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Comparing deliantra/server/server/player.C (file contents):
Revision 1.14 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.150 by root, Sun Jun 10 03:11:17 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: player.C,v 1.14 2006/09/03 00:18:42 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * under the terms of the GNU General Public License as published by the Free
10 * Software Foundation; either version 2 of the License, or (at your option)
11 * any later version.
12 *
13 * This program is distributed in the hope that it will be useful, but
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * for more details.
17 *
18 * You should have received a copy of the GNU General Public License along
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 *
22 * The authors 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 (this);
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->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->object::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->archname == dragon_ability_force)
238 abil = tmp;
239 else if (tmp->arch->archname == dragon_skin_force)
240 skin = tmp;
241
242 set_dragon_name (ob, abil, skin);
243 }
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this, ob->weight + ob->carrying);
248
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
252
253 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED])
255 switch (op->type)
122 { 256 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 257 case SKILL:
124 break; 258 ob->flag [FLAG_APPLIED] = false;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break; 259 break;
167 } 260
168 strncat(news+size,buf,HUGE_BUF-size); 261 case WAND:
169 size+=strlen(buf); 262 case ROD:
263 case HORN:
264 case BOW:
265 ranged_ob = op;
266 break;
267
268 case WEAPON:
269 combat_ob = op;
270 break;
170 } 271 }
171 } 272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats ();
275
276 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288}
289
290void
291player::disconnect ()
292{
293 if (ns)
172 294 {
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 295 if (active)
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179}
180 297
181int playername_ok(const char *cp) { 298 INVOKE_PLAYER (DISCONNECT, this);
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184 299
185 for(;*cp!='\0';cp++) 300 ns->reset_stats ();
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_') 301 ns->pl = 0;
187 return 0; 302 ns = 0;
188 return 1;
189}
190
191/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map.
194 */
195
196/* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 p = new player;
208
209 /* This adds the player in the linked list. There is extra
210 * complexity here because we want to add the new player at the
211 * end of the list - there is in fact no compelling reason that
212 * that needs to be done except for things like output of
213 * 'who'.
214 */
215 player *tmp = first_player;
216 while(tmp!=NULL&&tmp->next!=NULL)
217 tmp=tmp->next;
218 if(tmp!=NULL)
219 tmp->next=p;
220 else
221 first_player=p;
222
223 p->next = NULL;
224 } 303 }
225 304
226 /* Clears basically the entire player structure except 305 if (ob)
227 * for next and socket. 306 ob->close_container (); //TODO: client-specific
228 */
229 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
230 p->attachable_init (); //HACK
231 307
308 observe = ob;
309
310 deactivate ();
311}
312
313// the need for this function can be explained
314// by load_object not returning the object
315void
316player::set_object (object *op)
317{
318 ob = observe = op;
319 ob->contr = this; /* this aren't yet in archetype */
320
321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
324 ob->direction = 5; /* So player faces south */
325}
326
327void
328player::set_observe (object *op)
329{
330 observe = op ? op : ob;
331 do_los = 1;
332}
333
334player::player ()
335{
232 /* There are some elements we want initialized to non zero value - 336 /* There are some elements we want initialised to non zero value -
233 * we deal with that below this point. 337 * we deal with that below this point.
234 */ 338 */
235 p->party=NULL; 339 outputs_sync = 4;
236 p->outputs_sync=16; /* Every 2 seconds */ 340 outputs_count = 4;
237 p->outputs_count=8; /* Keeps present behaviour */
238 p->unapply = unapply_nochoice; 341 unapply = unapply_nochoice;
239 p->Swap_First = -1;
240 342
241#ifdef AUTOSAVE 343 savebed_map = first_map_path; /* Init. respawn position */
242 p->last_save_tick = 9999999; 344
243#endif 345 gen_sp_armour = 10;
346 bowtype = bow_normal;
347 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers;
350 peaceful = 1; /* default peaceful */
351 do_los = 1;
352
353 weapon_sp = 1.0f;
354 weapon_sp_left = 0.5f;
355}
356
357void
358player::do_destroy ()
359{
360 disconnect ();
361
362 attachable::do_destroy ();
363
364 if (ob)
244 365 {
245 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 366 ob->destroy_inv (false);
367 ob->destroy ();
246 368 }
247 op->contr=p; /* this aren't yet in archetype */
248 p->ob = op;
249 op->speed_left=0.5;
250 op->speed=1.0;
251 op->direction=5; /* So player faces south */
252 op->stats.wc=2;
253 op->run_away = 25; /* Then we panick... */
254 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
255
256 roll_stats(op);
257 p->state=ST_ROLL_STAT;
258 clear_los(op);
259
260 p->gen_sp_armour=10;
261 p->last_speed= -1;
262 p->shoottype=range_none;
263 p->bowtype=bow_normal;
264 p->petmode=pet_normal;
265 p->listening=10;
266 p->usekeys=containers;
267 p->last_weapon_sp= -1;
268 p->peaceful=1; /* default peaceful */
269 p->do_los=1;
270 p->explore=0;
271 p->no_shout=0; /* default can shout */
272
273 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
274 p->title[sizeof(p->title)-1] = '\0';
275 op->race = op->arch->clone.race;
276
277 CLEAR_FLAG(op,FLAG_READY_SKILL);
278
279 /* we need to clear these to -1 and not zero - otherwise,
280 * if a player quits and starts a new character, we wont
281 * send new values to the client, as things like exp start
282 * at zero.
283 */
284 for (i=0; i < NUM_SKILLS; i++) {
285 p->last_skill_exp[i] = -1;
286 p->last_skill_ob[i] = NULL;
287 }
288 for (i=0; i < NROFATTACKS; i++) {
289 p->last_resist[i] = -1;
290 }
291 p->last_stats.exp = -1;
292 p->last_weight = (uint32)-1;
293
294 p->socket.update_look=0;
295 p->socket.look_position=0;
296 return p;
297} 369}
298 370
299 371player::~player ()
300/* This loads the first map an puts the player on it. */
301static void set_first_map(object *op)
302{ 372{
303 strcpy(op->contr->maplevel, first_map_path); 373 /* Clear item stack */
304 op->x = -1; 374 free (stack_items);
305 op->y = -1;
306 enter_exit(op, NULL);
307} 375}
308 376
309/* Tries to add player on the connection passwd in ns. 377/* Tries to add player on the connection passed in ns.
310 * All we can really get in this is some settings like host and display 378 * All we can really get in this is some settings like host and display
311 * mode. 379 * mode.
312 */ 380 */
381player *
382player::create ()
383{
384 player *pl = new player;
313 385
314int add_player(NewSocket *ns) { 386 pl->set_object (arch_to_object (get_player_archetype (0)));
315 player *p;
316 387
317 p=get_player(NULL); 388 pl->ob->roll_stats ();
318 p->socket = *ns; 389 pl->ob->stats.wc = 2;
319 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 390 pl->ob->run_away = 25; /* Then we panick... */
320 if(p->socket.faces_sent == NULL) 391
321 fatal(OUT_OF_MEMORY);
322 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
323 /* Needed because the socket we just copied over needs to be cleared.
324 * Note that this can result in a client reset if there is partial data
325 * on the uncoming socket.
326 */
327 p->socket.inbuf.len = 0;
328 set_first_map(p->ob); 392 set_first_map (pl->ob);
329 393
330 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
331 add_friendly_object(p->ob);
332 send_rules(p->ob);
333 send_news(p->ob);
334 display_motd(p->ob);
335 get_name(p->ob);
336 return 0; 394 return pl;
337} 395}
338 396
339/* 397/*
340 * get_player_archetype() return next player archetype from archetype 398 * get_player_archetype() return next player archetype from archetype
341 * list. Not very efficient routine, but used only creating new players. 399 * list. Not very efficient routine, but used only creating new players.
342 * Note: there MUST be at least one player archetype! 400 * Note: there MUST be at least one player archetype!
343 */ 401 */
402archetype *
344archetype *get_player_archetype(archetype* at) 403get_player_archetype (archetype *at)
345{ 404{
346 archetype *start = at; 405 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
406
347 for (;;) { 407 for (;;)
348 if (at==NULL || at->next==NULL)
349 at=first_archetype;
350 else
351 at=at->next;
352 if(at->clone.type==PLAYER)
353 return at;
354 if (at == start) {
355 LOG (llevError, "No Player archetypes\n");
356 exit (-1);
357 }
358 } 408 {
359} 409 if (++i == archetypes.end ())
410 i = archetypes.begin ();
411 else if (*i == at)
412 cleanup ("not a single player archetype found");
360 413
414 if ((*i)->type == PLAYER)
415 return *i;
416 }
417}
361 418
419object *
362object *get_nearest_player(object *mon) { 420get_nearest_player (object *mon)
421{
363 object *op = NULL; 422 object *op = NULL;
364 player *pl = NULL;
365 objectlink *ol; 423 objectlink *ol;
366 unsigned lastdist; 424 unsigned lastdist;
367 rv_vector rv; 425 rv_vector rv;
368 426
369 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 427 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
428 {
370 /* We should not find free objects on this friendly list, but it 429 /* We should not find free objects on this friendly list, but it
371 * does periodically happen. Given that, lets deal with it. 430 * does periodically happen. Given that, lets deal with it.
372 * While unlikely, it is possible the next object on the friendly 431 * While unlikely, it is possible the next object on the friendly
373 * list is also free, so encapsulate this in a while loop. 432 * list is also free, so encapsulate this in a while loop.
374 */ 433 */
375 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 434 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
435 {
376 object *tmp=ol->ob; 436 object *tmp = ol->ob;
377 437
378 /* Can't do much more other than log the fact, because the object 438 /* Can't do much more other than log the fact, because the object
379 * itself will have been cleared. 439 * itself will have been cleared.
380 */ 440 */
381 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 441 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
442 tmp->debug_desc ());
382 ol = ol->next; 443 ol = ol->next;
383 remove_friendly_object(tmp); 444 remove_friendly_object (tmp);
445 if (!ol)
384 if (!ol) return op; 446 return op;
385 } 447 }
386 448
387 /* Remove special check for player from this. First, it looks to cause 449 /* Remove special check for player from this. First, it looks to cause
388 * some crashes (ol->ob->contr not set properly?), but secondly, a more 450 * some crashes (ol->ob->contr not set properly?), but secondly, a more
389 * complicated method of state checking would be needed in any case - 451 * complicated method of state checking would be needed in any case -
390 * as it was, a clever player could type quit, and the function would 452 * as it was, a clever player could type quit, and the function would
391 * skip them over while waiting for confirmation. Remove 453 * skip them over while waiting for confirmation. Remove
392 * on_same_map check, as can_detect_enemy also does this 454 * on_same_map check, as can_detect_enemy also does this
393 */ 455 */
394 if (!can_detect_enemy(mon,ol->ob,&rv)) 456 if (!can_detect_enemy (mon, ol->ob, &rv))
395 continue; 457 continue;
396 458
397 if(lastdist>rv.distance) { 459 if (lastdist > rv.distance)
460 {
398 op=ol->ob; 461 op = ol->ob;
399 lastdist=rv.distance; 462 lastdist = rv.distance;
400 } 463 }
401 } 464 }
402 for (pl=first_player; pl != NULL; pl=pl->next) { 465
466 for_all_players (pl)
403 if (can_detect_enemy(mon, pl->ob,&rv)) { 467 if (can_detect_enemy (mon, pl->ob, &rv))
404
405 if(lastdist>rv.distance) { 468 if (lastdist > rv.distance)
406 op=pl->ob;
407 lastdist=rv.distance;
408 }
409 } 469 {
410 } 470 op = pl->ob;
471 lastdist = rv.distance;
472 }
473
411#if 0 474#if 0
412 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)"); 475 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
413#endif 476#endif
414 return op; 477 return op;
415} 478}
416 479
417/* I believe this can safely go to 2, 3 is questionable, 4 will likely 480/* I believe this can safely go to 2, 3 is questionable, 4 will likely
418 * result in a monster paths backtracking. It basically determines how large a 481 * result in a monster paths backtracking. It basically determines how large a
419 * detour a monster will take from the direction path when looking 482 * detour a monster will take from the direction path when looking
433 * circling behaviour. Unfortunately, this function is also used to determined 496 * circling behaviour. Unfortunately, this function is also used to determined
434 * if the creature should cast a spell, so returning a direction in that case 497 * if the creature should cast a spell, so returning a direction in that case
435 * is probably not a good thing. 498 * is probably not a good thing.
436 */ 499 */
437#define MAX_SPACES 50 500#define MAX_SPACES 50
438
439 501
440/* 502/*
441 * Returns the direction to the player, if valid. Returns 0 otherwise. 503 * Returns the direction to the player, if valid. Returns 0 otherwise.
442 * modified to verify there is a path to the player. Does this by stepping towards 504 * modified to verify there is a path to the player. Does this by stepping towards
443 * player and if path is blocked then see if blockage is close enough to player that 505 * player and if path is blocked then see if blockage is close enough to player that
456 * monster can in fact move one space in that direction. 518 * monster can in fact move one space in that direction.
457 * 3) I'm not sure how good this code will be for moving multipart monsters, 519 * 3) I'm not sure how good this code will be for moving multipart monsters,
458 * since only simple checks to blocked are being called, which could mean the monster 520 * since only simple checks to blocked are being called, which could mean the monster
459 * is blocking itself. 521 * is blocking itself.
460 */ 522 */
523int
461int path_to_player(object *mon, object *pl, unsigned mindiff) { 524path_to_player (object *mon, object *pl, unsigned mindiff)
525{
462 rv_vector rv; 526 rv_vector rv;
463 sint16 x,y; 527 sint16 x, y;
464 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 528 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
465 mapstruct *m ,*lastmap; 529 maptile *m, *lastmap;
466 530
467 get_rangevector(mon, pl, &rv, 0); 531 get_rangevector (mon, pl, &rv, 0);
468 532
469 if (rv.distance<mindiff) return 0; 533 if (rv.distance < mindiff)
534 return 0;
470 535
471 x=mon->x; 536 x = mon->x;
472 y=mon->y; 537 y = mon->y;
473 m=mon->map; 538 m = mon->map;
474 dir = rv.direction; 539 dir = rv.direction;
475 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 540 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
476 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 541 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
542
477 /* If we can't solve it within the search distance, return now. */ 543 /* If we can't solve it within the search distance, return now. */
478 if (diff>max) return 0; 544 if (diff > max)
545 return 0;
546
479 while (diff >1 && max>0) { 547 while (diff > 1 && max > 0)
548 {
480 lastx = x; 549 lastx = x;
481 lasty = y; 550 lasty = y;
482 lastmap = m; 551 lastmap = m;
483 x = lastx + freearr_x[dir]; 552 x = lastx + freearr_x[dir];
484 y = lasty + freearr_y[dir]; 553 y = lasty + freearr_y[dir];
485 554
486 mflags = get_map_flags(m, &m, x, y, &x, &y); 555 mflags = get_map_flags (m, &m, x, y, &x, &y);
487 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 556 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
488 557
489 /* Space is blocked - try changing direction a little */ 558 /* Space is blocked - try changing direction a little */
490 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 559 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
491 && (m == mon->map && blocked_link(mon, m, x, y)))) { 560 && (m == mon->map && blocked_link (mon, m, x, y))))
561 {
492 /* recalculate direction from last good location. Possible 562 /* recalculate direction from last good location. Possible
493 * we were not traversing ideal location before. 563 * we were not traversing ideal location before.
494 */ 564 */
495 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 565 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
496 if (rv.direction != dir) { 566 if (rv.direction != dir)
567 {
497 /* OK - says direction should be different - lets reset the 568 /* OK - says direction should be different - lets reset the
498 * the values so it will try again. 569 * the values so it will try again.
499 */ 570 */
500 x = lastx; 571 x = lastx;
501 y = lasty; 572 y = lasty;
502 m = lastmap; 573 m = lastmap;
503 dir = firstdir = rv.direction; 574 dir = firstdir = rv.direction;
575 }
504 } else { 576 else
577 {
505 /* direct path is blocked - try taking a side step to 578 /* direct path is blocked - try taking a side step to
506 * either the left or right. 579 * either the left or right.
507 * Note increase the values in the loop below to be 580 * Note increase the values in the loop below to be
508 * more than -1/1 respectively will mean the monster takes 581 * more than -1/1 respectively will mean the monster takes
509 * bigger detour. Have to be careful about these values getting 582 * bigger detour. Have to be careful about these values getting
510 * too big (3 or maybe 4 or higher) as the monster may just try 583 * too big (3 or maybe 4 or higher) as the monster may just try
511 * stepping back and forth 584 * stepping back and forth
512 */ 585 */
513 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 586 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
587 {
588 if (i == 0)
514 if (i==0) continue; /* already did this, so skip it */ 589 continue; /* already did this, so skip it */
515 /* Use lastdir here - otherwise, 590 /* Use lastdir here - otherwise,
516 * since the direction that the creature should move in 591 * since the direction that the creature should move in
517 * may change, you could get infinite loops. 592 * may change, you could get infinite loops.
518 * ie, player is northwest, but monster can only 593 * ie, player is northwest, but monster can only
519 * move west, so it does that. It goes some distance, 594 * move west, so it does that. It goes some distance,
520 * gets blocked, finds that it should move north, 595 * gets blocked, finds that it should move north,
521 * can't do that, but now finds it can move east, and 596 * can't do that, but now finds it can move east, and
522 * gets back to its original point. lastdir contains 597 * gets back to its original point. lastdir contains
523 * the last direction the creature has successfully 598 * the last direction the creature has successfully
524 * moved. 599 * moved.
525 */ 600 */
526 601
527 x = lastx + freearr_x[absdir(lastdir+i)]; 602 x = lastx + freearr_x[absdir (lastdir + i)];
528 y = lasty + freearr_y[absdir(lastdir+i)]; 603 y = lasty + freearr_y[absdir (lastdir + i)];
529 m = lastmap; 604 m = lastmap;
530 mflags = get_map_flags(m, &m, x, y, &x, &y); 605 mflags = get_map_flags (m, &m, x, y, &x, &y);
531 if (mflags & P_OUT_OF_MAP) continue; 606 if (mflags & P_OUT_OF_MAP)
607 continue;
532 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 608 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
533 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 609 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
610 continue;
534 if (mflags & P_BLOCKSVIEW) continue; 611 if (mflags & P_BLOCKSVIEW)
612 continue;
535 613
536 if (m == mon->map && blocked_link(mon, m, x, y)) break; 614 if (m == mon->map && blocked_link (mon, m, x, y))
615 break;
537 } 616 }
538 /* go through entire loop without finding a valid 617 /* go through entire loop without finding a valid
539 * sidestep to take - thus, no valid path. 618 * sidestep to take - thus, no valid path.
540 */ 619 */
541 if (i==(DETOUR_AMOUNT+1)) 620 if (i == (DETOUR_AMOUNT + 1))
542 return 0; 621 return 0;
543 diff--; 622 diff--;
544 lastdir=dir; 623 lastdir = dir;
545 max--; 624 max--;
546 if (!firstdir) firstdir = dir+i; 625 if (!firstdir)
626 firstdir = dir + i;
547 } /* else check alternate directions */ 627 } /* else check alternate directions */
548 } /* if blocked */ 628 } /* if blocked */
549 else { 629 else
630 {
550 /* we moved towards creature, so diff is less */ 631 /* we moved towards creature, so diff is less */
551 diff--; 632 diff--;
552 max--; 633 max--;
553 lastdir=dir; 634 lastdir = dir;
635 if (!firstdir)
554 if (!firstdir) firstdir = dir; 636 firstdir = dir;
637 }
638
639 if (diff <= 1)
555 } 640 {
556 if (diff<=1) {
557 /* Recalculate diff (distance) because we may not have actually 641 /* Recalculate diff (distance) because we may not have actually
558 * headed toward player for entire distance. 642 * headed toward player for entire distance.
559 */ 643 */
560 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 644 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
561 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 645 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
562 } 646 }
563 if (diff>max) return 0; 647
648 if (diff > max)
649 return 0;
564 } 650 }
651
565 /* If we reached the max, didn't find a direction in time */ 652 /* If we reached the max, didn't find a direction in time */
566 if (!max) return 0; 653 if (!max)
654 return 0;
567 655
568 return firstdir; 656 return firstdir;
569} 657}
570 658
659void
571void give_initial_items(object *pl,treasurelist *items) { 660give_initial_items (object *pl, treasurelist * items)
661{
572 object *op,*next=NULL; 662 object *op, *next = NULL;
573 663
574 if(pl->randomitems!=NULL) 664 if (pl->randomitems != NULL)
575 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 665 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
576 666
577 for (op=pl->inv; op; op=next) { 667 for (op = pl->inv; op; op = next)
668 {
578 next = op->below; 669 next = op->below;
579 670
580 /* Forces get applied per default, unless they have the 671 /* Forces get applied per default, unless they have the
581 * flag "neutral" set. Sorry but I can't think of a better way 672 * flag "neutral" set. Sorry but I can't think of a better way
582 */ 673 */
583 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 674 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
584 SET_FLAG(op,FLAG_APPLIED); 675 SET_FLAG (op, FLAG_APPLIED);
585 676
586 /* we never give weapons/armour if these cannot be used 677 /* we never give weapons/armour if these cannot be used
587 * by this player due to race restrictions 678 * by this player due to race restrictions
588 */ 679 */
589 if (pl->type == PLAYER) { 680 if (pl->type == PLAYER)
681 {
590 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 682 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
591 (op->type == ARMOUR || op->type == BOOTS || 683 (op->type == ARMOUR || op->type == BOOTS ||
592 op->type == CLOAK || op->type == HELMET || 684 op->type == CLOAK || op->type == HELMET ||
593 op->type == SHIELD || op->type == GLOVES || 685 op->type == SHIELD || op->type == GLOVES ||
594 op->type == BRACERS || op->type == GIRDLE)) || 686 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
595 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
596 remove_ob (op);
597 free_object (op);
598 continue;
599 } 687 {
600 } 688 op->destroy ();
601
602 /* This really needs to be better - we should really give
603 * a substitute spellbook. The problem is that we don't really
604 * have a good idea what to replace it with (need something like
605 * a first level treasurelist for each skill.)
606 * remove duplicate skills also
607 */
608 if(op->type==SPELLBOOK || op->type == SKILL) {
609 object *tmp;
610
611 for (tmp=op->below; tmp; tmp=tmp->below)
612 if (tmp->type == op->type && tmp->name == op->name) break;
613
614 if (tmp) {
615 remove_ob(op);
616 free_object(op);
617 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
618 &tmp->name);
619 continue; 689 continue;
620 } 690 }
621 if (op->nrof > 1) op->nrof = 1; 691 }
692
693 /* This really needs to be better - we should really give
694 * a substitute spellbook. The problem is that we don't really
695 * have a good idea what to replace it with (need something like
696 * a first level treasurelist for each skill.)
697 * remove duplicate skills also
698 */
699 if (op->type == SPELLBOOK || op->type == SKILL)
622 } 700 {
701 object *tmp;
623 702
703 for (tmp = op->below; tmp; tmp = tmp->below)
704 if (tmp->type == op->type && tmp->name == op->name)
705 break;
706
707 if (tmp)
708 {
709 op->destroy ();
710 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
711 continue;
712 }
713
714 if (op->nrof > 1)
715 op->nrof = 1;
716 }
717
624 if (op->type == SPELLBOOK && op->inv) { 718 if (op->type == SPELLBOOK && op->inv)
719 {
625 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 720 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
626 } 721 }
627 722
628 /* Give starting characters identified, uncursed, and undamned 723 /* Give starting characters identified, uncursed, and undamned
629 * items. Just don't identify gold or silver, or it won't be 724 * items. Just don't identify gold or silver, or it won't be
630 * merged properly. 725 * merged properly.
631 */ 726 */
632 if (need_identify(op)) { 727 if (need_identify (op))
728 {
633 SET_FLAG(op, FLAG_IDENTIFIED); 729 SET_FLAG (op, FLAG_IDENTIFIED);
634 CLEAR_FLAG(op, FLAG_CURSED); 730 CLEAR_FLAG (op, FLAG_CURSED);
635 CLEAR_FLAG(op, FLAG_DAMNED); 731 CLEAR_FLAG (op, FLAG_DAMNED);
732 }
733 if (op->type == SPELL)
636 } 734 {
637 if(op->type==SPELL) { 735 op->destroy ();
638 remove_ob(op);
639 free_object(op);
640 continue; 736 continue;
737 }
738 else if (op->type == SKILL)
641 } 739 {
642 else if(op->type==SKILL) {
643 SET_FLAG(op, FLAG_CAN_USE_SKILL); 740 SET_FLAG (op, FLAG_CAN_USE_SKILL);
644 op->stats.exp = 0; 741 op->stats.exp = 0;
645 op->level = 1; 742 op->level = 1;
646 } 743 }
647 /* lock all 'normal items by default */ 744 /* lock all 'normal items by default */
745 else
648 else SET_FLAG(op, FLAG_INV_LOCKED); 746 SET_FLAG (op, FLAG_INV_LOCKED);
649 } /* for loop of objects in player inv */ 747 } /* for loop of objects in player inv */
650 748
651 /* Need to set up the skill pointers */ 749 /* Need to set up the skill pointers */
652 link_player_skills(pl); 750 link_player_skills (pl);
653} 751}
654 752
655void get_name(object *op) { 753void
656 op->contr->write_buf[0]='\0';
657 op->contr->state=ST_GET_NAME;
658 send_query(&op->contr->socket,0,"What is your name?\n:");
659}
660
661void get_password(object *op) {
662 op->contr->write_buf[0]='\0';
663 op->contr->state=ST_GET_PASSWORD;
664 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
665}
666
667void play_again(object *op)
668{
669 op->contr->state=ST_PLAY_AGAIN;
670 op->chosen_skill = NULL;
671 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
672 /* a bit of a hack, but there are various places early in th
673 * player creation process that a user can quit (eg, roll
674 * stats) that isn't removing the player. Taking a quick
675 * look, there are many places that call play_again without
676 * removing the player - it probably makes more sense
677 * to leave it to play_again to remove the object in all
678 * cases.
679 */
680 if (!QUERY_FLAG(op, FLAG_REMOVED))
681 remove_ob(op);
682 /* Need to set this to null - otherwise, it could point to garbage,
683 * and draw() doesn't check to see if the player is removed, only if
684 * the map is null or not swapped out.
685 */
686 op->map = NULL;
687}
688
689
690int receive_play_again(object *op, char key)
691{
692 if(key=='q'||key=='Q') {
693 remove_friendly_object(op);
694 leave(op->contr,0); /* ericserver will draw the message */
695 return 2;
696 }
697 else if(key=='a'||key=='A') {
698 player *pl = op->contr;
699 shstr name = op->name;
700
701 remove_friendly_object(op);
702 free_object(op);
703 pl = get_player(pl);
704 op = pl->ob;
705 add_friendly_object(op);
706 op->contr->password[0]='~';
707 op->name = op->name_pl = 0;
708 /* Lets put a space in here */
709 new_draw_info(NDI_UNIQUE, 0, op, "\n");
710 get_name(op);
711 op->name = op->name_pl = name;
712 set_first_map(op);
713 } else {
714 /* user pressed something else so just ask again... */
715 play_again(op);
716 }
717 return 0;
718}
719
720void confirm_password(object *op) {
721
722 op->contr->write_buf[0]='\0';
723 op->contr->state=ST_CONFIRM_PASSWORD;
724 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
725}
726
727void get_party_password(object *op, partylist *party) { 754get_party_password (object *op, partylist *party)
755{
728 if (party == NULL) { 756 if (party == NULL)
757 {
729 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 758 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
730 return; 759 return;
731 } 760 }
761
732 op->contr->write_buf[0]='\0'; 762 op->contr->write_buf[0] = '\0';
733 op->contr->state=ST_GET_PARTY_PASSWORD; 763 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
734 op->contr->party_to_join = party; 764 op->contr->party_to_join = party;
735 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 765 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
736} 766}
737
738 767
739/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 768/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
769static int
740int roll_stat(void) { 770roll_stat (void)
771{
741 int a[4],i,j,k; 772 int a[4], i, j, k;
742 773
743 for(i=0;i<4;i++) 774 for (i = 0; i < 4; i++)
744 a[i]=(int)RANDOM()%6+1; 775 a[i] = (int) rndm (6) + 1;
745 776
746 for(i=0,j=0,k=7;i<4;i++) 777 for (i = 0, j = 0, k = 7; i < 4; i++)
747 if(a[i]<k) 778 if (a[i] < k)
748 k=a[i],j=i; 779 k = a[i], j = i;
749 780
750 for(i=0,k=0;i<4;i++) { 781 for (i = 0, k = 0; i < 4; i++)
751 if(i!=j) 782 if (i != j)
752 k+=a[i]; 783 k += a[i];
753 } 784
754 return k; 785 return k;
755} 786}
756 787
757void roll_stats(object *op) { 788void
789object::roll_stats ()
790{
791 int statsort [NUM_STATS];
792
793 for (;;)
794 {
758 int sum=0; 795 int sum = 0;
759 int i = 0, j = 0; 796 for (int i = NUM_STATS; i--; )
760 int statsort[7]; 797 sum += statsort [i] = roll_stat ();
761 798
762 do { 799 if (sum >= 82 && sum <= 116)
763 op->stats.Str=roll_stat(); 800 break;
764 op->stats.Dex=roll_stat(); 801 }
765 op->stats.Int=roll_stat();
766 op->stats.Con=roll_stat();
767 op->stats.Wis=roll_stat();
768 op->stats.Pow=roll_stat();
769 op->stats.Cha=roll_stat();
770 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
771 op->stats.Con+op->stats.Wis+op->stats.Pow+
772 op->stats.Cha;
773 } while(sum<82||sum>116);
774 802
775 /* Sort the stats so that rerolling is easier... */ 803 // Sort the stats so that rerolling is easier...
776 statsort[0] = op->stats.Str; 804 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
777 statsort[1] = op->stats.Dex;
778 statsort[2] = op->stats.Int;
779 statsort[3] = op->stats.Con;
780 statsort[4] = op->stats.Wis;
781 statsort[5] = op->stats.Pow;
782 statsort[6] = op->stats.Cha;
783 805
784 /* a quick and dirty bubblesort? */ 806 for (int i = 0; i < NUM_STATS; ++i)
785 do {
786 if (statsort[i] < statsort[i + 1]) {
787 j = statsort[i];
788 statsort[i] = statsort[i + 1];
789 statsort[i + 1] = j;
790 i = 0;
791 } else {
792 i++;
793 }
794 } while (i < 6);
795
796 op->stats.Str = statsort[0]; 807 stats.stat (i) = statsort [i];
797 op->stats.Dex = statsort[1];
798 op->stats.Con = statsort[2];
799 op->stats.Int = statsort[3];
800 op->stats.Wis = statsort[4];
801 op->stats.Pow = statsort[5];
802 op->stats.Cha = statsort[6];
803 808
804
805 op->contr->orig_stats.Str=op->stats.Str;
806 op->contr->orig_stats.Dex=op->stats.Dex;
807 op->contr->orig_stats.Int=op->stats.Int;
808 op->contr->orig_stats.Con=op->stats.Con;
809 op->contr->orig_stats.Wis=op->stats.Wis;
810 op->contr->orig_stats.Pow=op->stats.Pow;
811 op->contr->orig_stats.Cha=op->stats.Cha;
812
813 op->level=1;
814 op->stats.exp=0; 809 stats.exp = 0;
815 op->stats.ac=0; 810 stats.ac = 0;
816 811
812 stats.hp = stats.maxhp;
813 stats.sp = stats.maxsp;
814 stats.grace = stats.maxgrace;
815
816 if (contr)
817 {
817 op->contr->levhp[1] = 9; 818 contr->levhp[1] = 9;
818 op->contr->levsp[1] = 6; 819 contr->levsp[1] = 6;
819 op->contr->levgrace[1] = 3; 820 contr->levgrace[1] = 3;
820 821
821 fix_player(op); 822 contr->orig_stats = stats;
823 }
824}
825
826void
827object::swap_stats (int a, int b)
828{
829 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
830
831 for (int i = 0; i < NUM_STATS; ++i)
832 stats.stat (i) = contr->orig_stats.stat (i);
833
834 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats
836 stats.ac = 0;
837
838 level = 1;
839 stats.exp = 0;
840 stats.ac = 0;
841
822 op->stats.hp = op->stats.maxhp; 842 stats.hp = stats.maxhp;
823 op->stats.sp = op->stats.maxsp; 843 stats.sp = stats.maxsp;
824 op->stats.grace = op->stats.maxgrace; 844 stats.grace = stats.maxgrace;
845
846 if (contr)
847 {
848 contr->levhp[1] = 9;
849 contr->levsp[1] = 6;
850 contr->levgrace[1] = 3;
851
825 op->contr->orig_stats=op->stats; 852 contr->orig_stats = stats;
853 }
826} 854}
827 855
828void Roll_Again(object *op) 856static void
857start_info (object *op)
829{ 858{
830 esrv_new_player(op->contr, 0);
831 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
832}
833
834void Swap_Stat(object *op,int Swap_Second)
835{
836 signed char tmp;
837 char buf[MAX_BUF]; 859 char buf[MAX_BUF];
838 860
839 if ( op->contr->Swap_First == -1 ) { 861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
840 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
841 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
842 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
843 return;
844 }
845
846 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
847
848 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
849 get_attr_value(&op->contr->orig_stats, Swap_Second));
850
851 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
852
853 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
854 new_draw_info(NDI_UNIQUE, 0,op, buf); 862 new_draw_info (NDI_UNIQUE, 0, op, buf);
855 op->stats.Str = op->contr->orig_stats.Str; 863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
856 op->stats.Dex = op->contr->orig_stats.Dex;
857 op->stats.Con = op->contr->orig_stats.Con;
858 op->stats.Int = op->contr->orig_stats.Int;
859 op->stats.Wis = op->contr->orig_stats.Wis;
860 op->stats.Pow = op->contr->orig_stats.Pow;
861 op->stats.Cha = op->contr->orig_stats.Cha;
862 op->stats.ac=0;
863
864 op->level=1;
865 op->stats.exp=0;
866 op->stats.ac=0;
867
868 op->contr->levhp[1] = 9;
869 op->contr->levsp[1] = 6;
870 op->contr->levgrace[1] = 3;
871
872 fix_player(op);
873 op->stats.hp = op->stats.maxhp;
874 op->stats.sp = op->stats.maxsp;
875 op->stats.grace = op->stats.maxgrace;
876 op->contr->orig_stats=op->stats;
877 op->contr->Swap_First=-1;
878}
879
880
881/* This code has been greatly reduced, because with set_attr_value
882 * and get_attr_value, the stats can be accessed just numeric
883 * ids. stat_trans is a table that translate the number entered
884 * into the actual stat. It is needed because the order the stats
885 * are displayed in the stat window is not the same as how
886 * the number's access that stat. The table does that translation.
887 */
888int key_roll_stat(object *op, char key)
889{
890 int keynum = key -'0';
891 char buf[MAX_BUF];
892 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
893
894 if (keynum>0 && keynum<=7) {
895 if (op->contr->Swap_First==-1) {
896 op->contr->Swap_First=stat_trans[keynum];
897 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
898 new_draw_info(NDI_UNIQUE, 0,op,buf); 864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
899 }
900 else
901 Swap_Stat(op,stat_trans[keynum]);
902
903 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
904 return 1;
905 }
906 switch (key) {
907 case 'n':
908 case 'N': {
909 SET_FLAG(op, FLAG_WIZ);
910 if(op->map==NULL) {
911 LOG(llevError,"Map == NULL in state 2\n");
912 break;
913 }
914
915#if 0
916 /* So that enter_exit will put us at startx/starty */
917 op->x= -1;
918
919 enter_exit(op,NULL);
920#endif
921 SET_ANIMATION(op, 2); /* So player faces south */
922 /* Enter exit adds a player otherwise */
923 add_statbonus(op);
924 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
925 op->contr->state = ST_CHANGE_CLASS;
926 if (op->msg)
927 new_draw_info(NDI_BLUE, 0, op, op->msg);
928 return 0;
929 }
930 case 'y':
931 case 'Y':
932 roll_stats(op);
933 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
934 return 1;
935
936 case 'q':
937 case 'Q':
938 play_again(op);
939 return 1;
940
941 default:
942 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
943 return 0;
944 }
945 return 0;
946} 865}
947 866
948/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
949 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
950 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
951 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
952 * not the class. 871 * not the class.
953 */ 872 */
954 873void
955int key_change_class(object *op, char key) 874player::chargen_race_done ()
956{ 875{
957 int tmp_loop;
958
959 if(key=='q'||key=='Q') {
960 remove_ob(op);
961 play_again(op);
962 return 0;
963 }
964 if(key=='d'||key=='D') {
965 char buf[MAX_BUF];
966
967 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
968 esrv_new_player(op->contr, op->weight+op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
969 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
970 878
879 treasurelist *tl = treasurelist::find ("starting_wealth");
880 if (tl)
881 create_treasure (tl, ob, 0, 0, 0);
882
971 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
972 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
973 885
974 op->contr->state=ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
975 887
976 if (op->msg) 888 if (ob->msg)
977 op->msg=NULL; 889 ob->msg = 0;
978 890
979 /* We create this now because some of the unique maps will need it 891 /* We create this now because some of the unique maps will need it
980 * to save here. 892 * to save here.
981 */
982 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
983 make_path_to_file(buf);
984
985#ifdef AUTOSAVE
986 op->contr->last_save_tick = pticks;
987#endif
988 start_info(op);
989 CLEAR_FLAG(op, FLAG_WIZ);
990 give_initial_items(op,op->randomitems);
991 link_player_skills(op);
992 esrv_send_inventory(op, op);
993 fix_player(op);
994
995 /* This moves the player to a different start map, if there
996 * is one for this race
997 */
998 if(*first_map_ext_path) {
999 object *tmp;
1000 mapstruct *oldmap = op->map;
1001 char mapname[MAX_BUF];
1002 snprintf(mapname, MAX_BUF-1, "%s/%s",
1003 first_map_ext_path, &op->arch->name);
1004 tmp=get_object();
1005 EXIT_PATH(tmp) = mapname;
1006 EXIT_X(tmp) = op->x;
1007 EXIT_Y(tmp) = op->y;
1008 enter_exit(op,tmp); /* we don't really care if it succeeded;
1009 * if the map isn't there, then stay on the
1010 * default initial map */
1011 free_object(tmp);
1012 } else {
1013 LOG(llevDebug,"first_map_ext_path not set\n");
1014 }
1015 return 0;
1016 }
1017
1018 /* Following actually changes the race - this is the default command
1019 * if we don't match with one of the options above.
1020 */ 893 */
1021 894 {
1022 tmp_loop = 0;
1023 while(!tmp_loop) {
1024 shstr name = op->name;
1025 int x = op->x, y = op->y;
1026 remove_statbonus(op);
1027 remove_ob (op);
1028 op->arch = get_player_archetype(op->arch);
1029 copy_object (&op->arch->clone, op);
1030 op->instantiate ();
1031 op->stats = op->contr->orig_stats;
1032 op->name = op->name_pl = name;
1033 op->x = x;
1034 op->y = y;
1035 SET_ANIMATION(op, 2); /* So player faces south */
1036 insert_ob_in_map (op, op->map, op,0);
1037 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1038 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1039 add_statbonus(op);
1040 tmp_loop=allowed_class(op);
1041 }
1042 update_object(op,UP_OBJ_FACE);
1043 esrv_update_item(UPD_FACE,op,op);
1044 fix_player(op);
1045 op->stats.hp=op->stats.maxhp;
1046 op->stats.sp=op->stats.maxsp;
1047 op->stats.grace=0;
1048 if (op->msg)
1049 new_draw_info(NDI_BLUE, 0, op, op->msg);
1050 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1051 return 0;
1052}
1053
1054int key_confirm_quit(object *op, char key)
1055{
1056 char buf[MAX_BUF]; 895 char buf[MAX_BUF];
1057
1058 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1059 op->contr->state=ST_PLAYING;
1060 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1061 return 1;
1062 }
1063
1064 INVOKE_PLAYER (LOGOUT, op->contr);
1065 INVOKE_PLAYER (QUIT , op->contr);
1066
1067 terminate_all_pets(op);
1068 leave_map(op);
1069 op->direction=0;
1070 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1071 "%s quits the game.", &op->name);
1072
1073 strcpy(op->contr->killer,"quit");
1074 check_score(op);
1075 op->contr->party=NULL;
1076 if (settings.set_title == TRUE)
1077 op->contr->own_title[0]='\0';
1078
1079 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1080 mapstruct *mp, *next;
1081
1082 /* We need to hunt for any per player unique maps in memory and
1083 * get rid of them. The trailing slash in the path is intentional,
1084 * so that players named 'Ab' won't match against players 'Abe' pathname
1085 */
1086 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1087 for (mp=first_map; mp!=NULL; mp=next) { 897 make_path_to_file (buf);
1088 next = mp->next; 898 }
1089 if (!strncmp(mp->path, buf, strlen(buf))) 899
1090 delete_map(mp); 900 start_info (ob);
1091 } 901 CLEAR_FLAG (ob, FLAG_WIZ);
1092 902 give_initial_items (ob, ob->randomitems);
1093 delete_character(op->name, 1); 903 link_player_skills (ob);
904 esrv_send_inventory (ob, ob);
905 ob->update_stats ();
906
907 /* This moves the player to a different start map, if there
908 * is one for this race
909 */
910 if (*first_map_ext_path)
1094 } 911 {
1095 play_again(op); 912 object *tmp;
1096 return 1; 913 char mapname[MAX_BUF];
1097}
1098 914
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
916 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = ob->y;
920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the
922 * default initial map */
923 tmp->destroy ();
924 }
925 else
926 LOG (llevDebug, "first_map_ext_path not set\n");
927}
928
929void
930player::chargen_race_next ()
931{
932 /* Following actually changes the race - this is the default command
933 * if we don't match with one of the options above.
934 */
935
936 do
937 {
938 shstr name = ob->name;
939 int x = ob->x, y = ob->y;
940
941 ob->remove_statbonus ();
942 ob->remove ();
943 ob->arch = get_player_archetype (ob->arch);
944 ob->arch->copy_to (ob);
945 ob->instantiate ();
946 ob->stats = ob->contr->orig_stats;
947 ob->name = ob->name_pl = name;
948 ob->x = x;
949 ob->y = y;
950 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (ob->contr->title, ob->arch->object::name);
953 ob->add_statbonus ();
954 }
955 while (!allowed_class (ob));
956
957 update_object (ob, UP_OBJ_FACE);
958 esrv_update_item (UPD_FACE, ob, ob);
959 ob->update_stats ();
960 ob->stats.hp = ob->stats.maxhp;
961 ob->stats.sp = ob->stats.maxsp;
962 ob->stats.grace = 0;
963}
964
965void
1099void flee_player(object *op) { 966flee_player (object *op)
967{
1100 int dir,diff; 968 int dir, diff;
1101 rv_vector rv; 969 rv_vector rv;
1102 970
1103 if(op->stats.hp < 0) { 971 if (op->stats.hp < 0)
972 {
1104 LOG(llevDebug, "Fleeing player is dead.\n"); 973 LOG (llevDebug, "Fleeing player is dead.\n");
1105 CLEAR_FLAG(op, FLAG_SCARED); 974 CLEAR_FLAG (op, FLAG_SCARED);
975 return;
976 }
977
978 if (op->enemy == NULL)
979 {
980 LOG (llevDebug, "Fleeing player had no enemy.\n");
981 CLEAR_FLAG (op, FLAG_SCARED);
982 return;
983 }
984
985 /* Seen some crashes here. Since we don't store an
986 * op->enemy_count, it is possible that something destroys the
987 * actual enemy, and the object is recycled.
988 */
989 if (op->enemy->map == NULL)
990 {
991 CLEAR_FLAG (op, FLAG_SCARED);
992 op->enemy = NULL;
993 return;
994 }
995
996 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
997 {
998 op->enemy = NULL;
999 CLEAR_FLAG (op, FLAG_SCARED);
1000 return;
1001 }
1002
1003 get_rangevector (op, op->enemy, &rv, 0);
1004
1005 dir = absdir (4 + rv.direction);
1006 for (diff = 0; diff < 3; diff++)
1007 {
1008 int m = 1 - (RANDOM () & 2);
1009
1010 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1106 return; 1011 return;
1107 } 1012 }
1108 1013
1109 if(op->enemy==NULL) {
1110 LOG(llevDebug,"Fleeing player had no enemy.\n");
1111 CLEAR_FLAG(op, FLAG_SCARED);
1112 return;
1113 }
1114
1115 /* Seen some crashes here. Since we don't store an
1116 * op->enemy_count, it is possible that something destroys the
1117 * actual enemy, and the object is recycled.
1118 */
1119 if (op->enemy->map == NULL) {
1120 CLEAR_FLAG(op, FLAG_SCARED);
1121 op->enemy=NULL;
1122 return;
1123 }
1124
1125 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1126 op->enemy=NULL;
1127 CLEAR_FLAG(op, FLAG_SCARED);
1128 return;
1129 }
1130 get_rangevector(op, op->enemy, &rv, 0);
1131
1132 dir=absdir(4+rv.direction);
1133 for(diff=0;diff<3;diff++) {
1134 int m=1-(RANDOM()&2);
1135 if(move_ob(op,absdir(dir+diff*m),op)||
1136 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1137 return;
1138 }
1139 }
1140 /* Cornered, get rid of scared */ 1014 /* Cornered, get rid of scared */
1141 CLEAR_FLAG(op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1142 op->enemy=NULL; 1016 op->enemy = NULL;
1143} 1017}
1144
1145 1018
1146/* check_pick sees if there is stuff to be picked up/picks up stuff. 1019/* check_pick sees if there is stuff to be picked up/picks up stuff.
1147 * IT returns 1 if the player should keep on moving, 0 if he should 1020 * It returns 1 if the player should keep on moving, 0 if he should
1148 * stop. 1021 * stop.
1149 */ 1022 */
1023int
1150int check_pick(object *op) { 1024check_pick (object *op)
1025{
1151 object *tmp, *next; 1026 object *tmp, *next;
1152 tag_t next_tag=0, op_tag;
1153 int stop = 0; 1027 int stop = 0;
1154 int j, k, wvratio; 1028 int wvratio;
1155 char putstring[128], tmpstr[16]; 1029 char putstring[128];
1156
1157 1030
1158 /* if you're flying, you cna't pick up anything */ 1031 /* if you're flying, you cna't pick up anything */
1159 if (op->move_type & MOVE_FLYING) 1032 if (op->move_type & MOVE_FLYING)
1160 return 1; 1033 return 1;
1161 1034
1162 op_tag = op->count;
1163
1164 next = op->below; 1035 next = op->below;
1165 if (next)
1166 next_tag = next->count;
1167 1036
1168 /* loop while there are items on the floor that are not marked as 1037 /* loop while there are items on the floor that are not marked as
1169 * destroyed */ 1038 * destroyed */
1170 while (next && ! was_destroyed (next, next_tag)) 1039 while (next && !next->destroyed ())
1171 { 1040 {
1172 tmp = next; 1041 tmp = next;
1173 next = tmp->below; 1042 next = tmp->below;
1174 if (next)
1175 next_tag = next->count;
1176 1043
1177 if (was_destroyed (op, op_tag)) 1044 if (op->destroyed ())
1178 return 0; 1045 return 0;
1179 1046
1180 if ( ! can_pick (op, tmp)) 1047 if (!can_pick (op, tmp))
1181 continue; 1048 continue;
1182 1049
1183 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1050 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1184 { 1051 {
1185 if (item_matched_string (op, tmp, op->contr->search_str)) 1052 if (item_matched_string (op, tmp, op->contr->search_str))
1186 pick_up (op, tmp); 1053 pick_up (op, tmp);
1187 continue; 1054 continue;
1188 } 1055 }
1189 1056
1190 /* high not bit set? We're using the old autopickup model */ 1057 /* high not bit set? We're using the old autopickup model */
1191 if(!(op->contr->mode & PU_NEWMODE)) { 1058 if (!(op->contr->mode & PU_NEWMODE))
1059 {
1192 switch (op->contr->mode) { 1060 switch (op->contr->mode)
1061 {
1062 case 0:
1193 case 0: return 1; /* don't pick up */ 1063 return 1; /* don't pick up */
1064 case 1:
1194 case 1: pick_up (op, tmp); 1065 pick_up (op, tmp);
1195 return 1; 1066 return 1;
1067 case 2:
1196 case 2: pick_up (op, tmp); 1068 pick_up (op, tmp);
1197 return 0; 1069 return 0;
1070 case 3:
1198 case 3: return 0; /* stop before pickup */ 1071 return 0; /* stop before pickup */
1072 case 4:
1199 case 4: pick_up (op, tmp); 1073 pick_up (op, tmp);
1200 break; 1074 break;
1075 case 5:
1201 case 5: pick_up (op, tmp); 1076 pick_up (op, tmp);
1202 stop = 1; 1077 stop = 1;
1203 break; 1078 break;
1204 case 6: 1079 case 6:
1205 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1080 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1206 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1207 pick_up(op, tmp); 1081 pick_up (op, tmp);
1208 break; 1082 break;
1209 1083
1210 case 7: 1084 case 7:
1211 if (tmp->type == MONEY || tmp->type == GEM) 1085 if (tmp->type == MONEY || tmp->type == GEM)
1212 pick_up(op, tmp); 1086 pick_up (op, tmp);
1213 break; 1087 break;
1214 1088
1215 default: 1089 default:
1216 /* use value density */ 1090 /* use value density */
1217 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1091 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1218 && (query_cost (tmp, op, F_TRUE) * 100 1092 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1219 / (tmp->weight * MAX (tmp->nrof, 1)))
1220 >= op->contr->mode)
1221 pick_up(op,tmp); 1093 pick_up (op, tmp);
1222 } 1094 }
1223 } 1095 }
1224 else { /* old model */ 1096 else
1097 { /* old model */
1225 /* NEW pickup handling */ 1098 /* NEW pickup handling */
1226 if(op->contr->mode & PU_DEBUG) 1099 if (op->contr->mode & PU_DEBUG)
1227 {
1228 /* some debugging code to figure out item information */
1229 if(tmp->name!=NULL)
1230 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1231 &tmp->name, tmp->type,
1232 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1233 else
1234 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1235 &tmp->arch->name, tmp->type,
1236 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1237 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1238
1239 sprintf(putstring,"...flags: ");
1240 for(k=0;k<4;k++)
1241 {
1242 for(j=0;j<32;j++)
1243 {
1244 if((tmp->flags[k]>>j)&0x01)
1245 { 1100 {
1246 sprintf(tmpstr,"%d ",k*32+j); 1101 /* some debugging code to figure out item information */
1247 strcat(putstring, tmpstr); 1102 if (tmp->name != NULL)
1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1104 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1105 else
1106 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1107 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1108
1109 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1248 } 1110 }
1111
1112 /* philosophy:
1113 * It's easy to grab an item type from a pile, as long as it's
1114 * generic. This takes no game-time. For more detailed pickups
1115 * and selections, select-items should be used. This is a
1116 * grab-as-you-run type mode that's really useful for arrows for
1117 * example.
1118 * The drawback: right now it has no frontend, so you need to
1119 * stick the bits you want into a calculator in hex mode and then
1120 * convert to decimal and then 'pickup <#>
1121 */
1122
1123 /* the first two modes are exclusive: if NOTHING we return, if
1124 * STOP then we stop. All the rest are applied sequentially,
1125 * meaning if any test passes, the item gets picked up. */
1126
1127 /* if mode is set to pick nothing up, return */
1128
1129 if (op->contr->mode & PU_NOTHING)
1130 return 1;
1131
1132 /* if mode is set to stop when encountering objects, return */
1133 /* take STOP before INHIBIT since it doesn't actually pick
1134 * anything up */
1135
1136 if (op->contr->mode & PU_STOP)
1137 return 0;
1138
1139 /* useful for going into stores and not losing your settings... */
1140 /* and for battles wher you don't want to get loaded down while
1141 * fighting */
1142 if (op->contr->mode & PU_INHIBIT)
1143 return 1;
1144
1145 /* prevent us from turning into auto-thieves :) */
1146 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1147 continue;
1148
1149 /* ignore known cursed objects */
1150 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1151 continue;
1152
1153 /* all food and drink if desired */
1154 /* question: don't pick up known-poisonous stuff? */
1155 if (op->contr->mode & PU_FOOD)
1156 if (tmp->type == FOOD)
1157 {
1158 pick_up (op, tmp);
1159 continue;
1160 }
1161
1162 if (op->contr->mode & PU_DRINK)
1163 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1164 {
1165 pick_up (op, tmp);
1166 continue;
1167 }
1168
1169 if (op->contr->mode & PU_POTION)
1170 if (tmp->type == POTION)
1171 {
1172 pick_up (op, tmp);
1173 continue;
1174 }
1175
1176 /* spellbooks, skillscrolls and normal books/scrolls */
1177 if (op->contr->mode & PU_SPELLBOOK)
1178 if (tmp->type == SPELLBOOK)
1179 {
1180 pick_up (op, tmp);
1181 continue;
1182 }
1183
1184 if (op->contr->mode & PU_SKILLSCROLL)
1185 if (tmp->type == SKILLSCROLL)
1186 {
1187 pick_up (op, tmp);
1188 continue;
1189 }
1190
1191 if (op->contr->mode & PU_READABLES)
1192 if (tmp->type == BOOK || tmp->type == SCROLL)
1193 {
1194 pick_up (op, tmp);
1195 continue;
1196 }
1197
1198 /* wands/staves/rods/horns */
1199 if (op->contr->mode & PU_MAGIC_DEVICE)
1200 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1201 {
1202 pick_up (op, tmp);
1203 continue;
1204 }
1205
1206 /* pick up all magical items */
1207 if (op->contr->mode & PU_MAGICAL)
1208 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1209 {
1210 pick_up (op, tmp);
1211 continue;
1212 }
1213
1214 if (op->contr->mode & PU_VALUABLES)
1215 {
1216 if (tmp->type == MONEY || tmp->type == GEM)
1217 {
1218 pick_up (op, tmp);
1219 continue;
1220 }
1249 } 1221 }
1222
1223 /* rings & amulets - talismans seems to be typed AMULET */
1224 if (op->contr->mode & PU_JEWELS)
1225 if (tmp->type == RING || tmp->type == AMULET)
1226 {
1227 pick_up (op, tmp);
1228 continue;
1229 }
1230
1231 /* we don't forget dragon food */
1232 if (op->contr->mode & PU_FLESH)
1233 if (tmp->type == FLESH)
1234 {
1235 pick_up (op, tmp);
1236 continue;
1237 }
1238
1239 /* bows and arrows. Bows are good for selling! */
1240 if (op->contr->mode & PU_BOW)
1241 if (tmp->type == BOW)
1242 {
1243 pick_up (op, tmp);
1244 continue;
1245 }
1246
1247 if (op->contr->mode & PU_ARROW)
1248 if (tmp->type == ARROW)
1249 {
1250 pick_up (op, tmp);
1251 continue;
1252 }
1253
1254 /* all kinds of armor etc. */
1255 if (op->contr->mode & PU_ARMOUR)
1256 if (tmp->type == ARMOUR)
1257 {
1258 pick_up (op, tmp);
1259 continue;
1260 }
1261
1262 if (op->contr->mode & PU_HELMET)
1263 if (tmp->type == HELMET)
1264 {
1265 pick_up (op, tmp);
1266 continue;
1267 }
1268
1269 if (op->contr->mode & PU_SHIELD)
1270 if (tmp->type == SHIELD)
1271 {
1272 pick_up (op, tmp);
1273 continue;
1274 }
1275
1276 if (op->contr->mode & PU_BOOTS)
1277 if (tmp->type == BOOTS)
1278 {
1279 pick_up (op, tmp);
1280 continue;
1281 }
1282
1283 if (op->contr->mode & PU_GLOVES)
1284 if (tmp->type == GLOVES)
1285 {
1286 pick_up (op, tmp);
1287 continue;
1288 }
1289
1290 if (op->contr->mode & PU_CLOAK)
1291 if (tmp->type == CLOAK)
1292 {
1293 pick_up (op, tmp);
1294 continue;
1295 }
1296
1297 /* hoping to catch throwing daggers here */
1298 if (op->contr->mode & PU_MISSILEWEAPON)
1299 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1300 {
1301 pick_up (op, tmp);
1302 continue;
1303 }
1304
1305 /* careful: chairs and tables are weapons! */
1306 if (op->contr->mode & PU_ALLWEAPON)
1307 {
1308 if (tmp->type == WEAPON && tmp->name != NULL)
1309 {
1310 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1311 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1312 {
1313 pick_up (op, tmp);
1314 continue;
1315 }
1316 }
1317
1318 if (tmp->type == WEAPON && tmp->name == NULL)
1319 {
1320 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1321 {
1322 pick_up (op, tmp);
1323 continue;
1324 }
1325 }
1250 } 1326 }
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1252 1327
1328 /* misc stuff that's useful */
1329 if (op->contr->mode & PU_KEY)
1330 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1331 {
1332 pick_up (op, tmp);
1333 continue;
1334 }
1335
1336 /* any of the last 4 bits set means we use the ratio for value
1337 * pickups */
1338 if (op->contr->mode & PU_RATIO)
1339 {
1340 /* use value density to decide what else to grab */
1341 /* >=7 was >= op->contr->mode */
1342 /* >=7 is the old standard setting. Now we take the last 4 bits
1343 * and multiply them by 5, giving 0..15*5== 5..75 */
1344 wvratio = (op->contr->mode & PU_RATIO) * 5;
1345 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1346 {
1347 pick_up (op, tmp);
1253#if 0 1348#if 0
1254 /* print the flags too */ 1349 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1255 for(k=0;k<4;k++) 1350 if (tmp->name != NULL)
1256 { 1351 {
1257 fprintf(stderr,"%d [%d] ", k, k*32+31); 1352 fprintf (stderr, "%s", tmp->name);
1258 for(j=0;j<32;j++) 1353 }
1259 { 1354 else
1260 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1355 fprintf (stderr, "%s", tmp->arch->archname);
1261 if(!((j+1)%4))fprintf(stderr," "); 1356 fprintf (stderr, ",%d] = ", tmp->type);
1262 } 1357 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1263 fprintf(stderr," [%d]\n", k*32);
1264 }
1265#endif 1358#endif
1266 } 1359 continue;
1267 /* philosophy: 1360 }
1268 * It's easy to grab an item type from a pile, as long as it's
1269 * generic. This takes no game-time. For more detailed pickups
1270 * and selections, select-items shoul dbe used. This is a
1271 * grab-as-you-run type mode that's really useful for arrows for
1272 * example.
1273 * The drawback: right now it has no frontend, so you need to
1274 * stick the bits you want into a calculator in hex mode and then
1275 * convert to decimal and then 'pickup <#>
1276 */
1277
1278 /* the first two modes are exclusive: if NOTHING we return, if
1279 * STOP then we stop. All the rest are applied sequentially,
1280 * meaning if any test passes, the item gets picked up. */
1281
1282 /* if mode is set to pick nothing up, return */
1283
1284 if(op->contr->mode & PU_NOTHING) return 1;
1285
1286 /* if mode is set to stop when encountering objects, return */
1287 /* take STOP before INHIBIT since it doesn't actually pick
1288 * anything up */
1289
1290 if(op->contr->mode & PU_STOP) return 0;
1291
1292 /* useful for going into stores and not losing your settings... */
1293 /* and for battles wher you don't want to get loaded down while
1294 * fighting */
1295 if(op->contr->mode & PU_INHIBIT) return 1;
1296
1297 /* prevent us from turning into auto-thieves :) */
1298 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1299
1300 /* ignore known cursed objects */
1301 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1302
1303 /* all food and drink if desired */
1304 /* question: don't pick up known-poisonous stuff? */
1305 if(op->contr->mode & PU_FOOD)
1306 if (tmp->type == FOOD)
1307 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1308 if(op->contr->mode & PU_DRINK)
1309 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1310 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1311
1312 if(op->contr->mode & PU_POTION)
1313 if (tmp->type == POTION)
1314 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1315
1316 /* spellbooks, skillscrolls and normal books/scrolls */
1317 if(op->contr->mode & PU_SPELLBOOK)
1318 if (tmp->type == SPELLBOOK)
1319 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1320 if(op->contr->mode & PU_SKILLSCROLL)
1321 if (tmp->type == SKILLSCROLL)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1323 if(op->contr->mode & PU_READABLES)
1324 if (tmp->type == BOOK || tmp->type == SCROLL)
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1326
1327 /* wands/staves/rods/horns */
1328 if (op->contr->mode & PU_MAGIC_DEVICE)
1329 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1330 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1331
1332 /* pick up all magical items */
1333 if(op->contr->mode & PU_MAGICAL)
1334 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1336
1337 if(op->contr->mode & PU_VALUABLES)
1338 {
1339 if (tmp->type == MONEY || tmp->type == GEM)
1340 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1341 }
1342
1343 /* rings & amulets - talismans seems to be typed AMULET */
1344 if(op->contr->mode & PU_JEWELS)
1345 if (tmp->type == RING || tmp->type == AMULET)
1346 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1347
1348 /* bows and arrows. Bows are good for selling! */
1349 if(op->contr->mode & PU_BOW)
1350 if (tmp->type == BOW)
1351 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1352 if(op->contr->mode & PU_ARROW)
1353 if (tmp->type == ARROW)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1355
1356 /* all kinds of armor etc. */
1357 if(op->contr->mode & PU_ARMOUR)
1358 if (tmp->type == ARMOUR)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1360 if(op->contr->mode & PU_HELMET)
1361 if (tmp->type == HELMET)
1362 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1363 if(op->contr->mode & PU_SHIELD)
1364 if (tmp->type == SHIELD)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1366 if(op->contr->mode & PU_BOOTS)
1367 if (tmp->type == BOOTS)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1369 if(op->contr->mode & PU_GLOVES)
1370 if (tmp->type == GLOVES)
1371 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1372 if(op->contr->mode & PU_CLOAK)
1373 if (tmp->type == CLOAK)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1375
1376 /* hoping to catch throwing daggers here */
1377 if(op->contr->mode & PU_MISSILEWEAPON)
1378 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1380
1381 /* careful: chairs and tables are weapons! */
1382 if(op->contr->mode & PU_ALLWEAPON)
1383 {
1384 if(tmp->type == WEAPON && tmp->name!=NULL)
1385 {
1386 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1387 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1389 }
1390 if(tmp->type == WEAPON && tmp->name==NULL)
1391 {
1392 if(strstr(tmp->arch->name,"table")==NULL &&
1393 strstr(tmp->arch->name,"chair")==NULL)
1394 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1395 }
1396 }
1397
1398 /* misc stuff that's useful */
1399 if(op->contr->mode & PU_KEY)
1400 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1402
1403 /* any of the last 4 bits set means we use the ratio for value
1404 * pickups */
1405 if(op->contr->mode & PU_RATIO)
1406 {
1407 /* use value density to decide what else to grab */
1408 /* >=7 was >= op->contr->mode */
1409 /* >=7 is the old standard setting. Now we take the last 4 bits
1410 * and multiply them by 5, giving 0..15*5== 5..75 */
1411 wvratio=(op->contr->mode & PU_RATIO) * 5;
1412 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1413 {
1414 pick_up(op, tmp);
1415#if 0
1416 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1417 if(tmp->name!=NULL) {
1418 fprintf(stderr,"%s", tmp->name);
1419 } 1361 }
1420 else fprintf(stderr,"%s",tmp->arch->name); 1362 } /* the new pickup model */
1421 fprintf(stderr,",%d] = ", tmp->type);
1422 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1423#endif
1424 continue;
1425 }
1426 } 1363 }
1427 } /* the new pickup model */ 1364
1428 }
1429 return ! stop; 1365 return !stop;
1430} 1366}
1431 1367
1432/* 1368/*
1433 * Find an arrow in the inventory and after that 1369 * Find an arrow in the inventory and after that
1434 * in the right type container (quiver). Pointer to the 1370 * in the right type container (quiver). Pointer to the
1435 * found object is returned. 1371 * found object is returned.
1436 */ 1372 */
1373object *
1437object *find_arrow(object *op, const char *type) 1374find_arrow (object *op, const char *type)
1438{ 1375{
1439 object *tmp = NULL; 1376 object *tmp = 0;
1440 1377
1441 for(op=op->inv; op; op=op->below) 1378 for (op = op->inv; op; op = op->below)
1442 if(!tmp && op->type==CONTAINER && op->race==type && 1379 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1443 QUERY_FLAG(op,FLAG_APPLIED))
1444 tmp = find_arrow (op, type); 1380 tmp = find_arrow (op, type);
1445 else if (op->type==ARROW && op->race==type) 1381 else if (op->type == ARROW && op->race == type)
1446 return op; 1382 return op;
1383
1447 return tmp; 1384 return tmp;
1448} 1385}
1449 1386
1450/* 1387/*
1451 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1388 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1452 * against the target. A full test is not performed, simply a basic test 1389 * against the target. A full test is not performed, simply a basic test
1453 * of resistances. The archer is making a quick guess at what he sees down 1390 * of resistances. The archer is making a quick guess at what he sees down
1454 * the hall. Failing that it does it's best to pick the highest plus arrow. 1391 * the hall. Failing that it does it's best to pick the highest plus arrow.
1455 */ 1392 */
1456 1393object *
1457object *find_better_arrow(object *op, object *target, const char *type, int *better) 1394find_better_arrow (object *op, object *target, const char *type, int *better)
1458{ 1395{
1459 object *tmp = NULL, *arrow, *ntmp; 1396 object *tmp = NULL, *arrow, *ntmp;
1460 int attacknum, attacktype, betterby=0, i; 1397 int attacknum, attacktype, betterby = 0, i;
1461 1398
1462 if (!type) 1399 if (!type)
1463 return NULL; 1400 return NULL;
1464 1401
1465 for (arrow=op->inv; arrow; arrow=arrow->below) { 1402 for (arrow = op->inv; arrow; arrow = arrow->below)
1466 if (arrow->type==CONTAINER && arrow->race==type && 1403 {
1467 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1404 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1405 {
1468 i = 0; 1406 i = 0;
1469 ntmp = find_better_arrow(arrow, target, type, &i); 1407 ntmp = find_better_arrow (arrow, target, type, &i);
1470 if (i > betterby) { 1408 if (i > betterby)
1409 {
1471 tmp = ntmp; 1410 tmp = ntmp;
1472 betterby = i; 1411 betterby = i;
1473 } 1412 }
1413 }
1474 } else if (arrow->type==ARROW && arrow->race==type) { 1414 else if (arrow->type == ARROW && arrow->race == type)
1415 {
1475 /* allways prefer assasination/slaying */ 1416 /* allways prefer assasination/slaying */
1476 if (target->race != NULL && arrow->slaying != NULL && 1417 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1477 strstr(arrow->slaying, target->race)) { 1418 {
1478 if (arrow->attacktype & AT_DEATH) { 1419 if (arrow->attacktype & AT_DEATH)
1420 {
1479 *better = 100; 1421 *better = 100;
1480 return arrow; 1422 return arrow;
1481 } else {
1482 tmp = arrow;
1483 betterby = (arrow->magic + arrow->stats.dam) * 2;
1484 } 1423 }
1485 } else { 1424 else
1486 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1487 attacktype = 1<<attacknum;
1488 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1489 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1490 tmp = arrow;
1491 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1492 }
1493 } 1425 {
1494 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1495 tmp = arrow; 1426 tmp = arrow;
1496 betterby = 2 + arrow->magic + arrow->stats.dam; 1427 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 }
1498 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1499 tmp = arrow;
1500 betterby = 1 + arrow->magic + arrow->stats.dam;
1501 } 1428 }
1502 } 1429 }
1430 else
1431 {
1432 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1433 {
1434 attacktype = 1 << attacknum;
1435 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1436 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1437 {
1438 tmp = arrow;
1439 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1440 }
1441 }
1442 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1443 {
1444 tmp = arrow;
1445 betterby = 2 + arrow->magic + arrow->stats.dam;
1446 }
1447 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1448 {
1449 tmp = arrow;
1450 betterby = 1 + arrow->magic + arrow->stats.dam;
1451 }
1503 } 1452 }
1453 }
1504 } 1454 }
1505 if (tmp == NULL && arrow == NULL) 1455 if (tmp == NULL && arrow == NULL)
1506 return find_arrow(op, type); 1456 return find_arrow (op, type);
1507 1457
1508 *better = betterby; 1458 *better = betterby;
1509 return tmp; 1459 return tmp;
1510} 1460}
1511 1461
1512/* looks in a given direction, finds the first valid target, and calls 1462/* looks in a given direction, finds the first valid target, and calls
1513 * find_better_arrow to find a decent arrow to use. 1463 * find_better_arrow to find a decent arrow to use.
1514 * op = the shooter 1464 * op = the shooter
1515 * type = bow->race 1465 * type = bow->race
1516 * dir = fire direction 1466 * dir = fire direction
1517 */ 1467 */
1518 1468object *
1519object *pick_arrow_target(object *op, const char *type, int dir) 1469pick_arrow_target (object *op, const char *type, int dir)
1520{ 1470{
1521 object *tmp = NULL; 1471 object *tmp = NULL;
1522 mapstruct *m; 1472 maptile *m;
1523 int i, mflags, found, number; 1473 int i, mflags, found, number;
1524 sint16 x, y; 1474 sint16 x, y;
1525 1475
1526 if (op->map == NULL) 1476 if (op->map == NULL)
1527 return find_arrow(op, type); 1477 return find_arrow (op, type);
1528 1478
1529 /* do a dex check */ 1479 /* do a dex check */
1530 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1480 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1531 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1481 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1532 return find_arrow(op, type); 1482 return find_arrow (op, type);
1533 1483
1534 m = op->map; 1484 m = op->map;
1535 x = op->x; 1485 x = op->x;
1536 y = op->y; 1486 y = op->y;
1537 1487
1538 /* find the first target */ 1488 /* find the first target */
1539 for (i=0, found=0; i<20; i++) { 1489 for (i = 0, found = 0; i < 20; i++)
1490 {
1540 x += freearr_x[dir]; 1491 x += freearr_x[dir];
1541 y += freearr_y[dir]; 1492 y += freearr_y[dir];
1542 mflags = get_map_flags(m, &m, x, y, &x, &y); 1493 mflags = get_map_flags (m, &m, x, y, &x, &y);
1543 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1494 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1495 {
1544 tmp = NULL; 1496 tmp = NULL;
1497 break;
1498 }
1499 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1500 {
1501 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1502 * perhaps a bad assumption.
1503 */
1504 tmp = NULL;
1505 break;
1506 }
1507 if (mflags & P_IS_ALIVE)
1508 {
1509 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1510 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1511 {
1512 found++;
1513 break;
1514 }
1515 if (found)
1545 break; 1516 break;
1546 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1547 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1548 * perhaps a bad assumption.
1549 */
1550 tmp = NULL;
1551 break;
1552 } 1517 }
1553 if (mflags & P_IS_ALIVE) {
1554 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1555 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1556 found++;
1557 break;
1558 }
1559 if (found)
1560 break;
1561 }
1562 } 1518 }
1563 if (tmp == NULL) 1519 if (tmp == NULL)
1564 return find_arrow(op, type); 1520 return find_arrow (op, type);
1565 1521
1566 if (tmp->head) 1522 if (tmp->head)
1567 tmp = tmp->head; 1523 tmp = tmp->head;
1568 1524
1569 return find_better_arrow(op, tmp, type, &i); 1525 return find_better_arrow (op, tmp, type, &i);
1570} 1526}
1571 1527
1572/* 1528/*
1573 * Creature fires a bow - op can be monster or player. Returns 1529 * Creature fires a bow - op can be monster or player. Returns
1574 * 1 if bow was actually fired, 0 otherwise. 1530 * 1 if bow was actually fired, 0 otherwise.
1577 * dir is the direction of fire. 1533 * dir is the direction of fire.
1578 * wc_mod is any special modifier to give (used in special player fire modes) 1534 * wc_mod is any special modifier to give (used in special player fire modes)
1579 * sx, sy are coordinates to fire arrow from - also used in some of the special 1535 * sx, sy are coordinates to fire arrow from - also used in some of the special
1580 * player fire modes. 1536 * player fire modes.
1581 */ 1537 */
1538int
1582int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1539fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1583 sint16 sx, sint16 sy)
1584{ 1540{
1585 object *left, *bow; 1541 object *left, *bow;
1586 tag_t left_tag, tag; 1542 int mflags;
1587 int bowspeed, mflags; 1543 maptile *m;
1588 mapstruct *m;
1589 1544
1590 if (!dir) { 1545 if (!dir)
1546 {
1591 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1547 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1592 return 0; 1548 return 0;
1549 }
1550
1551 if (op->contr)
1552 bow = op->current_weapon;
1553 else
1593 } 1554 {
1594 if (op->type == PLAYER)
1595 bow=op->contr->ranges[range_bow];
1596 else {
1597 for(bow=op->inv; bow; bow=bow->below) 1555 for (bow = op->inv; bow; bow = bow->below)
1598 /* Don't check for applied - monsters don't apply bows - in that way, they 1556 /* Don't check for applied - monsters don't apply bows - in that way, they
1599 * don't need to switch back and forth between bows and weapons. 1557 * don't need to switch back and forth between bows and weapons.
1600 */ 1558 */
1601 if(bow->type==BOW) 1559 if (bow->type == BOW)
1602 break; 1560 break;
1603 1561
1604 if (!bow) { 1562 if (!bow)
1563 {
1605 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1564 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1606 return 0; 1565 return 0;
1566 }
1567
1568 // optimisation: move object to top so we will find it quickly again
1569 if (bow->below)
1607 } 1570 {
1571 bow->remove ();
1572 op->insert (bow);
1573 }
1574
1608 } 1575 }
1576
1609 if( !bow->race || !bow->skill) { 1577 if (!bow->race || !bow->skill)
1578 {
1610 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1611 return 0; 1580 return 0;
1612 } 1581 }
1613 1582
1614 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1615
1616 /* penalize ROF for bestarrow */
1617 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1618 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1619 if (bowspeed < 1)
1620 bowspeed = 1;
1621
1622 if (arrow == NULL) { 1583 if (arrow == NULL)
1584 {
1623 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1585 if ((arrow = find_arrow (op, bow->race)) == NULL)
1586 {
1624 if (op->type == PLAYER) 1587 if (op->type == PLAYER)
1625 new_draw_info_format(NDI_UNIQUE, 0, op, 1588 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1626 "You have no %s left.", &bow->race);
1627 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1589 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1628 else 1590 else
1629 CLEAR_FLAG(op, FLAG_READY_BOW); 1591 CLEAR_FLAG (op, FLAG_READY_BOW);
1592
1630 return 0; 1593 return 0;
1631 } 1594 }
1632 } 1595 }
1596
1633 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1597 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1634 if (mflags & P_OUT_OF_MAP) { 1598 if (mflags & P_OUT_OF_MAP)
1635 return 0; 1599 return 0;
1636 } 1600
1637 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1601 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1602 {
1638 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1603 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1639 return 0; 1604 return 0;
1640 } 1605 }
1641 1606
1642 /* this should not happen, but sometimes does */ 1607 /* this should not happen, but sometimes does */
1643 if (arrow->nrof==0) { 1608 if (arrow->nrof == 0)
1644 remove_ob(arrow); 1609 {
1645 free_object(arrow); 1610 arrow->destroy ();
1646 return 0; 1611 return 0;
1647 } 1612 }
1648 1613
1649 left = arrow; /* these are arrows left to the player */ 1614 left = arrow; /* these are arrows left to the player */
1650 left_tag = left->count;
1651 arrow = get_split_ob(arrow, 1); 1615 arrow = get_split_ob (arrow, 1);
1652 if (arrow == NULL) { 1616 if (!arrow)
1617 {
1653 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1618 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1654 return 0; 1619 return 0;
1655 } 1620 }
1656 set_owner(arrow, op); 1621
1622 arrow->set_owner (op);
1657 arrow->skill = bow->skill; 1623 arrow->skill = bow->skill;
1658
1659 arrow->direction=dir; 1624 arrow->direction = dir;
1660 arrow->x = sx;
1661 arrow->y = sy;
1662 1625
1663 if (op->type == PLAYER) {
1664 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1665 fix_player(op);
1666 }
1667
1668 SET_ANIMATION(arrow, arrow->direction);
1669 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1626 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1670 arrow->stats.hp = arrow->stats.dam; 1627 arrow->stats.hp = arrow->stats.dam;
1671 arrow->stats.grace = arrow->attacktype; 1628 arrow->stats.grace = arrow->attacktype;
1629
1672 if (arrow->slaying != NULL) 1630 if (arrow->slaying)
1673 arrow->spellarg = strdup_local(arrow->slaying); 1631 arrow->spellarg = strdup (arrow->slaying);
1674 1632
1675 /* Note that this was different for monsters - they got their level 1633#if 0
1676 * added to the damage. I think the strength bonus is more proper. 1634 if (player *pl = op->contr)
1677 */
1678 1635 {
1679 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1636 float speed = pl->weapon_sp;
1680 0 : dam_bonus[op->stats.Str]) +
1681 bow->stats.dam + bow->magic + arrow->magic;
1682 1637
1638 /* penalize ROF for bestarrow */
1639 if (pl->bowtype == bow_bestarrow)
1640 speed *= .9f;
1641 else
1642 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1643
1644 op->speed_left += speed - op->speed;
1645 }
1646#endif
1647
1648 SET_ANIMATION (arrow, arrow->direction);
1649
1683 /* update the speed */ 1650 /* update the speed */
1684 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1651 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1685 0 : dam_bonus[op->stats.Str]) +
1686 bow->magic + arrow->magic) / 5.0 +
1687 (float)bow->stats.dam / 7.0; 1652 + bow->stats.dam / 7.f;
1688 1653
1689 if (arrow->speed < 1.0) 1654 arrow->set_speed (max (arrow->speed, 2.f));
1690 arrow->speed = 1.0;
1691 update_ob_speed(arrow);
1692 arrow->speed_left = 0; 1655 arrow->speed_left = 0;
1693 1656
1657 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1658
1694 if (op->type == PLAYER) { 1659 if (op->type == PLAYER)
1695 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1660 {
1696 (op->chosen_skill?op->chosen_skill->level:op->level) -
1697 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1698 arrow->stats.wc - bow->stats.wc + wc_mod;
1699
1700 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1661 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1701 } else { 1662 wc -= dex_bonus[op->stats.Dex];
1702 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1703 arrow->stats.wc + wc_mod;
1704 1663
1664 if (!arrow->slaying)
1665 arrow->slaying = op->slaying;
1666
1667 arrow->attacktype |= op->attacktype;
1668 }
1669 else
1670 {
1705 arrow->level = op->level; 1671 arrow->level = op->level;
1706 } 1672 arrow->stats.wc -= bow->magic;
1707 if (arrow->attacktype == AT_PHYSICAL) 1673
1708 arrow->attacktype |= bow->attacktype; 1674 if (!arrow->slaying)
1709 if (bow->slaying != NULL)
1710 arrow->slaying = bow->slaying; 1675 arrow->slaying = bow->slaying;
1711 1676
1712 arrow->map = m; 1677 arrow->attacktype |= bow->attacktype;
1678 }
1679
1680 wc -= arrow->level;
1681 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1682
1683 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1713 arrow->move_type = MOVE_FLY_LOW; 1684 arrow->move_type = MOVE_FLY_LOW;
1714 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1685 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1715 1686
1716 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1687 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1717 tag = arrow->count; 1688 m->insert (arrow, sx, sy, op);
1718 insert_ob_in_map(arrow, m, op, 0);
1719 1689
1720 if (!was_destroyed(arrow, tag)) 1690 if (!arrow->destroyed ())
1721 move_arrow(arrow); 1691 move_arrow (arrow);
1722 1692
1723 if (op->type == PLAYER) { 1693 if (op->type == PLAYER)
1724 if (was_destroyed (left, left_tag)) 1694 {
1695 if (left->destroyed ())
1725 esrv_del_item(op->contr, left_tag); 1696 esrv_del_item (op->contr, left->count);
1726 else 1697 else
1727 esrv_send_item(op, left); 1698 esrv_send_item (op, left);
1728 } 1699 }
1700
1729 return 1; 1701 return 1;
1730} 1702}
1731 1703
1732/* Special fire code for players - this takes into 1704/* Special fire code for players - this takes into
1733 * account the special fire modes players can have 1705 * account the special fire modes players can have
1734 * but monsters can't. Putting that code here 1706 * but monsters can't. Putting that code here
1735 * makes the fire_bow code much cleaner. 1707 * makes the fire_bow code much cleaner.
1736 * this function should only be called if 'op' is a player, 1708 * this function should only be called if 'op' is a player,
1737 * hence the function name. 1709 * hence the function name.
1738 */ 1710 */
1711int
1739int player_fire_bow(object *op, int dir) 1712player_fire_bow (object *op, int dir)
1740{ 1713{
1741 int ret=0, wcmod=0; 1714 int ret = 0, wcmod = 0;
1742 1715
1743 if (op->contr->bowtype == bow_bestarrow) { 1716 if (op->contr->bowtype == bow_bestarrow)
1744 ret = fire_bow(op, op, 1717 {
1745 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1718 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1746 dir, 0, op->x, op->y); 1719 }
1747 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1720 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1721 {
1748 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1722 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1749 wcmod =-1; 1723 wcmod = -1;
1724
1750 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1725 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1751 op->x, op->y); 1726 }
1752 } else if (op->contr->bowtype == bow_threewide) { 1727 else if (op->contr->bowtype == bow_threewide)
1728 {
1753 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1729 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1754 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1730 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1755 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1731 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1732 }
1756 } else if (op->contr->bowtype == bow_spreadshot) { 1733 else if (op->contr->bowtype == bow_spreadshot)
1734 {
1757 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1735 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1758 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1736 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1759 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1737 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1760 1738 }
1761 } else { 1739 else
1740 {
1762 /* Simple case */ 1741 /* Simple case */
1763 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1742 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1764 } 1743 }
1744
1765 return ret; 1745 return ret;
1766} 1746}
1767
1768 1747
1769/* Fires a misc (wand/rod/horn) object in 'dir'. 1748/* Fires a misc (wand/rod/horn) object in 'dir'.
1770 * Broken apart from 'fire' to keep it more readable. 1749 * Broken apart from 'fire' to keep it more readable.
1771 */ 1750 */
1751void
1772void fire_misc_object(object *op, int dir) 1752fire_misc_object (object *op, int dir)
1773{ 1753{
1774 object *item; 1754 object *item = op->contr->ranged_ob;
1775 1755
1776 if (!op->contr->ranges[range_misc]) { 1756 if (!item)
1757 {
1777 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1758 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1778 return; 1759 return;
1779 } 1760 }
1780 1761
1781 item = op->contr->ranges[range_misc];
1782 if (!item->inv) { 1762 if (!item->inv)
1763 {
1783 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1764 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1784 return; 1765 return;
1785 } 1766 }
1767
1768 if (!op->change_weapon (item))
1769 return;
1770
1786 if (item->type == WAND) { 1771 if (item->type == WAND)
1772 {
1787 if(item->stats.food<=0) { 1773 if (item->stats.food <= 0)
1774 {
1788 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1789 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1777
1790 return; 1778 return;
1791 } 1779 }
1780 }
1792 } else if (item->type == ROD || item->type==HORN) { 1781 else if (item->type == ROD || item->type == HORN)
1782 {
1793 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1783 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1784 {
1794 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1786
1795 if (item->type== ROD) 1787 if (item->type == ROD)
1796 new_draw_info_format(NDI_UNIQUE, 0,op,
1797 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1798 else 1789 else
1799 new_draw_info_format(NDI_UNIQUE, 0,op, 1790 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1800 "The %s needs more time to charge.", query_base_name(item,0)); 1791
1801 return; 1792 return;
1802 } 1793 }
1803 } 1794 }
1804 1795
1805 if(cast_spell(op,item,dir,item->inv,NULL)) { 1796 if (cast_spell (op, item, dir, item->inv, NULL))
1797 {
1806 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1798 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1807 if (item->type == WAND) { 1799 if (item->type == WAND)
1800 {
1808 if (!(--item->stats.food)) { 1801 if (!(--item->stats.food))
1802 {
1809 object *tmp; 1803 object *tmp;
1804
1810 if (item->arch) { 1805 if (item->arch)
1806 {
1811 CLEAR_FLAG(item, FLAG_ANIMATE); 1807 CLEAR_FLAG (item, FLAG_ANIMATE);
1812 item->face = item->arch->clone.face; 1808 item->face = item->arch->face;
1813 item->speed = 0; 1809 item->set_speed (0);
1814 update_ob_speed(item);
1815 } 1810 }
1811
1816 if ((tmp=is_player_inv(item))) 1812 if ((tmp = item->in_player ()))
1817 esrv_update_item(UPD_ANIM, tmp, item); 1813 esrv_update_item (UPD_ANIM, tmp, item);
1818 } 1814 }
1819 } 1815 }
1820 else if (item->type == ROD || item->type==HORN) { 1816 else if (item->type == ROD || item->type == HORN)
1821 drain_rod_charge(item); 1817 drain_rod_charge (item);
1822 }
1823 } 1818 }
1824} 1819}
1825 1820
1826/* Received a fire command for the player - go and do it. 1821/* Received a fire command for the player - go and do it.
1827 */ 1822 */
1823bool
1828void fire(object *op,int dir) { 1824fire (object *op, int dir)
1825{
1829 int spellcost=0; 1826 int spellcost = 0;
1830 1827
1831 /* check for loss of invisiblity/hide */ 1828 /* check for loss of invisiblity/hide */
1832 if (action_makes_visible(op)) make_visible(op); 1829 if (action_makes_visible (op))
1830 make_visible (op);
1833 1831
1834 switch(op->contr->shoottype) { 1832 player *pl = op->contr;
1835 case range_none:
1836 return;
1837 1833
1838 case range_bow: 1834 if (pl->golem)
1835 {
1836 control_golem (op->contr->golem, dir);
1837 return false;
1838 }
1839
1840 object *ob = pl->ranged_ob;
1841
1842 if (!ob)
1843 return false;
1844
1845 if (!op->change_weapon (ob))
1846 return false;
1847
1848 if (op->speed_left > 0.f)
1849 --op->speed_left;
1850 else
1851 return false;
1852
1853 switch (ob->type)
1854 {
1855 case BOW:
1839 player_fire_bow(op, dir); 1856 player_fire_bow (op, dir);
1840 return; 1857 break;
1841 1858
1842 case range_magic: /* Casting spells */ 1859 case SPELL:
1843 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1860 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1844 return; 1861 break;
1845 1862
1846 case range_misc: 1863 case BUILDER:
1847 fire_misc_object(op, dir);
1848 return;
1849
1850 case range_golem: /* Control summoned monsters from scrolls */
1851 if(op->contr->ranges[range_golem]==NULL ||
1852 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1853 op->contr->ranges[range_golem] = NULL;
1854 op->contr->shoottype=range_none;
1855 op->contr->golem_count = 0;
1856 }
1857 else
1858 control_golem(op->contr->ranges[range_golem], dir);
1859 return;
1860
1861 case range_skill:
1862 if(!op->chosen_skill) {
1863 if(op->type==PLAYER)
1864 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1865 return;
1866 }
1867 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1868 return;
1869 case range_builder:
1870 apply_map_builder( op, dir ); 1864 apply_map_builder (op, dir);
1871 return; 1865 break;
1866
1867 case SKILL:
1868 do_skill (op, op, ob, dir, 0);
1869 break;
1870
1872 default: 1871 default:
1873 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1872 fire_misc_object (op, dir);
1874 return; 1873 break;
1875 } 1874 }
1876}
1877 1875
1878 1876 return true;
1877}
1879 1878
1880/* find_key 1879/* find_key
1881 * We try to find a key for the door as passed. If we find a key 1880 * We try to find a key for the door as passed. If we find a key
1882 * and successfully use it, we return the key, otherwise NULL 1881 * and successfully use it, we return the key, otherwise NULL
1883 * This function merges both normal and locked door, since the logic 1882 * This function merges both normal and locked door, since the logic
1885 * pl is the player, 1884 * pl is the player,
1886 * inv is the objects inventory to searched 1885 * inv is the objects inventory to searched
1887 * door is the door we are trying to match against. 1886 * door is the door we are trying to match against.
1888 * This function can be called recursively to search containers. 1887 * This function can be called recursively to search containers.
1889 */ 1888 */
1890 1889object *
1891object * find_key(object *pl, object *container, object *door) 1890find_key (object *pl, object *container, object *door)
1892{ 1891{
1893 object *tmp,*key; 1892 object *tmp, *key;
1894 1893
1895 /* Should not happen, but sanity checking is never bad */ 1894 /* Should not happen, but sanity checking is never bad */
1896 if (container->inv == NULL) return NULL; 1895 if (!container->inv)
1896 return 0;
1897 1897
1898 /* First, lets try to find a key in the top level inventory */ 1898 /* First, lets try to find a key in the top level inventory */
1899 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1899 for (tmp = container->inv; tmp; tmp = tmp->below)
1900 {
1900 if (door->type==DOOR && tmp->type==KEY) break; 1901 if (door->type == DOOR && tmp->type == KEY)
1902 break;
1901 /* For sanity, we should really check door type, but other stuff 1903 /* For sanity, we should really check door type, but other stuff
1902 * (like containers) can be locked with special keys 1904 * (like containers) can be locked with special keys
1903 */ 1905 */
1904 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1906 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1905 tmp->slaying==door->slaying) break; 1907 break;
1906 } 1908 }
1909
1907 /* No key found - lets search inventories now */ 1910 /* No key found - lets search inventories now */
1908 /* If we find and use a key in an inventory, return at that time. 1911 /* If we find and use a key in an inventory, return at that time.
1909 * otherwise, if we search all the inventories and still don't find 1912 * otherwise, if we search all the inventories and still don't find
1910 * a key, return 1913 * a key, return
1911 */ 1914 */
1912 if (!tmp) { 1915 if (!tmp)
1916 {
1913 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1917 for (tmp = container->inv; tmp; tmp = tmp->below)
1918 {
1914 /* No reason to search empty containers */ 1919 /* No reason to search empty containers */
1915 if (tmp->type==CONTAINER && tmp->inv) { 1920 if (tmp->type == CONTAINER && tmp->inv)
1921 {
1916 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1922 if ((key = find_key (pl, tmp, door)))
1923 return key;
1917 } 1924 }
1918 } 1925 }
1926
1927 if (!tmp)
1919 if (!tmp) return NULL; 1928 return NULL;
1920 } 1929 }
1930
1921 /* We get down here if we have found a key. Now if its in a container, 1931 /* We get down here if we have found a key. Now if its in a container,
1922 * see if we actually want to use it 1932 * see if we actually want to use it
1923 */ 1933 */
1924 if (pl!=container) { 1934 if (pl != container)
1935 {
1925 /* Only let players use keys in containers */ 1936 /* Only let players use keys in containers */
1926 if (!pl->contr) return NULL; 1937 if (!pl->contr)
1938 return NULL;
1927 /* cases where this fails: 1939 /* cases where this fails:
1928 * If we only search the player inventory, return now since we 1940 * If we only search the player inventory, return now since we
1929 * are not in the players inventory. 1941 * are not in the players inventory.
1930 * If the container is not active, return now since only active 1942 * If the container is not active, return now since only active
1931 * containers can be used. 1943 * containers can be used.
1932 * If we only search keyrings and the container does not have 1944 * If we only search keyrings and the container does not have
1933 * a race/isn't a keyring. 1945 * a race/isn't a keyring.
1934 * No checking for all containers - to fall through past here, 1946 * No checking for all containers - to fall through past here,
1935 * inv must have been an container and must have been active. 1947 * inv must have been an container and must have been active.
1936 * 1948 *
1937 * Change the color so that the message doesn't disappear with 1949 * Change the color so that the message doesn't disappear with
1938 * all the others. 1950 * all the others.
1939 */ 1951 */
1940 if (pl->contr->usekeys == key_inventory || 1952 if (pl->contr->usekeys == key_inventory ||
1941 !QUERY_FLAG(container, FLAG_APPLIED) || 1953 !QUERY_FLAG (container, FLAG_APPLIED) ||
1942 (pl->contr->usekeys == keyrings &&
1943 (!container->race || strcmp(container->race, "keys"))) 1954 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1944 ) { 1955 {
1945 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1956 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1946 "The %s in your %s vibrates as you approach the door", 1957 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1947 query_name(tmp), query_name(container));
1948 return NULL; 1958 return NULL;
1949 } 1959 }
1950 } 1960 }
1961
1951 return tmp; 1962 return tmp;
1952} 1963}
1953 1964
1954/* moved door processing out of move_player_attack. 1965/* moved door processing out of move_player_attack.
1955 * returns 1 if player has opened the door with a key 1966 * returns 1 if player has opened the door with a key
1956 * such that the caller should not do anything more, 1967 * such that the caller should not do anything more,
1957 * 0 otherwise 1968 * 0 otherwise
1958 */ 1969 */
1970static int
1959static int player_attack_door(object *op, object *door) 1971player_attack_door (object *op, object *door)
1960{ 1972{
1961
1962 /* If its a door, try to find a use a key. If we do destroy the door, 1973 /* If its a door, try to find a key. If we do destroy the door,
1963 * might as well return immediately as there is nothing more to do - 1974 * might as well return immediately as there is nothing more to do -
1964 * otherwise, we fall through to the rest of the code. 1975 * otherwise, we fall through to the rest of the code.
1965 */ 1976 */
1966 object *key=find_key(op, op, door); 1977 object *key = find_key (op, op, door);
1967 1978
1968 /* IF we found a key, do some extra work */ 1979 /* If we found a key, do some extra work */
1969 if (key) { 1980 if (key)
1981 {
1970 object *container=key->env; 1982 object *container = key->env;
1971 1983
1972 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1984 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1985
1973 if(action_makes_visible(op)) make_visible(op); 1986 if (action_makes_visible (op))
1987 make_visible (op);
1988
1974 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1989 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1990 spring_trap (door->inv, op);
1991
1975 if (door->type == DOOR) { 1992 if (door->type == DOOR)
1976 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1993 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1977 }
1978 else if(door->type==LOCKED_DOOR) { 1994 else if (door->type == LOCKED_DOOR)
1979 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1995 {
1980 "You open the door with the %s", query_short_name(key)); 1996 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1981 remove_door2(door); /* remove door without violence ;-) */ 1997 remove_door2 (door); /* remove door without violence ;-) */
1982 } 1998 }
1999
1983 /* Do this after we print the message */ 2000 /* Do this after we print the message */
1984 decrease_ob(key); /* Use up one of the keys */ 2001 decrease_ob (key); /* Use up one of the keys */
1985 /* Need to update the weight the container the key was in */ 2002 /* Need to update the weight the container the key was in */
1986 if (container != op) 2003 if (container != op)
1987 esrv_update_item(UPD_WEIGHT, op, container); 2004 esrv_update_item (UPD_WEIGHT, op, container);
2005
1988 return 1; /* Nothing more to do below */ 2006 return 1; /* Nothing more to do below */
2007 }
1989 } else if (door->type==LOCKED_DOOR) { 2008 else if (door->type == LOCKED_DOOR)
2009 {
1990 /* Might as well return now - no other way to open this */ 2010 /* Might as well return now - no other way to open this */
1991 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2011 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1992 return 1; 2012 return 1;
1993 } 2013 }
2014
1994 return 0; 2015 return 0;
1995} 2016}
1996 2017
1997/* This function is just part of a breakup from move_player. 2018/* This function is just part of a breakup from move_player.
1998 * It should keep the code cleaner. 2019 * It should keep the code cleaner.
1999 * When this is called, the players direction has been updated 2020 * When this is called, the players direction has been updated
2000 * (taking into account confusion.) The player is also actually 2021 * (taking into account confusion.) The player is also actually
2001 * going to try and move (not fire weapons). 2022 * going to try and move (not fire weapons).
2002 */ 2023 */
2003 2024bool
2004void move_player_attack(object *op, int dir) 2025move_player_attack (object *op, int dir)
2005{ 2026{
2006 object *tmp, *mon;
2007 sint16 nx, ny;
2008 int on_battleground; 2027 int on_battleground;
2009 mapstruct *m;
2010 2028
2011 nx=freearr_x[dir]+op->x; 2029 sint16 nx = freearr_x[dir] + op->x;
2012 ny=freearr_y[dir]+op->y; 2030 sint16 ny = freearr_y[dir] + op->y;
2013 2031
2014 on_battleground = op_on_battleground(op, NULL, NULL); 2032 on_battleground = op_on_battleground (op, 0, 0);
2015 2033
2034 if (out_of_map (op->map, nx, ny))
2035 return false;
2036
2037 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2038 {
2039 --op->speed_left;
2040 return true;
2041 }
2042
2016 /* If braced, or can't move to the square, and it is not out of the 2043 /* If braced, or can't move to the square, and it is not out of the
2017 * map, attack it. Note order of if statement is important - don't 2044 * map, attack it. Note order of if statement is important - don't
2018 * want to be calling move_ob if braced, because move_ob will move the 2045 * want to be calling move_ob if braced, because move_ob will move the
2019 * player. This is a pretty nasty hack, because if we could 2046 * player. This is a pretty nasty hack, because if we could
2020 * move to some space, it then means that if we are braced, we should 2047 * move to some space, it then means that if we are braced, we should
2021 * do nothing at all. As it is, if we are braced, we go through 2048 * do nothing at all. As it is, if we are braced, we go through
2022 * quite a bit of processing. However, it probably is less than what 2049 * quite a bit of processing. However, it probably is less than what
2023 * move_ob uses. 2050 * move_ob uses.
2024 */ 2051 */
2025 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2052 maptile *m = op->map->xy_find (nx, ny);
2026 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2027 m = get_map_from_coord(op->map, &nx, &ny);
2028 if (!m) return; /* Don't think this should happen */
2029 }
2030 else m =op->map;
2031
2032 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2033 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2034 return;
2035 }
2036 2053
2037 mon = NULL;
2038 /* Go through all the objects, and find ones of interest. Only stop if 2054 /* Go through all the objects, and find ones of interest. Only stop if
2039 * we find a monster - that is something we know we want to attack. 2055 * we find a monster - that is something we know we want to attack.
2040 * if its a door or barrel (can roll) see if there may be monsters 2056 * if its a door or barrel (can roll) see if there may be monsters
2041 * on the space 2057 * on the space
2058 */
2059 object *mon;
2060 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2061 {
2062 if ((mon->flag [FLAG_ALIVE]
2063 || mon->type == LOCKED_DOOR
2064 || mon->flag [FLAG_CAN_ROLL])
2065 && mon != op)
2066 break;
2067 }
2068
2069 if (!mon) /* This happens anytime the player tries to move */
2070 return false; /* into a wall */
2071
2072 mon = mon->head_ ();
2073
2074 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2075 if (op->contr->weapon_sp_left > 0.f)
2076 if (player_attack_door (op, mon))
2042 */ 2077 {
2043 while (tmp!=NULL) { 2078 --op->contr->weapon_sp_left;
2044 if (tmp == op) { 2079 return true;
2045 tmp=tmp->above; 2080 }
2046 continue; 2081
2082 /* The following deals with possibly attacking peaceful
2083 * or friendly creatures. Basically, all players are considered
2084 * unaggressive. If the moving player has peaceful set, then the
2085 * object should be pushed instead of attacked. It is assumed that
2086 * if you are braced, you will not attack friends accidently,
2087 * and thus will not push them.
2088 */
2089
2090 /* If the creature is a pet, push it even if the player is not
2091 * peaceful. Our assumption is the creature is a pet if the
2092 * player owns it and it is either friendly or unagressive.
2093 */
2094 if (op->type == PLAYER
2095 && ((mon->owner && mon->owner->contr
2096 && same_party (mon->owner->contr->party, op->contr->party))
2097 || mon->owner == op)
2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2099 {
2100 /* If we're braced, we don't want to switch places with it */
2101 if (op->contr->braced)
2102 return false;
2103
2104 if (op->speed_left > 0.f)
2105 {
2106 --op->speed_left;
2107
2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 push_ob (mon, dir, op);
2110
2111 if (op->contr->tmp_invis || op->hide)
2112 make_visible (op);
2113
2114 return true;
2115 }
2116 else
2117 return false;
2118 }
2119
2120 /* in certain circumstances, you shouldn't attack friendly
2121 * creatures. Note that if you are braced, you can't push
2122 * someone, but put it inside this loop so that you won't
2123 * attack them either.
2124 */
2125 if ((mon->type == PLAYER || mon->enemy != op)
2126 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2127 && ((op->contr->peaceful
2128 || (mon->type == PLAYER && mon->contr->peaceful))
2129 && !on_battleground))
2130 {
2131 if (op->speed_left > 0.f)
2132 {
2133 --op->speed_left;
2134
2135 if (!op->contr->braced)
2136 {
2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2138 push_ob (mon, dir, op);
2047 } 2139 }
2048 if (QUERY_FLAG(tmp,FLAG_ALIVE)) {
2049 mon = tmp;
2050 break;
2051 }
2052 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2053 mon = tmp;
2054 tmp=tmp->above;
2055 }
2056
2057 if (mon==NULL) /* This happens anytime the player tries to move */
2058 return; /* into a wall */
2059
2060 if(mon->head != NULL)
2061 mon = mon->head;
2062
2063 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR))
2064 if (player_attack_door(op, mon)) return;
2065
2066 /* The following deals with possibly attacking peaceful
2067 * or frienddly creatures. Basically, all players are considered
2068 * unaggressive. If the moving player has peaceful set, then the
2069 * object should be pushed instead of attacked. It is assumed that
2070 * if you are braced, you will not attack friends accidently,
2071 * and thus will not push them.
2072 */
2073
2074 /* If the creature is a pet, push it even if the player is not
2075 * peaceful. Our assumption is the creature is a pet if the
2076 * player owns it and it is either friendly or unagressive.
2077 */
2078 if ((op->type==PLAYER)
2079#if COZY_SERVER
2080 &&
2081 (
2082 (get_owner(mon) && get_owner(mon)->contr
2083 && same_party (get_owner(mon)->contr->party, op->contr->party))
2084 || get_owner(mon) == op
2085 )
2086#else
2087 && get_owner(mon)==op
2088#endif
2089 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2090 {
2091 /* If we're braced, we don't want to switch places with it */
2092 if (op->contr->braced) return;
2093 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2094 (void) push_ob(mon,dir,op);
2095 if(op->contr->tmp_invis||op->hide) make_visible(op);
2096 return;
2097 }
2098
2099 /* in certain circumstances, you shouldn't attack friendly
2100 * creatures. Note that if you are braced, you can't push
2101 * someone, but put it inside this loop so that you won't
2102 * attack them either.
2103 */
2104 if ((mon->type==PLAYER || mon->enemy != op) &&
2105 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2106 (
2107#ifdef PROHIBIT_PLAYERKILL
2108 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2109#else
2110 op->contr->peaceful &&
2111#endif
2112 !on_battleground
2113 )) {
2114 if (!op->contr->braced) {
2115 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2116 (void) push_ob(mon,dir,op);
2117 } else { 2140 else
2118 new_draw_info(0, 0,op,"You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2142
2143 if (op->contr->tmp_invis || op->hide)
2144 make_visible (op);
2145
2146 return true;
2119 } 2147 }
2120 if(op->contr->tmp_invis||op->hide) make_visible(op); 2148 }
2121 }
2122
2123 /* If the object is a boulder or other rollable object, then 2149 /* If the object is a boulder or other rollable object, then
2124 * roll it if not braced. You can't roll it if you are braced. 2150 * roll it if not braced. You can't roll it if you are braced.
2125 */ 2151 */
2126 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2152 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2153 {
2154 if (op->speed_left > 0.f)
2155 {
2156 --op->speed_left;
2157
2127 recursive_roll(mon,dir,op); 2158 recursive_roll (mon, dir, op);
2128 if(action_makes_visible(op)) make_visible(op); 2159 if (action_makes_visible (op))
2129 } 2160 make_visible (op);
2130 2161
2162 return true;
2163 }
2164 }
2131 /* Any generic living creature. Including things like doors. 2165 /* Any generic living creature. Including things like doors.
2132 * Way it works is like this: First, it must have some hit points 2166 * Way it works is like this: First, it must have some hit points
2133 * and be living. Then, it must be one of the following: 2167 * and be living. Then, it must be one of the following:
2134 * 1) Not a player, 2) A player, but of a different party. Note 2168 * 1) Not a player, 2) A player, but of a different party. Note
2135 * that party_number -1 is no party, so attacks can still happen. 2169 * that party_number -1 is no party, so attacks can still happen.
2136 */ 2170 */
2137
2138 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2171 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2139 ((mon->type!=PLAYER || op->contr->party==NULL || 2172 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2140 op->contr->party!=mon->contr->party))) { 2173 {
2141 2174 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2142 /* If the player hasn't hit something this tick, and does
2143 * so, give them speed boost based on weapon speed. Doing
2144 * it here is better than process_players2, which basically
2145 * incurred a 1 tick offset.
2146 */
2147 if (!op->contr->has_hit) {
2148 op->speed_left += op->speed / op->contr->weapon_sp;
2149
2150 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2151 }
2152
2153 skill_attack(mon, op, 0, NULL, NULL);
2154
2155 /* If attacking another player, that player gets automatic
2156 * hitback, and doesn't loose luck either.
2157 * Disable hitback on the battleground or if the target is
2158 * the wiz.
2159 */
2160 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2161 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2162 short luck = mon->stats.luck;
2163 mon->contr->has_hit = 1;
2164 skill_attack(op, mon, 0, NULL, NULL);
2165 mon->stats.luck = luck;
2166 }
2167 if(action_makes_visible(op)) make_visible(op);
2168 } 2175 {
2169 } /* if player should attack something */ 2176 --op->contr->weapon_sp_left;
2170}
2171 2177
2178 skill_attack (mon, op, 0, 0, 0);
2179
2180 if (action_makes_visible (op))
2181 make_visible (op);
2182
2183 return true;
2184 }
2185 }
2186
2187 return false;
2188}
2189
2190bool
2172int move_player(object *op,int dir) { 2191move_player (object *op, int dir)
2192{
2173 int pick; 2193 int pick;
2174 2194
2175 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2176 return 0;
2177
2178 /* Sanity check: make sure dir is valid */
2179 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2180 LOG( llevError, "move_player: invalid direction %d\n", dir);
2181 return 0;
2182 }
2183
2184 /* peterm: added following line */
2185 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2186 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2187
2188 op->facing = dir;
2189
2190 if(op->hide) do_hidden_move(op);
2191
2192 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2193 /*nop*/;
2194 else if (op->contr->fire_on)
2195 fire (op, dir);
2196 else
2197 {
2198 move_player_attack (op, dir);
2199 pick = check_pick(op);
2200 }
2201
2202 /* Add special check for newcs players and fire on - this way, the
2203 * server can handle repeat firing.
2204 */
2205 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2206 op->direction = dir;
2207 } else {
2208 op->direction=0;
2209 }
2210 /* Update how the player looks. Use the facing, so direction may
2211 * get reset to zero. This allows for full animation capabilities
2212 * for players.
2213 */
2214 animate_object(op, op->facing);
2215 return 0; 2196 return 0;
2197
2198 /* Sanity check: make sure dir is valid */
2199 if ((dir < 0) || (dir >= 9))
2200 {
2201 LOG (llevError, "move_player: invalid direction %d\n", dir);
2202 return 0;
2203 }
2204
2205 /* peterm: added following line */
2206 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2207 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2208
2209 op->facing = dir;
2210
2211 if (op->hide)
2212 do_hidden_move (op);
2213
2214 bool retval;
2215
2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2217 retval = RESULT_INT (0);
2218 else if (op->contr->fire_on)
2219 retval = fire (op, dir);
2220 else
2221 {
2222 retval = move_player_attack (op, dir);
2223 pick = check_pick (op);
2224 }
2225
2226 /* Add special check for newcs players and fire on - this way, the
2227 * server can handle repeat firing.
2228 */
2229 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2230 op->direction = dir;
2231 else
2232 op->direction = 0;
2233
2234 /* Update how the player looks. Use the facing, so direction may
2235 * get reset to zero. This allows for full animation capabilities
2236 * for players.
2237 */
2238 animate_object (op, op->facing);
2239
2240 return retval;
2216} 2241}
2217 2242
2218/* This is similar to handle_player, below, but is only used by the 2243/* This is similar to handle_player, below, but is only used by the
2219 * new client/server stuff. 2244 * new client/server stuff.
2220 * This is sort of special, in that the new client/server actually uses 2245 * This is sort of special, in that the new client/server actually uses
2221 * the new speed values for commands. 2246 * the new speed values for commands.
2222 * 2247 *
2223 * Returns true if there are more actions we can do. 2248 * Returns true if there are more actions we can do. Should not do
2249 * many actions in a row, as that would be too unfair to other
2250 * players.
2224 */ 2251 */
2252bool
2225int handle_newcs_player(object *op) 2253handle_newcs_player (object *op)
2226{ 2254{
2227 if (op->contr->hidden) {
2228 op->invisible = 1000;
2229 /* the socket code flashes the player visible/invisible
2230 * depending on the value of invisible, so we need to
2231 * alternate it here for it to work correctly.
2232 */
2233 if (pticks & 2) op->invisible--;
2234 }
2235 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2236 op->invisible--;
2237 if(!op->invisible) {
2238 make_visible(op);
2239 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2240 }
2241 }
2242
2243 if (QUERY_FLAG(op, FLAG_SCARED)) { 2255 if (QUERY_FLAG (op, FLAG_SCARED))
2256 {
2257 if (op->speed_left > 0.f)
2258 {
2259 --op->speed_left;
2244 flee_player(op); 2260 flee_player (op);
2245 /* If player is still scared, that is his action for this tick */ 2261
2246 if (QUERY_FLAG(op, FLAG_SCARED)) {
2247 op->speed_left--;
2248 return 0; 2262 return true;
2249 } 2263 }
2264 else
2265 return false;
2250 } 2266 }
2251 2267
2252 /* I've been seeing crashes where the golem has been destroyed, but
2253 * the player object still points to the defunct golem. The code that
2254 * destroys the golem looks correct, and it doesn't always happen, so
2255 * put this in a a workaround to clean up the golem pointer.
2256 */
2257 if (op->contr->ranges[range_golem] &&
2258 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2259 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2260 op->contr->ranges[range_golem] = NULL;
2261 op->contr->golem_count = 0;
2262 }
2263
2264 /* call this here - we also will call this in do_ericserver, but 2268 /* call this here - we also will call this in do_ericserver, but
2265 * the players time has been increased when doericserver has been 2269 * the players time has been increased when doericserver has been
2266 * called, so we recheck it here. 2270 * called, so we recheck it here.
2267 */ 2271 */
2268 HandleClient(&op->contr->socket, op->contr); 2272 if (op->contr->ns->handle_command ())
2269 if (op->speed_left<0) return 0; 2273 return true;
2270 2274
2271 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2275 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2272 /* All move commands take 1 tick, at least for now */
2273 op->speed_left--;
2274
2275 /* Instead of all the stuff below, let move_player take care
2276 * of it. Also, some of the skill stuff is only put in
2277 * there, as well as the confusion stuff.
2278 */
2279 move_player(op, op->direction); 2276 return move_player (op, op->direction);
2280 if (op->speed_left>0) return 1; 2277
2281 else return 0; 2278 return false;
2282 } 2279}
2280
2281int
2282save_life (object *op)
2283{
2284 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2283 return 0; 2285 return 0;
2284}
2285 2286
2286int save_life(object *op) {
2287 object *tmp;
2288
2289 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2290 return 0;
2291
2292 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2287 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2293 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2288 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2289 {
2294 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2290 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2295 new_draw_info_format(NDI_UNIQUE, 0,op, 2291 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2296 "Your %s vibrates violently, then evaporates.", 2292
2297 query_name(tmp));
2298 if (op->contr) 2293 if (op->contr)
2299 esrv_del_item(op->contr, tmp->count); 2294 esrv_del_item (op->contr, tmp->count);
2300 remove_ob(tmp); 2295
2301 free_object(tmp); 2296 tmp->destroy ();
2302 CLEAR_FLAG(op, FLAG_LIFESAVE); 2297 CLEAR_FLAG (op, FLAG_LIFESAVE);
2298
2303 if(op->stats.hp<0) 2299 if (op->stats.hp < 0)
2304 op->stats.hp = op->stats.maxhp; 2300 op->stats.hp = op->stats.maxhp;
2301
2305 if(op->stats.food<0) 2302 if (op->stats.food < 0)
2306 op->stats.food = 999; 2303 op->stats.food = 999;
2307 fix_player(op); 2304
2305 op->update_stats ();
2308 return 1; 2306 return 1;
2309 } 2307 }
2308
2310 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2309 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2311 CLEAR_FLAG(op, FLAG_LIFESAVE); 2310 CLEAR_FLAG (op, FLAG_LIFESAVE);
2312 enter_player_savebed(op); /* bring him home. */ 2311 enter_player_savebed (op); /* bring him home. */
2313 return 0; 2312 return 0;
2314} 2313}
2315 2314
2316/* This goes throws the inventory and removes unpaid objects, and puts them 2315/* This goes throws the inventory and removes unpaid objects, and puts them
2317 * back in the map (location and map determined by values of env). This 2316 * back in the map (location and map determined by values of env). This
2318 * function will descend into containers. op is the object to start the search 2317 * function will descend into containers. op is the object to start the search
2319 * from. 2318 * from.
2320 */ 2319 */
2320void
2321void remove_unpaid_objects(object *op, object *env) 2321remove_unpaid_objects (object *op, object *env)
2322{ 2322{
2323 object *next;
2324
2325 while (op) { 2323 while (op)
2324 {
2326 next=op->below; /* Make sure we have a good value, in case 2325 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2327 * we remove object 'op' 2326
2328 */
2329 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2327 if (QUERY_FLAG (op, FLAG_UNPAID))
2330 remove_ob(op); 2328 {
2331 op->x = env->x;
2332 op->y = env->y;
2333 if (env->type == PLAYER) 2329 if (env->type == PLAYER)
2334 esrv_del_item(env->contr, op->count); 2330 esrv_del_item (env->contr, op->count);
2335 insert_ob_in_map(op, env->map, NULL,0); 2331
2332 op->insert_at (env);
2336 } 2333 }
2334 else if (op->inv)
2337 else if (op->inv) remove_unpaid_objects(op->inv, env); 2335 remove_unpaid_objects (op->inv, env);
2336
2338 op=next; 2337 op = next;
2339 } 2338 }
2340} 2339}
2341
2342 2340
2343/* 2341/*
2344 * Returns pointer a static string containing gravestone text 2342 * Returns pointer a static string containing gravestone text
2345 * Moved from apply.c to player.c - player.c is what 2343 * Moved from apply.c to player.c - player.c is what
2346 * actually uses this function. player.c may not be quite the 2344 * actually uses this function. player.c may not be quite the
2347 * best, a misc file for object actions is probably better, 2345 * best, a misc file for object actions is probably better,
2348 * but there isn't one in the server directory. 2346 * but there isn't one in the server directory.
2349 */ 2347 */
2348char *
2350char *gravestone_text (object *op) 2349gravestone_text (object *op)
2351{ 2350{
2352 static char buf2[MAX_BUF]; 2351 static char buf2[MAX_BUF];
2353 char buf[MAX_BUF]; 2352 char buf[MAX_BUF];
2354 time_t now = time (NULL); 2353 time_t now = time (NULL);
2355 2354
2356 strcpy (buf2, " R.I.P.\n\n"); 2355 strcpy (buf2, " R.I.P.\n\n");
2357 if (op->type == PLAYER) 2356 if (op->type == PLAYER)
2358 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2357 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2359 else 2358 else
2360 sprintf (buf, "%s\n", &op->name); 2359 sprintf (buf, "%s\n", &op->name);
2360
2361 strncat (buf2, " ", 20 - strlen (buf) / 2); 2361 strncat (buf2, " ", 20 - strlen (buf) / 2);
2362 strcat (buf2, buf); 2362 strcat (buf2, buf);
2363 if (op->type == PLAYER) 2363 if (op->type == PLAYER)
2364 sprintf (buf, "who was in level %d when killed\n", op->level); 2364 sprintf (buf, "who was in level %d when killed\n", op->level);
2365 else 2365 else
2366 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2366 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2367
2367 strncat (buf2, " ", 20 - strlen (buf) / 2); 2368 strncat (buf2, " ", 20 - strlen (buf) / 2);
2368 strcat (buf2, buf); 2369 strcat (buf2, buf);
2369 if (op->type == PLAYER) { 2370 if (op->type == PLAYER)
2371 {
2370 sprintf (buf, "by %s.\n\n", op->contr->killer); 2372 sprintf (buf, "by %s.\n\n", op->contr->killer);
2371 strncat (buf2, " ", 21 - strlen (buf) / 2); 2373 strncat (buf2, " ", 21 - strlen (buf) / 2);
2372 strcat (buf2, buf); 2374 strcat (buf2, buf);
2373 } 2375 }
2376
2374 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2377 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2375 strncat (buf2, " ", 20 - strlen (buf) / 2); 2378 strncat (buf2, " ", 20 - strlen (buf) / 2);
2376 strcat (buf2, buf); 2379 strcat (buf2, buf);
2380
2377 return buf2; 2381 return buf2;
2378} 2382}
2379 2383
2380 2384void
2381
2382void do_some_living(object *op) { 2385do_some_living (object *op)
2386{
2383 int last_food=op->stats.food; 2387 int last_food = op->stats.food;
2384 int gen_hp, gen_sp, gen_grace; 2388 int gen_hp, gen_sp, gen_grace;
2385 int over_hp, over_sp, over_grace; 2389 int over_hp, over_sp, over_grace;
2386 int i; 2390 int i;
2387 int rate_hp = 1200; 2391 int rate_hp = 1200;
2388 int rate_sp = 2500; 2392 int rate_sp = 2500;
2389 int rate_grace = 2000; 2393 int rate_grace = 2000;
2390 const int max_hp = 1; 2394 const int max_hp = 1;
2391 const int max_sp = 1; 2395 const int max_sp = 1;
2392 const int max_grace = 1; 2396 const int max_grace = 1;
2393 2397
2394 if (op->contr->outputs_sync) { 2398 if (op->contr->hidden)
2395 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2399 {
2396 if (op->contr->outputs[i].buf!=NULL && 2400 op->invisible = 1000;
2397 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2401 /* the socket code flashes the player visible/invisible
2398 flush_output_element(op, &op->contr->outputs[i]); 2402 * depending on the value of invisible, so we need to
2403 * alternate it here for it to work correctly.
2404 */
2405 if (pticks & 2)
2406 op->invisible--;
2399 } 2407 }
2408 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2409 {
2410 if (!op->invisible--)
2411 {
2412 make_visible (op);
2413 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2414 }
2415 }
2400 2416
2401 if(op->contr->state==ST_PLAYING) { 2417 if (op->contr->ns->state == ST_PLAYING)
2402 2418 {
2403 /* these next three if clauses make it possible to SLOW DOWN 2419 /* these next three if clauses make it possible to SLOW DOWN
2404 hp/grace/spellpoint regeneration. */ 2420 hp/grace/spellpoint regeneration. */
2405 if(op->contr->gen_hp >= 0 ) 2421 if (op->contr->gen_hp >= 0)
2406 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2422 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2407 else { 2423 else
2424 {
2408 gen_hp = op->stats.maxhp; 2425 gen_hp = op->stats.maxhp;
2409 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2426 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2410 } 2427 }
2428
2411 if(op->contr->gen_sp >= 0 ) 2429 if (op->contr->gen_sp >= 0)
2412 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2430 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2413 else { 2431 else
2432 {
2414 gen_sp = op->stats.maxsp; 2433 gen_sp = op->stats.maxsp;
2415 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2434 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2416 } 2435 }
2436
2417 if(op->contr->gen_grace >= 0) 2437 if (op->contr->gen_grace >= 0)
2418 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2438 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2419 else { 2439 else
2440 {
2420 gen_grace = op->stats.maxgrace; 2441 gen_grace = op->stats.maxgrace;
2421 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2442 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2422 } 2443 }
2423 2444
2424 /* Regenerate Spell Points */ 2445 /* Regenerate Spell Points */
2425 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2446 if (!op->contr->golem && --op->last_sp < 0)
2447 {
2426 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2448 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2427 if(op->stats.sp<op->stats.maxsp) {
2428 op->stats.sp++;
2429 /* dms do not consume food */
2430 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2431 op->stats.food--;
2432 if(op->contr->digestion<0)
2433 op->stats.food+=op->contr->digestion;
2434 else if(op->contr->digestion>0 &&
2435 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2436 op->stats.food=last_food;
2437 }
2438 }
2439 if (max_sp>1) {
2440 over_sp = (gen_sp+10)/rate_sp;
2441 if (over_sp > 0) {
2442 if(op->stats.sp<op->stats.maxsp) { 2449 if (op->stats.sp < op->stats.maxsp)
2443 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2450 {
2444 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2445 op->stats.sp--; 2451 op->stats.sp++;
2446 if(op->stats.sp>op->stats.maxsp) 2452 /* dms do not consume food */
2447 op->stats.sp=op->stats.maxsp; 2453 if (!QUERY_FLAG (op, FLAG_WIZ))
2454 {
2455 op->stats.food--;
2456 if (op->contr->digestion < 0)
2457 op->stats.food += op->contr->digestion;
2458 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2459 op->stats.food = last_food;
2448 } 2460 }
2449 op->last_sp=0;
2450 } else {
2451 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2452 }
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 }
2457
2458 /* Regenerate Grace */
2459 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2460 if(--op->last_grace<0) {
2461 if(op->stats.grace<op->stats.maxgrace/2)
2462 op->stats.grace++; /* no penalty in food for regaining grace */
2463 if(max_grace>1) {
2464 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2465 if (over_grace > 0) {
2466 op->stats.sp += over_grace
2467 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2468 op->last_grace=0;
2469 } else {
2470 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2471 } 2461 }
2462
2463 if (max_sp > 1)
2464 {
2465 over_sp = (gen_sp + 10) / rate_sp;
2466 if (over_sp > 0)
2467 {
2468 if (op->stats.sp < op->stats.maxsp)
2469 {
2470 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2471
2472 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2473 op->stats.sp--;
2474
2475 if (op->stats.sp > op->stats.maxsp)
2476 op->stats.sp = op->stats.maxsp;
2477 }
2478 op->last_sp = 0;
2479 }
2480 else
2481 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2482 }
2472 } else { 2483 else
2484 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2485 }
2486
2487 /* Regenerate Grace */
2488 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2489 if (--op->last_grace < 0)
2490 {
2491 if (op->stats.grace < op->stats.maxgrace / 2)
2492 op->stats.grace++; /* no penalty in food for regaining grace */
2493
2494 if (max_grace > 1)
2495 {
2496 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2497 if (over_grace > 0)
2498 {
2499 op->stats.sp += over_grace
2500 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2501 op->last_grace = 0;
2502 }
2503 else
2504 {
2505 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2506 }
2507 }
2508 else
2509 {
2473 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2510 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2474 } 2511 }
2475 /* wearing stuff doesn't detract from grace generation. */ 2512 /* wearing stuff doesn't detract from grace generation. */
2476 } 2513 }
2477 2514
2478 /* Regenerate Hit Points */ 2515 /* Regenerate Hit Points */
2479 if(--op->last_heal<0) { 2516 if (--op->last_heal < 0)
2517 {
2480 if(op->stats.hp<op->stats.maxhp) { 2518 if (op->stats.hp < op->stats.maxhp)
2519 {
2481 op->stats.hp++; 2520 op->stats.hp++;
2482 /* dms do not consume food */ 2521 /* dms do not consume food */
2483 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2522 if (!QUERY_FLAG (op, FLAG_WIZ))
2484 op->stats.food--; 2523 {
2524 op->stats.food--;
2485 if(op->contr->digestion<0) 2525 if (op->contr->digestion < 0)
2486 op->stats.food+=op->contr->digestion; 2526 op->stats.food += op->contr->digestion;
2487 else if(op->contr->digestion>0 && 2527 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2488 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2489 op->stats.food=last_food; 2528 op->stats.food = last_food;
2529 }
2530 }
2531
2532 if (max_hp > 1)
2533 {
2534 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2535 if (over_hp > 0)
2536 {
2537 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2538 op->last_heal = 0;
2539 }
2540 else
2541 {
2542 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2543 }
2544 }
2545 else
2546 {
2547 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2548 }
2490 } 2549 }
2491 }
2492 if(max_hp>1) {
2493 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2494 if (over_hp > 0) {
2495 op->stats.sp += over_hp
2496 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2497 op->last_heal=0;
2498 } else {
2499 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2500 }
2501 } else {
2502 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2503 }
2504 }
2505 2550
2506 /* Digestion */ 2551 /* Digestion */
2507 if(--op->last_eat<0) { 2552 if (--op->last_eat < 0)
2508#ifdef COZY_SERVER 2553 {
2509 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2554 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2510 int bonus=dg>0?dg:0,
2511 penalty=dg<0?-dg:0;
2512#else
2513 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2514 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2515#endif
2516 2555
2517 if(op->contr->gen_hp > 0) 2556 if (op->contr->gen_hp > 0)
2518 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2557 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2519 else 2558 else
2520 op->last_eat=25*(1+bonus)/(penalty +1); 2559 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2560
2521 /* dms do not consume food */ 2561 /* dms do not consume food */
2522 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2562 if (!QUERY_FLAG (op, FLAG_WIZ))
2523 } 2563 op->stats.food--;
2524 } 2564 }
2525 2565
2526 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2566 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 {
2527 object *tmp, *flesh=NULL; 2568 object *tmp, *flesh = 0;
2528 2569
2529 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2570 for (tmp = op->inv; tmp; tmp = tmp->below)
2571 {
2530 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2572 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2573 {
2531 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2574 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2575 {
2532 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2576 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2533 manual_apply(op,tmp,0); 2577 manual_apply (op, tmp, 0);
2534 if(op->stats.food>=0||op->stats.hp<0) 2578 if (op->stats.food >= 0 || op->stats.hp < 0)
2535 break; 2579 break;
2536 } 2580 }
2537 else if (tmp->type==FLESH) flesh=tmp; 2581 else if (tmp->type == FLESH)
2582 flesh = tmp;
2538 } /* End if paid for object */ 2583 } /* End if paid for object */
2539 } /* end of for loop */ 2584 } /* end of for loop */
2585
2540 /* If player is still starving, it means they don't have any food, so 2586 /* If player is still starving, it means they don't have any food, so
2541 * eat flesh instead. 2587 * eat flesh instead.
2542 */ 2588 */
2543 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2589 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2590 {
2544 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2591 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2545 manual_apply(op,flesh,0); 2592 manual_apply (op, flesh, 0);
2546 } 2593 }
2547 } /* end if player is starving */ 2594 }
2548 2595
2549 while(op->stats.food<0&&op->stats.hp>0) 2596 while (op->stats.food < 0 && op->stats.hp >= 0)
2550 op->stats.food++,op->stats.hp--; 2597 op->stats.food++, op->stats.hp--;
2551 2598
2552 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2599 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2553 kill_player(op); 2600 kill_player (op);
2601 }
2554} 2602}
2555
2556
2557 2603
2558/* If the player should die (lack of hp, food, etc), we call this. 2604/* If the player should die (lack of hp, food, etc), we call this.
2559 * op is the player in jeopardy. If the player can not be saved (not 2605 * op is the player in jeopardy. If the player can not be saved (not
2560 * permadeath, no lifesave), this will take care of removing the player 2606 * permadeath, no lifesave), this will take care of removing the player
2561 * file. 2607 * file.
2562 */ 2608 */
2609void
2563void kill_player(object *op) 2610kill_player (object *op)
2564{ 2611{
2565 char buf[MAX_BUF]; 2612 char buf[MAX_BUF];
2566 int x,y,i; 2613 int x, y;
2614
2615 //int i;
2567 mapstruct *map; /* this is for resurrection */ 2616 maptile *map; /* this is for resurrection */
2617
2568 int z; 2618 /* int z;
2569 int num_stats_lose; 2619 int num_stats_lose;
2570 int lost_a_stat; 2620 int lost_a_stat;
2571 int lose_this_stat; 2621 int lose_this_stat;
2572 int this_stat; 2622 int this_stat; */
2573 int will_kill_again; 2623 int will_kill_again;
2574 archetype *at; 2624 archetype *at;
2575 object *tmp; 2625 object *tmp;
2576 2626
2577 if(save_life(op)) 2627 if (save_life (op))
2578 return; 2628 return;
2579 2629
2580 2630
2581 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2631 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2582 * in cities ONLY!!! It is very important that this doesn't get abused. 2632 * in cities ONLY!!! It is very important that this doesn't get abused.
2583 * Look at op_on_battleground() for more info --AndreasV 2633 * Look at op_on_battleground() for more info --AndreasV
2584 */ 2634 */
2585 if (op_on_battleground(op, &x, &y)) { 2635 if (op_on_battleground (op, &x, &y))
2586 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2636 {
2587 "You have been defeated in combat!"); 2637 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2588 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2638 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2589 "Local medics have saved your life..."); 2639
2590
2591 /* restore player */ 2640 /* restore player */
2592 at = find_archetype("poisoning"); 2641 at = archetype::find ("poisoning");
2593 tmp=present_arch_in_ob(at,op); 2642 if (object *tmp = present_arch_in_ob (at, op))
2594 if (tmp) { 2643 {
2595 remove_ob(tmp); 2644 tmp->destroy ();
2596 free_object(tmp);
2597 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2645 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2646 }
2647
2648 at = archetype::find ("confusion");
2649 if (object *tmp = present_arch_in_ob (at, op))
2598 } 2650 {
2599 2651 tmp->destroy ();
2600 at = find_archetype("confusion");
2601 tmp=present_arch_in_ob(at,op);
2602 if (tmp) {
2603 remove_ob(tmp);
2604 free_object(tmp);
2605 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2652 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2606 } 2653 }
2607 2654
2608 cure_disease(op,0); /* remove any disease */ 2655 cure_disease (op, 0); /* remove any disease */
2609 op->stats.hp=op->stats.maxhp; 2656 op->stats.hp = op->stats.maxhp;
2610 if (op->stats.food<=0) op->stats.food=999; 2657 if (op->stats.food <= 0)
2611 2658 op->stats.food = 999;
2659
2612 /* create a bodypart-trophy to make the winner happy */ 2660 /* create a bodypart-trophy to make the winner happy */
2613 tmp=arch_to_object(find_archetype("finger")); 2661 if (object *tmp = arch_to_object (archetype::find ("finger")))
2614 if (tmp != NULL)
2615 { 2662 {
2616 sprintf(buf,"%s's finger", &op->name); 2663 sprintf (buf, "%s's finger", &op->name);
2617 tmp->name = buf; 2664 tmp->name = buf;
2618 sprintf(buf," This finger has been cut off %s\n" 2665 sprintf (buf, " This finger has been cut off %s\n"
2619 " the %s, when he was defeated at\n level %d by %s.\n", 2666 " the %s, when he was defeated at\n level %d by %s.\n",
2620 &op->name, op->contr->title, (int)(op->level), 2667 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2621 op->contr->killer);
2622 tmp->msg=buf; 2668 tmp->msg = buf;
2623 tmp->value=0, tmp->material=0, tmp->type=0; 2669 tmp->value = 0, tmp->type = 0;
2624 tmp->materialname = NULL; 2670 tmp->materialname = "organics";
2625 tmp->x = op->x, tmp->y = op->y; 2671 tmp->insert_at (op, tmp);
2626 insert_ob_in_map(tmp,op->map,op,0);
2627 }
2628 2672 }
2673
2629 /* teleport defeated player to new destination*/ 2674 /* teleport defeated player to new destination */
2630 transfer_ob(op, x, y, 0, NULL); 2675 transfer_ob (op, x, y, 0, NULL);
2631 op->contr->braced=0; 2676 op->contr->braced = 0;
2632 return; 2677 return;
2633 } 2678 }
2634 2679
2635 INVOKE_PLAYER (DEATH, op->contr); 2680 INVOKE_PLAYER (DEATH, op->contr);
2636 2681
2637 command_kill_pets (op, 0); 2682 command_kill_pets (op, 0);
2638 2683
2639 if(op->stats.food<0) { 2684 if (op->stats.food < 0)
2640 if (op->contr->explore) { 2685 {
2641 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2642 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2643 op->stats.food=999;
2644 return;
2645 }
2646 sprintf(buf,"%s starved to death.",&op->name); 2686 sprintf (buf, "%s starved to death.", &op->name);
2647 strcpy(op->contr->killer,"starvation"); 2687 strcpy (op->contr->killer, "starvation");
2648 } 2688 }
2649 else { 2689 else
2650 if (op->contr->explore) {
2651 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2652 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2653 op->stats.hp=op->stats.maxhp;
2654 return;
2655 }
2656 sprintf(buf,"%s died.", &op->name); 2690 sprintf (buf, "%s died.", &op->name);
2657 } 2691
2658 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2692 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2659 2693
2660 /* save the map location for corpse, gravestone*/ 2694 /* save the map location for corpse, gravestone */
2661 x=op->x;y=op->y;map=op->map; 2695 x = op->x;
2696 y = op->y;
2697 map = op->map;
2662 2698
2663
2664 if (settings.not_permadeth == TRUE) {
2665 /* NOT_PERMADEATH code. This basically brings the character back to 2699 /* NOT_PERMADEATH code. This basically brings the character back to
2666 * life if they are dead - it takes some exp and a random stat. 2700 * life if they are dead - it takes some exp and a random stat.
2667 * See the config.h file for a little more in depth detail about this. 2701 * See the config.h file for a little more in depth detail about this.
2668 */ 2702 */
2669 2703
2670 /* Basically two ways to go - remove a stat permanently, or just 2704 /* Basically two ways to go - remove a stat permanently, or just
2671 * make it depletion. This bunch of code deals with that aspect 2705 * make it depletion. This bunch of code deals with that aspect
2672 * of death. 2706 * of death.
2673 */ 2707 */
2674#ifndef COZY_SERVER 2708#ifndef COZY_SERVER
2675 if (settings.balanced_stat_loss) { 2709 if (settings.balanced_stat_loss)
2710 {
2676 /* If stat loss is permanent, lose one stat only. */ 2711 /* If stat loss is permanent, lose one stat only. */
2677 /* Lower level chars don't lose as many stats because they suffer 2712 /* Lower level chars don't lose as many stats because they suffer
2678 more if they do. */ 2713 more if they do. */
2679 /* Higher level characters can afford things such as potions of 2714 /* Higher level characters can afford things such as potions of
2680 restoration, or better, stat potions. So we slug them that 2715 restoration, or better, stat potions. So we slug them that
2681 little bit harder. */ 2716 little bit harder. */
2682 /* GD */ 2717 /* GD */
2683 if (settings.stat_loss_on_death) 2718 if (settings.stat_loss_on_death)
2684 num_stats_lose = 1;
2685 else
2686 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2687 } else {
2688 num_stats_lose = 1; 2719 num_stats_lose = 1;
2689 } 2720 else
2721 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2722 }
2723 else
2724 num_stats_lose = 1;
2725
2690 lost_a_stat = 0; 2726 lost_a_stat = 0;
2691 2727
2692 for (z=0; z<num_stats_lose; z++) { 2728 for (z = 0; z < num_stats_lose; z++)
2729 {
2693 i = RANDOM() % NUM_STATS; 2730 i = RANDOM () % NUM_STATS;
2694 2731
2695 if (settings.stat_loss_on_death) { 2732 if (settings.stat_loss_on_death)
2733 {
2696 /* Pick a random stat and take a point off it. Tell the player 2734 /* Pick a random stat and take a point off it. Tell the player
2697 * what he lost. 2735 * what he lost.
2698 */ 2736 */
2699 change_attr_value(&(op->stats), i,-1); 2737 change_attr_value (&(op->stats), i, -1);
2700 check_stat_bounds(&(op->stats)); 2738 check_stat_bounds (&(op->stats));
2701 change_attr_value(&(op->contr->orig_stats), i,-1); 2739 change_attr_value (&(op->contr->orig_stats), i, -1);
2702 check_stat_bounds(&(op->contr->orig_stats)); 2740 check_stat_bounds (&(op->contr->orig_stats));
2703 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2741 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2704 lost_a_stat = 1; 2742 lost_a_stat = 1;
2705 } else { 2743 }
2744 else
2745 {
2706 /* deplete a stat */ 2746 /* deplete a stat */
2707 archetype *deparch=find_archetype("depletion"); 2747 archetype *deparch = archetype::find ("depletion");
2708 object *dep; 2748 object *dep;
2749
2750 dep = present_arch_in_ob (deparch, op);
2751 if (!dep)
2709 2752 {
2710 dep = present_arch_in_ob(deparch,op);
2711 if(!dep) {
2712 dep = arch_to_object(deparch); 2753 dep = arch_to_object (deparch);
2713 insert_ob_in_ob(dep, op); 2754 insert_ob_in_ob (dep, op);
2714 } 2755 }
2715 lose_this_stat = 1; 2756 lose_this_stat = 1;
2716 if (settings.balanced_stat_loss) { 2757 if (settings.balanced_stat_loss)
2758 {
2717 /* GD */ 2759 /* GD */
2718 /* Get the stat that we're about to deplete. */ 2760 /* Get the stat that we're about to deplete. */
2719 this_stat = get_attr_value(&(dep->stats), i); 2761 this_stat = get_attr_value (&(dep->stats), i);
2720 if (this_stat < 0) { 2762 if (this_stat < 0)
2763 {
2721 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2764 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2722 int keep_chance = this_stat * this_stat; 2765 int keep_chance = this_stat * this_stat;
2766
2723 /* Yes, I am paranoid. Sue me. */ 2767 /* Yes, I am paranoid. Sue me. */
2724 if (keep_chance < 1) 2768 if (keep_chance < 1)
2725 keep_chance = 1; 2769 keep_chance = 1;
2726 2770
2727 /* There is a maximum depletion total per level. */ 2771 /* There is a maximum depletion total per level. */
2728 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2772 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2773 {
2729 lose_this_stat = 0; 2774 lose_this_stat = 0;
2730 /* Take loss chance vs keep chance to see if we 2775 /* Take loss chance vs keep chance to see if we
2731 retain the stat. */ 2776 retain the stat. */
2732 } else {
2733 if (random_roll(0, loss_chance + keep_chance-1,
2734 op, PREFER_LOW) < keep_chance)
2735 lose_this_stat = 0;
2736 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2737 this_stat, keep_chance, loss_chance,
2738 lose_this_stat?"LOSE":"KEEP"); */
2739 }
2740 } 2777 }
2741 } 2778 else
2742
2743 if (lose_this_stat) {
2744 this_stat = get_attr_value(&(dep->stats), i);
2745 /* We could try to do something clever like find another
2746 * stat to reduce if this fails. But chances are, if
2747 * stats have been depleted to -50, all are pretty low
2748 * and should be roughly the same, so it shouldn't make a
2749 * difference.
2750 */ 2779 {
2751 if (this_stat>=-50) { 2780 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2752 change_attr_value(&(dep->stats), i, -1);
2753 SET_FLAG(dep, FLAG_APPLIED);
2754 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2755 fix_player(op);
2756 lost_a_stat = 1; 2781 lose_this_stat = 0;
2782 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2783 this_stat, keep_chance, loss_chance,
2784 lose_this_stat?"LOSE":"KEEP"); */
2757 } 2785 }
2758 } 2786 }
2759 } 2787 }
2760 } 2788
2761 /* If no stat lost, tell the player. */
2762 if (!lost_a_stat) 2789 if (lose_this_stat)
2763 { 2790 {
2764 /* determine_god() seems to not work sometimes... why is this? 2791 this_stat = get_attr_value (&(dep->stats), i);
2765 Should I be using something else? GD */ 2792 /* We could try to do something clever like find another
2766 const char *god = determine_god(op); 2793 * stat to reduce if this fails. But chances are, if
2767 if (god && (strcmp(god, "none"))) 2794 * stats have been depleted to -50, all are pretty low
2768 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2795 * and should be roughly the same, so it shouldn't make a
2769 "moment you feel the holy presence of %s protecting" 2796 * difference.
2770 " you.", god); 2797 */
2798 if (this_stat >= -50)
2771 else 2799 {
2772 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2800 change_attr_value (&(dep->stats), i, -1);
2773 " feel a holy presence protecting you."); 2801 SET_FLAG (dep, FLAG_APPLIED);
2802 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2803 op->update_stats ();
2804 lost_a_stat = 1;
2805 }
2774 } 2806 }
2807 }
2808 }
2809 /* If no stat lost, tell the player. */
2810 if (!lost_a_stat)
2811 {
2812 /* determine_god() seems to not work sometimes... why is this?
2813 Should I be using something else? GD */
2814 const char *god = determine_god (op);
2815
2816 if (god && (strcmp (god, "none")))
2817 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2818 else
2819 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2820 }
2821#else
2822 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2775#endif 2823#endif
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2777 " feel a holy presence protecting you from losing yourself completely.");
2778 2824
2779 /* Put a gravestone up where the character 'almost' died. List the 2825 /* Put a gravestone up where the character 'almost' died. List the
2780 * exp loss on the stone. 2826 * exp loss on the stone.
2781 */ 2827 */
2782 tmp=arch_to_object(find_archetype("gravestone")); 2828 tmp = arch_to_object (archetype::find ("gravestone"));
2783 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2829 sprintf (buf, "%s's gravestone", &op->name);
2830 tmp->name = buf;
2784 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2831 sprintf (buf, "%s's gravestones", &op->name);
2785 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2832 tmp->name_pl = buf;
2786 "who was killed\n" 2833 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2787 "by %s.\n",
2788 &op->name, op->contr->title,
2789 op->contr->killer);
2790 tmp->msg = buf; 2834 tmp->msg = buf;
2791 tmp->x=op->x,tmp->y=op->y; 2835 tmp->x = op->x, tmp->y = op->y;
2792 insert_ob_in_map (tmp, op->map, NULL,0); 2836 insert_ob_in_map (tmp, op->map, NULL, 0);
2793 2837
2794 /**************************************/ 2838 /**************************************/
2795 /* */ 2839 /* */
2796 /* Subtract the experience points, */ 2840 /* Subtract the experience points, */
2797 /* if we died cause of food, give us */ 2841 /* if we died cause of food, give us */
2798 /* food, and reset HP's... */ 2842 /* food, and reset HP's... */
2799 /* */ 2843 /* */
2800 /**************************************/ 2844 /**************************************/
2801 2845
2802 /* remove any poisoning and confusion the character may be suffering.*/ 2846 /* remove any poisoning and confusion the character may be suffering. */
2803 /* restore player */ 2847 /* restore player */
2804 at = find_archetype("poisoning"); 2848 at = archetype::find ("poisoning");
2805 tmp=present_arch_in_ob(at,op); 2849 tmp = present_arch_in_ob (at, op);
2806 if (tmp) { 2850
2807 remove_ob(tmp); 2851 if (tmp)
2808 free_object(tmp); 2852 {
2853 tmp->destroy ();
2809 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2854 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2810 } 2855 }
2811 2856
2812 at = find_archetype("confusion"); 2857 at = archetype::find ("confusion");
2813 tmp=present_arch_in_ob(at,op); 2858 tmp = present_arch_in_ob (at, op);
2814 if (tmp) { 2859 if (tmp)
2815 remove_ob(tmp); 2860 {
2816 free_object(tmp); 2861 tmp->destroy ();
2817 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2862 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2818 } 2863 }
2864
2819 cure_disease(op,0); /* remove any disease */ 2865 cure_disease (op, 0); /* remove any disease */
2820 2866
2821 /*add_exp(op, (op->stats.exp * -0.20)); */ 2867 /*add_exp(op, (op->stats.exp * -0.20)); */
2822 apply_death_exp_penalty(op); 2868 apply_death_exp_penalty (op);
2823 if(op->stats.food < 100) op->stats.food = 900; 2869 if (op->stats.food < 100)
2870 op->stats.food = 900;
2824 op->stats.hp = op->stats.maxhp; 2871 op->stats.hp = op->stats.maxhp;
2825 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2872 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2826 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2873 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2827 2874
2828 /* 2875 /*
2829 * Check to see if the player is in a shop. IF so, then check to see if 2876 * Check to see if the player has any unpaid items. If so, remove them
2830 * the player has any unpaid items. If so, remove them and put them back 2877 * and put them back in the map.
2831 * in the map. 2878 */
2832 */
2833
2834 if (is_in_shop (op))
2835 remove_unpaid_objects(op->inv, op); 2879 remove_unpaid_objects (op->inv, op);
2836 2880
2837 /****************************************/ 2881 /****************************************/
2838 /* */ 2882 /* */
2839 /* Move player to his current respawn- */ 2883 /* Move player to his current respawn- */
2840 /* position (usually last savebed) */ 2884 /* position (usually last savebed) */
2841 /* */ 2885 /* */
2842 /****************************************/ 2886 /****************************************/
2843 2887
2844 enter_player_savebed(op); 2888 enter_player_savebed (op);
2845 2889
2846 /* Save the player before inserting the force to reduce
2847 * chance of abuse.
2848 */
2849 op->contr->braced=0; 2890 op->contr->braced = 0;
2850 save_player(op,1);
2851 2891
2852 /* it is possible that the player has blown something up 2892 /* it is possible that the player has blown something up
2853 * at his savebed location, and that can have long lasting 2893 * at his savebed location, and that can have long lasting
2854 * spell effects. So first see if there is a spell effect 2894 * spell effects. So first see if there is a spell effect
2855 * on the space that might harm the player. 2895 * on the space that might harm the player.
2856 */ 2896 */
2857 will_kill_again=0; 2897 will_kill_again = 0;
2858 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2898 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2859 if (tmp->type ==SPELL_EFFECT) 2899 if (tmp->type == SPELL_EFFECT)
2860 will_kill_again|=tmp->attacktype; 2900 will_kill_again |= tmp->attacktype;
2861 } 2901
2862 if (will_kill_again) { 2902 if (will_kill_again)
2903 {
2863 object *force; 2904 object *force;
2864 int at; 2905 int at;
2865 2906
2866 force=get_archetype(FORCE_NAME); 2907 force = get_archetype (FORCE_NAME);
2867 /* 50 ticks should be enough time for the spell to abate */ 2908 /* 50 ticks should be enough time for the spell to abate */
2868 force->speed=0.1; 2909 force->speed = 0.1f;
2869 force->speed_left=-5.0; 2910 force->speed_left = -5.f;
2870 SET_FLAG(force, FLAG_APPLIED); 2911 SET_FLAG (force, FLAG_APPLIED);
2871 for (at=0; at<NROFATTACKS; at++) { 2912 for (at = 0; at < NROFATTACKS; at++)
2872 if (will_kill_again & (1 << at)) 2913 if (will_kill_again & (1 << at))
2873 force->resist[at] = 100; 2914 force->resist[at] = 100;
2915
2916 insert_ob_in_ob (force, op);
2917 op->update_stats ();
2918
2919 }
2920
2921 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2922}
2923
2924void
2925loot_object (object *op)
2926{ /* Grab and destroy some treasure */
2927 object *tmp, *tmp2, *next;
2928
2929 op->close_container (); /* close open sack first */
2930
2931 for (tmp = op->inv; tmp; tmp = next)
2932 {
2933 next = tmp->below;
2934
2935 if (tmp->invisible)
2936 continue;
2937
2938 tmp->remove ();
2939 tmp->x = op->x, tmp->y = op->y;
2940
2941 if (tmp->type == CONTAINER)
2942 loot_object (tmp); /* empty container to ground */
2943
2944 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2945 {
2946 if (tmp->nrof > 1)
2947 {
2948 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2949 tmp2->destroy ();
2950 insert_ob_in_map (tmp, op->map, NULL, 0);
2874 } 2951 }
2875 insert_ob_in_ob(force, op);
2876 fix_player(op);
2877
2878 }
2879 /**************************************/
2880 /* */
2881 /* Repaint the characters inv, and */
2882 /* stats, and show a nasty message ;) */
2883 /* */
2884 /**************************************/
2885
2886 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2887 return;
2888 } /* NOT_PERMADETH */
2889 else {
2890 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2891 * should probably be embedded in an else statement.
2892 */
2893
2894 op->contr->party=NULL;
2895 if (settings.set_title == TRUE)
2896 op->contr->own_title[0]='\0';
2897 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2898 check_score(op);
2899 if(op->contr->ranges[range_golem]!=NULL) {
2900 remove_friendly_object(op->contr->ranges[range_golem]);
2901 remove_ob(op->contr->ranges[range_golem]);
2902 free_object(op->contr->ranges[range_golem]);
2903 op->contr->ranges[range_golem]=NULL;
2904 op->contr->golem_count=0;
2905 }
2906 loot_object(op); /* Remove some of the items for good */
2907 remove_ob(op);
2908 op->direction=0;
2909
2910 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2911 delete_character(op->name,0);
2912 if (settings.resurrection == TRUE) {
2913 /* save playerfile sans equipment when player dies
2914 ** then save it as player.pl.dead so that future resurrection
2915 ** type spells will work on them nicely
2916 */
2917 delete_character(op->name,0);
2918 op->stats.hp = op->stats.maxhp;
2919 op->stats.food = 999;
2920
2921 /* set the location of where the person will reappear when */
2922 /* maybe resurrection code should fix map also */
2923 strcpy(op->contr->maplevel, settings.emergency_mapname);
2924 if(op->map!=NULL)
2925 op->map = NULL;
2926 op->x = settings.emergency_x;
2927 op->y = settings.emergency_y;
2928 save_player(op,0);
2929 op->map = map;
2930 /* please see resurrection.c: peterm */
2931 dead_player(op);
2932 } else { 2952 else
2933 delete_character(op->name,1); 2953 tmp->destroy ();
2934 } 2954 }
2935 } 2955 else
2936 play_again(op);
2937
2938 /* peterm: added to create a corpse at deathsite. */
2939 tmp=arch_to_object(find_archetype("corpse_pl"));
2940 sprintf(buf,"%s", &op->name);
2941 tmp->name = tmp->name_pl = buf;
2942 tmp->level=op->level;
2943 tmp->x=x;tmp->y=y;
2944 tmp->msg = gravestone_text(op);
2945 SET_FLAG (tmp, FLAG_UNIQUE);
2946 insert_ob_in_map (tmp, map, NULL,0);
2947 }
2948}
2949
2950
2951void loot_object(object *op) { /* Grab and destroy some treasure */
2952 object *tmp,*tmp2,*next;
2953
2954 if (op->container) { /* close open sack first */
2955 esrv_apply_container (op, op->container);
2956 }
2957
2958 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2959 next=tmp->below;
2960 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2961 remove_ob(tmp);
2962 tmp->x=op->x,tmp->y=op->y;
2963 if (tmp->type == CONTAINER) { /* empty container to ground */
2964 loot_object(tmp);
2965 }
2966 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2967 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2968 if(tmp->nrof>1) {
2969 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2970 free_object(tmp2);
2971 insert_ob_in_map(tmp,op->map,NULL,0); 2956 insert_ob_in_map (tmp, op->map, NULL, 0);
2972 } else
2973 free_object(tmp);
2974 } else
2975 insert_ob_in_map(tmp,op->map,NULL,0);
2976 } 2957 }
2977} 2958}
2978 2959
2979/* 2960/*
2980 * fix_weight(): Check recursively the weight of all players, and fix 2961 * fix_weight(): Check recursively the weight of all players, and fix
2981 * what needs to be fixed. Refresh windows and fix speed if anything 2962 * what needs to be fixed. Refresh windows and fix speed if anything
2982 * was changed. 2963 * was changed.
2983 */ 2964 */
2984 2965void
2985void fix_weight(void) { 2966fix_weight (void)
2986 player *pl; 2967{
2987 for (pl = first_player; pl != NULL; pl = pl->next) { 2968 for_all_players (pl)
2969 {
2988 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2970 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2971
2989 if(old == sum) 2972 if (old == sum)
2990 continue; 2973 continue;
2991 fix_player(pl->ob); 2974 pl->ob->update_stats ();
2992 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2975 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2993 &pl->ob->name, old, sum);
2994 } 2976 }
2995} 2977}
2996 2978
2979void
2997void fix_luck(void) { 2980fix_luck (void)
2998 player *pl; 2981{
2999 for (pl = first_player; pl != NULL; pl = pl->next) 2982 for_all_players (pl)
3000 if (!pl->ob->contr->state) 2983 if (!pl->ob->contr->ns->state)
3001 change_luck(pl->ob, 0); 2984 pl->ob->change_luck (0);
3002} 2985}
3003
3004 2986
3005/* cast_dust() - handles op throwing objects of type 'DUST'. 2987/* cast_dust() - handles op throwing objects of type 'DUST'.
3006 * This is much simpler in the new spell code - we basically 2988 * This is much simpler in the new spell code - we basically
3007 * just treat this as any other spell casting object. 2989 * just treat this as any other spell casting object.
3008 */ 2990 */
3009
3010void 2991void
3011cast_dust (object * op, object * throw_ob, int dir) 2992cast_dust (object *op, object *throw_ob, int dir)
3012{ 2993{
3013 object *skop, *spob; 2994 object *skop, *spob;
3014 2995
3015 skop = find_skill_by_name (op, throw_ob->skill); 2996 skop = find_skill_by_name (op, throw_ob->skill);
3016 2997
3017 /* casting POTION 'dusts' is really a use_magic_item skill */ 2998 /* casting POTION 'dusts' is really a use_magic_item skill */
3018 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2999 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3019 { 3000 {
3020 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3001 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3021 &op->name);
3022 return; 3002 return;
3023 } 3003 }
3024 3004
3025 spob = throw_ob->inv; 3005 spob = throw_ob->inv;
3026 3006
3027 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3007 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3028 // not pass NULL to cast_spell (which did indeed check itself, but 3008 // not pass NULL to cast_spell (which did indeed check itself, but
3029 // errors should be reported as early as possible IMHO) 3009 // errors should be reported as early as possible IMHO)
3030 if (!spob) 3010 if (!spob)
3031 { 3011 {
3032 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3012 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3033 &throw_ob->name, &op->name);
3034 return; 3013 return;
3035 } 3014 }
3036 3015
3037 if (op->type == PLAYER) 3016 if (op->type == PLAYER)
3038 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3017 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3039 3018
3040 cast_spell (op, throw_ob, dir, spob, NULL); 3019 cast_spell (op, throw_ob, dir, spob, NULL);
3041 3020
3042 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3021 throw_ob->destroy ();
3043 remove_ob (throw_ob);
3044 free_object (throw_ob);
3045} 3022}
3046 3023
3024void
3047void make_visible (object *op) { 3025make_visible (object *op)
3026{
3048 op->hide = 0; 3027 op->hide = 0;
3049 op->invisible = 0; 3028 op->invisible = 0;
3050 if(op->type==PLAYER) { 3029 if (op->type == PLAYER)
3030 {
3051 op->contr->tmp_invis = 0; 3031 op->contr->tmp_invis = 0;
3052 op->contr->invis_race = 0; 3032 op->contr->invis_race = 0;
3053 } 3033 }
3034
3054 update_object(op,UP_OBJ_FACE); 3035 update_object (op, UP_OBJ_CHANGE);
3055} 3036}
3056 3037
3038int
3057int is_true_undead(object *op) { 3039is_true_undead (object *op)
3058 object *tmp=NULL; 3040{
3059
3060 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3041 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3042 return 1;
3061 3043
3062 if(op->type==PLAYER)
3063 for(tmp=op->inv;tmp;tmp=tmp->below)
3064 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3065 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3066 return 0; 3044 return 0;
3067} 3045}
3068 3046
3069/* look at the surrounding terrain to determine 3047/* look at the surrounding terrain to determine
3070 * the hideability of this object. Positive levels 3048 * the hideability of this object. Positive levels
3071 * indicate greater hideability. 3049 * indicate greater hideability.
3072 */ 3050 */
3073 3051
3052int
3074int hideability(object *ob) { 3053hideability (object *ob)
3054{
3075 int i,level=0, mflag; 3055 int i, level = 0, mflag;
3076 sint16 x,y; 3056 sint16 x, y;
3077 3057
3078 if(!ob||!ob->map) return 0; 3058 if (!ob || !ob->map)
3059 return 0;
3079 3060
3080 /* so, on normal lighted maps, its hard to hide */ 3061 /* so, on normal lighted maps, its hard to hide */
3081 level=ob->map->darkness - 2; 3062 level = ob->map->darkness - 2;
3082 3063
3083 /* this also picks up whether the object is glowing. 3064 /* this also picks up whether the object is glowing.
3084 * If you carry a light on a non-dark map, its not 3065 * If you carry a light on a non-dark map, its not
3085 * as bad as carrying a light on a pitch dark map */ 3066 * as bad as carrying a light on a pitch dark map */
3086 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3067 if (has_carried_lights (ob))
3068 level = -(10 + (2 * ob->map->darkness));
3087 3069
3088 /* scan through all nearby squares for terrain to hide in */ 3070 /* scan through all nearby squares for terrain to hide in */
3089 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3071 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3072 {
3090 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3073 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3091 if (mflag & P_OUT_OF_MAP) { continue; } 3074 if (mflag & P_OUT_OF_MAP)
3075 {
3076 continue;
3077 }
3092 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3078 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3093 level += 2; 3079 level += 2;
3094 else /* open terrain! */ 3080 else /* open terrain! */
3095 level -= 1; 3081 level -= 1;
3096 } 3082 }
3097 3083
3098#if 0 3084#if 0
3099 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3085 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3100#endif 3086#endif
3101 return level; 3087 return level;
3102} 3088}
3103 3089
3104/* For Hidden creatures - a chance of becoming 'unhidden' 3090/* For Hidden creatures - a chance of becoming 'unhidden'
3105 * every time they move - as we subtract off 'invisibility' 3091 * every time they move - as we subtract off 'invisibility'
3106 * AND, for players, if they move into a ridiculously unhideable 3092 * AND, for players, if they move into a ridiculously unhideable
3107 * spot (surrounded by clear terrain in broad daylight). -b.t. 3093 * spot (surrounded by clear terrain in broad daylight). -b.t.
3108 */ 3094 */
3109 3095void
3110void do_hidden_move (object *op) { 3096do_hidden_move (object *op)
3097{
3111 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3098 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3112 object *skop; 3099 object *skop;
3113 3100
3114 if(!op || !op->map) return; 3101 if (!op || !op->map)
3102 return;
3115 3103
3116 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3104 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3117 3105
3118 /* its *extremely* hard to run and sneak/hide at the same time! */ 3106 /* its *extremely* hard to run and sneak/hide at the same time! */
3119 if(op->type==PLAYER && op->contr->run_on) { 3107 if (op->type == PLAYER && op->contr->run_on)
3120 if(!skop || num >= skop->level) { 3108 if (!skop || num >= skop->level)
3109 {
3121 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3110 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3122 make_visible(op);
3123 return;
3124 } else num += 20;
3125 }
3126 num += op->map->difficulty;
3127 hide = hideability(op); /* modify by terrain hidden level */
3128 num -= hide;
3129 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3130 make_visible(op); 3111 make_visible (op);
3131 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3112 return;
3132 "You moved out of hiding! You are visible!");
3133 } 3113 }
3114 else
3115 num += 20;
3116
3117 num += op->map->difficulty;
3118 hide = hideability (op); /* modify by terrain hidden level */
3119 num -= hide;
3120
3121 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3122 {
3123 make_visible (op);
3124 if (op->type == PLAYER)
3125 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3126 }
3134 else if (op->type == PLAYER && skop) { 3127 else if (op->type == PLAYER && skop)
3135 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3128 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3136 }
3137} 3129}
3138 3130
3139/* determine if who is standing near a hostile creature. */ 3131/* determine if who is standing near a hostile creature. */
3140 3132
3133int
3141int stand_near_hostile( object *who ) { 3134stand_near_hostile (object *who)
3135{
3142 object *tmp=NULL; 3136 object *tmp = NULL;
3143 int i,friendly=0,player=0, mflags; 3137 int i, friendly = 0, player = 0, mflags;
3144 mapstruct *m; 3138 maptile *m;
3145 sint16 x,y; 3139 sint16 x, y;
3146 3140
3147 if(!who) return 0; 3141 if (!who)
3142 return 0;
3148 3143
3149 if(who->type==PLAYER) player=1; 3144 if (who->type == PLAYER)
3145 player = 1;
3146
3147 else
3150 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3148 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3151 3149
3152 /* search adjacent squares */ 3150 /* search adjacent squares */
3153 for(i=1;i<9;i++) { 3151 for (i = 1; i < 9; i++)
3152 {
3154 x = who->x+freearr_x[i]; 3153 x = who->x + freearr_x[i];
3155 y = who->y+freearr_y[i]; 3154 y = who->y + freearr_y[i];
3156 m = who->map; 3155 m = who->map;
3157 mflags = get_map_flags(m, &m, x, y, &x, &y); 3156 mflags = get_map_flags (m, &m, x, y, &x, &y);
3158 /* space must be blocked if there is a monster. If not 3157 /* space must be blocked if there is a monster. If not
3159 * blocked, don't need to check this space. 3158 * blocked, don't need to check this space.
3160 */ 3159 */
3161 if (mflags & P_OUT_OF_MAP) continue; 3160 if (mflags & P_OUT_OF_MAP)
3161 continue;
3162 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3162 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3163 3163 continue;
3164 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3164
3165 if((player||friendly) 3165 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3166 {
3166 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3167 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3168 return 1;
3169 else if (tmp->type == PLAYER)
3170 {
3171 /*don't let a hidden DM prevent you from hiding */
3172 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3167 return 1; 3173 return 1;
3168 else if(tmp->type==PLAYER)
3169 {
3170 /*don't let a hidden DM prevent you from hiding*/
3171 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3172 return 1;
3173 } 3174 }
3174 } 3175 }
3175 } 3176 }
3176 return 0; 3177 return 0;
3177} 3178}
3178 3179
3179/* check the player los field for viewability of the 3180/* check the player los field for viewability of the
3180 * object op. This function works fine for monsters, 3181 * object op. This function works fine for monsters,
3181 * but we dont worry if the object isnt the top one in 3182 * but we dont worry if the object isnt the top one in
3188 * for them to differ. Sigh, this fctn could get a bit more complex. 3189 * for them to differ. Sigh, this fctn could get a bit more complex.
3189 * -b.t. 3190 * -b.t.
3190 * This function is now map tiling safe. 3191 * This function is now map tiling safe.
3191 */ 3192 */
3192 3193
3194int
3193int player_can_view (object *pl,object *op) { 3195player_can_view (object *pl, object *op)
3196{
3194 rv_vector rv; 3197 rv_vector rv;
3195 int dx,dy; 3198 int dx, dy;
3196 3199
3197 if(pl->type!=PLAYER) { 3200 if (pl->type != PLAYER)
3201 {
3198 LOG(llevError,"player_can_view() called for non-player object\n"); 3202 LOG (llevError, "player_can_view() called for non-player object\n");
3199 return -1; 3203 return -1;
3200 } 3204 }
3201 if (!pl || !op) return 0;
3202 3205
3203 if(op->head) { op = op->head; } 3206 if (!pl || !op)
3204 get_rangevector(pl, op, &rv, 0x1);
3205
3206 /* starting with the 'head' part, lets loop
3207 * through the object and find if it has any
3208 * part that is in the los array but isnt on
3209 * a blocked los square.
3210 * we use the archetype to figure out offsets.
3211 */
3212 while(op) {
3213 dx = rv.distance_x + op->arch->clone.x;
3214 dy = rv.distance_y + op->arch->clone.y;
3215
3216 /* only the viewable area the player sees is updated by LOS
3217 * code, so we need to restrict ourselves to that range of values
3218 * for any meaningful values.
3219 */
3220 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3221 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3222 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3223 return 1;
3224 op = op->more;
3225 }
3226 return 0; 3207 return 0;
3208
3209 op = op->head_ ();
3210
3211 get_rangevector (pl, op, &rv, 0x1);
3212
3213 /* starting with the 'head' part, lets loop
3214 * through the object and find if it has any
3215 * part that is in the los array but isnt on
3216 * a blocked los square.
3217 * we use the archetype to figure out offsets.
3218 */
3219 while (op)
3220 {
3221 dx = rv.distance_x + op->arch->x;
3222 dy = rv.distance_y + op->arch->y;
3223
3224 /* only the viewable area the player sees is updated by LOS
3225 * code, so we need to restrict ourselves to that range of values
3226 * for any meaningful values.
3227 */
3228 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3229 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3230 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3231 return 1;
3232 op = op->more;
3233 }
3234 return 0;
3227} 3235}
3228 3236
3229/* routine for both players and monsters. We call this when 3237/* routine for both players and monsters. We call this when
3230 * there is a possibility for our action distrubing our hiding 3238 * there is a possibility for our action distrubing our hiding
3231 * place or invisiblity spell. Artefact invisiblity is not 3239 * place or invisiblity spell. Artefact invisiblity is not
3232 * effected by this. If we arent invisible to begin with, we 3240 * effected by this. If we arent invisible to begin with, we
3233 * return 0. 3241 * return 0.
3234 */ 3242 */
3243int
3235int action_makes_visible (object *op) { 3244action_makes_visible (object *op)
3245{
3236 3246
3237 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3247 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3248 {
3238 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3249 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3239 return 0; 3250 return 0;
3240 3251
3241 if (op->contr && op->contr->tmp_invis == 0) return 0; 3252 if (op->contr && op->contr->tmp_invis == 0)
3253 return 0;
3242 3254
3243 /* If monsters, they should become visible */ 3255 /* If monsters, they should become visible */
3244 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3256 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3257 {
3245 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3258 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3246 return 1; 3259 return 1;
3247 } 3260 }
3248 } 3261 }
3249 return 0; 3262 return 0;
3250} 3263}
3251 3264
3252/* op_on_battleground - checks if the given object op (usually 3265/* op_on_battleground - checks if the given object op (usually
3253 * a player) is standing on a valid battleground-tile, 3266 * a player) is standing on a valid battleground-tile,
3254 * function returns TRUE/FALSE. If true x, y returns the battleground 3267 * function returns TRUE/FALSE. If true x, y returns the battleground
3255 * -exit-coord. (and if x, y not NULL) 3268 * -exit-coord. (and if x, y not NULL)
3256 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3269 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3257 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3270 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3258 * Default is to do the same as before, so only people wanting to have different points need worry about this 3271 * Default is to do the same as before, so only people wanting to have different points need worry about this
3259 */ 3272 */
3273int
3260int op_on_battleground (object *op, int *x, int *y) { 3274op_on_battleground (object *op, int *x, int *y)
3275{
3261 object *tmp; 3276 object *tmp;
3262 3277
3263 /* A battleground-tile needs the following attributes to be valid: 3278 /* A battleground-tile needs the following attributes to be valid:
3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3279 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3280 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3266 * and the exit-coordinates sp/hp must both be > 0. 3281 * and the exit-coordinates sp/hp must both be > 0.
3267 * => The intention here is to prevent abuse of the battleground- 3282 * => The intention here is to prevent abuse of the battleground-
3268 * feature (like pickable or hidden battleground tiles). */ 3283 * feature (like pickable or hidden battleground tiles). */
3269 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3284 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3285 {
3270 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3286 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3287 {
3271 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3288 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3272 strcmp(tmp->name, "battleground")==0 && 3289 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3273 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3290 {
3274 /*before we assign the exit, check if this is a teambattle*/ 3291 /*before we assign the exit, check if this is a teambattle */
3275 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3292 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3293 {
3276 object *invtmp; 3294 object *invtmp;
3295
3277 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3296 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3278 if(invtmp->type==FORCE && invtmp->slaying && 3297 {
3279 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3298 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3299 {
3280 if (x != NULL && y != NULL) 3300 if (x != NULL && y != NULL)
3281 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3301 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3282 return 1; 3302 return 1;
3303 }
3283 } 3304 }
3284 } 3305 }
3285 }
3286 if (x != NULL && y != NULL) 3306 if (x != NULL && y != NULL)
3287 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3307 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3288 return 1; 3308 return 1;
3309 }
3289 } 3310 }
3290 }
3291 } 3311 }
3292 /* If we got here, did not find a battleground */ 3312 /* If we got here, did not find a battleground */
3293 return 0; 3313 return 0;
3294} 3314}
3295 3315
3296/* 3316/*
3300 * attributes: 3320 * attributes:
3301 * object *who the dragon player 3321 * object *who the dragon player
3302 * int atnr the attack-number of the ability focus 3322 * int atnr the attack-number of the ability focus
3303 * int level ability level 3323 * int level ability level
3304 */ 3324 */
3325void
3305void dragon_ability_gain(object *who, int atnr, int level) { 3326dragon_ability_gain (object *who, int atnr, int level)
3327{
3306 treasurelist *trlist = NULL; /* treasurelist */ 3328 treasurelist *trlist = NULL; /* treasurelist */
3307 treasure *tr; /* treasure */ 3329 treasure *tr; /* treasure */
3308 object *tmp,*skop; /* tmp. object */ 3330 object *tmp, *skop; /* tmp. object */
3309 object *item; /* treasure object */ 3331 object *item; /* treasure object */
3310 char buf[MAX_BUF]; /* tmp. string buffer */ 3332 char buf[MAX_BUF]; /* tmp. string buffer */
3311 int i=0, j=0; 3333 int i = 0, j = 0;
3312 3334
3313 /* get the appropriate treasurelist */ 3335 /* get the appropriate treasurelist */
3314 if (atnr == ATNR_FIRE) 3336 if (atnr == ATNR_FIRE)
3315 trlist = find_treasurelist("dragon_ability_fire"); 3337 trlist = treasurelist::find ("dragon_ability_fire");
3316 else if (atnr == ATNR_COLD) 3338 else if (atnr == ATNR_COLD)
3317 trlist = find_treasurelist("dragon_ability_cold"); 3339 trlist = treasurelist::find ("dragon_ability_cold");
3318 else if (atnr == ATNR_ELECTRICITY) 3340 else if (atnr == ATNR_ELECTRICITY)
3319 trlist = find_treasurelist("dragon_ability_elec"); 3341 trlist = treasurelist::find ("dragon_ability_elec");
3320 else if (atnr == ATNR_POISON) 3342 else if (atnr == ATNR_POISON)
3321 trlist = find_treasurelist("dragon_ability_poison"); 3343 trlist = treasurelist::find ("dragon_ability_poison");
3322 3344
3323 if (trlist == NULL || who->type != PLAYER) 3345 if (trlist == NULL || who->type != PLAYER)
3346 return;
3347
3348 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3349
3350 if (!tr || !tr->item)
3351 {
3352 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3353 return;
3354 }
3355
3356 /* everything seems okay - now bring on the gift: */
3357 item = tr->item;
3358
3359 if (item->type == SPELL)
3360 {
3361 if (check_spell_known (who, item->name))
3324 return; 3362 return;
3325 3363
3326 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3364 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3327 tr = tr->next, i++); 3365 do_learn_spell (who, item, 0);
3328 3366 return;
3329 if (tr == NULL || tr->item == NULL) { 3367 }
3330 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3368
3369 /* grant direct spell */
3370 if (item->type == SPELLBOOK)
3371 {
3372 if (!item->inv)
3373 {
3374 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3375 return;
3376 }
3377 if (check_spell_known (who, item->inv->name))
3331 return; 3378 return;
3332 }
3333
3334 /* everything seems okay - now bring on the gift: */
3335 item = &(tr->item->clone);
3336
3337 if (item->type == SPELL) {
3338 if (check_spell_known (who, item->name))
3339 return;
3340
3341 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3342 do_learn_spell (who, item, 0);
3343 return;
3344 }
3345
3346 /* grant direct spell */
3347 if (item->type == SPELLBOOK) {
3348 if (!item->inv) {
3349 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3350 return;
3351 }
3352 if (check_spell_known (who, item->inv->name))
3353 return;
3354 if (item->invisible) { 3379 if (item->invisible)
3380 {
3355 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); 3381 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3356 do_learn_spell (who, item->inv, 0); 3382 do_learn_spell (who, item->inv, 0);
3357 return; 3383 return;
3358 } 3384 }
3359 } 3385 }
3360 else if (item->type == SKILL_TOOL && item->invisible) { 3386 else if (item->type == SKILL_TOOL && item->invisible)
3387 {
3361 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3388 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3389 {
3362 3390
3363 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3391 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3364 * in this way, if the player is missing any of the attacktypes, he gets 3392 * in this way, if the player is missing any of the attacktypes, he gets
3365 * them. As it is now, if the player has any that match the granted skill, 3393 * them. As it is now, if the player has any that match the granted skill,
3366 * but not all of them, he gets nothing. 3394 * but not all of them, he gets nothing.
3367 */ 3395 */
3368 if (!(skop->attacktype & item->attacktype)) { 3396 if (!(skop->attacktype & item->attacktype))
3397 {
3369 /* Give new attacktype */ 3398 /* Give new attacktype */
3370 skop->attacktype |= item->attacktype; 3399 skop->attacktype |= item->attacktype;
3371 3400
3372 /* always add physical if there's none */ 3401 /* always add physical if there's none */
3373 skop->attacktype |= AT_PHYSICAL; 3402 skop->attacktype |= AT_PHYSICAL;
3374 3403
3375 if (item->msg != NULL) 3404 if (item->msg != NULL)
3376 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3405 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3377 3406
3378 /* Give player new face */ 3407 /* Give player new face */
3379 if (item->animation_id) { 3408 if (item->animation_id)
3409 {
3380 who->face = skop->face; 3410 who->face = skop->face;
3381 who->animation_id = item->animation_id; 3411 who->animation_id = item->animation_id;
3382 who->anim_speed = item->anim_speed; 3412 who->anim_speed = item->anim_speed;
3383 who->last_anim = 0; 3413 who->last_anim = 0;
3384 who->state = 0; 3414 who->state = 0;
3385 animate_object(who, who->direction); 3415 animate_object (who, who->direction);
3386 } 3416 }
3387 } 3417 }
3388 } 3418 }
3389 } 3419 }
3390 else if (item->type == FORCE) { 3420 else if (item->type == FORCE)
3421 {
3391 /* forces in the treasurelist can alter the player's stats */ 3422 /* forces in the treasurelist can alter the player's stats */
3392 object *skin; 3423 object *skin;
3424
3393 /* first get the dragon skin force */ 3425 /* first get the dragon skin force */
3394 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3426 shstr_cmp dragon_skin_force ("dragon_skin_force");
3395 skin=skin->below); 3427 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3396 if (skin == NULL) return; 3428 ;
3397 3429
3430 if (!skin)
3431 return;
3432
3398 /* adding new spellpath attunements */ 3433 /* adding new spellpath attunements */
3399 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3434 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3435 {
3400 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3436 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3401 3437
3402 /* print message */ 3438 /* print message */
3403 sprintf(buf, "You feel attuned to "); 3439 sprintf (buf, "You feel attuned to ");
3404 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3440 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3441 {
3405 if(item->path_attuned & (1<<i)) { 3442 if (item->path_attuned & (1 << i))
3443 {
3406 if (j) 3444 if (j)
3407 strcat(buf," and "); 3445 strcat (buf, " and ");
3408 else 3446 else
3409 j = 1; 3447 j = 1;
3410 strcat(buf, spellpathnames[i]); 3448 strcat (buf, spellpathnames[i]);
3411 } 3449 }
3412 } 3450 }
3413 strcat(buf,"."); 3451 strcat (buf, ".");
3414 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3452 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3415 } 3453 }
3416 3454
3417 /* evtl. adding flags: */ 3455 /* evtl. adding flags: */
3418 if(QUERY_FLAG(item, FLAG_XRAYS)) 3456 if (QUERY_FLAG (item, FLAG_XRAYS))
3419 SET_FLAG(skin, FLAG_XRAYS); 3457 SET_FLAG (skin, FLAG_XRAYS);
3420 if(QUERY_FLAG(item, FLAG_STEALTH)) 3458 if (QUERY_FLAG (item, FLAG_STEALTH))
3421 SET_FLAG(skin, FLAG_STEALTH); 3459 SET_FLAG (skin, FLAG_STEALTH);
3422 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3460 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3423 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3461 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3424 3462
3425 /* print message if there is one */ 3463 /* print message if there is one */
3426 if (item->msg != NULL) 3464 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3465 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3466 }
3467 else
3428 } 3468 {
3429 else {
3430 /* generate misc. treasure */ 3469 /* generate misc. treasure */
3431 tmp = arch_to_object (tr->item); 3470 tmp = arch_to_object (tr->item);
3432 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3471 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3433 tmp = insert_ob_in_ob (tmp, who); 3472 tmp = insert_ob_in_ob (tmp, who);
3434 if (who->type == PLAYER) 3473 if (who->type == PLAYER)
3435 esrv_send_item(who, tmp); 3474 esrv_send_item (who, tmp);
3436 } 3475 }
3437} 3476}
3438 3477
3439/** 3478/**
3440 * Unready an object for a player. This function does nothing if the object was 3479 * Unready an object for a player. This function does nothing if the object was
3441 * not readied. 3480 * not readied.
3442 */ 3481 */
3482void
3443void player_unready_range_ob(player *pl, object *ob) { 3483player_unready_range_ob (player *pl, object *ob)
3444 rangetype i; 3484{
3485 if (pl->ob->current_weapon == ob)
3486 pl->ob->current_weapon = 0;
3445 3487
3446 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3488 if (pl->combat_ob == ob)
3447 if (pl->ranges[i] == ob) { 3489 pl->combat_ob = 0;
3448 pl->ranges[i] = NULL; 3490
3449 if (pl->shoottype == i) { 3491 if (pl->ranged_ob == ob)
3450 pl->shoottype = range_none; 3492 pl->ranged_ob = 0;
3451 }
3452 }
3453 }
3454} 3493}
3494
3495sint8
3496player::visibility_at (maptile *map, int x, int y) const
3497{
3498 if (!ns)
3499 return 0;
3500
3501 int dx, dy;
3502 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3503 return 0;
3504
3505 x += dx - ns->current_x + ns->mapx / 2;
3506 y += dy - ns->current_y + ns->mapy / 2;
3507
3508 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3509 return 0;
3510
3511 return 100 - blocked_los [x][y];
3512}

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