kill_player (object *op)
2568{ 2608{
2569 char buf[MAX_BUF]; 2609 char buf[MAX_BUF];
2570 int x,y,i; 2610 int x, y;
2611
2612 //int i;
2571 mapstruct *map; /* this is for resurrection */ 2613 maptile *map; /* this is for resurrection */
2614
2572 int z; 2615 /* int z;
2573 int num_stats_lose; 2616 int num_stats_lose;
2574 int lost_a_stat; 2617 int lost_a_stat;
2575 int lose_this_stat; 2618 int lose_this_stat;
2576 int this_stat; 2619 int this_stat; */
2577 int will_kill_again; 2620 int will_kill_again;
2578 archetype *at; 2621 archetype *at;
2579 object *tmp; 2622 object *tmp;
2580 2623
2581 if(save_life(op)) 2624 if (save_life (op))
2582 return; 2625 return;
2583 2626
2584 2627
2585 /* 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
2586 * 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.
2587 * Look at op_on_battleground() for more info --AndreasV 2630 * Look at op_on_battleground() for more info --AndreasV
2588 */ 2631 */
2589 if (op_on_battleground(op, &x, &y)) { 2632 if (op_on_battleground (op, &x, &y))
2590 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2633 {
2591 "You have been defeated in combat!"); 2634 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2592 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2635 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2593 "Local medics have saved your life..."); 2636
2594
2595 /* restore player */ 2637 /* restore player */
2596 at = find_archetype("poisoning"); 2638 at = archetype::find ("poisoning");
2597 tmp=present_arch_in_ob(at,op); 2639 if (object *tmp = present_arch_in_ob (at, op))
2598 if (tmp) { 2640 {
2599 remove_ob(tmp); 2641 tmp->destroy ();
2600 free_object(tmp);
2601 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))
2602 } 2647 {
2603 2648 tmp->destroy ();
2604 at = find_archetype("confusion");
2605 tmp=present_arch_in_ob(at,op);
2606 if (tmp) {
2607 remove_ob(tmp);
2608 free_object(tmp);
2609 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2649 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2610 } 2650 }
2611 2651
2612 cure_disease(op,0); /* remove any disease */ 2652 cure_disease (op, 0); /* remove any disease */
2613 op->stats.hp=op->stats.maxhp; 2653 op->stats.hp = op->stats.maxhp;
2614 if (op->stats.food<=0) op->stats.food=999; 2654 if (op->stats.food <= 0)
2615 2655 op->stats.food = 999;
2656
2616 /* create a bodypart-trophy to make the winner happy */ 2657 /* create a bodypart-trophy to make the winner happy */
2617 tmp=arch_to_object(find_archetype("finger")); 2658 if (object *tmp = arch_to_object (archetype::find ("finger")))
2618 if (tmp != NULL)
2619 { 2659 {
2620 sprintf(buf,"%s's finger", &op->name); 2660 sprintf (buf, "%s's finger", &op->name);
2621 tmp->name = buf; 2661 tmp->name = buf;
2622 sprintf(buf," This finger has been cut off %s\n" 2662 sprintf (buf, " This finger has been cut off %s\n"
2623 " 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",
2624 &op->name, op->contr->title, (int)(op->level), 2664 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2625 op->contr->killer);
2626 tmp->msg=buf; 2665 tmp->msg = buf;
2627 tmp->value=0, tmp->material=0, tmp->type=0; 2666 tmp->value = 0, tmp->type = 0;
2628 tmp->materialname = NULL; 2667 tmp->materialname = "organics";
2629 tmp->x = op->x, tmp->y = op->y; 2668 tmp->insert_at (op, tmp);
2630 insert_ob_in_map(tmp,op->map,op,0);
2631 }
2632 2669 }
2670
2633 /* teleport defeated player to new destination*/ 2671 /* teleport defeated player to new destination */
2634 transfer_ob(op, x, y, 0, NULL); 2672 transfer_ob (op, x, y, 0, NULL);
2635 op->contr->braced=0; 2673 op->contr->braced = 0;
2636 return; 2674 return;
2637 } 2675 }
2638 2676
2639 INVOKE_PLAYER (DEATH, op->contr); 2677 INVOKE_PLAYER (DEATH, op->contr);
2640 2678
2641 command_kill_pets (op, 0); 2679 command_kill_pets (op, 0);
2642 2680
2643 if(op->stats.food<0) { 2681 if (op->stats.food < 0)
2644 if (op->contr->explore) { 2682 {
2645 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2646 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2647 op->stats.food=999;
2648 return;
2649 }
2650 sprintf(buf,"%s starved to death.",&op->name); 2683 sprintf (buf, "%s starved to death.", &op->name);
2651 strcpy(op->contr->killer,"starvation"); 2684 strcpy (op->contr->killer, "starvation");
2652 } 2685 }
2653 else { 2686 else
2654 if (op->contr->explore) {
2655 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2656 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2657 op->stats.hp=op->stats.maxhp;
2658 return;
2659 }
2660 sprintf(buf,"%s died.", &op->name); 2687 sprintf (buf, "%s died.", &op->name);
2661 } 2688
2662 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2689 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2663 2690
2664 /* save the map location for corpse, gravestone*/ 2691 /* save the map location for corpse, gravestone */
2665 x=op->x;y=op->y;map=op->map; 2692 x = op->x;
2693 y = op->y;
2694 map = op->map;
2666 2695
2667
2668 if (settings.not_permadeth == TRUE) {
2669 /* NOT_PERMADEATH code. This basically brings the character back to 2696 /* NOT_PERMADEATH code. This basically brings the character back to
2670 * 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.
2671 * 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.
2672 */ 2699 */
2673 2700
2674 /* Basically two ways to go - remove a stat permanently, or just 2701 /* Basically two ways to go - remove a stat permanently, or just
2675 * make it depletion. This bunch of code deals with that aspect 2702 * make it depletion. This bunch of code deals with that aspect
2676 * of death. 2703 * of death.
2677 */ 2704 */
2678#ifndef COZY_SERVER 2705#ifndef COZY_SERVER
2679 if (settings.balanced_stat_loss) { 2706 if (settings.balanced_stat_loss)
2707 {
2680 /* If stat loss is permanent, lose one stat only. */ 2708 /* If stat loss is permanent, lose one stat only. */
2681 /* 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
2682 more if they do. */ 2710 more if they do. */
2683 /* Higher level characters can afford things such as potions of 2711 /* Higher level characters can afford things such as potions of
2684 restoration, or better, stat potions. So we slug them that 2712 restoration, or better, stat potions. So we slug them that
2685 little bit harder. */ 2713 little bit harder. */
2686 /* GD */ 2714 /* GD */
2687 if (settings.stat_loss_on_death) 2715 if (settings.stat_loss_on_death)
2688 num_stats_lose = 1;
2689 else
2690 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2691 } else {
2692 num_stats_lose = 1; 2716 num_stats_lose = 1;
2693 } 2717 else
2718 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2719 }
2720 else
2721 num_stats_lose = 1;
2722
2694 lost_a_stat = 0; 2723 lost_a_stat = 0;
2695 2724
2696 for (z=0; z<num_stats_lose; z++) { 2725 for (z = 0; z < num_stats_lose; z++)
2726 {
2697 i = RANDOM() % NUM_STATS; 2727 i = RANDOM () % NUM_STATS;
2698 2728
2699 if (settings.stat_loss_on_death) { 2729 if (settings.stat_loss_on_death)
2730 {
2700 /* 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
2701 * what he lost. 2732 * what he lost.
2702 */ 2733 */
2703 change_attr_value(&(op->stats), i,-1); 2734 change_attr_value (&(op->stats), i, -1);
2704 check_stat_bounds(&(op->stats)); 2735 check_stat_bounds (&(op->stats));
2705 change_attr_value(&(op->contr->orig_stats), i,-1); 2736 change_attr_value (&(op->contr->orig_stats), i, -1);
2706 check_stat_bounds(&(op->contr->orig_stats)); 2737 check_stat_bounds (&(op->contr->orig_stats));
2707 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2738 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2708 lost_a_stat = 1; 2739 lost_a_stat = 1;
2709 } else { 2740 }
2741 else
2742 {
2710 /* deplete a stat */ 2743 /* deplete a stat */
2711 archetype *deparch=find_archetype("depletion"); 2744 archetype *deparch = archetype::find ("depletion");
2712 object *dep; 2745 object *dep;
2746
2747 dep = present_arch_in_ob (deparch, op);
2748 if (!dep)
2713 2749 {
2714 dep = present_arch_in_ob(deparch,op);
2715 if(!dep) {
2716 dep = arch_to_object(deparch); 2750 dep = arch_to_object (deparch);
2717 insert_ob_in_ob(dep, op); 2751 insert_ob_in_ob (dep, op);
2718 } 2752 }
2719 lose_this_stat = 1; 2753 lose_this_stat = 1;
2720 if (settings.balanced_stat_loss) { 2754 if (settings.balanced_stat_loss)
2755 {
2721 /* GD */ 2756 /* GD */
2722 /* Get the stat that we're about to deplete. */ 2757 /* Get the stat that we're about to deplete. */
2723 this_stat = get_attr_value(&(dep->stats), i); 2758 this_stat = get_attr_value (&(dep->stats), i);
2724 if (this_stat < 0) { 2759 if (this_stat < 0)
2760 {
2725 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2761 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2726 int keep_chance = this_stat * this_stat; 2762 int keep_chance = this_stat * this_stat;
2763
2727 /* Yes, I am paranoid. Sue me. */ 2764 /* Yes, I am paranoid. Sue me. */
2728 if (keep_chance < 1) 2765 if (keep_chance < 1)
2729 keep_chance = 1; 2766 keep_chance = 1;
2730 2767
2731 /* There is a maximum depletion total per level. */ 2768 /* There is a maximum depletion total per level. */
2732 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2769 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2770 {
2733 lose_this_stat = 0; 2771 lose_this_stat = 0;
2734 /* Take loss chance vs keep chance to see if we 2772 /* Take loss chance vs keep chance to see if we
2735 retain the stat. */ 2773 retain the stat. */
2736 } else {
2737 if (random_roll(0, loss_chance + keep_chance-1,
2738 op, PREFER_LOW) < keep_chance)
2739 lose_this_stat = 0;
2740 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2741 this_stat, keep_chance, loss_chance,
2742 lose_this_stat?"LOSE":"KEEP"); */
2743 }
2744 } 2774 }
2745 } 2775 else
2746
2747 if (lose_this_stat) {
2748 this_stat = get_attr_value(&(dep->stats), i);
2749 /* We could try to do something clever like find another
2750 * stat to reduce if this fails. But chances are, if
2751 * stats have been depleted to -50, all are pretty low
2752 * and should be roughly the same, so it shouldn't make a
2753 * difference.
2754 */ 2776 {
2755 if (this_stat>=-50) { 2777 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2756 change_attr_value(&(dep->stats), i, -1);
2757 SET_FLAG(dep, FLAG_APPLIED);
2758 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2759 fix_player(op);
2760 lost_a_stat = 1; 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"); */
2761 } 2782 }
2762 } 2783 }
2763 } 2784 }
2764 } 2785
2765 /* If no stat lost, tell the player. */
2766 if (!lost_a_stat) 2786 if (lose_this_stat)
2767 { 2787 {
2768 /* determine_god() seems to not work sometimes... why is this? 2788 this_stat = get_attr_value (&(dep->stats), i);
2769 Should I be using something else? GD */ 2789 /* We could try to do something clever like find another
2770 const char *god = determine_god(op); 2790 * stat to reduce if this fails. But chances are, if
2771 if (god && (strcmp(god, "none"))) 2791 * stats have been depleted to -50, all are pretty low
2772 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2792 * and should be roughly the same, so it shouldn't make a
2773 "moment you feel the holy presence of %s protecting" 2793 * difference.
2774 " you.", god); 2794 */
2795 if (this_stat >= -50)
2775 else 2796 {
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2797 change_attr_value (&(dep->stats), i, -1);
2777 " 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 }
2778 } 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.");
2779#endif 2820#endif
2780 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2781 " feel a holy presence protecting you from losing yourself completely.");
2782 2821
2783 /* Put a gravestone up where the character 'almost' died. List the 2822 /* Put a gravestone up where the character 'almost' died. List the
2784 * exp loss on the stone. 2823 * exp loss on the stone.
2785 */ 2824 */
2786 tmp=arch_to_object(find_archetype("gravestone")); 2825 tmp = arch_to_object (archetype::find ("gravestone"));
2787 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2826 sprintf (buf, "%s's gravestone", &op->name);
2827 tmp->name = buf;
2788 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2828 sprintf (buf, "%s's gravestones", &op->name);
2789 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2829 tmp->name_pl = buf;
2790 "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);
2791 "by %s.\n",
2792 &op->name, op->contr->title,
2793 op->contr->killer);
2794 tmp->msg = buf; 2831 tmp->msg = buf;
2795 tmp->x=op->x,tmp->y=op->y; 2832 tmp->x = op->x, tmp->y = op->y;
2796 insert_ob_in_map (tmp, op->map, NULL,0); 2833 insert_ob_in_map (tmp, op->map, NULL, 0);
2797 2834
2798 /**************************************/ 2835 /**************************************/
2799 /* */ 2836 /* */
2800 /* Subtract the experience points, */ 2837 /* Subtract the experience points, */
2801 /* if we died cause of food, give us */ 2838 /* if we died cause of food, give us */
2802 /* food, and reset HP's... */ 2839 /* food, and reset HP's... */
2803 /* */ 2840 /* */
2804 /**************************************/ 2841 /**************************************/
2805 2842
2806 /* remove any poisoning and confusion the character may be suffering.*/ 2843 /* remove any poisoning and confusion the character may be suffering. */
2807 /* restore player */ 2844 /* restore player */
2808 at = find_archetype("poisoning"); 2845 at = archetype::find ("poisoning");
2809 tmp=present_arch_in_ob(at,op); 2846 tmp = present_arch_in_ob (at, op);
2810 if (tmp) { 2847
2811 remove_ob(tmp); 2848 if (tmp)
2812 free_object(tmp); 2849 {
2850 tmp->destroy ();
2813 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2851 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2814 } 2852 }
2815 2853
2816 at = find_archetype("confusion"); 2854 at = archetype::find ("confusion");
2817 tmp=present_arch_in_ob(at,op); 2855 tmp = present_arch_in_ob (at, op);
2818 if (tmp) { 2856 if (tmp)
2819 remove_ob(tmp); 2857 {
2820 free_object(tmp); 2858 tmp->destroy ();
2821 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2859 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2822 } 2860 }
2861
2823 cure_disease(op,0); /* remove any disease */ 2862 cure_disease (op, 0); /* remove any disease */
2824 2863
2825 /*add_exp(op, (op->stats.exp * -0.20)); */ 2864 /*add_exp(op, (op->stats.exp * -0.20)); */
2826 apply_death_exp_penalty(op); 2865 apply_death_exp_penalty (op);
2827 if(op->stats.food < 100) op->stats.food = 900; 2866 if (op->stats.food < 100)
2867 op->stats.food = 900;
2828 op->stats.hp = op->stats.maxhp; 2868 op->stats.hp = op->stats.maxhp;
2829 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2869 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2830 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2870 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2831 2871
2832 /* 2872 /*
2833 * 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
2834 * the player has any unpaid items. If so, remove them and put them back 2874 * and put them back in the map.
2835 * in the map. 2875 */
2836 */
2837
2838 if (is_in_shop (op))
2839 remove_unpaid_objects(op->inv, op); 2876 remove_unpaid_objects (op->inv, op);
2840 2877
2841 /****************************************/ 2878 /****************************************/
2842 /* */ 2879 /* */
2843 /* Move player to his current respawn- */ 2880 /* Move player to his current respawn- */
2844 /* position (usually last savebed) */ 2881 /* position (usually last savebed) */
2845 /* */ 2882 /* */
2846 /****************************************/ 2883 /****************************************/
2847 2884
2848 enter_player_savebed(op); 2885 enter_player_savebed (op);
2849 2886
2850 /* Save the player before inserting the force to reduce
2851 * chance of abuse.
2852 */
2853 op->contr->braced=0; 2887 op->contr->braced = 0;
2854 save_player(op,1);
2855 2888
2856 /* it is possible that the player has blown something up 2889 /* it is possible that the player has blown something up
2857 * at his savebed location, and that can have long lasting 2890 * at his savebed location, and that can have long lasting
2858 * spell effects. So first see if there is a spell effect 2891 * spell effects. So first see if there is a spell effect
2859 * on the space that might harm the player. 2892 * on the space that might harm the player.
2860 */ 2893 */
2861 will_kill_again=0; 2894 will_kill_again = 0;
2862 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)
2863 if (tmp->type ==SPELL_EFFECT) 2896 if (tmp->type == SPELL_EFFECT)
2864 will_kill_again|=tmp->attacktype; 2897 will_kill_again |= tmp->attacktype;
2865 } 2898
2866 if (will_kill_again) { 2899 if (will_kill_again)
2900 {
2867 object *force; 2901 object *force;
2868 int at; 2902 int at;
2869 2903
2870 force=get_archetype(FORCE_NAME); 2904 force = get_archetype (FORCE_NAME);
2871 /* 50 ticks should be enough time for the spell to abate */ 2905 /* 50 ticks should be enough time for the spell to abate */
2872 force->speed=0.1; 2906 force->speed = 0.1f;
2873 force->speed_left=-5.0; 2907 force->speed_left = -5.f;
2874 SET_FLAG(force, FLAG_APPLIED); 2908 SET_FLAG (force, FLAG_APPLIED);
2875 for (at=0; at<NROFATTACKS; at++) { 2909 for (at = 0; at < NROFATTACKS; at++)
2876 if (will_kill_again & (1 << at)) 2910 if (will_kill_again & (1 << at))
2877 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);
2878 } 2948 }
2879 insert_ob_in_ob(force, op);
2880 fix_player(op);
2881
2882 }
2883 /**************************************/
2884 /* */
2885 /* Repaint the characters inv, and */
2886 /* stats, and show a nasty message ;) */
2887 /* */
2888 /**************************************/
2889
2890 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2891 return;
2892 } /* NOT_PERMADETH */
2893 else {
2894 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2895 * should probably be embedded in an else statement.
2896 */
2897
2898 op->contr->party=NULL;
2899 if (settings.set_title == TRUE)
2900 op->contr->own_title[0]='\0';
2901 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2902 check_score(op);
2903 if(op->contr->ranges[range_golem]!=NULL) {
2904 remove_friendly_object(op->contr->ranges[range_golem]);
2905 remove_ob(op->contr->ranges[range_golem]);
2906 free_object(op->contr->ranges[range_golem]);
2907 op->contr->ranges[range_golem]=NULL;
2908 op->contr->golem_count=0;
2909 }
2910 loot_object(op); /* Remove some of the items for good */
2911 remove_ob(op);
2912 op->direction=0;
2913
2914 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2915 delete_character(op->name,0);
2916 if (settings.resurrection == TRUE) {
2917 /* save playerfile sans equipment when player dies
2918 ** then save it as player.pl.dead so that future resurrection
2919 ** type spells will work on them nicely
2920 */
2921 delete_character(op->name,0);
2922 op->stats.hp = op->stats.maxhp;
2923 op->stats.food = 999;
2924
2925 /* set the location of where the person will reappear when */
2926 /* maybe resurrection code should fix map also */
2927 strcpy(op->contr->maplevel, settings.emergency_mapname);
2928 if(op->map!=NULL)
2929 op->map = NULL;
2930 op->x = settings.emergency_x;
2931 op->y = settings.emergency_y;
2932 save_player(op,0);
2933 op->map = map;
2934 /* please see resurrection.c: peterm */
2935 dead_player(op);
2936 } else { 2949 else
2937 delete_character(op->name,1); 2950 tmp->destroy ();
2938 } 2951 }
2939 } 2952 else
2940 play_again(op);
2941
2942 /* peterm: added to create a corpse at deathsite. */
2943 tmp=arch_to_object(find_archetype("corpse_pl"));
2944 sprintf(buf,"%s", &op->name);
2945 tmp->name = tmp->name_pl = buf;
2946 tmp->level=op->level;
2947 tmp->x=x;tmp->y=y;
2948 tmp->msg = gravestone_text(op);
2949 SET_FLAG (tmp, FLAG_UNIQUE);
2950 insert_ob_in_map (tmp, map, NULL,0);
2951 }
2952}
2953
2954
2955void loot_object(object *op) { /* Grab and destroy some treasure */
2956 object *tmp,*tmp2,*next;
2957
2958 if (op->container) { /* close open sack first */
2959 esrv_apply_container (op, op->container);
2960 }
2961
2962 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2963 next=tmp->below;
2964 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2965 remove_ob(tmp);
2966 tmp->x=op->x,tmp->y=op->y;
2967 if (tmp->type == CONTAINER) { /* empty container to ground */
2968 loot_object(tmp);
2969 }
2970 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2971 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2972 if(tmp->nrof>1) {
2973 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2974 free_object(tmp2);
2975 insert_ob_in_map(tmp,op->map,NULL,0); 2953 insert_ob_in_map (tmp, op->map, NULL, 0);
2976 } else
2977 free_object(tmp);
2978 } else
2979 insert_ob_in_map(tmp,op->map,NULL,0);
2980 } 2954 }
2981} 2955}
2982 2956
2983/* 2957/*
2984 * fix_weight(): Check recursively the weight of all players, and fix 2958 * fix_weight(): Check recursively the weight of all players, and fix
2985 * 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
2986 * was changed. 2960 * was changed.
2987 */ 2961 */
2988 2962void
2989void fix_weight(void) { 2963fix_weight (void)
2990 player *pl; 2964{
2991 for (pl = first_player; pl != NULL; pl = pl->next) { 2965 for_all_players (pl)
2966 {
2992 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2967 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2968
2993 if(old == sum) 2969 if (old == sum)
2994 continue; 2970 continue;
2995 fix_player(pl->ob); 2971 pl->ob->update_stats ();
2996 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2972 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2997 &pl->ob->name, old, sum);
2998 } 2973 }
2999} 2974}
3000 2975
2976void
3001void fix_luck(void) { 2977fix_luck (void)
3002 player *pl; 2978{
3003 for (pl = first_player; pl != NULL; pl = pl->next) 2979 for_all_players (pl)
3004 if (!pl->ob->contr->state) 2980 if (!pl->ob->contr->ns->state)
3005 change_luck(pl->ob, 0); 2981 pl->ob->change_luck (0);
3006} 2982}
3007
3008 2983
3009/* cast_dust() - handles op throwing objects of type 'DUST'. 2984/* cast_dust() - handles op throwing objects of type 'DUST'.
3010 * This is much simpler in the new spell code - we basically 2985 * This is much simpler in the new spell code - we basically
3011 * just treat this as any other spell casting object. 2986 * just treat this as any other spell casting object.
3012 */ 2987 */
3013
3014void 2988void
3015cast_dust (object * op, object * throw_ob, int dir) 2989cast_dust (object *op, object *throw_ob, int dir)
3016{ 2990{
3017 object *skop, *spob; 2991 object *skop, *spob;
3018 2992
3019 skop = find_skill_by_name (op, throw_ob->skill); 2993 skop = find_skill_by_name (op, throw_ob->skill);
3020 2994
3021 /* casting POTION 'dusts' is really a use_magic_item skill */ 2995 /* casting POTION 'dusts' is really a use_magic_item skill */
3022 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2996 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3023 { 2997 {
3024 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);
3025 &op->name);
3026 return; 2999 return;
3027 } 3000 }
3028 3001
3029 spob = throw_ob->inv; 3002 spob = throw_ob->inv;
3030 3003
3031 // 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
3032 // 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
3033 // errors should be reported as early as possible IMHO) 3006 // errors should be reported as early as possible IMHO)
3034 if (!spob) 3007 if (!spob)
3035 { 3008 {
3036 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);
3037 &throw_ob->name, &op->name);
3038 return; 3010 return;
3039 } 3011 }
3040 3012
3041 if (op->type == PLAYER) 3013 if (op->type == PLAYER)
3042 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);
3043 3015
3044 cast_spell (op, throw_ob, dir, spob, NULL); 3016 cast_spell (op, throw_ob, dir, spob, NULL);
3045 3017
3046 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3018 throw_ob->destroy ();
3047 remove_ob (throw_ob);
3048 free_object (throw_ob);
3049} 3019}
3050 3020
3021void
3051void make_visible (object *op) { 3022make_visible (object *op)
3023{
3052 op->hide = 0; 3024 op->hide = 0;
3053 op->invisible = 0; 3025 op->invisible = 0;
3054 if(op->type==PLAYER) { 3026 if (op->type == PLAYER)
3027 {
3055 op->contr->tmp_invis = 0; 3028 op->contr->tmp_invis = 0;
3056 op->contr->invis_race = 0; 3029 op->contr->invis_race = 0;
3057 } 3030 }
3031
3058 update_object(op,UP_OBJ_FACE); 3032 update_object (op, UP_OBJ_CHANGE);
3059} 3033}
3060 3034
3035int
3061int is_true_undead(object *op) { 3036is_true_undead (object *op)
3062 object *tmp=NULL; 3037{
3063
3064 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3038 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3039 return 1;
3065 3040
3066 if(op->type==PLAYER)
3067 for(tmp=op->inv;tmp;tmp=tmp->below)
3068 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3069 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3070 return 0; 3041 return 0;
3071} 3042}
3072 3043
3073/* look at the surrounding terrain to determine 3044/* look at the surrounding terrain to determine
3074 * the hideability of this object. Positive levels 3045 * the hideability of this object. Positive levels
3075 * indicate greater hideability. 3046 * indicate greater hideability.
3076 */ 3047 */
3077 3048
3049int
3078int hideability(object *ob) { 3050hideability (object *ob)
3051{
3079 int i,level=0, mflag; 3052 int i, level = 0, mflag;
3080 sint16 x,y; 3053 sint16 x, y;
3081 3054
3082 if(!ob||!ob->map) return 0; 3055 if (!ob || !ob->map)
3056 return 0;
3083 3057
3084 /* so, on normal lighted maps, its hard to hide */ 3058 /* so, on normal lighted maps, its hard to hide */
3085 level=ob->map->darkness - 2; 3059 level = ob->map->darkness - 2;
3086 3060
3087 /* this also picks up whether the object is glowing. 3061 /* this also picks up whether the object is glowing.
3088 * 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
3089 * as bad as carrying a light on a pitch dark map */ 3063 * as bad as carrying a light on a pitch dark map */
3090 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3064 if (has_carried_lights (ob))
3065 level = -(10 + (2 * ob->map->darkness));
3091 3066
3092 /* scan through all nearby squares for terrain to hide in */ 3067 /* scan through all nearby squares for terrain to hide in */
3093 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 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 {
3094 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3070 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3095 if (mflag & P_OUT_OF_MAP) { continue; } 3071 if (mflag & P_OUT_OF_MAP)
3072 {
3073 continue;
3074 }
3096 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3075 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3097 level += 2; 3076 level += 2;
3098 else /* open terrain! */ 3077 else /* open terrain! */
3099 level -= 1; 3078 level -= 1;
3100 } 3079 }
3101 3080
3102#if 0 3081#if 0
3103 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3082 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3104#endif 3083#endif
3105 return level; 3084 return level;
3106} 3085}
3107 3086
3108/* For Hidden creatures - a chance of becoming 'unhidden' 3087/* For Hidden creatures - a chance of becoming 'unhidden'
3109 * every time they move - as we subtract off 'invisibility' 3088 * every time they move - as we subtract off 'invisibility'
3110 * AND, for players, if they move into a ridiculously unhideable 3089 * AND, for players, if they move into a ridiculously unhideable
3111 * spot (surrounded by clear terrain in broad daylight). -b.t. 3090 * spot (surrounded by clear terrain in broad daylight). -b.t.
3112 */ 3091 */
3113 3092void
3114void do_hidden_move (object *op) { 3093do_hidden_move (object *op)
3094{
3115 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3095 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3116 object *skop; 3096 object *skop;
3117 3097
3118 if(!op || !op->map) return; 3098 if (!op || !op->map)
3099 return;
3119 3100
3120 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3101 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3121 3102
3122 /* 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! */
3123 if(op->type==PLAYER && op->contr->run_on) { 3104 if (op->type == PLAYER && op->contr->run_on)
3124 if(!skop || num >= skop->level) { 3105 if (!skop || num >= skop->level)
3106 {
3125 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!");
3126 make_visible(op);
3127 return;
3128 } else num += 20;
3129 }
3130 num += op->map->difficulty;
3131 hide = hideability(op); /* modify by terrain hidden level */
3132 num -= hide;
3133 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3134 make_visible(op); 3108 make_visible (op);
3135 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3109 return;
3136 "You moved out of hiding! You are visible!");
3137 } 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 }
3138 else if (op->type == PLAYER && skop) { 3124 else if (op->type == PLAYER && skop)
3139 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);
3140 }
3141} 3126}
3142 3127
3143/* determine if who is standing near a hostile creature. */ 3128/* determine if who is standing near a hostile creature. */
3144 3129
3130int
3145int stand_near_hostile( object *who ) { 3131stand_near_hostile (object *who)
3132{
3146 object *tmp=NULL; 3133 object *tmp = NULL;
3147 int i,friendly=0,player=0, mflags; 3134 int i, friendly = 0, player = 0, mflags;
3148 mapstruct *m; 3135 maptile *m;
3149 sint16 x,y; 3136 sint16 x, y;
3150 3137
3151 if(!who) return 0; 3138 if (!who)
3139 return 0;
3152 3140
3153 if(who->type==PLAYER) player=1; 3141 if (who->type == PLAYER)
3142 player = 1;
3143
3144 else
3154 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3145 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3155 3146
3156 /* search adjacent squares */ 3147 /* search adjacent squares */
3157 for(i=1;i<9;i++) { 3148 for (i = 1; i < 9; i++)
3149 {
3158 x = who->x+freearr_x[i]; 3150 x = who->x + freearr_x[i];
3159 y = who->y+freearr_y[i]; 3151 y = who->y + freearr_y[i];
3160 m = who->map; 3152 m = who->map;
3161 mflags = get_map_flags(m, &m, x, y, &x, &y); 3153 mflags = get_map_flags (m, &m, x, y, &x, &y);
3162 /* space must be blocked if there is a monster. If not 3154 /* space must be blocked if there is a monster. If not
3163 * blocked, don't need to check this space. 3155 * blocked, don't need to check this space.
3164 */ 3156 */
3165 if (mflags & P_OUT_OF_MAP) continue; 3157 if (mflags & P_OUT_OF_MAP)
3158 continue;
3166 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)))
3167 3160 continue;
3168 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3161
3169 if((player||friendly) 3162 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3163 {
3170 &&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)
3171 return 1; 3170 return 1;
3172 else if(tmp->type==PLAYER)
3173 {
3174 /*don't let a hidden DM prevent you from hiding*/
3175 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3176 return 1;
3177 } 3171 }
3178 } 3172 }
3179 } 3173 }
3180 return 0; 3174 return 0;
3181} 3175}
3182 3176
3183/* check the player los field for viewability of the 3177/* check the player los field for viewability of the
3184 * object op. This function works fine for monsters, 3178 * object op. This function works fine for monsters,
3185 * 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
3192 * 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.
3193 * -b.t. 3187 * -b.t.
3194 * This function is now map tiling safe. 3188 * This function is now map tiling safe.
3195 */ 3189 */
3196 3190
3191int
3197int player_can_view (object *pl,object *op) { 3192player_can_view (object *pl, object *op)
3193{
3198 rv_vector rv; 3194 rv_vector rv;
3199 int dx,dy; 3195 int dx, dy;
3200 3196
3201 if(pl->type!=PLAYER) { 3197 if (pl->type != PLAYER)
3198 {
3202 LOG(llevError,"player_can_view() called for non-player object\n"); 3199 LOG (llevError, "player_can_view() called for non-player object\n");
3203 return -1; 3200 return -1;
3204 } 3201 }
3205 if (!pl || !op) return 0;
3206 3202
3207 if(op->head) { op = op->head; } 3203 if (!pl || !op)
3208 get_rangevector(pl, op, &rv, 0x1);
3209
3210 /* starting with the 'head' part, lets loop
3211 * through the object and find if it has any
3212 * part that is in the los array but isnt on
3213 * a blocked los square.
3214 * we use the archetype to figure out offsets.
3215 */
3216 while(op) {
3217 dx = rv.distance_x + op->arch->clone.x;
3218 dy = rv.distance_y + op->arch->clone.y;
3219
3220 /* only the viewable area the player sees is updated by LOS
3221 * code, so we need to restrict ourselves to that range of values
3222 * for any meaningful values.
3223 */
3224 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3225 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3226 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3227 return 1;
3228 op = op->more;
3229 }
3230 return 0; 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;
3231} 3232}
3232 3233
3233/* routine for both players and monsters. We call this when 3234/* routine for both players and monsters. We call this when
3234 * there is a possibility for our action distrubing our hiding 3235 * there is a possibility for our action distrubing our hiding
3235 * place or invisiblity spell. Artefact invisiblity is not 3236 * place or invisiblity spell. Artefact invisiblity is not
3236 * effected by this. If we arent invisible to begin with, we 3237 * effected by this. If we arent invisible to begin with, we
3237 * return 0. 3238 * return 0.
3238 */ 3239 */
3240int
3239int action_makes_visible (object *op) { 3241action_makes_visible (object *op)
3242{
3240 3243
3241 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3244 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3245 {
3242 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3246 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3243 return 0; 3247 return 0;
3244 3248
3245 if (op->contr && op->contr->tmp_invis == 0) return 0; 3249 if (op->contr && op->contr->tmp_invis == 0)
3250 return 0;
3246 3251
3247 /* If monsters, they should become visible */ 3252 /* If monsters, they should become visible */
3248 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3253 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3254 {
3249 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");
3250 return 1; 3256 return 1;
3251 } 3257 }
3252 } 3258 }
3253 return 0; 3259 return 0;
3254} 3260}
3255 3261
3256/* op_on_battleground - checks if the given object op (usually 3262/* op_on_battleground - checks if the given object op (usually
3257 * a player) is standing on a valid battleground-tile, 3263 * a player) is standing on a valid battleground-tile,
3258 * function returns TRUE/FALSE. If true x, y returns the battleground 3264 * function returns TRUE/FALSE. If true x, y returns the battleground
3259 * -exit-coord. (and if x, y not NULL) 3265 * -exit-coord. (and if x, y not NULL)
3260 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3266 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3261 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3267 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3262 * Default is to do the same as before, so only people wanting to have different points need worry about this 3268 * Default is to do the same as before, so only people wanting to have different points need worry about this
3263 */ 3269 */
3270int
3264int op_on_battleground (object *op, int *x, int *y) { 3271op_on_battleground (object *op, int *x, int *y)
3272{
3265 object *tmp; 3273 object *tmp;
3266 3274
3267 /* A battleground-tile needs the following attributes to be valid: 3275 /* A battleground-tile needs the following attributes to be valid:
3268 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3276 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3269 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3277 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3270 * and the exit-coordinates sp/hp must both be > 0. 3278 * and the exit-coordinates sp/hp must both be > 0.
3271 * => The intention here is to prevent abuse of the battleground- 3279 * => The intention here is to prevent abuse of the battleground-
3272 * feature (like pickable or hidden battleground tiles). */ 3280 * feature (like pickable or hidden battleground tiles). */
3273 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3281 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3282 {
3274 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3283 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3284 {
3275 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3285 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3276 strcmp(tmp->name, "battleground")==0 && 3286 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3277 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3287 {
3278 /*before we assign the exit, check if this is a teambattle*/ 3288 /*before we assign the exit, check if this is a teambattle */
3279 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 {
3280 object *invtmp; 3291 object *invtmp;
3292
3281 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3293 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3282 if(invtmp->type==FORCE && invtmp->slaying && 3294 {
3283 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3295 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3296 {
3284 if (x != NULL && y != NULL) 3297 if (x != NULL && y != NULL)
3285 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3298 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3286 return 1; 3299 return 1;
3300 }
3287 } 3301 }
3288 } 3302 }
3289 }
3290 if (x != NULL && y != NULL) 3303 if (x != NULL && y != NULL)
3291 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3304 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3292 return 1; 3305 return 1;
3306 }
3293 } 3307 }
3294 }
3295 } 3308 }
3296 /* If we got here, did not find a battleground */ 3309 /* If we got here, did not find a battleground */
3297 return 0; 3310 return 0;
3298} 3311}
3299 3312
3300/* 3313/*
3304 * attributes: 3317 * attributes:
3305 * object *who the dragon player 3318 * object *who the dragon player
3306 * int atnr the attack-number of the ability focus 3319 * int atnr the attack-number of the ability focus
3307 * int level ability level 3320 * int level ability level
3308 */ 3321 */
3322void
3309void dragon_ability_gain(object *who, int atnr, int level) { 3323dragon_ability_gain (object *who, int atnr, int level)
3324{
3310 treasurelist *trlist = NULL; /* treasurelist */ 3325 treasurelist *trlist = NULL; /* treasurelist */
3311 treasure *tr; /* treasure */ 3326 treasure *tr; /* treasure */
3312 object *tmp,*skop; /* tmp. object */ 3327 object *tmp, *skop; /* tmp. object */
3313 object *item; /* treasure object */ 3328 object *item; /* treasure object */
3314 char buf[MAX_BUF]; /* tmp. string buffer */ 3329 char buf[MAX_BUF]; /* tmp. string buffer */
3315 int i=0, j=0; 3330 int i = 0, j = 0;
3316 3331
3317 /* get the appropriate treasurelist */ 3332 /* get the appropriate treasurelist */
3318 if (atnr == ATNR_FIRE) 3333 if (atnr == ATNR_FIRE)
3319 trlist = find_treasurelist("dragon_ability_fire"); 3334 trlist = treasurelist::find ("dragon_ability_fire");
3320 else if (atnr == ATNR_COLD) 3335 else if (atnr == ATNR_COLD)
3321 trlist = find_treasurelist("dragon_ability_cold"); 3336 trlist = treasurelist::find ("dragon_ability_cold");
3322 else if (atnr == ATNR_ELECTRICITY) 3337 else if (atnr == ATNR_ELECTRICITY)
3323 trlist = find_treasurelist("dragon_ability_elec"); 3338 trlist = treasurelist::find ("dragon_ability_elec");
3324 else if (atnr == ATNR_POISON) 3339 else if (atnr == ATNR_POISON)
3325 trlist = find_treasurelist("dragon_ability_poison"); 3340 trlist = treasurelist::find ("dragon_ability_poison");
3326 3341
3327 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))
3328 return; 3359 return;
3329 3360
3330 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);
3331 tr = tr->next, i++); 3362 do_learn_spell (who, item, 0);
3332 3363 return;
3333 if (tr == NULL || tr->item == NULL) { 3364 }
3334 /* 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))
3335 return; 3375 return;
3336 }
3337
3338 /* everything seems okay - now bring on the gift: */
3339 item = &(tr->item->clone);
3340
3341 if (item->type == SPELL) {
3342 if (check_spell_known (who, item->name))
3343 return;
3344
3345 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3346 do_learn_spell (who, item, 0);
3347 return;
3348 }
3349
3350 /* grant direct spell */
3351 if (item->type == SPELLBOOK) {
3352 if (!item->inv) {
3353 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3354 return;
3355 }
3356 if (check_spell_known (who, item->inv->name))
3357 return;
3358 if (item->invisible) { 3376 if (item->invisible)
3377 {
3359 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);
3360 do_learn_spell (who, item->inv, 0); 3379 do_learn_spell (who, item->inv, 0);
3361 return; 3380 return;
3362 } 3381 }
3363 } 3382 }
3364 else if (item->type == SKILL_TOOL && item->invisible) { 3383 else if (item->type == SKILL_TOOL && item->invisible)
3384 {
3365 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 {
3366 3387
3367 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3388 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3368 * in this way, if the player is missing any of the attacktypes, he gets 3389 * in this way, if the player is missing any of the attacktypes, he gets
3369 * them. As it is now, if the player has any that match the granted skill, 3390 * them. As it is now, if the player has any that match the granted skill,
3370 * but not all of them, he gets nothing. 3391 * but not all of them, he gets nothing.
3371 */ 3392 */
3372 if (!(skop->attacktype & item->attacktype)) { 3393 if (!(skop->attacktype & item->attacktype))
3394 {
3373 /* Give new attacktype */ 3395 /* Give new attacktype */
3374 skop->attacktype |= item->attacktype; 3396 skop->attacktype |= item->attacktype;
3375 3397
3376 /* always add physical if there's none */ 3398 /* always add physical if there's none */
3377 skop->attacktype |= AT_PHYSICAL; 3399 skop->attacktype |= AT_PHYSICAL;
3378 3400
3379 if (item->msg != NULL) 3401 if (item->msg != NULL)
3380 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3402 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3381 3403
3382 /* Give player new face */ 3404 /* Give player new face */
3383 if (item->animation_id) { 3405 if (item->animation_id)
3406 {
3384 who->face = skop->face; 3407 who->face = skop->face;
3385 who->animation_id = item->animation_id; 3408 who->animation_id = item->animation_id;
3386 who->anim_speed = item->anim_speed; 3409 who->anim_speed = item->anim_speed;
3387 who->last_anim = 0; 3410 who->last_anim = 0;
3388 who->state = 0; 3411 who->state = 0;
3389 animate_object(who, who->direction); 3412 animate_object (who, who->direction);
3390 } 3413 }
3391 } 3414 }
3392 } 3415 }
3393 } 3416 }
3394 else if (item->type == FORCE) { 3417 else if (item->type == FORCE)
3418 {
3395 /* forces in the treasurelist can alter the player's stats */ 3419 /* forces in the treasurelist can alter the player's stats */
3396 object *skin; 3420 object *skin;
3421
3397 /* first get the dragon skin force */ 3422 /* first get the dragon skin force */
3398 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3423 shstr_cmp dragon_skin_force ("dragon_skin_force");
3399 skin=skin->below); 3424 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3400 if (skin == NULL) return; 3425 ;
3401 3426
3427 if (!skin)
3428 return;
3429
3402 /* adding new spellpath attunements */ 3430 /* adding new spellpath attunements */
3403 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3431 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3432 {
3404 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3433 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3405 3434
3406 /* print message */ 3435 /* print message */
3407 sprintf(buf, "You feel attuned to "); 3436 sprintf (buf, "You feel attuned to ");
3408 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3437 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3438 {
3409 if(item->path_attuned & (1<<i)) { 3439 if (item->path_attuned & (1 << i))
3440 {
3410 if (j) 3441 if (j)
3411 strcat(buf," and "); 3442 strcat (buf, " and ");
3412 else 3443 else
3413 j = 1; 3444 j = 1;
3414 strcat(buf, spellpathnames[i]); 3445 strcat (buf, spellpathnames[i]);
3415 } 3446 }
3416 } 3447 }
3417 strcat(buf,"."); 3448 strcat (buf, ".");
3418 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3449 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3419 } 3450 }
3420 3451
3421 /* evtl. adding flags: */ 3452 /* evtl. adding flags: */
3422 if(QUERY_FLAG(item, FLAG_XRAYS)) 3453 if (QUERY_FLAG (item, FLAG_XRAYS))
3423 SET_FLAG(skin, FLAG_XRAYS); 3454 SET_FLAG (skin, FLAG_XRAYS);
3424 if(QUERY_FLAG(item, FLAG_STEALTH)) 3455 if (QUERY_FLAG (item, FLAG_STEALTH))
3425 SET_FLAG(skin, FLAG_STEALTH); 3456 SET_FLAG (skin, FLAG_STEALTH);
3426 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3457 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3427 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3458 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3428 3459
3429 /* print message if there is one */ 3460 /* print message if there is one */
3430 if (item->msg != NULL) 3461 if (item->msg != NULL)
3431 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
3432 } 3465 {
3433 else {
3434 /* generate misc. treasure */ 3466 /* generate misc. treasure */
3435 tmp = arch_to_object (tr->item); 3467 tmp = arch_to_object (tr->item);
3436 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));
3437 tmp = insert_ob_in_ob (tmp, who); 3469 tmp = insert_ob_in_ob (tmp, who);
3438 if (who->type == PLAYER) 3470 if (who->type == PLAYER)
3439 esrv_send_item(who, tmp); 3471 esrv_send_item (who, tmp);
3440 } 3472 }
3441} 3473}
3442 3474
3443/** 3475/**
3444 * 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
3445 * not readied. 3477 * not readied.
3446 */ 3478 */
3479void
3447void player_unready_range_ob(player *pl, object *ob) { 3480player_unready_range_ob (player *pl, object *ob)
3448 rangetype i; 3481{
3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3449 3484
3450 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3485 if (pl->combat_ob == ob)
3451 if (pl->ranges[i] == ob) { 3486 pl->combat_ob = 0;
3452 pl->ranges[i] = NULL; 3487
3453 if (pl->shoottype == i) { 3488 if (pl->ranged_ob == ob)
3454 pl->shoottype = range_none; 3489 pl->ranged_ob = 0;
3455 }
3456 }
3457 }
3458} 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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