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Comparing deliantra/server/server/player.C (file contents):
Revision 1.16 by root, Tue Sep 5 18:18:09 2006 UTC vs.
Revision 1.144 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 1.16 2006/09/05 18:18:09 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
4 */ 23 */
5 24
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 25#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 26#include <sproto.h>
35#endif
36#include <sounds.h> 27#include <sounds.h>
37#include <living.h> 28#include <living.h>
38#include <object.h> 29#include <object.h>
39#include <spells.h> 30#include <spells.h>
40#include <skills.h> 31#include <skills.h>
41#include <newclient.h>
42 32
43#ifdef COZY_SERVER 33#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 34#include <functional>
45#endif
46 35
47player *find_player(const char *plname) 36playervec players;
37
38void
39display_motd (const object *op)
48{ 40{
49 player *pl; 41 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 42 char motd[HUGE_BUF];
51 { 43 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 49 return;
54 };
55 return NULL;
56}
57 50
58player* find_player_partial_name( const char* plname ) 51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
59 { 55 {
60 player* pl; 56 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 57 continue;
67 58
68 if ( !strcmp( pl->ob->name, plname) ) 59 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 60 size += strlen (buf);
61 }
70 62
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65}
66
67void
68send_rules (const object *op)
69{
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
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 p->clear (); 314player::set_object (object *op)
315{
316 ob = op;
317 ob->contr = this; /* this aren't yet in archetype */
233 318
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{
234 /* There are some elements we want initialized to non zero value - 327 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 328 * we deal with that below this point.
236 */ 329 */
237 p->party = NULL; 330 outputs_sync = 4;
238 p->outputs_sync = 16; /* Every 2 seconds */ 331 outputs_count = 4;
239 p->outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 332 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 333
243#ifdef AUTOSAVE
244 p->last_save_tick = 9999999;
245#endif
246
247 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 334 savebed_map = first_map_path; /* Init. respawn position */
248 335
249 op->contr = p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left = 0.5;
252 op->speed = 1.0;
253 op->direction = 5; /* So player faces south */
254 op->stats.wc = 2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257
258 roll_stats (op);
259 p->state = ST_ROLL_STAT;
260 clear_los (op);
261
262 p->gen_sp_armour = 10; 336 gen_sp_armour = 10;
263 p->last_speed = -1;
264 p->shoottype = range_none;
265 p->bowtype = bow_normal; 337 bowtype = bow_normal;
266 p->petmode = pet_normal; 338 petmode = pet_normal;
267 p->listening = 10; 339 listening = 10;
268 p->usekeys = containers; 340 usekeys = containers;
269 p->last_weapon_sp = -1;
270 p->peaceful = 1; /* default peaceful */ 341 peaceful = 1; /* default peaceful */
271 p->do_los = 1; 342 do_los = 1;
272 p->explore = 0;
273 p->no_shout = 0; /* default can shout */
274 343
275 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 344 weapon_sp = 1.0f;
276 p->title[sizeof (p->title) - 1] = '\0'; 345 weapon_sp_left = 0.5f;
277 op->race = op->arch->clone.race; 346}
278 347
279 CLEAR_FLAG (op, FLAG_READY_SKILL); 348void
349player::do_destroy ()
350{
351 disconnect ();
280 352
281 /* we need to clear these to -1 and not zero - otherwise, 353 attachable::do_destroy ();
282 * if a player quits and starts a new character, we wont 354
283 * send new values to the client, as things like exp start 355 if (ob)
284 * at zero.
285 */
286 for (i = 0; i < NUM_SKILLS; i++)
287 {
288 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL;
290 } 356 {
291 for (i = 0; i < NROFATTACKS; i++) 357 ob->destroy_inv (false);
358 ob->destroy ();
292 { 359 }
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32) - 1;
297
298 p->socket.update_look = 0;
299 p->socket.look_position = 0;
300 return p;
301} 360}
302 361
303/* This loads the first map an puts the player on it. */ 362player::~player ()
304static void set_first_map(object *op)
305{ 363{
306 strcpy(op->contr->maplevel, first_map_path); 364 /* Clear item stack */
307 op->x = -1; 365 free (stack_items);
308 op->y = -1;
309 enter_exit(op, NULL);
310} 366}
311 367
312/* Tries to add player on the connection passwd in ns. 368/* Tries to add player on the connection passed in ns.
313 * All we can really get in this is some settings like host and display 369 * All we can really get in this is some settings like host and display
314 * mode. 370 * mode.
315 */ 371 */
372player *
373player::create ()
374{
375 player *pl = new player;
316 376
317int add_player(NewSocket *ns) { 377 pl->set_object (arch_to_object (get_player_archetype (0)));
318 player *p;
319 378
320 p=get_player(NULL); 379 pl->ob->roll_stats ();
321 p->socket = *ns; 380 pl->ob->stats.wc = 2;
322 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... */
323 if(p->socket.faces_sent == NULL) 382
324 fatal(OUT_OF_MEMORY);
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
326 /* Needed because the socket we just copied over needs to be cleared.
327 * Note that this can result in a client reset if there is partial data
328 * on the uncoming socket.
329 */
330 p->socket.inbuf.len = 0;
331 set_first_map(p->ob); 383 set_first_map (pl->ob);
332 384
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
334 add_friendly_object(p->ob);
335 send_rules(p->ob);
336 send_news(p->ob);
337 display_motd(p->ob);
338 get_name(p->ob);
339 return 0; 385 return pl;
340} 386}
341 387
342/* 388/*
343 * get_player_archetype() return next player archetype from archetype 389 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 390 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 391 * Note: there MUST be at least one player archetype!
346 */ 392 */
393archetype *
347archetype *get_player_archetype(archetype* at) 394get_player_archetype (archetype *at)
348{ 395{
349 archetype *start = at; 396 archetype *start = at;
397
350 for (;;) { 398 for (;;)
399 {
351 if (at==NULL || at->next==NULL) 400 if (at == NULL || at->next == NULL)
352 at=first_archetype; 401 at = first_archetype;
353 else 402 else
354 at=at->next; 403 at = at->next;
404
355 if(at->clone.type==PLAYER) 405 if (at->clone.type == PLAYER)
356 return at; 406 return at;
407
357 if (at == start) { 408 if (at == start)
409 {
358 LOG (llevError, "No Player archetypes\n"); 410 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 411 exit (-1);
360 } 412 }
361 } 413 }
362} 414}
363 415
364 416object *
365object *get_nearest_player(object *mon) { 417get_nearest_player (object *mon)
418{
366 object *op = NULL; 419 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 420 objectlink *ol;
369 unsigned lastdist; 421 unsigned lastdist;
370 rv_vector rv; 422 rv_vector rv;
371 423
372 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 {
373 /* 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
374 * does periodically happen. Given that, lets deal with it. 427 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 428 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 429 * list is also free, so encapsulate this in a while loop.
377 */ 430 */
378 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 {
379 object *tmp=ol->ob; 433 object *tmp = ol->ob;
380 434
381 /* 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
382 * itself will have been cleared. 436 * itself will have been cleared.
383 */ 437 */
384 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 ());
385 ol = ol->next; 440 ol = ol->next;
386 remove_friendly_object(tmp); 441 remove_friendly_object (tmp);
442 if (!ol)
387 if (!ol) return op; 443 return op;
388 } 444 }
389 445
390 /* 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
391 * 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
392 * complicated method of state checking would be needed in any case - 448 * complicated method of state checking would be needed in any case -
393 * as it was, a clever player could type quit, and the function would 449 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove 450 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 451 * on_same_map check, as can_detect_enemy also does this
396 */ 452 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 453 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 454 continue;
399 455
400 if(lastdist>rv.distance) { 456 if (lastdist > rv.distance)
457 {
401 op=ol->ob; 458 op = ol->ob;
402 lastdist=rv.distance; 459 lastdist = rv.distance;
403 } 460 }
404 } 461 }
405 for (pl=first_player; pl != NULL; pl=pl->next) { 462
463 for_all_players (pl)
406 if (can_detect_enemy(mon, pl->ob,&rv)) { 464 if (can_detect_enemy (mon, pl->ob, &rv))
407
408 if(lastdist>rv.distance) { 465 if (lastdist > rv.distance)
409 op=pl->ob;
410 lastdist=rv.distance;
411 }
412 } 466 {
413 } 467 op = pl->ob;
468 lastdist = rv.distance;
469 }
470
414#if 0 471#if 0
415 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)");
416#endif 473#endif
417 return op; 474 return op;
418} 475}
419 476
420/* 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
421 * 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
422 * detour a monster will take from the direction path when looking 479 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 493 * circling behaviour. Unfortunately, this function is also used to determined
437 * if the creature should cast a spell, so returning a direction in that case 494 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 495 * is probably not a good thing.
439 */ 496 */
440#define MAX_SPACES 50 497#define MAX_SPACES 50
441
442 498
443/* 499/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 500 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * modified to verify there is a path to the player. Does this by stepping towards 501 * modified to verify there is a path to the player. Does this by stepping towards
446 * player and if path is blocked then see if blockage is close enough to player that 502 * player and if path is blocked then see if blockage is close enough to player that
459 * monster can in fact move one space in that direction. 515 * monster can in fact move one space in that direction.
460 * 3) I'm not sure how good this code will be for moving multipart monsters, 516 * 3) I'm not sure how good this code will be for moving multipart monsters,
461 * since only simple checks to blocked are being called, which could mean the monster 517 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 518 * is blocking itself.
463 */ 519 */
520int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 521path_to_player (object *mon, object *pl, unsigned mindiff)
522{
465 rv_vector rv; 523 rv_vector rv;
466 sint16 x,y; 524 sint16 x, y;
467 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;
468 mapstruct *m ,*lastmap; 526 maptile *m, *lastmap;
469 527
470 get_rangevector(mon, pl, &rv, 0); 528 get_rangevector (mon, pl, &rv, 0);
471 529
472 if (rv.distance<mindiff) return 0; 530 if (rv.distance < mindiff)
531 return 0;
473 532
474 x=mon->x; 533 x = mon->x;
475 y=mon->y; 534 y = mon->y;
476 m=mon->map; 535 m = mon->map;
477 dir = rv.direction; 536 dir = rv.direction;
478 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 */
479 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
480 /* 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. */
481 if (diff>max) return 0; 541 if (diff > max)
542 return 0;
543
482 while (diff >1 && max>0) { 544 while (diff > 1 && max > 0)
545 {
483 lastx = x; 546 lastx = x;
484 lasty = y; 547 lasty = y;
485 lastmap = m; 548 lastmap = m;
486 x = lastx + freearr_x[dir]; 549 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir]; 550 y = lasty + freearr_y[dir];
488 551
489 mflags = get_map_flags(m, &m, x, y, &x, &y); 552 mflags = get_map_flags (m, &m, x, y, &x, &y);
490 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 553 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
491 554
492 /* Space is blocked - try changing direction a little */ 555 /* Space is blocked - try changing direction a little */
493 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))
494 && (m == mon->map && blocked_link(mon, m, x, y)))) { 557 && (m == mon->map && blocked_link (mon, m, x, y))))
558 {
495 /* recalculate direction from last good location. Possible 559 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before. 560 * we were not traversing ideal location before.
497 */ 561 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 562 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) { 563 if (rv.direction != dir)
564 {
500 /* OK - says direction should be different - lets reset the 565 /* OK - says direction should be different - lets reset the
501 * the values so it will try again. 566 * the values so it will try again.
502 */ 567 */
503 x = lastx; 568 x = lastx;
504 y = lasty; 569 y = lasty;
505 m = lastmap; 570 m = lastmap;
506 dir = firstdir = rv.direction; 571 dir = firstdir = rv.direction;
572 }
507 } else { 573 else
574 {
508 /* direct path is blocked - try taking a side step to 575 /* direct path is blocked - try taking a side step to
509 * either the left or right. 576 * either the left or right.
510 * Note increase the values in the loop below to be 577 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes 578 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting 579 * bigger detour. Have to be careful about these values getting
513 * too big (3 or maybe 4 or higher) as the monster may just try 580 * too big (3 or maybe 4 or higher) as the monster may just try
514 * stepping back and forth 581 * stepping back and forth
515 */ 582 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 583 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
584 {
585 if (i == 0)
517 if (i==0) continue; /* already did this, so skip it */ 586 continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise, 587 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in 588 * since the direction that the creature should move in
520 * may change, you could get infinite loops. 589 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only 590 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance, 591 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north, 592 * gets blocked, finds that it should move north,
524 * 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
525 * gets back to its original point. lastdir contains 594 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully 595 * the last direction the creature has successfully
527 * moved. 596 * moved.
528 */ 597 */
529 598
530 x = lastx + freearr_x[absdir(lastdir+i)]; 599 x = lastx + freearr_x[absdir (lastdir + i)];
531 y = lasty + freearr_y[absdir(lastdir+i)]; 600 y = lasty + freearr_y[absdir (lastdir + i)];
532 m = lastmap; 601 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y); 602 mflags = get_map_flags (m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue; 603 if (mflags & P_OUT_OF_MAP)
604 continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 605 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 606 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
607 continue;
537 if (mflags & P_BLOCKSVIEW) continue; 608 if (mflags & P_BLOCKSVIEW)
609 continue;
538 610
539 if (m == mon->map && blocked_link(mon, m, x, y)) break; 611 if (m == mon->map && blocked_link (mon, m, x, y))
612 break;
540 } 613 }
541 /* go through entire loop without finding a valid 614 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path. 615 * sidestep to take - thus, no valid path.
543 */ 616 */
544 if (i==(DETOUR_AMOUNT+1)) 617 if (i == (DETOUR_AMOUNT + 1))
545 return 0; 618 return 0;
546 diff--; 619 diff--;
547 lastdir=dir; 620 lastdir = dir;
548 max--; 621 max--;
549 if (!firstdir) firstdir = dir+i; 622 if (!firstdir)
623 firstdir = dir + i;
550 } /* else check alternate directions */ 624 } /* else check alternate directions */
551 } /* if blocked */ 625 } /* if blocked */
552 else { 626 else
627 {
553 /* we moved towards creature, so diff is less */ 628 /* we moved towards creature, so diff is less */
554 diff--; 629 diff--;
555 max--; 630 max--;
556 lastdir=dir; 631 lastdir = dir;
632 if (!firstdir)
557 if (!firstdir) firstdir = dir; 633 firstdir = dir;
634 }
635
636 if (diff <= 1)
558 } 637 {
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually 638 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance. 639 * headed toward player for entire distance.
562 */ 640 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 641 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
564 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 642 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
565 } 643 }
566 if (diff>max) return 0; 644
645 if (diff > max)
646 return 0;
567 } 647 }
648
568 /* 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 */
569 if (!max) return 0; 650 if (!max)
651 return 0;
570 652
571 return firstdir; 653 return firstdir;
572} 654}
573 655
656void
574void give_initial_items(object *pl,treasurelist *items) { 657give_initial_items (object *pl, treasurelist * items)
658{
575 object *op,*next=NULL; 659 object *op, *next = NULL;
576 660
577 if(pl->randomitems!=NULL) 661 if (pl->randomitems != NULL)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 662 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
579 663
580 for (op=pl->inv; op; op=next) { 664 for (op = pl->inv; op; op = next)
665 {
581 next = op->below; 666 next = op->below;
582 667
583 /* Forces get applied per default, unless they have the 668 /* Forces get applied per default, unless they have the
584 * 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
585 */ 670 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 671 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED); 672 SET_FLAG (op, FLAG_APPLIED);
588 673
589 /* we never give weapons/armour if these cannot be used 674 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions 675 * by this player due to race restrictions
591 */ 676 */
592 if (pl->type == PLAYER) { 677 if (pl->type == PLAYER)
678 {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 679 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
594 (op->type == ARMOUR || op->type == BOOTS || 680 (op->type == ARMOUR || op->type == BOOTS ||
595 op->type == CLOAK || op->type == HELMET || 681 op->type == CLOAK || op->type == HELMET ||
596 op->type == SHIELD || op->type == GLOVES || 682 op->type == SHIELD || op->type == GLOVES ||
597 op->type == BRACERS || op->type == GIRDLE)) || 683 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
599 remove_ob (op);
600 free_object (op);
601 continue;
602 } 684 {
603 } 685 op->destroy ();
604
605 /* This really needs to be better - we should really give
606 * a substitute spellbook. The problem is that we don't really
607 * have a good idea what to replace it with (need something like
608 * a first level treasurelist for each skill.)
609 * remove duplicate skills also
610 */
611 if(op->type==SPELLBOOK || op->type == SKILL) {
612 object *tmp;
613
614 for (tmp=op->below; tmp; tmp=tmp->below)
615 if (tmp->type == op->type && tmp->name == op->name) break;
616
617 if (tmp) {
618 remove_ob(op);
619 free_object(op);
620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 &tmp->name);
622 continue; 686 continue;
623 } 687 }
624 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)
625 } 697 {
698 object *tmp;
626 699
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
627 if (op->type == SPELLBOOK && op->inv) { 715 if (op->type == SPELLBOOK && op->inv)
716 {
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 717 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
629 } 718 }
630 719
631 /* Give starting characters identified, uncursed, and undamned 720 /* Give starting characters identified, uncursed, and undamned
632 * 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
633 * merged properly. 722 * merged properly.
634 */ 723 */
635 if (need_identify(op)) { 724 if (need_identify (op))
725 {
636 SET_FLAG(op, FLAG_IDENTIFIED); 726 SET_FLAG (op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED); 727 CLEAR_FLAG (op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED); 728 CLEAR_FLAG (op, FLAG_DAMNED);
729 }
730 if (op->type == SPELL)
639 } 731 {
640 if(op->type==SPELL) { 732 op->destroy ();
641 remove_ob(op);
642 free_object(op);
643 continue; 733 continue;
734 }
735 else if (op->type == SKILL)
644 } 736 {
645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL); 737 SET_FLAG (op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0; 738 op->stats.exp = 0;
648 op->level = 1; 739 op->level = 1;
649 } 740 }
650 /* lock all 'normal items by default */ 741 /* lock all 'normal items by default */
742 else
651 else SET_FLAG(op, FLAG_INV_LOCKED); 743 SET_FLAG (op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */ 744 } /* for loop of objects in player inv */
653 745
654 /* Need to set up the skill pointers */ 746 /* Need to set up the skill pointers */
655 link_player_skills(pl); 747 link_player_skills (pl);
656} 748}
657 749
658void get_name(object *op) { 750void
659 op->contr->write_buf[0]='\0';
660 op->contr->state=ST_GET_NAME;
661 send_query(&op->contr->socket,0,"What is your name?\n:");
662}
663
664void get_password(object *op) {
665 op->contr->write_buf[0]='\0';
666 op->contr->state=ST_GET_PASSWORD;
667 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
668}
669
670void play_again(object *op)
671{
672 op->contr->state=ST_PLAY_AGAIN;
673 op->chosen_skill = NULL;
674 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
675 /* a bit of a hack, but there are various places early in th
676 * player creation process that a user can quit (eg, roll
677 * stats) that isn't removing the player. Taking a quick
678 * look, there are many places that call play_again without
679 * removing the player - it probably makes more sense
680 * to leave it to play_again to remove the object in all
681 * cases.
682 */
683 if (!QUERY_FLAG(op, FLAG_REMOVED))
684 remove_ob(op);
685 /* Need to set this to null - otherwise, it could point to garbage,
686 * and draw() doesn't check to see if the player is removed, only if
687 * the map is null or not swapped out.
688 */
689 op->map = NULL;
690}
691
692
693int receive_play_again(object *op, char key)
694{
695 if(key=='q'||key=='Q') {
696 remove_friendly_object(op);
697 leave(op->contr,0); /* ericserver will draw the message */
698 return 2;
699 }
700 else if(key=='a'||key=='A') {
701 player *pl = op->contr;
702 shstr name = op->name;
703
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 op->name = op->name_pl = 0;
711 /* Lets put a space in here */
712 new_draw_info(NDI_UNIQUE, 0, op, "\n");
713 get_name(op);
714 op->name = op->name_pl = name;
715 set_first_map(op);
716 } else {
717 /* user pressed something else so just ask again... */
718 play_again(op);
719 }
720 return 0;
721}
722
723void confirm_password(object *op) {
724
725 op->contr->write_buf[0]='\0';
726 op->contr->state=ST_CONFIRM_PASSWORD;
727 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
728}
729
730void get_party_password(object *op, partylist *party) { 751get_party_password (object *op, partylist *party)
752{
731 if (party == NULL) { 753 if (party == NULL)
754 {
732 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);
733 return; 756 return;
734 } 757 }
758
735 op->contr->write_buf[0]='\0'; 759 op->contr->write_buf[0] = '\0';
736 op->contr->state=ST_GET_PARTY_PASSWORD; 760 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
737 op->contr->party_to_join = party; 761 op->contr->party_to_join = party;
738 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:");
739} 763}
740
741 764
742/* 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
743int roll_stat(void) { 767roll_stat (void)
768{
744 int a[4],i,j,k; 769 int a[4], i, j, k;
745 770
746 for(i=0;i<4;i++) 771 for (i = 0; i < 4; i++)
747 a[i]=(int)RANDOM()%6+1; 772 a[i] = (int) rndm (6) + 1;
748 773
749 for(i=0,j=0,k=7;i<4;i++) 774 for (i = 0, j = 0, k = 7; i < 4; i++)
750 if(a[i]<k) 775 if (a[i] < k)
751 k=a[i],j=i; 776 k = a[i], j = i;
752 777
753 for(i=0,k=0;i<4;i++) { 778 for (i = 0, k = 0; i < 4; i++)
754 if(i!=j) 779 if (i != j)
755 k+=a[i]; 780 k += a[i];
756 } 781
757 return k; 782 return k;
758} 783}
759 784
760void roll_stats(object *op) { 785void
786object::roll_stats ()
787{
788 int statsort [NUM_STATS];
789
790 for (;;)
791 {
761 int sum=0; 792 int sum = 0;
762 int i = 0, j = 0; 793 for (int i = NUM_STATS; i--; )
763 int statsort[7]; 794 sum += statsort [i] = roll_stat ();
764 795
765 do { 796 if (sum >= 82 && sum <= 116)
766 op->stats.Str=roll_stat(); 797 break;
767 op->stats.Dex=roll_stat(); 798 }
768 op->stats.Int=roll_stat();
769 op->stats.Con=roll_stat();
770 op->stats.Wis=roll_stat();
771 op->stats.Pow=roll_stat();
772 op->stats.Cha=roll_stat();
773 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
774 op->stats.Con+op->stats.Wis+op->stats.Pow+
775 op->stats.Cha;
776 } while(sum<82||sum>116);
777 799
778 /* Sort the stats so that rerolling is easier... */ 800 // Sort the stats so that rerolling is easier...
779 statsort[0] = op->stats.Str; 801 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
780 statsort[1] = op->stats.Dex;
781 statsort[2] = op->stats.Int;
782 statsort[3] = op->stats.Con;
783 statsort[4] = op->stats.Wis;
784 statsort[5] = op->stats.Pow;
785 statsort[6] = op->stats.Cha;
786 802
787 /* a quick and dirty bubblesort? */ 803 for (int i = 0; i < NUM_STATS; ++i)
788 do {
789 if (statsort[i] < statsort[i + 1]) {
790 j = statsort[i];
791 statsort[i] = statsort[i + 1];
792 statsort[i + 1] = j;
793 i = 0;
794 } else {
795 i++;
796 }
797 } while (i < 6);
798
799 op->stats.Str = statsort[0]; 804 stats.stat (i) = statsort [i];
800 op->stats.Dex = statsort[1];
801 op->stats.Con = statsort[2];
802 op->stats.Int = statsort[3];
803 op->stats.Wis = statsort[4];
804 op->stats.Pow = statsort[5];
805 op->stats.Cha = statsort[6];
806 805
807
808 op->contr->orig_stats.Str=op->stats.Str;
809 op->contr->orig_stats.Dex=op->stats.Dex;
810 op->contr->orig_stats.Int=op->stats.Int;
811 op->contr->orig_stats.Con=op->stats.Con;
812 op->contr->orig_stats.Wis=op->stats.Wis;
813 op->contr->orig_stats.Pow=op->stats.Pow;
814 op->contr->orig_stats.Cha=op->stats.Cha;
815
816 op->level=1;
817 op->stats.exp=0; 806 stats.exp = 0;
818 op->stats.ac=0; 807 stats.ac = 0;
819 808
809 stats.hp = stats.maxhp;
810 stats.sp = stats.maxsp;
811 stats.grace = stats.maxgrace;
812
813 if (contr)
814 {
820 op->contr->levhp[1] = 9; 815 contr->levhp[1] = 9;
821 op->contr->levsp[1] = 6; 816 contr->levsp[1] = 6;
822 op->contr->levgrace[1] = 3; 817 contr->levgrace[1] = 3;
823 818
824 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
825 op->stats.hp = op->stats.maxhp; 839 stats.hp = stats.maxhp;
826 op->stats.sp = op->stats.maxsp; 840 stats.sp = stats.maxsp;
827 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
828 op->contr->orig_stats=op->stats; 849 contr->orig_stats = stats;
850 }
829} 851}
830 852
831void Roll_Again(object *op) 853static void
854start_info (object *op)
832{ 855{
833 esrv_new_player(op->contr, 0);
834 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
835}
836
837void Swap_Stat(object *op,int Swap_Second)
838{
839 signed char tmp;
840 char buf[MAX_BUF]; 856 char buf[MAX_BUF];
841 857
842 if ( op->contr->Swap_First == -1 ) { 858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
843 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
844 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
845 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
846 return;
847 }
848
849 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
850
851 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
852 get_attr_value(&op->contr->orig_stats, Swap_Second));
853
854 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
855
856 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
857 new_draw_info(NDI_UNIQUE, 0,op, buf); 859 new_draw_info (NDI_UNIQUE, 0, op, buf);
858 op->stats.Str = op->contr->orig_stats.Str; 860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
859 op->stats.Dex = op->contr->orig_stats.Dex;
860 op->stats.Con = op->contr->orig_stats.Con;
861 op->stats.Int = op->contr->orig_stats.Int;
862 op->stats.Wis = op->contr->orig_stats.Wis;
863 op->stats.Pow = op->contr->orig_stats.Pow;
864 op->stats.Cha = op->contr->orig_stats.Cha;
865 op->stats.ac=0;
866
867 op->level=1;
868 op->stats.exp=0;
869 op->stats.ac=0;
870
871 op->contr->levhp[1] = 9;
872 op->contr->levsp[1] = 6;
873 op->contr->levgrace[1] = 3;
874
875 fix_player(op);
876 op->stats.hp = op->stats.maxhp;
877 op->stats.sp = op->stats.maxsp;
878 op->stats.grace = op->stats.maxgrace;
879 op->contr->orig_stats=op->stats;
880 op->contr->Swap_First=-1;
881}
882
883
884/* This code has been greatly reduced, because with set_attr_value
885 * and get_attr_value, the stats can be accessed just numeric
886 * ids. stat_trans is a table that translate the number entered
887 * into the actual stat. It is needed because the order the stats
888 * are displayed in the stat window is not the same as how
889 * the number's access that stat. The table does that translation.
890 */
891int key_roll_stat(object *op, char key)
892{
893 int keynum = key -'0';
894 char buf[MAX_BUF];
895 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
896
897 if (keynum>0 && keynum<=7) {
898 if (op->contr->Swap_First==-1) {
899 op->contr->Swap_First=stat_trans[keynum];
900 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
901 new_draw_info(NDI_UNIQUE, 0,op,buf); 861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
902 }
903 else
904 Swap_Stat(op,stat_trans[keynum]);
905
906 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
907 return 1;
908 }
909 switch (key) {
910 case 'n':
911 case 'N': {
912 SET_FLAG(op, FLAG_WIZ);
913 if(op->map==NULL) {
914 LOG(llevError,"Map == NULL in state 2\n");
915 break;
916 }
917
918#if 0
919 /* So that enter_exit will put us at startx/starty */
920 op->x= -1;
921
922 enter_exit(op,NULL);
923#endif
924 SET_ANIMATION(op, 2); /* So player faces south */
925 /* Enter exit adds a player otherwise */
926 add_statbonus(op);
927 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
928 op->contr->state = ST_CHANGE_CLASS;
929 if (op->msg)
930 new_draw_info(NDI_BLUE, 0, op, op->msg);
931 return 0;
932 }
933 case 'y':
934 case 'Y':
935 roll_stats(op);
936 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
937 return 1;
938
939 case 'q':
940 case 'Q':
941 play_again(op);
942 return 1;
943
944 default:
945 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
946 return 0;
947 }
948 return 0;
949} 862}
950 863
951/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
952 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
953 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
954 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
955 * not the class. 868 * not the class.
956 */ 869 */
957 870void
958int key_change_class(object *op, char key) 871player::chargen_race_done ()
959{ 872{
960 int tmp_loop;
961
962 if(key=='q'||key=='Q') {
963 remove_ob(op);
964 play_again(op);
965 return 0;
966 }
967 if(key=='d'||key=='D') {
968 char buf[MAX_BUF];
969
970 /* this must before then initial items are given */ 873 /* this must before then initial items are given */
971 esrv_new_player(op->contr, op->weight+op->carrying); 874 esrv_new_player (ob->contr, ob->weight + ob->carrying);
972 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
973 875
876 treasurelist *tl = treasurelist::find ("starting_wealth");
877 if (tl)
878 create_treasure (tl, ob, 0, 0, 0);
879
974 INVOKE_PLAYER (BIRTH, op->contr); 880 INVOKE_PLAYER (BIRTH, ob->contr);
975 INVOKE_PLAYER (LOGIN, op->contr); 881 INVOKE_PLAYER (LOGIN, ob->contr);
976 882
977 op->contr->state=ST_PLAYING; 883 ob->contr->ns->state = ST_PLAYING;
978 884
979 if (op->msg) 885 if (ob->msg)
980 op->msg=NULL; 886 ob->msg = 0;
981 887
982 /* 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
983 * to save here. 889 * to save here.
984 */
985 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
986 make_path_to_file(buf);
987
988#ifdef AUTOSAVE
989 op->contr->last_save_tick = pticks;
990#endif
991 start_info(op);
992 CLEAR_FLAG(op, FLAG_WIZ);
993 give_initial_items(op,op->randomitems);
994 link_player_skills(op);
995 esrv_send_inventory(op, op);
996 fix_player(op);
997
998 /* This moves the player to a different start map, if there
999 * is one for this race
1000 */
1001 if(*first_map_ext_path) {
1002 object *tmp;
1003 mapstruct *oldmap = op->map;
1004 char mapname[MAX_BUF];
1005 snprintf(mapname, MAX_BUF-1, "%s/%s",
1006 first_map_ext_path, &op->arch->name);
1007 tmp=get_object();
1008 EXIT_PATH(tmp) = mapname;
1009 EXIT_X(tmp) = op->x;
1010 EXIT_Y(tmp) = op->y;
1011 enter_exit(op,tmp); /* we don't really care if it succeeded;
1012 * if the map isn't there, then stay on the
1013 * default initial map */
1014 free_object(tmp);
1015 } else {
1016 LOG(llevDebug,"first_map_ext_path not set\n");
1017 }
1018 return 0;
1019 }
1020
1021 /* Following actually changes the race - this is the default command
1022 * if we don't match with one of the options above.
1023 */ 890 */
1024 891 {
1025 tmp_loop = 0;
1026 while(!tmp_loop) {
1027 shstr name = op->name;
1028 int x = op->x, y = op->y;
1029 remove_statbonus(op);
1030 remove_ob (op);
1031 op->arch = get_player_archetype(op->arch);
1032 copy_object (&op->arch->clone, op);
1033 op->instantiate ();
1034 op->stats = op->contr->orig_stats;
1035 op->name = op->name_pl = name;
1036 op->x = x;
1037 op->y = y;
1038 SET_ANIMATION(op, 2); /* So player faces south */
1039 insert_ob_in_map (op, op->map, op,0);
1040 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1041 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1042 add_statbonus(op);
1043 tmp_loop=allowed_class(op);
1044 }
1045 update_object(op,UP_OBJ_FACE);
1046 esrv_update_item(UPD_FACE,op,op);
1047 fix_player(op);
1048 op->stats.hp=op->stats.maxhp;
1049 op->stats.sp=op->stats.maxsp;
1050 op->stats.grace=0;
1051 if (op->msg)
1052 new_draw_info(NDI_BLUE, 0, op, op->msg);
1053 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1054 return 0;
1055}
1056
1057int key_confirm_quit(object *op, char key)
1058{
1059 char buf[MAX_BUF]; 892 char buf[MAX_BUF];
1060
1061 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1062 op->contr->state=ST_PLAYING;
1063 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1064 return 1;
1065 }
1066
1067 INVOKE_PLAYER (LOGOUT, op->contr);
1068 INVOKE_PLAYER (QUIT , op->contr);
1069
1070 terminate_all_pets(op);
1071 leave_map(op);
1072 op->direction=0;
1073 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1074 "%s quits the game.", &op->name);
1075
1076 strcpy(op->contr->killer,"quit");
1077 check_score(op);
1078 op->contr->party=NULL;
1079 if (settings.set_title == TRUE)
1080 op->contr->own_title[0]='\0';
1081
1082 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1083 mapstruct *mp, *next;
1084
1085 /* We need to hunt for any per player unique maps in memory and
1086 * get rid of them. The trailing slash in the path is intentional,
1087 * so that players named 'Ab' won't match against players 'Abe' pathname
1088 */
1089 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 893 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1090 for (mp=first_map; mp!=NULL; mp=next) { 894 make_path_to_file (buf);
1091 next = mp->next; 895 }
1092 if (!strncmp(mp->path, buf, strlen(buf))) 896
1093 delete_map(mp); 897 start_info (ob);
1094 } 898 CLEAR_FLAG (ob, FLAG_WIZ);
1095 899 give_initial_items (ob, ob->randomitems);
1096 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)
1097 } 908 {
1098 play_again(op); 909 object *tmp;
1099 return 1; 910 char mapname[MAX_BUF];
1100}
1101 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
1102void flee_player(object *op) { 963flee_player (object *op)
964{
1103 int dir,diff; 965 int dir, diff;
1104 rv_vector rv; 966 rv_vector rv;
1105 967
1106 if(op->stats.hp < 0) { 968 if (op->stats.hp < 0)
969 {
1107 LOG(llevDebug, "Fleeing player is dead.\n"); 970 LOG (llevDebug, "Fleeing player is dead.\n");
1108 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)))
1109 return; 1008 return;
1110 } 1009 }
1111 1010
1112 if(op->enemy==NULL) {
1113 LOG(llevDebug,"Fleeing player had no enemy.\n");
1114 CLEAR_FLAG(op, FLAG_SCARED);
1115 return;
1116 }
1117
1118 /* Seen some crashes here. Since we don't store an
1119 * op->enemy_count, it is possible that something destroys the
1120 * actual enemy, and the object is recycled.
1121 */
1122 if (op->enemy->map == NULL) {
1123 CLEAR_FLAG(op, FLAG_SCARED);
1124 op->enemy=NULL;
1125 return;
1126 }
1127
1128 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1129 op->enemy=NULL;
1130 CLEAR_FLAG(op, FLAG_SCARED);
1131 return;
1132 }
1133 get_rangevector(op, op->enemy, &rv, 0);
1134
1135 dir=absdir(4+rv.direction);
1136 for(diff=0;diff<3;diff++) {
1137 int m=1-(RANDOM()&2);
1138 if(move_ob(op,absdir(dir+diff*m),op)||
1139 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1140 return;
1141 }
1142 }
1143 /* Cornered, get rid of scared */ 1011 /* Cornered, get rid of scared */
1144 CLEAR_FLAG(op, FLAG_SCARED); 1012 CLEAR_FLAG (op, FLAG_SCARED);
1145 op->enemy=NULL; 1013 op->enemy = NULL;
1146} 1014}
1147
1148 1015
1149/* 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.
1150 * 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
1151 * stop. 1018 * stop.
1152 */ 1019 */
1020int
1153int check_pick(object *op) { 1021check_pick (object *op)
1022{
1154 object *tmp, *next; 1023 object *tmp, *next;
1155 tag_t next_tag=0, op_tag;
1156 int stop = 0; 1024 int stop = 0;
1157 int j, k, wvratio; 1025 int wvratio;
1158 char putstring[128], tmpstr[16]; 1026 char putstring[128];
1159
1160 1027
1161 /* if you're flying, you cna't pick up anything */ 1028 /* if you're flying, you cna't pick up anything */
1162 if (op->move_type & MOVE_FLYING) 1029 if (op->move_type & MOVE_FLYING)
1163 return 1; 1030 return 1;
1164 1031
1165 op_tag = op->count;
1166
1167 next = op->below; 1032 next = op->below;
1168 if (next)
1169 next_tag = next->count;
1170 1033
1171 /* 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
1172 * destroyed */ 1035 * destroyed */
1173 while (next && ! was_destroyed (next, next_tag)) 1036 while (next && !next->destroyed ())
1174 { 1037 {
1175 tmp = next; 1038 tmp = next;
1176 next = tmp->below; 1039 next = tmp->below;
1177 if (next)
1178 next_tag = next->count;
1179 1040
1180 if (was_destroyed (op, op_tag)) 1041 if (op->destroyed ())
1181 return 0; 1042 return 0;
1182 1043
1183 if ( ! can_pick (op, tmp)) 1044 if (!can_pick (op, tmp))
1184 continue; 1045 continue;
1185 1046
1186 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1047 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1187 { 1048 {
1188 if (item_matched_string (op, tmp, op->contr->search_str)) 1049 if (item_matched_string (op, tmp, op->contr->search_str))
1189 pick_up (op, tmp); 1050 pick_up (op, tmp);
1190 continue; 1051 continue;
1191 } 1052 }
1192 1053
1193 /* high not bit set? We're using the old autopickup model */ 1054 /* high not bit set? We're using the old autopickup model */
1194 if(!(op->contr->mode & PU_NEWMODE)) { 1055 if (!(op->contr->mode & PU_NEWMODE))
1056 {
1195 switch (op->contr->mode) { 1057 switch (op->contr->mode)
1058 {
1059 case 0:
1196 case 0: return 1; /* don't pick up */ 1060 return 1; /* don't pick up */
1061 case 1:
1197 case 1: pick_up (op, tmp); 1062 pick_up (op, tmp);
1198 return 1; 1063 return 1;
1064 case 2:
1199 case 2: pick_up (op, tmp); 1065 pick_up (op, tmp);
1200 return 0; 1066 return 0;
1067 case 3:
1201 case 3: return 0; /* stop before pickup */ 1068 return 0; /* stop before pickup */
1069 case 4:
1202 case 4: pick_up (op, tmp); 1070 pick_up (op, tmp);
1203 break; 1071 break;
1072 case 5:
1204 case 5: pick_up (op, tmp); 1073 pick_up (op, tmp);
1205 stop = 1; 1074 stop = 1;
1206 break; 1075 break;
1207 case 6: 1076 case 6:
1208 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1077 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1209 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1210 pick_up(op, tmp); 1078 pick_up (op, tmp);
1211 break; 1079 break;
1212 1080
1213 case 7: 1081 case 7:
1214 if (tmp->type == MONEY || tmp->type == GEM) 1082 if (tmp->type == MONEY || tmp->type == GEM)
1215 pick_up(op, tmp); 1083 pick_up (op, tmp);
1216 break; 1084 break;
1217 1085
1218 default: 1086 default:
1219 /* use value density */ 1087 /* use value density */
1220 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1088 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1221 && (query_cost (tmp, op, F_TRUE) * 100 1089 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1222 / (tmp->weight * MAX (tmp->nrof, 1)))
1223 >= op->contr->mode)
1224 pick_up(op,tmp); 1090 pick_up (op, tmp);
1225 } 1091 }
1226 } 1092 }
1227 else { /* old model */ 1093 else
1094 { /* old model */
1228 /* NEW pickup handling */ 1095 /* NEW pickup handling */
1229 if(op->contr->mode & PU_DEBUG) 1096 if (op->contr->mode & PU_DEBUG)
1230 {
1231 /* some debugging code to figure out item information */
1232 if(tmp->name!=NULL)
1233 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1234 &tmp->name, tmp->type,
1235 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1236 else
1237 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1238 &tmp->arch->name, tmp->type,
1239 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1240 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1241
1242 sprintf(putstring,"...flags: ");
1243 for(k=0;k<4;k++)
1244 {
1245 for(j=0;j<32;j++)
1246 {
1247 if((tmp->flags[k]>>j)&0x01)
1248 { 1097 {
1249 sprintf(tmpstr,"%d ",k*32+j); 1098 /* some debugging code to figure out item information */
1250 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);
1251 } 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 }
1252 } 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 }
1253 } 1323 }
1254 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1255 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);
1256#if 0 1345#if 0
1257 /* print the flags too */ 1346 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1258 for(k=0;k<4;k++) 1347 if (tmp->name != NULL)
1259 { 1348 {
1260 fprintf(stderr,"%d [%d] ", k, k*32+31); 1349 fprintf (stderr, "%s", tmp->name);
1261 for(j=0;j<32;j++) 1350 }
1262 { 1351 else
1263 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1352 fprintf (stderr, "%s", tmp->arch->name);
1264 if(!((j+1)%4))fprintf(stderr," "); 1353 fprintf (stderr, ",%d] = ", tmp->type);
1265 } 1354 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1266 fprintf(stderr," [%d]\n", k*32);
1267 }
1268#endif 1355#endif
1269 } 1356 continue;
1270 /* philosophy: 1357 }
1271 * It's easy to grab an item type from a pile, as long as it's
1272 * generic. This takes no game-time. For more detailed pickups
1273 * and selections, select-items shoul dbe used. This is a
1274 * grab-as-you-run type mode that's really useful for arrows for
1275 * example.
1276 * The drawback: right now it has no frontend, so you need to
1277 * stick the bits you want into a calculator in hex mode and then
1278 * convert to decimal and then 'pickup <#>
1279 */
1280
1281 /* the first two modes are exclusive: if NOTHING we return, if
1282 * STOP then we stop. All the rest are applied sequentially,
1283 * meaning if any test passes, the item gets picked up. */
1284
1285 /* if mode is set to pick nothing up, return */
1286
1287 if(op->contr->mode & PU_NOTHING) return 1;
1288
1289 /* if mode is set to stop when encountering objects, return */
1290 /* take STOP before INHIBIT since it doesn't actually pick
1291 * anything up */
1292
1293 if(op->contr->mode & PU_STOP) return 0;
1294
1295 /* useful for going into stores and not losing your settings... */
1296 /* and for battles wher you don't want to get loaded down while
1297 * fighting */
1298 if(op->contr->mode & PU_INHIBIT) return 1;
1299
1300 /* prevent us from turning into auto-thieves :) */
1301 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1302
1303 /* ignore known cursed objects */
1304 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1305
1306 /* all food and drink if desired */
1307 /* question: don't pick up known-poisonous stuff? */
1308 if(op->contr->mode & PU_FOOD)
1309 if (tmp->type == FOOD)
1310 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1311 if(op->contr->mode & PU_DRINK)
1312 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1313 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1314
1315 if(op->contr->mode & PU_POTION)
1316 if (tmp->type == POTION)
1317 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1318
1319 /* spellbooks, skillscrolls and normal books/scrolls */
1320 if(op->contr->mode & PU_SPELLBOOK)
1321 if (tmp->type == SPELLBOOK)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1323 if(op->contr->mode & PU_SKILLSCROLL)
1324 if (tmp->type == SKILLSCROLL)
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1326 if(op->contr->mode & PU_READABLES)
1327 if (tmp->type == BOOK || tmp->type == SCROLL)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1329
1330 /* wands/staves/rods/horns */
1331 if (op->contr->mode & PU_MAGIC_DEVICE)
1332 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1334
1335 /* pick up all magical items */
1336 if(op->contr->mode & PU_MAGICAL)
1337 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1339
1340 if(op->contr->mode & PU_VALUABLES)
1341 {
1342 if (tmp->type == MONEY || tmp->type == GEM)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1344 }
1345
1346 /* rings & amulets - talismans seems to be typed AMULET */
1347 if(op->contr->mode & PU_JEWELS)
1348 if (tmp->type == RING || tmp->type == AMULET)
1349 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1350
1351 /* bows and arrows. Bows are good for selling! */
1352 if(op->contr->mode & PU_BOW)
1353 if (tmp->type == BOW)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1355 if(op->contr->mode & PU_ARROW)
1356 if (tmp->type == ARROW)
1357 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1358
1359 /* all kinds of armor etc. */
1360 if(op->contr->mode & PU_ARMOUR)
1361 if (tmp->type == ARMOUR)
1362 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1363 if(op->contr->mode & PU_HELMET)
1364 if (tmp->type == HELMET)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1366 if(op->contr->mode & PU_SHIELD)
1367 if (tmp->type == SHIELD)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1369 if(op->contr->mode & PU_BOOTS)
1370 if (tmp->type == BOOTS)
1371 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1372 if(op->contr->mode & PU_GLOVES)
1373 if (tmp->type == GLOVES)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1375 if(op->contr->mode & PU_CLOAK)
1376 if (tmp->type == CLOAK)
1377 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1378
1379 /* hoping to catch throwing daggers here */
1380 if(op->contr->mode & PU_MISSILEWEAPON)
1381 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1383
1384 /* careful: chairs and tables are weapons! */
1385 if(op->contr->mode & PU_ALLWEAPON)
1386 {
1387 if(tmp->type == WEAPON && tmp->name!=NULL)
1388 {
1389 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1390 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1391 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1392 }
1393 if(tmp->type == WEAPON && tmp->name==NULL)
1394 {
1395 if(strstr(tmp->arch->name,"table")==NULL &&
1396 strstr(tmp->arch->name,"chair")==NULL)
1397 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1398 }
1399 }
1400
1401 /* misc stuff that's useful */
1402 if(op->contr->mode & PU_KEY)
1403 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1404 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1405
1406 /* any of the last 4 bits set means we use the ratio for value
1407 * pickups */
1408 if(op->contr->mode & PU_RATIO)
1409 {
1410 /* use value density to decide what else to grab */
1411 /* >=7 was >= op->contr->mode */
1412 /* >=7 is the old standard setting. Now we take the last 4 bits
1413 * and multiply them by 5, giving 0..15*5== 5..75 */
1414 wvratio=(op->contr->mode & PU_RATIO) * 5;
1415 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1416 {
1417 pick_up(op, tmp);
1418#if 0
1419 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1420 if(tmp->name!=NULL) {
1421 fprintf(stderr,"%s", tmp->name);
1422 } 1358 }
1423 else fprintf(stderr,"%s",tmp->arch->name); 1359 } /* the new pickup model */
1424 fprintf(stderr,",%d] = ", tmp->type);
1425 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1426#endif
1427 continue;
1428 }
1429 } 1360 }
1430 } /* the new pickup model */ 1361
1431 }
1432 return ! stop; 1362 return !stop;
1433} 1363}
1434 1364
1435/* 1365/*
1436 * Find an arrow in the inventory and after that 1366 * Find an arrow in the inventory and after that
1437 * in the right type container (quiver). Pointer to the 1367 * in the right type container (quiver). Pointer to the
1438 * found object is returned. 1368 * found object is returned.
1439 */ 1369 */
1370object *
1440object *find_arrow(object *op, const char *type) 1371find_arrow (object *op, const char *type)
1441{ 1372{
1442 object *tmp = NULL; 1373 object *tmp = 0;
1443 1374
1444 for(op=op->inv; op; op=op->below) 1375 for (op = op->inv; op; op = op->below)
1445 if(!tmp && op->type==CONTAINER && op->race==type && 1376 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1446 QUERY_FLAG(op,FLAG_APPLIED))
1447 tmp = find_arrow (op, type); 1377 tmp = find_arrow (op, type);
1448 else if (op->type==ARROW && op->race==type) 1378 else if (op->type == ARROW && op->race == type)
1449 return op; 1379 return op;
1380
1450 return tmp; 1381 return tmp;
1451} 1382}
1452 1383
1453/* 1384/*
1454 * 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
1455 * 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
1456 * 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
1457 * 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.
1458 */ 1389 */
1459 1390object *
1460object *find_better_arrow(object *op, object *target, const char *type, int *better) 1391find_better_arrow (object *op, object *target, const char *type, int *better)
1461{ 1392{
1462 object *tmp = NULL, *arrow, *ntmp; 1393 object *tmp = NULL, *arrow, *ntmp;
1463 int attacknum, attacktype, betterby=0, i; 1394 int attacknum, attacktype, betterby = 0, i;
1464 1395
1465 if (!type) 1396 if (!type)
1466 return NULL; 1397 return NULL;
1467 1398
1468 for (arrow=op->inv; arrow; arrow=arrow->below) { 1399 for (arrow = op->inv; arrow; arrow = arrow->below)
1469 if (arrow->type==CONTAINER && arrow->race==type && 1400 {
1470 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1401 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1402 {
1471 i = 0; 1403 i = 0;
1472 ntmp = find_better_arrow(arrow, target, type, &i); 1404 ntmp = find_better_arrow (arrow, target, type, &i);
1473 if (i > betterby) { 1405 if (i > betterby)
1406 {
1474 tmp = ntmp; 1407 tmp = ntmp;
1475 betterby = i; 1408 betterby = i;
1476 } 1409 }
1410 }
1477 } else if (arrow->type==ARROW && arrow->race==type) { 1411 else if (arrow->type == ARROW && arrow->race == type)
1412 {
1478 /* allways prefer assasination/slaying */ 1413 /* allways prefer assasination/slaying */
1479 if (target->race != NULL && arrow->slaying != NULL && 1414 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1480 strstr(arrow->slaying, target->race)) { 1415 {
1481 if (arrow->attacktype & AT_DEATH) { 1416 if (arrow->attacktype & AT_DEATH)
1417 {
1482 *better = 100; 1418 *better = 100;
1483 return arrow; 1419 return arrow;
1484 } else {
1485 tmp = arrow;
1486 betterby = (arrow->magic + arrow->stats.dam) * 2;
1487 } 1420 }
1488 } else { 1421 else
1489 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1490 attacktype = 1<<attacknum;
1491 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1492 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1493 tmp = arrow;
1494 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1495 }
1496 } 1422 {
1497 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1498 tmp = arrow; 1423 tmp = arrow;
1499 betterby = 2 + arrow->magic + arrow->stats.dam; 1424 betterby = (arrow->magic + arrow->stats.dam) * 2;
1500 }
1501 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1502 tmp = arrow;
1503 betterby = 1 + arrow->magic + arrow->stats.dam;
1504 } 1425 }
1505 } 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 }
1506 } 1449 }
1450 }
1507 } 1451 }
1508 if (tmp == NULL && arrow == NULL) 1452 if (tmp == NULL && arrow == NULL)
1509 return find_arrow(op, type); 1453 return find_arrow (op, type);
1510 1454
1511 *better = betterby; 1455 *better = betterby;
1512 return tmp; 1456 return tmp;
1513} 1457}
1514 1458
1515/* 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
1516 * find_better_arrow to find a decent arrow to use. 1460 * find_better_arrow to find a decent arrow to use.
1517 * op = the shooter 1461 * op = the shooter
1518 * type = bow->race 1462 * type = bow->race
1519 * dir = fire direction 1463 * dir = fire direction
1520 */ 1464 */
1521 1465object *
1522object *pick_arrow_target(object *op, const char *type, int dir) 1466pick_arrow_target (object *op, const char *type, int dir)
1523{ 1467{
1524 object *tmp = NULL; 1468 object *tmp = NULL;
1525 mapstruct *m; 1469 maptile *m;
1526 int i, mflags, found, number; 1470 int i, mflags, found, number;
1527 sint16 x, y; 1471 sint16 x, y;
1528 1472
1529 if (op->map == NULL) 1473 if (op->map == NULL)
1530 return find_arrow(op, type); 1474 return find_arrow (op, type);
1531 1475
1532 /* do a dex check */ 1476 /* do a dex check */
1533 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1477 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1534 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1478 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1535 return find_arrow(op, type); 1479 return find_arrow (op, type);
1536 1480
1537 m = op->map; 1481 m = op->map;
1538 x = op->x; 1482 x = op->x;
1539 y = op->y; 1483 y = op->y;
1540 1484
1541 /* find the first target */ 1485 /* find the first target */
1542 for (i=0, found=0; i<20; i++) { 1486 for (i = 0, found = 0; i < 20; i++)
1487 {
1543 x += freearr_x[dir]; 1488 x += freearr_x[dir];
1544 y += freearr_y[dir]; 1489 y += freearr_y[dir];
1545 mflags = get_map_flags(m, &m, x, y, &x, &y); 1490 mflags = get_map_flags (m, &m, x, y, &x, &y);
1546 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1491 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1492 {
1547 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)
1548 break; 1513 break;
1549 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1550 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1551 * perhaps a bad assumption.
1552 */
1553 tmp = NULL;
1554 break;
1555 } 1514 }
1556 if (mflags & P_IS_ALIVE) {
1557 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1558 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1559 found++;
1560 break;
1561 }
1562 if (found)
1563 break;
1564 }
1565 } 1515 }
1566 if (tmp == NULL) 1516 if (tmp == NULL)
1567 return find_arrow(op, type); 1517 return find_arrow (op, type);
1568 1518
1569 if (tmp->head) 1519 if (tmp->head)
1570 tmp = tmp->head; 1520 tmp = tmp->head;
1571 1521
1572 return find_better_arrow(op, tmp, type, &i); 1522 return find_better_arrow (op, tmp, type, &i);
1573} 1523}
1574 1524
1575/* 1525/*
1576 * Creature fires a bow - op can be monster or player. Returns 1526 * Creature fires a bow - op can be monster or player. Returns
1577 * 1 if bow was actually fired, 0 otherwise. 1527 * 1 if bow was actually fired, 0 otherwise.
1580 * dir is the direction of fire. 1530 * dir is the direction of fire.
1581 * 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)
1582 * 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
1583 * player fire modes. 1533 * player fire modes.
1584 */ 1534 */
1535int
1585int 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)
1586 sint16 sx, sint16 sy)
1587{ 1537{
1588 object *left, *bow; 1538 object *left, *bow;
1589 tag_t left_tag, tag; 1539 int mflags;
1590 int bowspeed, mflags; 1540 maptile *m;
1591 mapstruct *m;
1592 1541
1593 if (!dir) { 1542 if (!dir)
1543 {
1594 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!");
1595 return 0; 1545 return 0;
1546 }
1547
1548 if (op->contr)
1549 bow = op->current_weapon;
1550 else
1596 } 1551 {
1597 if (op->type == PLAYER)
1598 bow=op->contr->ranges[range_bow];
1599 else {
1600 for(bow=op->inv; bow; bow=bow->below) 1552 for (bow = op->inv; bow; bow = bow->below)
1601 /* 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
1602 * 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.
1603 */ 1555 */
1604 if(bow->type==BOW) 1556 if (bow->type == BOW)
1605 break; 1557 break;
1606 1558
1607 if (!bow) { 1559 if (!bow)
1560 {
1608 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1561 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1609 return 0; 1562 return 0;
1563 }
1564
1565 // optimisation: move object to top so we will find it quickly again
1566 if (bow->below)
1610 } 1567 {
1568 bow->remove ();
1569 op->insert (bow);
1570 }
1571
1611 } 1572 }
1573
1612 if( !bow->race || !bow->skill) { 1574 if (!bow->race || !bow->skill)
1575 {
1613 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);
1614 return 0; 1577 return 0;
1615 } 1578 }
1616 1579
1617 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1618
1619 /* penalize ROF for bestarrow */
1620 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1621 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1622 if (bowspeed < 1)
1623 bowspeed = 1;
1624
1625 if (arrow == NULL) { 1580 if (arrow == NULL)
1581 {
1626 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1582 if ((arrow = find_arrow (op, bow->race)) == NULL)
1583 {
1627 if (op->type == PLAYER) 1584 if (op->type == PLAYER)
1628 new_draw_info_format(NDI_UNIQUE, 0, op, 1585 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1629 "You have no %s left.", &bow->race);
1630 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1586 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1631 else 1587 else
1632 CLEAR_FLAG(op, FLAG_READY_BOW); 1588 CLEAR_FLAG (op, FLAG_READY_BOW);
1589
1633 return 0; 1590 return 0;
1634 } 1591 }
1635 } 1592 }
1593
1636 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1594 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1637 if (mflags & P_OUT_OF_MAP) { 1595 if (mflags & P_OUT_OF_MAP)
1638 return 0; 1596 return 0;
1639 } 1597
1640 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1598 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1599 {
1641 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.");
1642 return 0; 1601 return 0;
1643 } 1602 }
1644 1603
1645 /* this should not happen, but sometimes does */ 1604 /* this should not happen, but sometimes does */
1646 if (arrow->nrof==0) { 1605 if (arrow->nrof == 0)
1647 remove_ob(arrow); 1606 {
1648 free_object(arrow); 1607 arrow->destroy ();
1649 return 0; 1608 return 0;
1650 } 1609 }
1651 1610
1652 left = arrow; /* these are arrows left to the player */ 1611 left = arrow; /* these are arrows left to the player */
1653 left_tag = left->count;
1654 arrow = get_split_ob(arrow, 1); 1612 arrow = get_split_ob (arrow, 1);
1655 if (arrow == NULL) { 1613 if (!arrow)
1614 {
1656 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);
1657 return 0; 1616 return 0;
1658 } 1617 }
1659 set_owner(arrow, op); 1618
1619 arrow->set_owner (op);
1660 arrow->skill = bow->skill; 1620 arrow->skill = bow->skill;
1661
1662 arrow->direction=dir; 1621 arrow->direction = dir;
1663 arrow->x = sx;
1664 arrow->y = sy;
1665 1622
1666 if (op->type == PLAYER) {
1667 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1668 fix_player(op);
1669 }
1670
1671 SET_ANIMATION(arrow, arrow->direction);
1672 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1623 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1673 arrow->stats.hp = arrow->stats.dam; 1624 arrow->stats.hp = arrow->stats.dam;
1674 arrow->stats.grace = arrow->attacktype; 1625 arrow->stats.grace = arrow->attacktype;
1626
1675 if (arrow->slaying != NULL) 1627 if (arrow->slaying)
1676 arrow->spellarg = strdup_local(arrow->slaying); 1628 arrow->spellarg = strdup (arrow->slaying);
1677 1629
1678 /* Note that this was different for monsters - they got their level 1630#if 0
1679 * added to the damage. I think the strength bonus is more proper. 1631 if (player *pl = op->contr)
1680 */
1681 1632 {
1682 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1633 float speed = pl->weapon_sp;
1683 0 : dam_bonus[op->stats.Str]) +
1684 bow->stats.dam + bow->magic + arrow->magic;
1685 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
1686 /* update the speed */ 1647 /* update the speed */
1687 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
1688 0 : dam_bonus[op->stats.Str]) +
1689 bow->magic + arrow->magic) / 5.0 +
1690 (float)bow->stats.dam / 7.0; 1649 + bow->stats.dam / 7.f;
1691 1650
1692 if (arrow->speed < 1.0) 1651 arrow->set_speed (max (arrow->speed, 2.f));
1693 arrow->speed = 1.0;
1694 update_ob_speed(arrow);
1695 arrow->speed_left = 0; 1652 arrow->speed_left = 0;
1696 1653
1654 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1655
1697 if (op->type == PLAYER) { 1656 if (op->type == PLAYER)
1698 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1657 {
1699 (op->chosen_skill?op->chosen_skill->level:op->level) -
1700 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1701 arrow->stats.wc - bow->stats.wc + wc_mod;
1702
1703 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1658 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1704 } else { 1659 wc -= dex_bonus[op->stats.Dex];
1705 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1706 arrow->stats.wc + wc_mod;
1707 1660
1661 if (!arrow->slaying)
1662 arrow->slaying = op->slaying;
1663
1664 arrow->attacktype |= op->attacktype;
1665 }
1666 else
1667 {
1708 arrow->level = op->level; 1668 arrow->level = op->level;
1709 } 1669 arrow->stats.wc -= bow->magic;
1710 if (arrow->attacktype == AT_PHYSICAL) 1670
1711 arrow->attacktype |= bow->attacktype; 1671 if (!arrow->slaying)
1712 if (bow->slaying != NULL)
1713 arrow->slaying = bow->slaying; 1672 arrow->slaying = bow->slaying;
1714 1673
1715 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);
1716 arrow->move_type = MOVE_FLY_LOW; 1681 arrow->move_type = MOVE_FLY_LOW;
1717 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1718 1683
1719 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);
1720 tag = arrow->count; 1685 m->insert (arrow, sx, sy, op);
1721 insert_ob_in_map(arrow, m, op, 0);
1722 1686
1723 if (!was_destroyed(arrow, tag)) 1687 if (!arrow->destroyed ())
1724 move_arrow(arrow); 1688 move_arrow (arrow);
1725 1689
1726 if (op->type == PLAYER) { 1690 if (op->type == PLAYER)
1727 if (was_destroyed (left, left_tag)) 1691 {
1692 if (left->destroyed ())
1728 esrv_del_item(op->contr, left_tag); 1693 esrv_del_item (op->contr, left->count);
1729 else 1694 else
1730 esrv_send_item(op, left); 1695 esrv_send_item (op, left);
1731 } 1696 }
1697
1732 return 1; 1698 return 1;
1733} 1699}
1734 1700
1735/* Special fire code for players - this takes into 1701/* Special fire code for players - this takes into
1736 * account the special fire modes players can have 1702 * account the special fire modes players can have
1737 * but monsters can't. Putting that code here 1703 * but monsters can't. Putting that code here
1738 * makes the fire_bow code much cleaner. 1704 * makes the fire_bow code much cleaner.
1739 * this function should only be called if 'op' is a player, 1705 * this function should only be called if 'op' is a player,
1740 * hence the function name. 1706 * hence the function name.
1741 */ 1707 */
1708int
1742int player_fire_bow(object *op, int dir) 1709player_fire_bow (object *op, int dir)
1743{ 1710{
1744 int ret=0, wcmod=0; 1711 int ret = 0, wcmod = 0;
1745 1712
1746 if (op->contr->bowtype == bow_bestarrow) { 1713 if (op->contr->bowtype == bow_bestarrow)
1747 ret = fire_bow(op, op, 1714 {
1748 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);
1749 dir, 0, op->x, op->y); 1716 }
1750 } 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 {
1751 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1752 wcmod =-1; 1720 wcmod = -1;
1721
1753 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);
1754 op->x, op->y); 1723 }
1755 } else if (op->contr->bowtype == bow_threewide) { 1724 else if (op->contr->bowtype == bow_threewide)
1725 {
1756 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);
1757 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)]);
1758 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 }
1759 } else if (op->contr->bowtype == bow_spreadshot) { 1730 else if (op->contr->bowtype == bow_spreadshot)
1731 {
1760 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);
1761 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);
1762 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);
1763 1735 }
1764 } else { 1736 else
1737 {
1765 /* Simple case */ 1738 /* Simple case */
1766 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);
1767 } 1740 }
1741
1768 return ret; 1742 return ret;
1769} 1743}
1770
1771 1744
1772/* Fires a misc (wand/rod/horn) object in 'dir'. 1745/* Fires a misc (wand/rod/horn) object in 'dir'.
1773 * Broken apart from 'fire' to keep it more readable. 1746 * Broken apart from 'fire' to keep it more readable.
1774 */ 1747 */
1748void
1775void fire_misc_object(object *op, int dir) 1749fire_misc_object (object *op, int dir)
1776{ 1750{
1777 object *item; 1751 object *item = op->contr->ranged_ob;
1778 1752
1779 if (!op->contr->ranges[range_misc]) { 1753 if (!item)
1754 {
1780 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.");
1781 return; 1756 return;
1782 } 1757 }
1783 1758
1784 item = op->contr->ranges[range_misc];
1785 if (!item->inv) { 1759 if (!item->inv)
1760 {
1786 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1761 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1787 return; 1762 return;
1788 } 1763 }
1764
1765 if (!op->change_weapon (item))
1766 return;
1767
1789 if (item->type == WAND) { 1768 if (item->type == WAND)
1769 {
1790 if(item->stats.food<=0) { 1770 if (item->stats.food <= 0)
1771 {
1791 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1792 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1774
1793 return; 1775 return;
1794 } 1776 }
1777 }
1795 } else if (item->type == ROD || item->type==HORN) { 1778 else if (item->type == ROD || item->type == HORN)
1779 {
1796 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 {
1797 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1782 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1783
1798 if (item->type== ROD) 1784 if (item->type == ROD)
1799 new_draw_info_format(NDI_UNIQUE, 0,op,
1800 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1801 else 1786 else
1802 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));
1803 "The %s needs more time to charge.", query_base_name(item,0)); 1788
1804 return; 1789 return;
1805 } 1790 }
1806 } 1791 }
1807 1792
1808 if(cast_spell(op,item,dir,item->inv,NULL)) { 1793 if (cast_spell (op, item, dir, item->inv, NULL))
1794 {
1809 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 */
1810 if (item->type == WAND) { 1796 if (item->type == WAND)
1797 {
1811 if (!(--item->stats.food)) { 1798 if (!(--item->stats.food))
1799 {
1812 object *tmp; 1800 object *tmp;
1801
1813 if (item->arch) { 1802 if (item->arch)
1803 {
1814 CLEAR_FLAG(item, FLAG_ANIMATE); 1804 CLEAR_FLAG (item, FLAG_ANIMATE);
1815 item->face = item->arch->clone.face; 1805 item->face = item->arch->clone.face;
1816 item->speed = 0; 1806 item->set_speed (0);
1817 update_ob_speed(item);
1818 } 1807 }
1808
1819 if ((tmp=is_player_inv(item))) 1809 if ((tmp = item->in_player ()))
1820 esrv_update_item(UPD_ANIM, tmp, item); 1810 esrv_update_item (UPD_ANIM, tmp, item);
1821 } 1811 }
1822 } 1812 }
1823 else if (item->type == ROD || item->type==HORN) { 1813 else if (item->type == ROD || item->type == HORN)
1824 drain_rod_charge(item); 1814 drain_rod_charge (item);
1825 }
1826 } 1815 }
1827} 1816}
1828 1817
1829/* Received a fire command for the player - go and do it. 1818/* Received a fire command for the player - go and do it.
1830 */ 1819 */
1820bool
1831void fire(object *op,int dir) { 1821fire (object *op, int dir)
1822{
1832 int spellcost=0; 1823 int spellcost = 0;
1833 1824
1834 /* check for loss of invisiblity/hide */ 1825 /* check for loss of invisiblity/hide */
1835 if (action_makes_visible(op)) make_visible(op); 1826 if (action_makes_visible (op))
1827 make_visible (op);
1836 1828
1837 switch(op->contr->shoottype) { 1829 player *pl = op->contr;
1838 case range_none:
1839 return;
1840 1830
1841 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:
1842 player_fire_bow(op, dir); 1853 player_fire_bow (op, dir);
1843 return; 1854 break;
1844 1855
1845 case range_magic: /* Casting spells */ 1856 case SPELL:
1846 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);
1847 return; 1858 break;
1848 1859
1849 case range_misc: 1860 case BUILDER:
1850 fire_misc_object(op, dir);
1851 return;
1852
1853 case range_golem: /* Control summoned monsters from scrolls */
1854 if(op->contr->ranges[range_golem]==NULL ||
1855 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1856 op->contr->ranges[range_golem] = NULL;
1857 op->contr->shoottype=range_none;
1858 op->contr->golem_count = 0;
1859 }
1860 else
1861 control_golem(op->contr->ranges[range_golem], dir);
1862 return;
1863
1864 case range_skill:
1865 if(!op->chosen_skill) {
1866 if(op->type==PLAYER)
1867 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1868 return;
1869 }
1870 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1871 return;
1872 case range_builder:
1873 apply_map_builder( op, dir ); 1861 apply_map_builder (op, dir);
1874 return; 1862 break;
1863
1864 case SKILL:
1865 do_skill (op, op, ob, dir, 0);
1866 break;
1867
1875 default: 1868 default:
1876 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1869 fire_misc_object (op, dir);
1877 return; 1870 break;
1878 } 1871 }
1879}
1880 1872
1881 1873 return true;
1874}
1882 1875
1883/* find_key 1876/* find_key
1884 * 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
1885 * and successfully use it, we return the key, otherwise NULL 1878 * and successfully use it, we return the key, otherwise NULL
1886 * This function merges both normal and locked door, since the logic 1879 * This function merges both normal and locked door, since the logic
1888 * pl is the player, 1881 * pl is the player,
1889 * inv is the objects inventory to searched 1882 * inv is the objects inventory to searched
1890 * door is the door we are trying to match against. 1883 * door is the door we are trying to match against.
1891 * This function can be called recursively to search containers. 1884 * This function can be called recursively to search containers.
1892 */ 1885 */
1893 1886object *
1894object * find_key(object *pl, object *container, object *door) 1887find_key (object *pl, object *container, object *door)
1895{ 1888{
1896 object *tmp,*key; 1889 object *tmp, *key;
1897 1890
1898 /* Should not happen, but sanity checking is never bad */ 1891 /* Should not happen, but sanity checking is never bad */
1899 if (container->inv == NULL) return NULL; 1892 if (!container->inv)
1893 return 0;
1900 1894
1901 /* 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 */
1902 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1896 for (tmp = container->inv; tmp; tmp = tmp->below)
1897 {
1903 if (door->type==DOOR && tmp->type==KEY) break; 1898 if (door->type == DOOR && tmp->type == KEY)
1899 break;
1904 /* For sanity, we should really check door type, but other stuff 1900 /* For sanity, we should really check door type, but other stuff
1905 * (like containers) can be locked with special keys 1901 * (like containers) can be locked with special keys
1906 */ 1902 */
1907 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1903 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1908 tmp->slaying==door->slaying) break; 1904 break;
1909 } 1905 }
1906
1910 /* No key found - lets search inventories now */ 1907 /* No key found - lets search inventories now */
1911 /* 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.
1912 * 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
1913 * a key, return 1910 * a key, return
1914 */ 1911 */
1915 if (!tmp) { 1912 if (!tmp)
1913 {
1916 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1914 for (tmp = container->inv; tmp; tmp = tmp->below)
1915 {
1917 /* No reason to search empty containers */ 1916 /* No reason to search empty containers */
1918 if (tmp->type==CONTAINER && tmp->inv) { 1917 if (tmp->type == CONTAINER && tmp->inv)
1918 {
1919 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1919 if ((key = find_key (pl, tmp, door)))
1920 return key;
1920 } 1921 }
1921 } 1922 }
1923
1924 if (!tmp)
1922 if (!tmp) return NULL; 1925 return NULL;
1923 } 1926 }
1927
1924 /* 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,
1925 * see if we actually want to use it 1929 * see if we actually want to use it
1926 */ 1930 */
1927 if (pl!=container) { 1931 if (pl != container)
1932 {
1928 /* Only let players use keys in containers */ 1933 /* Only let players use keys in containers */
1929 if (!pl->contr) return NULL; 1934 if (!pl->contr)
1935 return NULL;
1930 /* cases where this fails: 1936 /* cases where this fails:
1931 * If we only search the player inventory, return now since we 1937 * If we only search the player inventory, return now since we
1932 * are not in the players inventory. 1938 * are not in the players inventory.
1933 * If the container is not active, return now since only active 1939 * If the container is not active, return now since only active
1934 * containers can be used. 1940 * containers can be used.
1935 * If we only search keyrings and the container does not have 1941 * If we only search keyrings and the container does not have
1936 * a race/isn't a keyring. 1942 * a race/isn't a keyring.
1937 * No checking for all containers - to fall through past here, 1943 * No checking for all containers - to fall through past here,
1938 * inv must have been an container and must have been active. 1944 * inv must have been an container and must have been active.
1939 * 1945 *
1940 * Change the color so that the message doesn't disappear with 1946 * Change the color so that the message doesn't disappear with
1941 * all the others. 1947 * all the others.
1942 */ 1948 */
1943 if (pl->contr->usekeys == key_inventory || 1949 if (pl->contr->usekeys == key_inventory ||
1944 !QUERY_FLAG(container, FLAG_APPLIED) || 1950 !QUERY_FLAG (container, FLAG_APPLIED) ||
1945 (pl->contr->usekeys == keyrings &&
1946 (!container->race || strcmp(container->race, "keys"))) 1951 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1947 ) { 1952 {
1948 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1953 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1949 "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));
1950 query_name(tmp), query_name(container));
1951 return NULL; 1955 return NULL;
1952 } 1956 }
1953 } 1957 }
1958
1954 return tmp; 1959 return tmp;
1955} 1960}
1956 1961
1957/* moved door processing out of move_player_attack. 1962/* moved door processing out of move_player_attack.
1958 * returns 1 if player has opened the door with a key 1963 * returns 1 if player has opened the door with a key
1959 * such that the caller should not do anything more, 1964 * such that the caller should not do anything more,
1960 * 0 otherwise 1965 * 0 otherwise
1961 */ 1966 */
1967static int
1962static int player_attack_door(object *op, object *door) 1968player_attack_door (object *op, object *door)
1963{ 1969{
1964
1965 /* 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,
1966 * 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 -
1967 * otherwise, we fall through to the rest of the code. 1972 * otherwise, we fall through to the rest of the code.
1968 */ 1973 */
1969 object *key=find_key(op, op, door); 1974 object *key = find_key (op, op, door);
1970 1975
1971 /* IF we found a key, do some extra work */ 1976 /* If we found a key, do some extra work */
1972 if (key) { 1977 if (key)
1978 {
1973 object *container=key->env; 1979 object *container = key->env;
1974 1980
1975 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
1976 if(action_makes_visible(op)) make_visible(op); 1983 if (action_makes_visible (op))
1984 make_visible (op);
1985
1977 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
1978 if (door->type == DOOR) { 1989 if (door->type == DOOR)
1979 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 */
1980 }
1981 else if(door->type==LOCKED_DOOR) { 1991 else if (door->type == LOCKED_DOOR)
1982 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1992 {
1983 "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));
1984 remove_door2(door); /* remove door without violence ;-) */ 1994 remove_door2 (door); /* remove door without violence ;-) */
1985 } 1995 }
1996
1986 /* Do this after we print the message */ 1997 /* Do this after we print the message */
1987 decrease_ob(key); /* Use up one of the keys */ 1998 decrease_ob (key); /* Use up one of the keys */
1988 /* Need to update the weight the container the key was in */ 1999 /* Need to update the weight the container the key was in */
1989 if (container != op) 2000 if (container != op)
1990 esrv_update_item(UPD_WEIGHT, op, container); 2001 esrv_update_item (UPD_WEIGHT, op, container);
2002
1991 return 1; /* Nothing more to do below */ 2003 return 1; /* Nothing more to do below */
2004 }
1992 } else if (door->type==LOCKED_DOOR) { 2005 else if (door->type == LOCKED_DOOR)
2006 {
1993 /* Might as well return now - no other way to open this */ 2007 /* Might as well return now - no other way to open this */
1994 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2008 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1995 return 1; 2009 return 1;
1996 } 2010 }
2011
1997 return 0; 2012 return 0;
1998} 2013}
1999 2014
2000/* This function is just part of a breakup from move_player. 2015/* This function is just part of a breakup from move_player.
2001 * It should keep the code cleaner. 2016 * It should keep the code cleaner.
2002 * When this is called, the players direction has been updated 2017 * When this is called, the players direction has been updated
2003 * (taking into account confusion.) The player is also actually 2018 * (taking into account confusion.) The player is also actually
2004 * going to try and move (not fire weapons). 2019 * going to try and move (not fire weapons).
2005 */ 2020 */
2006 2021bool
2007void move_player_attack(object *op, int dir) 2022move_player_attack (object *op, int dir)
2008{ 2023{
2009 object *tmp, *mon;
2010 sint16 nx, ny;
2011 int on_battleground; 2024 int on_battleground;
2012 mapstruct *m;
2013 2025
2014 nx=freearr_x[dir]+op->x; 2026 sint16 nx = freearr_x[dir] + op->x;
2015 ny=freearr_y[dir]+op->y; 2027 sint16 ny = freearr_y[dir] + op->y;
2016 2028
2017 on_battleground = op_on_battleground(op, NULL, NULL); 2029 on_battleground = op_on_battleground (op, 0, 0);
2018 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
2019 /* 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
2020 * 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
2021 * 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
2022 * player. This is a pretty nasty hack, because if we could 2043 * player. This is a pretty nasty hack, because if we could
2023 * move to some space, it then means that if we are braced, we should 2044 * move to some space, it then means that if we are braced, we should
2024 * do nothing at all. As it is, if we are braced, we go through 2045 * do nothing at all. As it is, if we are braced, we go through
2025 * quite a bit of processing. However, it probably is less than what 2046 * quite a bit of processing. However, it probably is less than what
2026 * move_ob uses. 2047 * move_ob uses.
2027 */ 2048 */
2028 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);
2029 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2030 m = get_map_from_coord(op->map, &nx, &ny);
2031 if (!m) return; /* Don't think this should happen */
2032 }
2033 else m =op->map;
2034
2035 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2036 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2037 return;
2038 }
2039 2050
2040 mon = NULL;
2041 /* 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
2042 * 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.
2043 * 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
2044 * 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))
2045 */ 2074 {
2046 while (tmp!=NULL) { 2075 --op->contr->weapon_sp_left;
2047 if (tmp == op) { 2076 return true;
2048 tmp=tmp->above; 2077 }
2049 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);
2050 } 2136 }
2051 if (QUERY_FLAG(tmp,FLAG_ALIVE)) {
2052 mon = tmp;
2053 break;
2054 }
2055 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2056 mon = tmp;
2057 tmp=tmp->above;
2058 }
2059
2060 if (mon==NULL) /* This happens anytime the player tries to move */
2061 return; /* into a wall */
2062
2063 if(mon->head != NULL)
2064 mon = mon->head;
2065
2066 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR))
2067 if (player_attack_door(op, mon)) return;
2068
2069 /* The following deals with possibly attacking peaceful
2070 * or frienddly creatures. Basically, all players are considered
2071 * unaggressive. If the moving player has peaceful set, then the
2072 * object should be pushed instead of attacked. It is assumed that
2073 * if you are braced, you will not attack friends accidently,
2074 * and thus will not push them.
2075 */
2076
2077 /* If the creature is a pet, push it even if the player is not
2078 * peaceful. Our assumption is the creature is a pet if the
2079 * player owns it and it is either friendly or unagressive.
2080 */
2081 if ((op->type==PLAYER)
2082#if COZY_SERVER
2083 &&
2084 (
2085 (get_owner(mon) && get_owner(mon)->contr
2086 && same_party (get_owner(mon)->contr->party, op->contr->party))
2087 || get_owner(mon) == op
2088 )
2089#else
2090 && get_owner(mon)==op
2091#endif
2092 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2093 {
2094 /* If we're braced, we don't want to switch places with it */
2095 if (op->contr->braced) return;
2096 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2097 (void) push_ob(mon,dir,op);
2098 if(op->contr->tmp_invis||op->hide) make_visible(op);
2099 return;
2100 }
2101
2102 /* in certain circumstances, you shouldn't attack friendly
2103 * creatures. Note that if you are braced, you can't push
2104 * someone, but put it inside this loop so that you won't
2105 * attack them either.
2106 */
2107 if ((mon->type==PLAYER || mon->enemy != op) &&
2108 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2109 (
2110#ifdef PROHIBIT_PLAYERKILL
2111 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2112#else
2113 op->contr->peaceful &&
2114#endif
2115 !on_battleground
2116 )) {
2117 if (!op->contr->braced) {
2118 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2119 (void) push_ob(mon,dir,op);
2120 } else { 2137 else
2121 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;
2122 } 2144 }
2123 if(op->contr->tmp_invis||op->hide) make_visible(op); 2145 }
2124 }
2125
2126 /* If the object is a boulder or other rollable object, then 2146 /* If the object is a boulder or other rollable object, then
2127 * roll it if not braced. You can't roll it if you are braced. 2147 * roll it if not braced. You can't roll it if you are braced.
2128 */ 2148 */
2129 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
2130 recursive_roll(mon,dir,op); 2155 recursive_roll (mon, dir, op);
2131 if(action_makes_visible(op)) make_visible(op); 2156 if (action_makes_visible (op))
2132 } 2157 make_visible (op);
2133 2158
2159 return true;
2160 }
2161 }
2134 /* Any generic living creature. Including things like doors. 2162 /* Any generic living creature. Including things like doors.
2135 * 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
2136 * and be living. Then, it must be one of the following: 2164 * and be living. Then, it must be one of the following:
2137 * 1) Not a player, 2) A player, but of a different party. Note 2165 * 1) Not a player, 2) A player, but of a different party. Note
2138 * that party_number -1 is no party, so attacks can still happen. 2166 * that party_number -1 is no party, so attacks can still happen.
2139 */ 2167 */
2140
2141 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2142 ((mon->type!=PLAYER || op->contr->party==NULL || 2169 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2143 op->contr->party!=mon->contr->party))) { 2170 {
2144 2171 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2145 /* If the player hasn't hit something this tick, and does
2146 * so, give them speed boost based on weapon speed. Doing
2147 * it here is better than process_players2, which basically
2148 * incurred a 1 tick offset.
2149 */
2150 if (!op->contr->has_hit) {
2151 op->speed_left += op->speed / op->contr->weapon_sp;
2152
2153 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2154 }
2155
2156 skill_attack(mon, op, 0, NULL, NULL);
2157
2158 /* If attacking another player, that player gets automatic
2159 * hitback, and doesn't loose luck either.
2160 * Disable hitback on the battleground or if the target is
2161 * the wiz.
2162 */
2163 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2164 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2165 short luck = mon->stats.luck;
2166 mon->contr->has_hit = 1;
2167 skill_attack(op, mon, 0, NULL, NULL);
2168 mon->stats.luck = luck;
2169 }
2170 if(action_makes_visible(op)) make_visible(op);
2171 } 2172 {
2172 } /* if player should attack something */ 2173 --op->contr->weapon_sp_left;
2173}
2174 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
2175int move_player(object *op,int dir) { 2188move_player (object *op, int dir)
2189{
2176 int pick; 2190 int pick;
2177 2191
2178 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2192 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2179 return 0;
2180
2181 /* Sanity check: make sure dir is valid */
2182 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2183 LOG( llevError, "move_player: invalid direction %d\n", dir);
2184 return 0;
2185 }
2186
2187 /* peterm: added following line */
2188 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2189 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2190
2191 op->facing = dir;
2192
2193 if(op->hide) do_hidden_move(op);
2194
2195 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2196 /*nop*/;
2197 else if (op->contr->fire_on)
2198 fire (op, dir);
2199 else
2200 {
2201 move_player_attack (op, dir);
2202 pick = check_pick(op);
2203 }
2204
2205 /* Add special check for newcs players and fire on - this way, the
2206 * server can handle repeat firing.
2207 */
2208 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2209 op->direction = dir;
2210 } else {
2211 op->direction=0;
2212 }
2213 /* Update how the player looks. Use the facing, so direction may
2214 * get reset to zero. This allows for full animation capabilities
2215 * for players.
2216 */
2217 animate_object(op, op->facing);
2218 return 0; 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;
2219} 2238}
2220 2239
2221/* 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
2222 * new client/server stuff. 2241 * new client/server stuff.
2223 * 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
2224 * the new speed values for commands. 2243 * the new speed values for commands.
2225 * 2244 *
2226 * 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.
2227 */ 2248 */
2249bool
2228int handle_newcs_player(object *op) 2250handle_newcs_player (object *op)
2229{ 2251{
2230 if (op->contr->hidden) {
2231 op->invisible = 1000;
2232 /* the socket code flashes the player visible/invisible
2233 * depending on the value of invisible, so we need to
2234 * alternate it here for it to work correctly.
2235 */
2236 if (pticks & 2) op->invisible--;
2237 }
2238 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2239 op->invisible--;
2240 if(!op->invisible) {
2241 make_visible(op);
2242 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2243 }
2244 }
2245
2246 if (QUERY_FLAG(op, FLAG_SCARED)) { 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2253 {
2254 if (op->speed_left > 0.f)
2255 {
2256 --op->speed_left;
2247 flee_player(op); 2257 flee_player (op);
2248 /* If player is still scared, that is his action for this tick */ 2258
2249 if (QUERY_FLAG(op, FLAG_SCARED)) {
2250 op->speed_left--;
2251 return 0; 2259 return true;
2252 } 2260 }
2261 else
2262 return false;
2253 } 2263 }
2254 2264
2255 /* I've been seeing crashes where the golem has been destroyed, but
2256 * the player object still points to the defunct golem. The code that
2257 * destroys the golem looks correct, and it doesn't always happen, so
2258 * put this in a a workaround to clean up the golem pointer.
2259 */
2260 if (op->contr->ranges[range_golem] &&
2261 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2262 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2263 op->contr->ranges[range_golem] = NULL;
2264 op->contr->golem_count = 0;
2265 }
2266
2267 /* call this here - we also will call this in do_ericserver, but 2265 /* call this here - we also will call this in do_ericserver, but
2268 * the players time has been increased when doericserver has been 2266 * the players time has been increased when doericserver has been
2269 * called, so we recheck it here. 2267 * called, so we recheck it here.
2270 */ 2268 */
2271 HandleClient(&op->contr->socket, op->contr); 2269 if (op->contr->ns->handle_command ())
2272 if (op->speed_left<0) return 0; 2270 return true;
2273 2271
2274 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2275 /* All move commands take 1 tick, at least for now */
2276 op->speed_left--;
2277
2278 /* Instead of all the stuff below, let move_player take care
2279 * of it. Also, some of the skill stuff is only put in
2280 * there, as well as the confusion stuff.
2281 */
2282 move_player(op, op->direction); 2273 return move_player (op, op->direction);
2283 if (op->speed_left>0) return 1; 2274
2284 else return 0; 2275 return false;
2285 } 2276}
2277
2278int
2279save_life (object *op)
2280{
2281 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2286 return 0; 2282 return 0;
2287}
2288 2283
2289int save_life(object *op) {
2290 object *tmp;
2291
2292 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2293 return 0;
2294
2295 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2284 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2296 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2285 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2286 {
2297 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);
2298 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));
2299 "Your %s vibrates violently, then evaporates.", 2289
2300 query_name(tmp));
2301 if (op->contr) 2290 if (op->contr)
2302 esrv_del_item(op->contr, tmp->count); 2291 esrv_del_item (op->contr, tmp->count);
2303 remove_ob(tmp); 2292
2304 free_object(tmp); 2293 tmp->destroy ();
2305 CLEAR_FLAG(op, FLAG_LIFESAVE); 2294 CLEAR_FLAG (op, FLAG_LIFESAVE);
2295
2306 if(op->stats.hp<0) 2296 if (op->stats.hp < 0)
2307 op->stats.hp = op->stats.maxhp; 2297 op->stats.hp = op->stats.maxhp;
2298
2308 if(op->stats.food<0) 2299 if (op->stats.food < 0)
2309 op->stats.food = 999; 2300 op->stats.food = 999;
2310 fix_player(op); 2301
2302 op->update_stats ();
2311 return 1; 2303 return 1;
2312 } 2304 }
2305
2313 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2306 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2314 CLEAR_FLAG(op, FLAG_LIFESAVE); 2307 CLEAR_FLAG (op, FLAG_LIFESAVE);
2315 enter_player_savebed(op); /* bring him home. */ 2308 enter_player_savebed (op); /* bring him home. */
2316 return 0; 2309 return 0;
2317} 2310}
2318 2311
2319/* 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
2320 * 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
2321 * 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
2322 * from. 2315 * from.
2323 */ 2316 */
2317void
2324void remove_unpaid_objects(object *op, object *env) 2318remove_unpaid_objects (object *op, object *env)
2325{ 2319{
2326 object *next;
2327
2328 while (op) { 2320 while (op)
2321 {
2329 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' */
2330 * we remove object 'op' 2323
2331 */
2332 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2324 if (QUERY_FLAG (op, FLAG_UNPAID))
2333 remove_ob(op); 2325 {
2334 op->x = env->x;
2335 op->y = env->y;
2336 if (env->type == PLAYER) 2326 if (env->type == PLAYER)
2337 esrv_del_item(env->contr, op->count); 2327 esrv_del_item (env->contr, op->count);
2338 insert_ob_in_map(op, env->map, NULL,0); 2328
2329 op->insert_at (env);
2339 } 2330 }
2331 else if (op->inv)
2340 else if (op->inv) remove_unpaid_objects(op->inv, env); 2332 remove_unpaid_objects (op->inv, env);
2333
2341 op=next; 2334 op = next;
2342 } 2335 }
2343} 2336}
2344
2345 2337
2346/* 2338/*
2347 * Returns pointer a static string containing gravestone text 2339 * Returns pointer a static string containing gravestone text
2348 * Moved from apply.c to player.c - player.c is what 2340 * Moved from apply.c to player.c - player.c is what
2349 * actually uses this function. player.c may not be quite the 2341 * actually uses this function. player.c may not be quite the
2350 * best, a misc file for object actions is probably better, 2342 * best, a misc file for object actions is probably better,
2351 * but there isn't one in the server directory. 2343 * but there isn't one in the server directory.
2352 */ 2344 */
2345char *
2353char *gravestone_text (object *op) 2346gravestone_text (object *op)
2354{ 2347{
2355 static char buf2[MAX_BUF]; 2348 static char buf2[MAX_BUF];
2356 char buf[MAX_BUF]; 2349 char buf[MAX_BUF];
2357 time_t now = time (NULL); 2350 time_t now = time (NULL);
2358 2351
2359 strcpy (buf2, " R.I.P.\n\n"); 2352 strcpy (buf2, " R.I.P.\n\n");
2360 if (op->type == PLAYER) 2353 if (op->type == PLAYER)
2361 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2354 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2362 else 2355 else
2363 sprintf (buf, "%s\n", &op->name); 2356 sprintf (buf, "%s\n", &op->name);
2357
2364 strncat (buf2, " ", 20 - strlen (buf) / 2); 2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2365 strcat (buf2, buf); 2359 strcat (buf2, buf);
2366 if (op->type == PLAYER) 2360 if (op->type == PLAYER)
2367 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);
2368 else 2362 else
2369 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
2370 strncat (buf2, " ", 20 - strlen (buf) / 2); 2365 strncat (buf2, " ", 20 - strlen (buf) / 2);
2371 strcat (buf2, buf); 2366 strcat (buf2, buf);
2372 if (op->type == PLAYER) { 2367 if (op->type == PLAYER)
2368 {
2373 sprintf (buf, "by %s.\n\n", op->contr->killer); 2369 sprintf (buf, "by %s.\n\n", op->contr->killer);
2374 strncat (buf2, " ", 21 - strlen (buf) / 2); 2370 strncat (buf2, " ", 21 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2371 strcat (buf2, buf);
2376 } 2372 }
2373
2377 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2374 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2378 strncat (buf2, " ", 20 - strlen (buf) / 2); 2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2379 strcat (buf2, buf); 2376 strcat (buf2, buf);
2377
2380 return buf2; 2378 return buf2;
2381} 2379}
2382 2380
2383 2381void
2384
2385void do_some_living(object *op) { 2382do_some_living (object *op)
2383{
2386 int last_food=op->stats.food; 2384 int last_food = op->stats.food;
2387 int gen_hp, gen_sp, gen_grace; 2385 int gen_hp, gen_sp, gen_grace;
2388 int over_hp, over_sp, over_grace; 2386 int over_hp, over_sp, over_grace;
2389 int i; 2387 int i;
2390 int rate_hp = 1200; 2388 int rate_hp = 1200;
2391 int rate_sp = 2500; 2389 int rate_sp = 2500;
2392 int rate_grace = 2000; 2390 int rate_grace = 2000;
2393 const int max_hp = 1; 2391 const int max_hp = 1;
2394 const int max_sp = 1; 2392 const int max_sp = 1;
2395 const int max_grace = 1; 2393 const int max_grace = 1;
2396 2394
2397 if (op->contr->outputs_sync) { 2395 if (op->contr->hidden)
2398 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2396 {
2399 if (op->contr->outputs[i].buf!=NULL && 2397 op->invisible = 1000;
2400 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2398 /* the socket code flashes the player visible/invisible
2401 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--;
2402 } 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 }
2403 2413
2404 if(op->contr->state==ST_PLAYING) { 2414 if (op->contr->ns->state == ST_PLAYING)
2405 2415 {
2406 /* these next three if clauses make it possible to SLOW DOWN 2416 /* these next three if clauses make it possible to SLOW DOWN
2407 hp/grace/spellpoint regeneration. */ 2417 hp/grace/spellpoint regeneration. */
2408 if(op->contr->gen_hp >= 0 ) 2418 if (op->contr->gen_hp >= 0)
2409 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2419 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2410 else { 2420 else
2421 {
2411 gen_hp = op->stats.maxhp; 2422 gen_hp = op->stats.maxhp;
2412 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2423 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2413 } 2424 }
2425
2414 if(op->contr->gen_sp >= 0 ) 2426 if (op->contr->gen_sp >= 0)
2415 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2427 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2416 else { 2428 else
2429 {
2417 gen_sp = op->stats.maxsp; 2430 gen_sp = op->stats.maxsp;
2418 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2431 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2419 } 2432 }
2433
2420 if(op->contr->gen_grace >= 0) 2434 if (op->contr->gen_grace >= 0)
2421 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2435 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2422 else { 2436 else
2437 {
2423 gen_grace = op->stats.maxgrace; 2438 gen_grace = op->stats.maxgrace;
2424 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2439 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2425 } 2440 }
2426 2441
2427 /* Regenerate Spell Points */ 2442 /* Regenerate Spell Points */
2428 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2443 if (!op->contr->golem && --op->last_sp < 0)
2444 {
2429 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);
2430 if(op->stats.sp<op->stats.maxsp) {
2431 op->stats.sp++;
2432 /* dms do not consume food */
2433 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2434 op->stats.food--;
2435 if(op->contr->digestion<0)
2436 op->stats.food+=op->contr->digestion;
2437 else if(op->contr->digestion>0 &&
2438 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2439 op->stats.food=last_food;
2440 }
2441 }
2442 if (max_sp>1) {
2443 over_sp = (gen_sp+10)/rate_sp;
2444 if (over_sp > 0) {
2445 if(op->stats.sp<op->stats.maxsp) { 2446 if (op->stats.sp < op->stats.maxsp)
2446 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2447 {
2447 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2448 op->stats.sp--; 2448 op->stats.sp++;
2449 if(op->stats.sp>op->stats.maxsp) 2449 /* dms do not consume food */
2450 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;
2451 } 2457 }
2452 op->last_sp=0;
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 } else {
2457 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2458 }
2459 }
2460
2461 /* Regenerate Grace */
2462 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2463 if(--op->last_grace<0) {
2464 if(op->stats.grace<op->stats.maxgrace/2)
2465 op->stats.grace++; /* no penalty in food for regaining grace */
2466 if(max_grace>1) {
2467 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2468 if (over_grace > 0) {
2469 op->stats.sp += over_grace
2470 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2471 op->last_grace=0;
2472 } else {
2473 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2474 } 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 }
2475 } 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 {
2476 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);
2477 } 2508 }
2478 /* wearing stuff doesn't detract from grace generation. */ 2509 /* wearing stuff doesn't detract from grace generation. */
2479 } 2510 }
2480 2511
2481 /* Regenerate Hit Points */ 2512 /* Regenerate Hit Points */
2482 if(--op->last_heal<0) { 2513 if (--op->last_heal < 0)
2514 {
2483 if(op->stats.hp<op->stats.maxhp) { 2515 if (op->stats.hp < op->stats.maxhp)
2516 {
2484 op->stats.hp++; 2517 op->stats.hp++;
2485 /* dms do not consume food */ 2518 /* dms do not consume food */
2486 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2519 if (!QUERY_FLAG (op, FLAG_WIZ))
2487 op->stats.food--; 2520 {
2521 op->stats.food--;
2488 if(op->contr->digestion<0) 2522 if (op->contr->digestion < 0)
2489 op->stats.food+=op->contr->digestion; 2523 op->stats.food += op->contr->digestion;
2490 else if(op->contr->digestion>0 && 2524 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2491 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2492 op->stats.food=last_food; 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 }
2493 } 2546 }
2494 }
2495 if(max_hp>1) {
2496 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2497 if (over_hp > 0) {
2498 op->stats.sp += over_hp
2499 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2500 op->last_heal=0;
2501 } else {
2502 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2503 }
2504 } else {
2505 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2506 }
2507 }
2508 2547
2509 /* Digestion */ 2548 /* Digestion */
2510 if(--op->last_eat<0) { 2549 if (--op->last_eat < 0)
2511#ifdef COZY_SERVER 2550 {
2512 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;
2513 int bonus=dg>0?dg:0,
2514 penalty=dg<0?-dg:0;
2515#else
2516 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2517 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2518#endif
2519 2552
2520 if(op->contr->gen_hp > 0) 2553 if (op->contr->gen_hp > 0)
2521 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);
2522 else 2555 else
2523 op->last_eat=25*(1+bonus)/(penalty +1); 2556 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2557
2524 /* dms do not consume food */ 2558 /* dms do not consume food */
2525 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2559 if (!QUERY_FLAG (op, FLAG_WIZ))
2526 } 2560 op->stats.food--;
2527 } 2561 }
2528 2562
2529 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 {
2530 object *tmp, *flesh=NULL; 2565 object *tmp, *flesh = 0;
2531 2566
2532 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2567 for (tmp = op->inv; tmp; tmp = tmp->below)
2568 {
2533 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2569 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2570 {
2534 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2571 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2572 {
2535 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.");
2536 manual_apply(op,tmp,0); 2574 manual_apply (op, tmp, 0);
2537 if(op->stats.food>=0||op->stats.hp<0) 2575 if (op->stats.food >= 0 || op->stats.hp < 0)
2538 break; 2576 break;
2539 } 2577 }
2540 else if (tmp->type==FLESH) flesh=tmp; 2578 else if (tmp->type == FLESH)
2579 flesh = tmp;
2541 } /* End if paid for object */ 2580 } /* End if paid for object */
2542 } /* end of for loop */ 2581 } /* end of for loop */
2582
2543 /* 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
2544 * eat flesh instead. 2584 * eat flesh instead.
2545 */ 2585 */
2546 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2586 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2587 {
2547 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.");
2548 manual_apply(op,flesh,0); 2589 manual_apply (op, flesh, 0);
2549 } 2590 }
2550 } /* end if player is starving */ 2591 }
2551 2592
2552 while(op->stats.food<0&&op->stats.hp>0) 2593 while (op->stats.food < 0 && op->stats.hp >= 0)
2553 op->stats.food++,op->stats.hp--; 2594 op->stats.food++, op->stats.hp--;
2554 2595
2555 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))
2556 kill_player(op); 2597 kill_player (op);
2598 }
2557} 2599}
2558
2559
2560 2600
2561/* 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.
2562 * 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
2563 * permadeath, no lifesave), this will take care of removing the player 2603 * permadeath, no lifesave), this will take care of removing the player
2564 * file. 2604 * file.
2565 */ 2605 */
2606void
2566void kill_player(object *op) 2607kill_player (object *op)
2567{ 2608{
2568 char buf[MAX_BUF]; 2609 char buf[MAX_BUF];
2569 int x,y,i; 2610 int x, y;
2611
2612 //int i;
2570 mapstruct *map; /* this is for resurrection */ 2613 maptile *map; /* this is for resurrection */
2614
2571 int z; 2615 /* int z;
2572 int num_stats_lose; 2616 int num_stats_lose;
2573 int lost_a_stat; 2617 int lost_a_stat;
2574 int lose_this_stat; 2618 int lose_this_stat;
2575 int this_stat; 2619 int this_stat; */
2576 int will_kill_again; 2620 int will_kill_again;
2577 archetype *at; 2621 archetype *at;
2578 object *tmp; 2622 object *tmp;
2579 2623
2580 if(save_life(op)) 2624 if (save_life (op))
2581 return; 2625 return;
2582 2626
2583 2627
2584 /* 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
2585 * 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.
2586 * Look at op_on_battleground() for more info --AndreasV 2630 * Look at op_on_battleground() for more info --AndreasV
2587 */ 2631 */
2588 if (op_on_battleground(op, &x, &y)) { 2632 if (op_on_battleground (op, &x, &y))
2589 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2633 {
2590 "You have been defeated in combat!"); 2634 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2591 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2635 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2592 "Local medics have saved your life..."); 2636
2593
2594 /* restore player */ 2637 /* restore player */
2595 at = find_archetype("poisoning"); 2638 at = archetype::find ("poisoning");
2596 tmp=present_arch_in_ob(at,op); 2639 if (object *tmp = present_arch_in_ob (at, op))
2597 if (tmp) { 2640 {
2598 remove_ob(tmp); 2641 tmp->destroy ();
2599 free_object(tmp);
2600 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))
2601 } 2647 {
2602 2648 tmp->destroy ();
2603 at = find_archetype("confusion");
2604 tmp=present_arch_in_ob(at,op);
2605 if (tmp) {
2606 remove_ob(tmp);
2607 free_object(tmp);
2608 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2649 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2609 } 2650 }
2610 2651
2611 cure_disease(op,0); /* remove any disease */ 2652 cure_disease (op, 0); /* remove any disease */
2612 op->stats.hp=op->stats.maxhp; 2653 op->stats.hp = op->stats.maxhp;
2613 if (op->stats.food<=0) op->stats.food=999; 2654 if (op->stats.food <= 0)
2614 2655 op->stats.food = 999;
2656
2615 /* create a bodypart-trophy to make the winner happy */ 2657 /* create a bodypart-trophy to make the winner happy */
2616 tmp=arch_to_object(find_archetype("finger")); 2658 if (object *tmp = arch_to_object (archetype::find ("finger")))
2617 if (tmp != NULL)
2618 { 2659 {
2619 sprintf(buf,"%s's finger", &op->name); 2660 sprintf (buf, "%s's finger", &op->name);
2620 tmp->name = buf; 2661 tmp->name = buf;
2621 sprintf(buf," This finger has been cut off %s\n" 2662 sprintf (buf, " This finger has been cut off %s\n"
2622 " 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",
2623 &op->name, op->contr->title, (int)(op->level), 2664 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2624 op->contr->killer);
2625 tmp->msg=buf; 2665 tmp->msg = buf;
2626 tmp->value=0, tmp->material=0, tmp->type=0; 2666 tmp->value = 0, tmp->type = 0;
2627 tmp->materialname = NULL; 2667 tmp->materialname = "organics";
2628 tmp->x = op->x, tmp->y = op->y; 2668 tmp->insert_at (op, tmp);
2629 insert_ob_in_map(tmp,op->map,op,0);
2630 }
2631 2669 }
2670
2632 /* teleport defeated player to new destination*/ 2671 /* teleport defeated player to new destination */
2633 transfer_ob(op, x, y, 0, NULL); 2672 transfer_ob (op, x, y, 0, NULL);
2634 op->contr->braced=0; 2673 op->contr->braced = 0;
2635 return; 2674 return;
2636 } 2675 }
2637 2676
2638 INVOKE_PLAYER (DEATH, op->contr); 2677 INVOKE_PLAYER (DEATH, op->contr);
2639 2678
2640 command_kill_pets (op, 0); 2679 command_kill_pets (op, 0);
2641 2680
2642 if(op->stats.food<0) { 2681 if (op->stats.food < 0)
2643 if (op->contr->explore) { 2682 {
2644 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2645 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2646 op->stats.food=999;
2647 return;
2648 }
2649 sprintf(buf,"%s starved to death.",&op->name); 2683 sprintf (buf, "%s starved to death.", &op->name);
2650 strcpy(op->contr->killer,"starvation"); 2684 strcpy (op->contr->killer, "starvation");
2651 } 2685 }
2652 else { 2686 else
2653 if (op->contr->explore) {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2655 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2656 op->stats.hp=op->stats.maxhp;
2657 return;
2658 }
2659 sprintf(buf,"%s died.", &op->name); 2687 sprintf (buf, "%s died.", &op->name);
2660 } 2688
2661 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2689 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2662 2690
2663 /* save the map location for corpse, gravestone*/ 2691 /* save the map location for corpse, gravestone */
2664 x=op->x;y=op->y;map=op->map; 2692 x = op->x;
2693 y = op->y;
2694 map = op->map;
2665 2695
2666
2667 if (settings.not_permadeth == TRUE) {
2668 /* NOT_PERMADEATH code. This basically brings the character back to 2696 /* NOT_PERMADEATH code. This basically brings the character back to
2669 * 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.
2670 * 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.
2671 */ 2699 */
2672 2700
2673 /* Basically two ways to go - remove a stat permanently, or just 2701 /* Basically two ways to go - remove a stat permanently, or just
2674 * make it depletion. This bunch of code deals with that aspect 2702 * make it depletion. This bunch of code deals with that aspect
2675 * of death. 2703 * of death.
2676 */ 2704 */
2677#ifndef COZY_SERVER 2705#ifndef COZY_SERVER
2678 if (settings.balanced_stat_loss) { 2706 if (settings.balanced_stat_loss)
2707 {
2679 /* If stat loss is permanent, lose one stat only. */ 2708 /* If stat loss is permanent, lose one stat only. */
2680 /* 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
2681 more if they do. */ 2710 more if they do. */
2682 /* Higher level characters can afford things such as potions of 2711 /* Higher level characters can afford things such as potions of
2683 restoration, or better, stat potions. So we slug them that 2712 restoration, or better, stat potions. So we slug them that
2684 little bit harder. */ 2713 little bit harder. */
2685 /* GD */ 2714 /* GD */
2686 if (settings.stat_loss_on_death) 2715 if (settings.stat_loss_on_death)
2687 num_stats_lose = 1;
2688 else
2689 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2690 } else {
2691 num_stats_lose = 1; 2716 num_stats_lose = 1;
2692 } 2717 else
2718 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2719 }
2720 else
2721 num_stats_lose = 1;
2722
2693 lost_a_stat = 0; 2723 lost_a_stat = 0;
2694 2724
2695 for (z=0; z<num_stats_lose; z++) { 2725 for (z = 0; z < num_stats_lose; z++)
2726 {
2696 i = RANDOM() % NUM_STATS; 2727 i = RANDOM () % NUM_STATS;
2697 2728
2698 if (settings.stat_loss_on_death) { 2729 if (settings.stat_loss_on_death)
2730 {
2699 /* 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
2700 * what he lost. 2732 * what he lost.
2701 */ 2733 */
2702 change_attr_value(&(op->stats), i,-1); 2734 change_attr_value (&(op->stats), i, -1);
2703 check_stat_bounds(&(op->stats)); 2735 check_stat_bounds (&(op->stats));
2704 change_attr_value(&(op->contr->orig_stats), i,-1); 2736 change_attr_value (&(op->contr->orig_stats), i, -1);
2705 check_stat_bounds(&(op->contr->orig_stats)); 2737 check_stat_bounds (&(op->contr->orig_stats));
2706 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2738 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2707 lost_a_stat = 1; 2739 lost_a_stat = 1;
2708 } else { 2740 }
2741 else
2742 {
2709 /* deplete a stat */ 2743 /* deplete a stat */
2710 archetype *deparch=find_archetype("depletion"); 2744 archetype *deparch = archetype::find ("depletion");
2711 object *dep; 2745 object *dep;
2746
2747 dep = present_arch_in_ob (deparch, op);
2748 if (!dep)
2712 2749 {
2713 dep = present_arch_in_ob(deparch,op);
2714 if(!dep) {
2715 dep = arch_to_object(deparch); 2750 dep = arch_to_object (deparch);
2716 insert_ob_in_ob(dep, op); 2751 insert_ob_in_ob (dep, op);
2717 } 2752 }
2718 lose_this_stat = 1; 2753 lose_this_stat = 1;
2719 if (settings.balanced_stat_loss) { 2754 if (settings.balanced_stat_loss)
2755 {
2720 /* GD */ 2756 /* GD */
2721 /* Get the stat that we're about to deplete. */ 2757 /* Get the stat that we're about to deplete. */
2722 this_stat = get_attr_value(&(dep->stats), i); 2758 this_stat = get_attr_value (&(dep->stats), i);
2723 if (this_stat < 0) { 2759 if (this_stat < 0)
2760 {
2724 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2761 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2725 int keep_chance = this_stat * this_stat; 2762 int keep_chance = this_stat * this_stat;
2763
2726 /* Yes, I am paranoid. Sue me. */ 2764 /* Yes, I am paranoid. Sue me. */
2727 if (keep_chance < 1) 2765 if (keep_chance < 1)
2728 keep_chance = 1; 2766 keep_chance = 1;
2729 2767
2730 /* There is a maximum depletion total per level. */ 2768 /* There is a maximum depletion total per level. */
2731 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2769 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2770 {
2732 lose_this_stat = 0; 2771 lose_this_stat = 0;
2733 /* Take loss chance vs keep chance to see if we 2772 /* Take loss chance vs keep chance to see if we
2734 retain the stat. */ 2773 retain the stat. */
2735 } else {
2736 if (random_roll(0, loss_chance + keep_chance-1,
2737 op, PREFER_LOW) < keep_chance)
2738 lose_this_stat = 0;
2739 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2740 this_stat, keep_chance, loss_chance,
2741 lose_this_stat?"LOSE":"KEEP"); */
2742 }
2743 } 2774 }
2744 } 2775 else
2745
2746 if (lose_this_stat) {
2747 this_stat = get_attr_value(&(dep->stats), i);
2748 /* We could try to do something clever like find another
2749 * stat to reduce if this fails. But chances are, if
2750 * stats have been depleted to -50, all are pretty low
2751 * and should be roughly the same, so it shouldn't make a
2752 * difference.
2753 */ 2776 {
2754 if (this_stat>=-50) { 2777 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2755 change_attr_value(&(dep->stats), i, -1);
2756 SET_FLAG(dep, FLAG_APPLIED);
2757 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2758 fix_player(op);
2759 lost_a_stat = 1; 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"); */
2760 } 2782 }
2761 } 2783 }
2762 } 2784 }
2763 } 2785
2764 /* If no stat lost, tell the player. */
2765 if (!lost_a_stat) 2786 if (lose_this_stat)
2766 { 2787 {
2767 /* determine_god() seems to not work sometimes... why is this? 2788 this_stat = get_attr_value (&(dep->stats), i);
2768 Should I be using something else? GD */ 2789 /* We could try to do something clever like find another
2769 const char *god = determine_god(op); 2790 * stat to reduce if this fails. But chances are, if
2770 if (god && (strcmp(god, "none"))) 2791 * stats have been depleted to -50, all are pretty low
2771 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2792 * and should be roughly the same, so it shouldn't make a
2772 "moment you feel the holy presence of %s protecting" 2793 * difference.
2773 " you.", god); 2794 */
2795 if (this_stat >= -50)
2774 else 2796 {
2775 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2797 change_attr_value (&(dep->stats), i, -1);
2776 " 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 }
2777 } 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.");
2778#endif 2820#endif
2779 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2780 " feel a holy presence protecting you from losing yourself completely.");
2781 2821
2782 /* Put a gravestone up where the character 'almost' died. List the 2822 /* Put a gravestone up where the character 'almost' died. List the
2783 * exp loss on the stone. 2823 * exp loss on the stone.
2784 */ 2824 */
2785 tmp=arch_to_object(find_archetype("gravestone")); 2825 tmp = arch_to_object (archetype::find ("gravestone"));
2786 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2826 sprintf (buf, "%s's gravestone", &op->name);
2827 tmp->name = buf;
2787 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2828 sprintf (buf, "%s's gravestones", &op->name);
2788 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2829 tmp->name_pl = buf;
2789 "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);
2790 "by %s.\n",
2791 &op->name, op->contr->title,
2792 op->contr->killer);
2793 tmp->msg = buf; 2831 tmp->msg = buf;
2794 tmp->x=op->x,tmp->y=op->y; 2832 tmp->x = op->x, tmp->y = op->y;
2795 insert_ob_in_map (tmp, op->map, NULL,0); 2833 insert_ob_in_map (tmp, op->map, NULL, 0);
2796 2834
2797 /**************************************/ 2835 /**************************************/
2798 /* */ 2836 /* */
2799 /* Subtract the experience points, */ 2837 /* Subtract the experience points, */
2800 /* if we died cause of food, give us */ 2838 /* if we died cause of food, give us */
2801 /* food, and reset HP's... */ 2839 /* food, and reset HP's... */
2802 /* */ 2840 /* */
2803 /**************************************/ 2841 /**************************************/
2804 2842
2805 /* remove any poisoning and confusion the character may be suffering.*/ 2843 /* remove any poisoning and confusion the character may be suffering. */
2806 /* restore player */ 2844 /* restore player */
2807 at = find_archetype("poisoning"); 2845 at = archetype::find ("poisoning");
2808 tmp=present_arch_in_ob(at,op); 2846 tmp = present_arch_in_ob (at, op);
2809 if (tmp) { 2847
2810 remove_ob(tmp); 2848 if (tmp)
2811 free_object(tmp); 2849 {
2850 tmp->destroy ();
2812 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2851 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2813 } 2852 }
2814 2853
2815 at = find_archetype("confusion"); 2854 at = archetype::find ("confusion");
2816 tmp=present_arch_in_ob(at,op); 2855 tmp = present_arch_in_ob (at, op);
2817 if (tmp) { 2856 if (tmp)
2818 remove_ob(tmp); 2857 {
2819 free_object(tmp); 2858 tmp->destroy ();
2820 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2859 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2821 } 2860 }
2861
2822 cure_disease(op,0); /* remove any disease */ 2862 cure_disease (op, 0); /* remove any disease */
2823 2863
2824 /*add_exp(op, (op->stats.exp * -0.20)); */ 2864 /*add_exp(op, (op->stats.exp * -0.20)); */
2825 apply_death_exp_penalty(op); 2865 apply_death_exp_penalty (op);
2826 if(op->stats.food < 100) op->stats.food = 900; 2866 if (op->stats.food < 100)
2867 op->stats.food = 900;
2827 op->stats.hp = op->stats.maxhp; 2868 op->stats.hp = op->stats.maxhp;
2828 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2869 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2829 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2870 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2830 2871
2831 /* 2872 /*
2832 * 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
2833 * the player has any unpaid items. If so, remove them and put them back 2874 * and put them back in the map.
2834 * in the map. 2875 */
2835 */
2836
2837 if (is_in_shop (op))
2838 remove_unpaid_objects(op->inv, op); 2876 remove_unpaid_objects (op->inv, op);
2839 2877
2840 /****************************************/ 2878 /****************************************/
2841 /* */ 2879 /* */
2842 /* Move player to his current respawn- */ 2880 /* Move player to his current respawn- */
2843 /* position (usually last savebed) */ 2881 /* position (usually last savebed) */
2844 /* */ 2882 /* */
2845 /****************************************/ 2883 /****************************************/
2846 2884
2847 enter_player_savebed(op); 2885 enter_player_savebed (op);
2848 2886
2849 /* Save the player before inserting the force to reduce
2850 * chance of abuse.
2851 */
2852 op->contr->braced=0; 2887 op->contr->braced = 0;
2853 save_player(op,1);
2854 2888
2855 /* it is possible that the player has blown something up 2889 /* it is possible that the player has blown something up
2856 * at his savebed location, and that can have long lasting 2890 * at his savebed location, and that can have long lasting
2857 * spell effects. So first see if there is a spell effect 2891 * spell effects. So first see if there is a spell effect
2858 * on the space that might harm the player. 2892 * on the space that might harm the player.
2859 */ 2893 */
2860 will_kill_again=0; 2894 will_kill_again = 0;
2861 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)
2862 if (tmp->type ==SPELL_EFFECT) 2896 if (tmp->type == SPELL_EFFECT)
2863 will_kill_again|=tmp->attacktype; 2897 will_kill_again |= tmp->attacktype;
2864 } 2898
2865 if (will_kill_again) { 2899 if (will_kill_again)
2900 {
2866 object *force; 2901 object *force;
2867 int at; 2902 int at;
2868 2903
2869 force=get_archetype(FORCE_NAME); 2904 force = get_archetype (FORCE_NAME);
2870 /* 50 ticks should be enough time for the spell to abate */ 2905 /* 50 ticks should be enough time for the spell to abate */
2871 force->speed=0.1; 2906 force->speed = 0.1f;
2872 force->speed_left=-5.0; 2907 force->speed_left = -5.f;
2873 SET_FLAG(force, FLAG_APPLIED); 2908 SET_FLAG (force, FLAG_APPLIED);
2874 for (at=0; at<NROFATTACKS; at++) { 2909 for (at = 0; at < NROFATTACKS; at++)
2875 if (will_kill_again & (1 << at)) 2910 if (will_kill_again & (1 << at))
2876 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);
2877 } 2948 }
2878 insert_ob_in_ob(force, op);
2879 fix_player(op);
2880
2881 }
2882 /**************************************/
2883 /* */
2884 /* Repaint the characters inv, and */
2885 /* stats, and show a nasty message ;) */
2886 /* */
2887 /**************************************/
2888
2889 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2890 return;
2891 } /* NOT_PERMADETH */
2892 else {
2893 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2894 * should probably be embedded in an else statement.
2895 */
2896
2897 op->contr->party=NULL;
2898 if (settings.set_title == TRUE)
2899 op->contr->own_title[0]='\0';
2900 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2901 check_score(op);
2902 if(op->contr->ranges[range_golem]!=NULL) {
2903 remove_friendly_object(op->contr->ranges[range_golem]);
2904 remove_ob(op->contr->ranges[range_golem]);
2905 free_object(op->contr->ranges[range_golem]);
2906 op->contr->ranges[range_golem]=NULL;
2907 op->contr->golem_count=0;
2908 }
2909 loot_object(op); /* Remove some of the items for good */
2910 remove_ob(op);
2911 op->direction=0;
2912
2913 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2914 delete_character(op->name,0);
2915 if (settings.resurrection == TRUE) {
2916 /* save playerfile sans equipment when player dies
2917 ** then save it as player.pl.dead so that future resurrection
2918 ** type spells will work on them nicely
2919 */
2920 delete_character(op->name,0);
2921 op->stats.hp = op->stats.maxhp;
2922 op->stats.food = 999;
2923
2924 /* set the location of where the person will reappear when */
2925 /* maybe resurrection code should fix map also */
2926 strcpy(op->contr->maplevel, settings.emergency_mapname);
2927 if(op->map!=NULL)
2928 op->map = NULL;
2929 op->x = settings.emergency_x;
2930 op->y = settings.emergency_y;
2931 save_player(op,0);
2932 op->map = map;
2933 /* please see resurrection.c: peterm */
2934 dead_player(op);
2935 } else { 2949 else
2936 delete_character(op->name,1); 2950 tmp->destroy ();
2937 } 2951 }
2938 } 2952 else
2939 play_again(op);
2940
2941 /* peterm: added to create a corpse at deathsite. */
2942 tmp=arch_to_object(find_archetype("corpse_pl"));
2943 sprintf(buf,"%s", &op->name);
2944 tmp->name = tmp->name_pl = buf;
2945 tmp->level=op->level;
2946 tmp->x=x;tmp->y=y;
2947 tmp->msg = gravestone_text(op);
2948 SET_FLAG (tmp, FLAG_UNIQUE);
2949 insert_ob_in_map (tmp, map, NULL,0);
2950 }
2951}
2952
2953
2954void loot_object(object *op) { /* Grab and destroy some treasure */
2955 object *tmp,*tmp2,*next;
2956
2957 if (op->container) { /* close open sack first */
2958 esrv_apply_container (op, op->container);
2959 }
2960
2961 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2962 next=tmp->below;
2963 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2964 remove_ob(tmp);
2965 tmp->x=op->x,tmp->y=op->y;
2966 if (tmp->type == CONTAINER) { /* empty container to ground */
2967 loot_object(tmp);
2968 }
2969 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2970 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2971 if(tmp->nrof>1) {
2972 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2973 free_object(tmp2);
2974 insert_ob_in_map(tmp,op->map,NULL,0); 2953 insert_ob_in_map (tmp, op->map, NULL, 0);
2975 } else
2976 free_object(tmp);
2977 } else
2978 insert_ob_in_map(tmp,op->map,NULL,0);
2979 } 2954 }
2980} 2955}
2981 2956
2982/* 2957/*
2983 * fix_weight(): Check recursively the weight of all players, and fix 2958 * fix_weight(): Check recursively the weight of all players, and fix
2984 * 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
2985 * was changed. 2960 * was changed.
2986 */ 2961 */
2987 2962void
2988void fix_weight(void) { 2963fix_weight (void)
2989 player *pl; 2964{
2990 for (pl = first_player; pl != NULL; pl = pl->next) { 2965 for_all_players (pl)
2966 {
2991 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2967 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2968
2992 if(old == sum) 2969 if (old == sum)
2993 continue; 2970 continue;
2994 fix_player(pl->ob); 2971 pl->ob->update_stats ();
2995 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2972 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2996 &pl->ob->name, old, sum);
2997 } 2973 }
2998} 2974}
2999 2975
2976void
3000void fix_luck(void) { 2977fix_luck (void)
3001 player *pl; 2978{
3002 for (pl = first_player; pl != NULL; pl = pl->next) 2979 for_all_players (pl)
3003 if (!pl->ob->contr->state) 2980 if (!pl->ob->contr->ns->state)
3004 change_luck(pl->ob, 0); 2981 pl->ob->change_luck (0);
3005} 2982}
3006
3007 2983
3008/* cast_dust() - handles op throwing objects of type 'DUST'. 2984/* cast_dust() - handles op throwing objects of type 'DUST'.
3009 * This is much simpler in the new spell code - we basically 2985 * This is much simpler in the new spell code - we basically
3010 * just treat this as any other spell casting object. 2986 * just treat this as any other spell casting object.
3011 */ 2987 */
3012
3013void 2988void
3014cast_dust (object * op, object * throw_ob, int dir) 2989cast_dust (object *op, object *throw_ob, int dir)
3015{ 2990{
3016 object *skop, *spob; 2991 object *skop, *spob;
3017 2992
3018 skop = find_skill_by_name (op, throw_ob->skill); 2993 skop = find_skill_by_name (op, throw_ob->skill);
3019 2994
3020 /* casting POTION 'dusts' is really a use_magic_item skill */ 2995 /* casting POTION 'dusts' is really a use_magic_item skill */
3021 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2996 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3022 { 2997 {
3023 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);
3024 &op->name);
3025 return; 2999 return;
3026 } 3000 }
3027 3001
3028 spob = throw_ob->inv; 3002 spob = throw_ob->inv;
3029 3003
3030 // 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
3031 // 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
3032 // errors should be reported as early as possible IMHO) 3006 // errors should be reported as early as possible IMHO)
3033 if (!spob) 3007 if (!spob)
3034 { 3008 {
3035 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);
3036 &throw_ob->name, &op->name);
3037 return; 3010 return;
3038 } 3011 }
3039 3012
3040 if (op->type == PLAYER) 3013 if (op->type == PLAYER)
3041 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);
3042 3015
3043 cast_spell (op, throw_ob, dir, spob, NULL); 3016 cast_spell (op, throw_ob, dir, spob, NULL);
3044 3017
3045 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3018 throw_ob->destroy ();
3046 remove_ob (throw_ob);
3047 free_object (throw_ob);
3048} 3019}
3049 3020
3021void
3050void make_visible (object *op) { 3022make_visible (object *op)
3023{
3051 op->hide = 0; 3024 op->hide = 0;
3052 op->invisible = 0; 3025 op->invisible = 0;
3053 if(op->type==PLAYER) { 3026 if (op->type == PLAYER)
3027 {
3054 op->contr->tmp_invis = 0; 3028 op->contr->tmp_invis = 0;
3055 op->contr->invis_race = 0; 3029 op->contr->invis_race = 0;
3056 } 3030 }
3031
3057 update_object(op,UP_OBJ_FACE); 3032 update_object (op, UP_OBJ_CHANGE);
3058} 3033}
3059 3034
3035int
3060int is_true_undead(object *op) { 3036is_true_undead (object *op)
3061 object *tmp=NULL; 3037{
3062
3063 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3038 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3039 return 1;
3064 3040
3065 if(op->type==PLAYER)
3066 for(tmp=op->inv;tmp;tmp=tmp->below)
3067 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3068 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3069 return 0; 3041 return 0;
3070} 3042}
3071 3043
3072/* look at the surrounding terrain to determine 3044/* look at the surrounding terrain to determine
3073 * the hideability of this object. Positive levels 3045 * the hideability of this object. Positive levels
3074 * indicate greater hideability. 3046 * indicate greater hideability.
3075 */ 3047 */
3076 3048
3049int
3077int hideability(object *ob) { 3050hideability (object *ob)
3051{
3078 int i,level=0, mflag; 3052 int i, level = 0, mflag;
3079 sint16 x,y; 3053 sint16 x, y;
3080 3054
3081 if(!ob||!ob->map) return 0; 3055 if (!ob || !ob->map)
3056 return 0;
3082 3057
3083 /* so, on normal lighted maps, its hard to hide */ 3058 /* so, on normal lighted maps, its hard to hide */
3084 level=ob->map->darkness - 2; 3059 level = ob->map->darkness - 2;
3085 3060
3086 /* this also picks up whether the object is glowing. 3061 /* this also picks up whether the object is glowing.
3087 * 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
3088 * as bad as carrying a light on a pitch dark map */ 3063 * as bad as carrying a light on a pitch dark map */
3089 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3064 if (has_carried_lights (ob))
3065 level = -(10 + (2 * ob->map->darkness));
3090 3066
3091 /* scan through all nearby squares for terrain to hide in */ 3067 /* scan through all nearby squares for terrain to hide in */
3092 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 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 {
3093 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3070 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3094 if (mflag & P_OUT_OF_MAP) { continue; } 3071 if (mflag & P_OUT_OF_MAP)
3072 {
3073 continue;
3074 }
3095 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3075 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3096 level += 2; 3076 level += 2;
3097 else /* open terrain! */ 3077 else /* open terrain! */
3098 level -= 1; 3078 level -= 1;
3099 } 3079 }
3100 3080
3101#if 0 3081#if 0
3102 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3082 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3103#endif 3083#endif
3104 return level; 3084 return level;
3105} 3085}
3106 3086
3107/* For Hidden creatures - a chance of becoming 'unhidden' 3087/* For Hidden creatures - a chance of becoming 'unhidden'
3108 * every time they move - as we subtract off 'invisibility' 3088 * every time they move - as we subtract off 'invisibility'
3109 * AND, for players, if they move into a ridiculously unhideable 3089 * AND, for players, if they move into a ridiculously unhideable
3110 * spot (surrounded by clear terrain in broad daylight). -b.t. 3090 * spot (surrounded by clear terrain in broad daylight). -b.t.
3111 */ 3091 */
3112 3092void
3113void do_hidden_move (object *op) { 3093do_hidden_move (object *op)
3094{
3114 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3095 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3115 object *skop; 3096 object *skop;
3116 3097
3117 if(!op || !op->map) return; 3098 if (!op || !op->map)
3099 return;
3118 3100
3119 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3101 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3120 3102
3121 /* 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! */
3122 if(op->type==PLAYER && op->contr->run_on) { 3104 if (op->type == PLAYER && op->contr->run_on)
3123 if(!skop || num >= skop->level) { 3105 if (!skop || num >= skop->level)
3106 {
3124 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!");
3125 make_visible(op);
3126 return;
3127 } else num += 20;
3128 }
3129 num += op->map->difficulty;
3130 hide = hideability(op); /* modify by terrain hidden level */
3131 num -= hide;
3132 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3133 make_visible(op); 3108 make_visible (op);
3134 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3109 return;
3135 "You moved out of hiding! You are visible!");
3136 } 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 }
3137 else if (op->type == PLAYER && skop) { 3124 else if (op->type == PLAYER && skop)
3138 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);
3139 }
3140} 3126}
3141 3127
3142/* determine if who is standing near a hostile creature. */ 3128/* determine if who is standing near a hostile creature. */
3143 3129
3130int
3144int stand_near_hostile( object *who ) { 3131stand_near_hostile (object *who)
3132{
3145 object *tmp=NULL; 3133 object *tmp = NULL;
3146 int i,friendly=0,player=0, mflags; 3134 int i, friendly = 0, player = 0, mflags;
3147 mapstruct *m; 3135 maptile *m;
3148 sint16 x,y; 3136 sint16 x, y;
3149 3137
3150 if(!who) return 0; 3138 if (!who)
3139 return 0;
3151 3140
3152 if(who->type==PLAYER) player=1; 3141 if (who->type == PLAYER)
3142 player = 1;
3143
3144 else
3153 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3145 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3154 3146
3155 /* search adjacent squares */ 3147 /* search adjacent squares */
3156 for(i=1;i<9;i++) { 3148 for (i = 1; i < 9; i++)
3149 {
3157 x = who->x+freearr_x[i]; 3150 x = who->x + freearr_x[i];
3158 y = who->y+freearr_y[i]; 3151 y = who->y + freearr_y[i];
3159 m = who->map; 3152 m = who->map;
3160 mflags = get_map_flags(m, &m, x, y, &x, &y); 3153 mflags = get_map_flags (m, &m, x, y, &x, &y);
3161 /* space must be blocked if there is a monster. If not 3154 /* space must be blocked if there is a monster. If not
3162 * blocked, don't need to check this space. 3155 * blocked, don't need to check this space.
3163 */ 3156 */
3164 if (mflags & P_OUT_OF_MAP) continue; 3157 if (mflags & P_OUT_OF_MAP)
3158 continue;
3165 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)))
3166 3160 continue;
3167 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3161
3168 if((player||friendly) 3162 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3163 {
3169 &&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)
3170 return 1; 3170 return 1;
3171 else if(tmp->type==PLAYER)
3172 {
3173 /*don't let a hidden DM prevent you from hiding*/
3174 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3175 return 1;
3176 } 3171 }
3177 } 3172 }
3178 } 3173 }
3179 return 0; 3174 return 0;
3180} 3175}
3181 3176
3182/* check the player los field for viewability of the 3177/* check the player los field for viewability of the
3183 * object op. This function works fine for monsters, 3178 * object op. This function works fine for monsters,
3184 * 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
3191 * 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.
3192 * -b.t. 3187 * -b.t.
3193 * This function is now map tiling safe. 3188 * This function is now map tiling safe.
3194 */ 3189 */
3195 3190
3191int
3196int player_can_view (object *pl,object *op) { 3192player_can_view (object *pl, object *op)
3193{
3197 rv_vector rv; 3194 rv_vector rv;
3198 int dx,dy; 3195 int dx, dy;
3199 3196
3200 if(pl->type!=PLAYER) { 3197 if (pl->type != PLAYER)
3198 {
3201 LOG(llevError,"player_can_view() called for non-player object\n"); 3199 LOG (llevError, "player_can_view() called for non-player object\n");
3202 return -1; 3200 return -1;
3203 } 3201 }
3204 if (!pl || !op) return 0;
3205 3202
3206 if(op->head) { op = op->head; } 3203 if (!pl || !op)
3207 get_rangevector(pl, op, &rv, 0x1);
3208
3209 /* starting with the 'head' part, lets loop
3210 * through the object and find if it has any
3211 * part that is in the los array but isnt on
3212 * a blocked los square.
3213 * we use the archetype to figure out offsets.
3214 */
3215 while(op) {
3216 dx = rv.distance_x + op->arch->clone.x;
3217 dy = rv.distance_y + op->arch->clone.y;
3218
3219 /* only the viewable area the player sees is updated by LOS
3220 * code, so we need to restrict ourselves to that range of values
3221 * for any meaningful values.
3222 */
3223 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3224 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3225 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3226 return 1;
3227 op = op->more;
3228 }
3229 return 0; 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;
3230} 3232}
3231 3233
3232/* routine for both players and monsters. We call this when 3234/* routine for both players and monsters. We call this when
3233 * there is a possibility for our action distrubing our hiding 3235 * there is a possibility for our action distrubing our hiding
3234 * place or invisiblity spell. Artefact invisiblity is not 3236 * place or invisiblity spell. Artefact invisiblity is not
3235 * effected by this. If we arent invisible to begin with, we 3237 * effected by this. If we arent invisible to begin with, we
3236 * return 0. 3238 * return 0.
3237 */ 3239 */
3240int
3238int action_makes_visible (object *op) { 3241action_makes_visible (object *op)
3242{
3239 3243
3240 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3244 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3245 {
3241 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3246 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3242 return 0; 3247 return 0;
3243 3248
3244 if (op->contr && op->contr->tmp_invis == 0) return 0; 3249 if (op->contr && op->contr->tmp_invis == 0)
3250 return 0;
3245 3251
3246 /* If monsters, they should become visible */ 3252 /* If monsters, they should become visible */
3247 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3253 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3254 {
3248 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");
3249 return 1; 3256 return 1;
3250 } 3257 }
3251 } 3258 }
3252 return 0; 3259 return 0;
3253} 3260}
3254 3261
3255/* op_on_battleground - checks if the given object op (usually 3262/* op_on_battleground - checks if the given object op (usually
3256 * a player) is standing on a valid battleground-tile, 3263 * a player) is standing on a valid battleground-tile,
3257 * function returns TRUE/FALSE. If true x, y returns the battleground 3264 * function returns TRUE/FALSE. If true x, y returns the battleground
3258 * -exit-coord. (and if x, y not NULL) 3265 * -exit-coord. (and if x, y not NULL)
3259 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3266 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3260 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3267 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3261 * Default is to do the same as before, so only people wanting to have different points need worry about this 3268 * Default is to do the same as before, so only people wanting to have different points need worry about this
3262 */ 3269 */
3270int
3263int op_on_battleground (object *op, int *x, int *y) { 3271op_on_battleground (object *op, int *x, int *y)
3272{
3264 object *tmp; 3273 object *tmp;
3265 3274
3266 /* A battleground-tile needs the following attributes to be valid: 3275 /* A battleground-tile needs the following attributes to be valid:
3267 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3276 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3268 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3277 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3269 * and the exit-coordinates sp/hp must both be > 0. 3278 * and the exit-coordinates sp/hp must both be > 0.
3270 * => The intention here is to prevent abuse of the battleground- 3279 * => The intention here is to prevent abuse of the battleground-
3271 * feature (like pickable or hidden battleground tiles). */ 3280 * feature (like pickable or hidden battleground tiles). */
3272 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3281 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3282 {
3273 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3283 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3284 {
3274 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3285 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3275 strcmp(tmp->name, "battleground")==0 && 3286 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3276 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3287 {
3277 /*before we assign the exit, check if this is a teambattle*/ 3288 /*before we assign the exit, check if this is a teambattle */
3278 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 {
3279 object *invtmp; 3291 object *invtmp;
3292
3280 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3293 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3281 if(invtmp->type==FORCE && invtmp->slaying && 3294 {
3282 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3295 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3296 {
3283 if (x != NULL && y != NULL) 3297 if (x != NULL && y != NULL)
3284 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3298 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3285 return 1; 3299 return 1;
3300 }
3286 } 3301 }
3287 } 3302 }
3288 }
3289 if (x != NULL && y != NULL) 3303 if (x != NULL && y != NULL)
3290 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3304 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3291 return 1; 3305 return 1;
3306 }
3292 } 3307 }
3293 }
3294 } 3308 }
3295 /* If we got here, did not find a battleground */ 3309 /* If we got here, did not find a battleground */
3296 return 0; 3310 return 0;
3297} 3311}
3298 3312
3299/* 3313/*
3303 * attributes: 3317 * attributes:
3304 * object *who the dragon player 3318 * object *who the dragon player
3305 * int atnr the attack-number of the ability focus 3319 * int atnr the attack-number of the ability focus
3306 * int level ability level 3320 * int level ability level
3307 */ 3321 */
3322void
3308void dragon_ability_gain(object *who, int atnr, int level) { 3323dragon_ability_gain (object *who, int atnr, int level)
3324{
3309 treasurelist *trlist = NULL; /* treasurelist */ 3325 treasurelist *trlist = NULL; /* treasurelist */
3310 treasure *tr; /* treasure */ 3326 treasure *tr; /* treasure */
3311 object *tmp,*skop; /* tmp. object */ 3327 object *tmp, *skop; /* tmp. object */
3312 object *item; /* treasure object */ 3328 object *item; /* treasure object */
3313 char buf[MAX_BUF]; /* tmp. string buffer */ 3329 char buf[MAX_BUF]; /* tmp. string buffer */
3314 int i=0, j=0; 3330 int i = 0, j = 0;
3315 3331
3316 /* get the appropriate treasurelist */ 3332 /* get the appropriate treasurelist */
3317 if (atnr == ATNR_FIRE) 3333 if (atnr == ATNR_FIRE)
3318 trlist = find_treasurelist("dragon_ability_fire"); 3334 trlist = treasurelist::find ("dragon_ability_fire");
3319 else if (atnr == ATNR_COLD) 3335 else if (atnr == ATNR_COLD)
3320 trlist = find_treasurelist("dragon_ability_cold"); 3336 trlist = treasurelist::find ("dragon_ability_cold");
3321 else if (atnr == ATNR_ELECTRICITY) 3337 else if (atnr == ATNR_ELECTRICITY)
3322 trlist = find_treasurelist("dragon_ability_elec"); 3338 trlist = treasurelist::find ("dragon_ability_elec");
3323 else if (atnr == ATNR_POISON) 3339 else if (atnr == ATNR_POISON)
3324 trlist = find_treasurelist("dragon_ability_poison"); 3340 trlist = treasurelist::find ("dragon_ability_poison");
3325 3341
3326 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))
3327 return; 3359 return;
3328 3360
3329 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);
3330 tr = tr->next, i++); 3362 do_learn_spell (who, item, 0);
3331 3363 return;
3332 if (tr == NULL || tr->item == NULL) { 3364 }
3333 /* 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))
3334 return; 3375 return;
3335 }
3336
3337 /* everything seems okay - now bring on the gift: */
3338 item = &(tr->item->clone);
3339
3340 if (item->type == SPELL) {
3341 if (check_spell_known (who, item->name))
3342 return;
3343
3344 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3345 do_learn_spell (who, item, 0);
3346 return;
3347 }
3348
3349 /* grant direct spell */
3350 if (item->type == SPELLBOOK) {
3351 if (!item->inv) {
3352 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3353 return;
3354 }
3355 if (check_spell_known (who, item->inv->name))
3356 return;
3357 if (item->invisible) { 3376 if (item->invisible)
3377 {
3358 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);
3359 do_learn_spell (who, item->inv, 0); 3379 do_learn_spell (who, item->inv, 0);
3360 return; 3380 return;
3361 } 3381 }
3362 } 3382 }
3363 else if (item->type == SKILL_TOOL && item->invisible) { 3383 else if (item->type == SKILL_TOOL && item->invisible)
3384 {
3364 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 {
3365 3387
3366 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3388 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3367 * in this way, if the player is missing any of the attacktypes, he gets 3389 * in this way, if the player is missing any of the attacktypes, he gets
3368 * them. As it is now, if the player has any that match the granted skill, 3390 * them. As it is now, if the player has any that match the granted skill,
3369 * but not all of them, he gets nothing. 3391 * but not all of them, he gets nothing.
3370 */ 3392 */
3371 if (!(skop->attacktype & item->attacktype)) { 3393 if (!(skop->attacktype & item->attacktype))
3394 {
3372 /* Give new attacktype */ 3395 /* Give new attacktype */
3373 skop->attacktype |= item->attacktype; 3396 skop->attacktype |= item->attacktype;
3374 3397
3375 /* always add physical if there's none */ 3398 /* always add physical if there's none */
3376 skop->attacktype |= AT_PHYSICAL; 3399 skop->attacktype |= AT_PHYSICAL;
3377 3400
3378 if (item->msg != NULL) 3401 if (item->msg != NULL)
3379 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3402 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3380 3403
3381 /* Give player new face */ 3404 /* Give player new face */
3382 if (item->animation_id) { 3405 if (item->animation_id)
3406 {
3383 who->face = skop->face; 3407 who->face = skop->face;
3384 who->animation_id = item->animation_id; 3408 who->animation_id = item->animation_id;
3385 who->anim_speed = item->anim_speed; 3409 who->anim_speed = item->anim_speed;
3386 who->last_anim = 0; 3410 who->last_anim = 0;
3387 who->state = 0; 3411 who->state = 0;
3388 animate_object(who, who->direction); 3412 animate_object (who, who->direction);
3389 } 3413 }
3390 } 3414 }
3391 } 3415 }
3392 } 3416 }
3393 else if (item->type == FORCE) { 3417 else if (item->type == FORCE)
3418 {
3394 /* forces in the treasurelist can alter the player's stats */ 3419 /* forces in the treasurelist can alter the player's stats */
3395 object *skin; 3420 object *skin;
3421
3396 /* first get the dragon skin force */ 3422 /* first get the dragon skin force */
3397 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3423 shstr_cmp dragon_skin_force ("dragon_skin_force");
3398 skin=skin->below); 3424 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3399 if (skin == NULL) return; 3425 ;
3400 3426
3427 if (!skin)
3428 return;
3429
3401 /* adding new spellpath attunements */ 3430 /* adding new spellpath attunements */
3402 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3431 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3432 {
3403 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3433 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3404 3434
3405 /* print message */ 3435 /* print message */
3406 sprintf(buf, "You feel attuned to "); 3436 sprintf (buf, "You feel attuned to ");
3407 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3437 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3438 {
3408 if(item->path_attuned & (1<<i)) { 3439 if (item->path_attuned & (1 << i))
3440 {
3409 if (j) 3441 if (j)
3410 strcat(buf," and "); 3442 strcat (buf, " and ");
3411 else 3443 else
3412 j = 1; 3444 j = 1;
3413 strcat(buf, spellpathnames[i]); 3445 strcat (buf, spellpathnames[i]);
3414 } 3446 }
3415 } 3447 }
3416 strcat(buf,"."); 3448 strcat (buf, ".");
3417 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3449 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3418 } 3450 }
3419 3451
3420 /* evtl. adding flags: */ 3452 /* evtl. adding flags: */
3421 if(QUERY_FLAG(item, FLAG_XRAYS)) 3453 if (QUERY_FLAG (item, FLAG_XRAYS))
3422 SET_FLAG(skin, FLAG_XRAYS); 3454 SET_FLAG (skin, FLAG_XRAYS);
3423 if(QUERY_FLAG(item, FLAG_STEALTH)) 3455 if (QUERY_FLAG (item, FLAG_STEALTH))
3424 SET_FLAG(skin, FLAG_STEALTH); 3456 SET_FLAG (skin, FLAG_STEALTH);
3425 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3457 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3426 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3458 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3427 3459
3428 /* print message if there is one */ 3460 /* print message if there is one */
3429 if (item->msg != NULL) 3461 if (item->msg != NULL)
3430 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
3431 } 3465 {
3432 else {
3433 /* generate misc. treasure */ 3466 /* generate misc. treasure */
3434 tmp = arch_to_object (tr->item); 3467 tmp = arch_to_object (tr->item);
3435 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));
3436 tmp = insert_ob_in_ob (tmp, who); 3469 tmp = insert_ob_in_ob (tmp, who);
3437 if (who->type == PLAYER) 3470 if (who->type == PLAYER)
3438 esrv_send_item(who, tmp); 3471 esrv_send_item (who, tmp);
3439 } 3472 }
3440} 3473}
3441 3474
3442/** 3475/**
3443 * 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
3444 * not readied. 3477 * not readied.
3445 */ 3478 */
3479void
3446void player_unready_range_ob(player *pl, object *ob) { 3480player_unready_range_ob (player *pl, object *ob)
3447 rangetype i; 3481{
3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3448 3484
3449 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3485 if (pl->combat_ob == ob)
3450 if (pl->ranges[i] == ob) { 3486 pl->combat_ob = 0;
3451 pl->ranges[i] = NULL; 3487
3452 if (pl->shoottype == i) { 3488 if (pl->ranged_ob == ob)
3453 pl->shoottype = range_none; 3489 pl->ranged_ob = 0;
3454 }
3455 }
3456 }
3457} 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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