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Comparing deliantra/server/server/player.C (file contents):
Revision 1.15 by root, Mon Sep 4 11:08:00 2006 UTC vs.
Revision 1.150 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 1.15 2006/09/04 11:08:00 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 *
203get_player (player * p)
204{
205 object *op = arch_to_object (get_player_archetype (NULL));
206 int i;
207
208 if (!p)
209 { 303 }
210 p = new player;
211 304
212 /* This adds the player in the linked list. There is extra 305 if (ob)
213 * complexity here because we want to add the new player at the 306 ob->close_container (); //TODO: client-specific
214 * end of the list - there is in fact no compelling reason that
215 * that needs to be done except for things like output of
216 * 'who'.
217 */
218 player *tmp = first_player;
219 while (tmp != NULL && tmp->next != NULL)
220 tmp = tmp->next;
221 if (tmp != NULL)
222 tmp->next = p;
223 else
224 first_player = p;
225 307
226 p->next = NULL; 308 observe = ob;
227 }
228 309
229 /* Clears basically the entire player structure except 310 deactivate ();
230 * for next and socket. 311}
231 */
232 memset (static_cast<player_pod *>(p), 0, sizeof (player_pod));
233 p->attachable_clear ();
234 312
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{
235 /* There are some elements we want initialized to non zero value - 336 /* There are some elements we want initialised to non zero value -
236 * we deal with that below this point. 337 * we deal with that below this point.
237 */ 338 */
238 p->party = NULL; 339 outputs_sync = 4;
239 p->outputs_sync = 16; /* Every 2 seconds */ 340 outputs_count = 4;
240 p->outputs_count = 8; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 341 unapply = unapply_nochoice;
242 p->Swap_First = -1;
243 342
244#ifdef AUTOSAVE
245 p->last_save_tick = 9999999;
246#endif
247
248 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 343 savebed_map = first_map_path; /* Init. respawn position */
249 344
250 op->contr = p; /* this aren't yet in archetype */
251 p->ob = op;
252 op->speed_left = 0.5;
253 op->speed = 1.0;
254 op->direction = 5; /* So player faces south */
255 op->stats.wc = 2;
256 op->run_away = 25; /* Then we panick... */
257 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
258
259 roll_stats (op);
260 p->state = ST_ROLL_STAT;
261 clear_los (op);
262
263 p->gen_sp_armour = 10; 345 gen_sp_armour = 10;
264 p->last_speed = -1;
265 p->shoottype = range_none;
266 p->bowtype = bow_normal; 346 bowtype = bow_normal;
267 p->petmode = pet_normal; 347 petmode = pet_normal;
268 p->listening = 10; 348 listening = 10;
269 p->usekeys = containers; 349 usekeys = containers;
270 p->last_weapon_sp = -1;
271 p->peaceful = 1; /* default peaceful */ 350 peaceful = 1; /* default peaceful */
272 p->do_los = 1; 351 do_los = 1;
273 p->explore = 0;
274 p->no_shout = 0; /* default can shout */
275 352
276 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 353 weapon_sp = 1.0f;
277 p->title[sizeof (p->title) - 1] = '\0'; 354 weapon_sp_left = 0.5f;
278 op->race = op->arch->clone.race; 355}
279 356
280 CLEAR_FLAG (op, FLAG_READY_SKILL); 357void
358player::do_destroy ()
359{
360 disconnect ();
281 361
282 /* we need to clear these to -1 and not zero - otherwise, 362 attachable::do_destroy ();
283 * if a player quits and starts a new character, we wont 363
284 * send new values to the client, as things like exp start 364 if (ob)
285 * at zero.
286 */
287 for (i = 0; i < NUM_SKILLS; i++)
288 {
289 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL;
291 } 365 {
292 for (i = 0; i < NROFATTACKS; i++) 366 ob->destroy_inv (false);
367 ob->destroy ();
293 { 368 }
294 p->last_resist[i] = -1;
295 }
296 p->last_stats.exp = -1;
297 p->last_weight = (uint32) - 1;
298
299 p->socket.update_look = 0;
300 p->socket.look_position = 0;
301 return p;
302} 369}
303 370
304/* This loads the first map an puts the player on it. */ 371player::~player ()
305static void set_first_map(object *op)
306{ 372{
307 strcpy(op->contr->maplevel, first_map_path); 373 /* Clear item stack */
308 op->x = -1; 374 free (stack_items);
309 op->y = -1;
310 enter_exit(op, NULL);
311} 375}
312 376
313/* Tries to add player on the connection passwd in ns. 377/* Tries to add player on the connection passed in ns.
314 * All we can really get in this is some settings like host and display 378 * All we can really get in this is some settings like host and display
315 * mode. 379 * mode.
316 */ 380 */
381player *
382player::create ()
383{
384 player *pl = new player;
317 385
318int add_player(NewSocket *ns) { 386 pl->set_object (arch_to_object (get_player_archetype (0)));
319 player *p;
320 387
321 p=get_player(NULL); 388 pl->ob->roll_stats ();
322 p->socket = *ns; 389 pl->ob->stats.wc = 2;
323 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... */
324 if(p->socket.faces_sent == NULL) 391
325 fatal(OUT_OF_MEMORY);
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
327 /* Needed because the socket we just copied over needs to be cleared.
328 * Note that this can result in a client reset if there is partial data
329 * on the uncoming socket.
330 */
331 p->socket.inbuf.len = 0;
332 set_first_map(p->ob); 392 set_first_map (pl->ob);
333 393
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
335 add_friendly_object(p->ob);
336 send_rules(p->ob);
337 send_news(p->ob);
338 display_motd(p->ob);
339 get_name(p->ob);
340 return 0; 394 return pl;
341} 395}
342 396
343/* 397/*
344 * get_player_archetype() return next player archetype from archetype 398 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 399 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 400 * Note: there MUST be at least one player archetype!
347 */ 401 */
402archetype *
348archetype *get_player_archetype(archetype* at) 403get_player_archetype (archetype *at)
349{ 404{
350 archetype *start = at; 405 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
406
351 for (;;) { 407 for (;;)
352 if (at==NULL || at->next==NULL)
353 at=first_archetype;
354 else
355 at=at->next;
356 if(at->clone.type==PLAYER)
357 return at;
358 if (at == start) {
359 LOG (llevError, "No Player archetypes\n");
360 exit (-1);
361 }
362 } 408 {
363} 409 if (++i == archetypes.end ())
410 i = archetypes.begin ();
411 else if (*i == at)
412 cleanup ("not a single player archetype found");
364 413
414 if ((*i)->type == PLAYER)
415 return *i;
416 }
417}
365 418
419object *
366object *get_nearest_player(object *mon) { 420get_nearest_player (object *mon)
421{
367 object *op = NULL; 422 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol; 423 objectlink *ol;
370 unsigned lastdist; 424 unsigned lastdist;
371 rv_vector rv; 425 rv_vector rv;
372 426
373 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 {
374 /* 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
375 * does periodically happen. Given that, lets deal with it. 430 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly 431 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop. 432 * list is also free, so encapsulate this in a while loop.
378 */ 433 */
379 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 {
380 object *tmp=ol->ob; 436 object *tmp = ol->ob;
381 437
382 /* 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
383 * itself will have been cleared. 439 * itself will have been cleared.
384 */ 440 */
385 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 ());
386 ol = ol->next; 443 ol = ol->next;
387 remove_friendly_object(tmp); 444 remove_friendly_object (tmp);
445 if (!ol)
388 if (!ol) return op; 446 return op;
389 } 447 }
390 448
391 /* 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
392 * 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
393 * complicated method of state checking would be needed in any case - 451 * complicated method of state checking would be needed in any case -
394 * as it was, a clever player could type quit, and the function would 452 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove 453 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this 454 * on_same_map check, as can_detect_enemy also does this
397 */ 455 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 456 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 457 continue;
400 458
401 if(lastdist>rv.distance) { 459 if (lastdist > rv.distance)
460 {
402 op=ol->ob; 461 op = ol->ob;
403 lastdist=rv.distance; 462 lastdist = rv.distance;
404 } 463 }
405 } 464 }
406 for (pl=first_player; pl != NULL; pl=pl->next) { 465
466 for_all_players (pl)
407 if (can_detect_enemy(mon, pl->ob,&rv)) { 467 if (can_detect_enemy (mon, pl->ob, &rv))
408
409 if(lastdist>rv.distance) { 468 if (lastdist > rv.distance)
410 op=pl->ob;
411 lastdist=rv.distance;
412 }
413 } 469 {
414 } 470 op = pl->ob;
471 lastdist = rv.distance;
472 }
473
415#if 0 474#if 0
416 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)");
417#endif 476#endif
418 return op; 477 return op;
419} 478}
420 479
421/* 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
422 * 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
423 * detour a monster will take from the direction path when looking 482 * detour a monster will take from the direction path when looking
437 * circling behaviour. Unfortunately, this function is also used to determined 496 * circling behaviour. Unfortunately, this function is also used to determined
438 * if the creature should cast a spell, so returning a direction in that case 497 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 498 * is probably not a good thing.
440 */ 499 */
441#define MAX_SPACES 50 500#define MAX_SPACES 50
442
443 501
444/* 502/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 503 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * modified to verify there is a path to the player. Does this by stepping towards 504 * modified to verify there is a path to the player. Does this by stepping towards
447 * player and if path is blocked then see if blockage is close enough to player that 505 * player and if path is blocked then see if blockage is close enough to player that
460 * monster can in fact move one space in that direction. 518 * monster can in fact move one space in that direction.
461 * 3) I'm not sure how good this code will be for moving multipart monsters, 519 * 3) I'm not sure how good this code will be for moving multipart monsters,
462 * since only simple checks to blocked are being called, which could mean the monster 520 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself. 521 * is blocking itself.
464 */ 522 */
523int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 524path_to_player (object *mon, object *pl, unsigned mindiff)
525{
466 rv_vector rv; 526 rv_vector rv;
467 sint16 x,y; 527 sint16 x, y;
468 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;
469 mapstruct *m ,*lastmap; 529 maptile *m, *lastmap;
470 530
471 get_rangevector(mon, pl, &rv, 0); 531 get_rangevector (mon, pl, &rv, 0);
472 532
473 if (rv.distance<mindiff) return 0; 533 if (rv.distance < mindiff)
534 return 0;
474 535
475 x=mon->x; 536 x = mon->x;
476 y=mon->y; 537 y = mon->y;
477 m=mon->map; 538 m = mon->map;
478 dir = rv.direction; 539 dir = rv.direction;
479 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 */
480 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
481 /* 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. */
482 if (diff>max) return 0; 544 if (diff > max)
545 return 0;
546
483 while (diff >1 && max>0) { 547 while (diff > 1 && max > 0)
548 {
484 lastx = x; 549 lastx = x;
485 lasty = y; 550 lasty = y;
486 lastmap = m; 551 lastmap = m;
487 x = lastx + freearr_x[dir]; 552 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir]; 553 y = lasty + freearr_y[dir];
489 554
490 mflags = get_map_flags(m, &m, x, y, &x, &y); 555 mflags = get_map_flags (m, &m, x, y, &x, &y);
491 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 556 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
492 557
493 /* Space is blocked - try changing direction a little */ 558 /* Space is blocked - try changing direction a little */
494 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))
495 && (m == mon->map && blocked_link(mon, m, x, y)))) { 560 && (m == mon->map && blocked_link (mon, m, x, y))))
561 {
496 /* recalculate direction from last good location. Possible 562 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before. 563 * we were not traversing ideal location before.
498 */ 564 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 565 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) { 566 if (rv.direction != dir)
567 {
501 /* OK - says direction should be different - lets reset the 568 /* OK - says direction should be different - lets reset the
502 * the values so it will try again. 569 * the values so it will try again.
503 */ 570 */
504 x = lastx; 571 x = lastx;
505 y = lasty; 572 y = lasty;
506 m = lastmap; 573 m = lastmap;
507 dir = firstdir = rv.direction; 574 dir = firstdir = rv.direction;
575 }
508 } else { 576 else
577 {
509 /* direct path is blocked - try taking a side step to 578 /* direct path is blocked - try taking a side step to
510 * either the left or right. 579 * either the left or right.
511 * Note increase the values in the loop below to be 580 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes 581 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting 582 * bigger detour. Have to be careful about these values getting
514 * too big (3 or maybe 4 or higher) as the monster may just try 583 * too big (3 or maybe 4 or higher) as the monster may just try
515 * stepping back and forth 584 * stepping back and forth
516 */ 585 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 586 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
587 {
588 if (i == 0)
518 if (i==0) continue; /* already did this, so skip it */ 589 continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise, 590 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in 591 * since the direction that the creature should move in
521 * may change, you could get infinite loops. 592 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only 593 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance, 594 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north, 595 * gets blocked, finds that it should move north,
525 * 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
526 * gets back to its original point. lastdir contains 597 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully 598 * the last direction the creature has successfully
528 * moved. 599 * moved.
529 */ 600 */
530 601
531 x = lastx + freearr_x[absdir(lastdir+i)]; 602 x = lastx + freearr_x[absdir (lastdir + i)];
532 y = lasty + freearr_y[absdir(lastdir+i)]; 603 y = lasty + freearr_y[absdir (lastdir + i)];
533 m = lastmap; 604 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y); 605 mflags = get_map_flags (m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue; 606 if (mflags & P_OUT_OF_MAP)
607 continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 608 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 609 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
610 continue;
538 if (mflags & P_BLOCKSVIEW) continue; 611 if (mflags & P_BLOCKSVIEW)
612 continue;
539 613
540 if (m == mon->map && blocked_link(mon, m, x, y)) break; 614 if (m == mon->map && blocked_link (mon, m, x, y))
615 break;
541 } 616 }
542 /* go through entire loop without finding a valid 617 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path. 618 * sidestep to take - thus, no valid path.
544 */ 619 */
545 if (i==(DETOUR_AMOUNT+1)) 620 if (i == (DETOUR_AMOUNT + 1))
546 return 0; 621 return 0;
547 diff--; 622 diff--;
548 lastdir=dir; 623 lastdir = dir;
549 max--; 624 max--;
550 if (!firstdir) firstdir = dir+i; 625 if (!firstdir)
626 firstdir = dir + i;
551 } /* else check alternate directions */ 627 } /* else check alternate directions */
552 } /* if blocked */ 628 } /* if blocked */
553 else { 629 else
630 {
554 /* we moved towards creature, so diff is less */ 631 /* we moved towards creature, so diff is less */
555 diff--; 632 diff--;
556 max--; 633 max--;
557 lastdir=dir; 634 lastdir = dir;
635 if (!firstdir)
558 if (!firstdir) firstdir = dir; 636 firstdir = dir;
637 }
638
639 if (diff <= 1)
559 } 640 {
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually 641 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance. 642 * headed toward player for entire distance.
563 */ 643 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 644 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
565 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 645 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
566 } 646 }
567 if (diff>max) return 0; 647
648 if (diff > max)
649 return 0;
568 } 650 }
651
569 /* 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 */
570 if (!max) return 0; 653 if (!max)
654 return 0;
571 655
572 return firstdir; 656 return firstdir;
573} 657}
574 658
659void
575void give_initial_items(object *pl,treasurelist *items) { 660give_initial_items (object *pl, treasurelist * items)
661{
576 object *op,*next=NULL; 662 object *op, *next = NULL;
577 663
578 if(pl->randomitems!=NULL) 664 if (pl->randomitems != NULL)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 665 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
580 666
581 for (op=pl->inv; op; op=next) { 667 for (op = pl->inv; op; op = next)
668 {
582 next = op->below; 669 next = op->below;
583 670
584 /* Forces get applied per default, unless they have the 671 /* Forces get applied per default, unless they have the
585 * 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
586 */ 673 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 674 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED); 675 SET_FLAG (op, FLAG_APPLIED);
589 676
590 /* we never give weapons/armour if these cannot be used 677 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions 678 * by this player due to race restrictions
592 */ 679 */
593 if (pl->type == PLAYER) { 680 if (pl->type == PLAYER)
681 {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 682 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
595 (op->type == ARMOUR || op->type == BOOTS || 683 (op->type == ARMOUR || op->type == BOOTS ||
596 op->type == CLOAK || op->type == HELMET || 684 op->type == CLOAK || op->type == HELMET ||
597 op->type == SHIELD || op->type == GLOVES || 685 op->type == SHIELD || op->type == GLOVES ||
598 op->type == BRACERS || op->type == GIRDLE)) || 686 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
600 remove_ob (op);
601 free_object (op);
602 continue;
603 } 687 {
604 } 688 op->destroy ();
605
606 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.)
610 * remove duplicate skills also
611 */
612 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp;
614
615 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break;
617
618 if (tmp) {
619 remove_ob(op);
620 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 &tmp->name);
623 continue; 689 continue;
624 } 690 }
625 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)
626 } 700 {
701 object *tmp;
627 702
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
628 if (op->type == SPELLBOOK && op->inv) { 718 if (op->type == SPELLBOOK && op->inv)
719 {
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 720 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
630 } 721 }
631 722
632 /* Give starting characters identified, uncursed, and undamned 723 /* Give starting characters identified, uncursed, and undamned
633 * 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
634 * merged properly. 725 * merged properly.
635 */ 726 */
636 if (need_identify(op)) { 727 if (need_identify (op))
728 {
637 SET_FLAG(op, FLAG_IDENTIFIED); 729 SET_FLAG (op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED); 730 CLEAR_FLAG (op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED); 731 CLEAR_FLAG (op, FLAG_DAMNED);
732 }
733 if (op->type == SPELL)
640 } 734 {
641 if(op->type==SPELL) { 735 op->destroy ();
642 remove_ob(op);
643 free_object(op);
644 continue; 736 continue;
737 }
738 else if (op->type == SKILL)
645 } 739 {
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL); 740 SET_FLAG (op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0; 741 op->stats.exp = 0;
649 op->level = 1; 742 op->level = 1;
650 } 743 }
651 /* lock all 'normal items by default */ 744 /* lock all 'normal items by default */
745 else
652 else SET_FLAG(op, FLAG_INV_LOCKED); 746 SET_FLAG (op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */ 747 } /* for loop of objects in player inv */
654 748
655 /* Need to set up the skill pointers */ 749 /* Need to set up the skill pointers */
656 link_player_skills(pl); 750 link_player_skills (pl);
657} 751}
658 752
659void get_name(object *op) { 753void
660 op->contr->write_buf[0]='\0';
661 op->contr->state=ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:");
663}
664
665void get_password(object *op) {
666 op->contr->write_buf[0]='\0';
667 op->contr->state=ST_GET_PASSWORD;
668 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
669}
670
671void play_again(object *op)
672{
673 op->contr->state=ST_PLAY_AGAIN;
674 op->chosen_skill = NULL;
675 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
676 /* a bit of a hack, but there are various places early in th
677 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense
681 * to leave it to play_again to remove the object in all
682 * cases.
683 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED))
685 remove_ob(op);
686 /* Need to set this to null - otherwise, it could point to garbage,
687 * and draw() doesn't check to see if the player is removed, only if
688 * the map is null or not swapped out.
689 */
690 op->map = NULL;
691}
692
693
694int receive_play_again(object *op, char key)
695{
696 if(key=='q'||key=='Q') {
697 remove_friendly_object(op);
698 leave(op->contr,0); /* ericserver will draw the message */
699 return 2;
700 }
701 else if(key=='a'||key=='A') {
702 player *pl = op->contr;
703 shstr name = op->name;
704
705 remove_friendly_object(op);
706 free_object(op);
707 pl = get_player(pl);
708 op = pl->ob;
709 add_friendly_object(op);
710 op->contr->password[0]='~';
711 op->name = op->name_pl = 0;
712 /* Lets put a space in here */
713 new_draw_info(NDI_UNIQUE, 0, op, "\n");
714 get_name(op);
715 op->name = op->name_pl = name;
716 set_first_map(op);
717 } else {
718 /* user pressed something else so just ask again... */
719 play_again(op);
720 }
721 return 0;
722}
723
724void confirm_password(object *op) {
725
726 op->contr->write_buf[0]='\0';
727 op->contr->state=ST_CONFIRM_PASSWORD;
728 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
729}
730
731void get_party_password(object *op, partylist *party) { 754get_party_password (object *op, partylist *party)
755{
732 if (party == NULL) { 756 if (party == NULL)
757 {
733 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);
734 return; 759 return;
735 } 760 }
761
736 op->contr->write_buf[0]='\0'; 762 op->contr->write_buf[0] = '\0';
737 op->contr->state=ST_GET_PARTY_PASSWORD; 763 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
738 op->contr->party_to_join = party; 764 op->contr->party_to_join = party;
739 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:");
740} 766}
741
742 767
743/* 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
744int roll_stat(void) { 770roll_stat (void)
771{
745 int a[4],i,j,k; 772 int a[4], i, j, k;
746 773
747 for(i=0;i<4;i++) 774 for (i = 0; i < 4; i++)
748 a[i]=(int)RANDOM()%6+1; 775 a[i] = (int) rndm (6) + 1;
749 776
750 for(i=0,j=0,k=7;i<4;i++) 777 for (i = 0, j = 0, k = 7; i < 4; i++)
751 if(a[i]<k) 778 if (a[i] < k)
752 k=a[i],j=i; 779 k = a[i], j = i;
753 780
754 for(i=0,k=0;i<4;i++) { 781 for (i = 0, k = 0; i < 4; i++)
755 if(i!=j) 782 if (i != j)
756 k+=a[i]; 783 k += a[i];
757 } 784
758 return k; 785 return k;
759} 786}
760 787
761void roll_stats(object *op) { 788void
789object::roll_stats ()
790{
791 int statsort [NUM_STATS];
792
793 for (;;)
794 {
762 int sum=0; 795 int sum = 0;
763 int i = 0, j = 0; 796 for (int i = NUM_STATS; i--; )
764 int statsort[7]; 797 sum += statsort [i] = roll_stat ();
765 798
766 do { 799 if (sum >= 82 && sum <= 116)
767 op->stats.Str=roll_stat(); 800 break;
768 op->stats.Dex=roll_stat(); 801 }
769 op->stats.Int=roll_stat();
770 op->stats.Con=roll_stat();
771 op->stats.Wis=roll_stat();
772 op->stats.Pow=roll_stat();
773 op->stats.Cha=roll_stat();
774 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
775 op->stats.Con+op->stats.Wis+op->stats.Pow+
776 op->stats.Cha;
777 } while(sum<82||sum>116);
778 802
779 /* Sort the stats so that rerolling is easier... */ 803 // Sort the stats so that rerolling is easier...
780 statsort[0] = op->stats.Str; 804 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
781 statsort[1] = op->stats.Dex;
782 statsort[2] = op->stats.Int;
783 statsort[3] = op->stats.Con;
784 statsort[4] = op->stats.Wis;
785 statsort[5] = op->stats.Pow;
786 statsort[6] = op->stats.Cha;
787 805
788 /* a quick and dirty bubblesort? */ 806 for (int i = 0; i < NUM_STATS; ++i)
789 do {
790 if (statsort[i] < statsort[i + 1]) {
791 j = statsort[i];
792 statsort[i] = statsort[i + 1];
793 statsort[i + 1] = j;
794 i = 0;
795 } else {
796 i++;
797 }
798 } while (i < 6);
799
800 op->stats.Str = statsort[0]; 807 stats.stat (i) = statsort [i];
801 op->stats.Dex = statsort[1];
802 op->stats.Con = statsort[2];
803 op->stats.Int = statsort[3];
804 op->stats.Wis = statsort[4];
805 op->stats.Pow = statsort[5];
806 op->stats.Cha = statsort[6];
807 808
808
809 op->contr->orig_stats.Str=op->stats.Str;
810 op->contr->orig_stats.Dex=op->stats.Dex;
811 op->contr->orig_stats.Int=op->stats.Int;
812 op->contr->orig_stats.Con=op->stats.Con;
813 op->contr->orig_stats.Wis=op->stats.Wis;
814 op->contr->orig_stats.Pow=op->stats.Pow;
815 op->contr->orig_stats.Cha=op->stats.Cha;
816
817 op->level=1;
818 op->stats.exp=0; 809 stats.exp = 0;
819 op->stats.ac=0; 810 stats.ac = 0;
820 811
812 stats.hp = stats.maxhp;
813 stats.sp = stats.maxsp;
814 stats.grace = stats.maxgrace;
815
816 if (contr)
817 {
821 op->contr->levhp[1] = 9; 818 contr->levhp[1] = 9;
822 op->contr->levsp[1] = 6; 819 contr->levsp[1] = 6;
823 op->contr->levgrace[1] = 3; 820 contr->levgrace[1] = 3;
824 821
825 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
826 op->stats.hp = op->stats.maxhp; 842 stats.hp = stats.maxhp;
827 op->stats.sp = op->stats.maxsp; 843 stats.sp = stats.maxsp;
828 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
829 op->contr->orig_stats=op->stats; 852 contr->orig_stats = stats;
853 }
830} 854}
831 855
832void Roll_Again(object *op) 856static void
857start_info (object *op)
833{ 858{
834 esrv_new_player(op->contr, 0);
835 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
836}
837
838void Swap_Stat(object *op,int Swap_Second)
839{
840 signed char tmp;
841 char buf[MAX_BUF]; 859 char buf[MAX_BUF];
842 860
843 if ( op->contr->Swap_First == -1 ) { 861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
844 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
845 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
846 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
847 return;
848 }
849
850 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
851
852 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
853 get_attr_value(&op->contr->orig_stats, Swap_Second));
854
855 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
856
857 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
858 new_draw_info(NDI_UNIQUE, 0,op, buf); 862 new_draw_info (NDI_UNIQUE, 0, op, buf);
859 op->stats.Str = op->contr->orig_stats.Str; 863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
860 op->stats.Dex = op->contr->orig_stats.Dex;
861 op->stats.Con = op->contr->orig_stats.Con;
862 op->stats.Int = op->contr->orig_stats.Int;
863 op->stats.Wis = op->contr->orig_stats.Wis;
864 op->stats.Pow = op->contr->orig_stats.Pow;
865 op->stats.Cha = op->contr->orig_stats.Cha;
866 op->stats.ac=0;
867
868 op->level=1;
869 op->stats.exp=0;
870 op->stats.ac=0;
871
872 op->contr->levhp[1] = 9;
873 op->contr->levsp[1] = 6;
874 op->contr->levgrace[1] = 3;
875
876 fix_player(op);
877 op->stats.hp = op->stats.maxhp;
878 op->stats.sp = op->stats.maxsp;
879 op->stats.grace = op->stats.maxgrace;
880 op->contr->orig_stats=op->stats;
881 op->contr->Swap_First=-1;
882}
883
884
885/* This code has been greatly reduced, because with set_attr_value
886 * and get_attr_value, the stats can be accessed just numeric
887 * ids. stat_trans is a table that translate the number entered
888 * into the actual stat. It is needed because the order the stats
889 * are displayed in the stat window is not the same as how
890 * the number's access that stat. The table does that translation.
891 */
892int key_roll_stat(object *op, char key)
893{
894 int keynum = key -'0';
895 char buf[MAX_BUF];
896 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
897
898 if (keynum>0 && keynum<=7) {
899 if (op->contr->Swap_First==-1) {
900 op->contr->Swap_First=stat_trans[keynum];
901 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
902 new_draw_info(NDI_UNIQUE, 0,op,buf); 864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
903 }
904 else
905 Swap_Stat(op,stat_trans[keynum]);
906
907 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
908 return 1;
909 }
910 switch (key) {
911 case 'n':
912 case 'N': {
913 SET_FLAG(op, FLAG_WIZ);
914 if(op->map==NULL) {
915 LOG(llevError,"Map == NULL in state 2\n");
916 break;
917 }
918
919#if 0
920 /* So that enter_exit will put us at startx/starty */
921 op->x= -1;
922
923 enter_exit(op,NULL);
924#endif
925 SET_ANIMATION(op, 2); /* So player faces south */
926 /* Enter exit adds a player otherwise */
927 add_statbonus(op);
928 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
929 op->contr->state = ST_CHANGE_CLASS;
930 if (op->msg)
931 new_draw_info(NDI_BLUE, 0, op, op->msg);
932 return 0;
933 }
934 case 'y':
935 case 'Y':
936 roll_stats(op);
937 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
938 return 1;
939
940 case 'q':
941 case 'Q':
942 play_again(op);
943 return 1;
944
945 default:
946 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
947 return 0;
948 }
949 return 0;
950} 865}
951 866
952/* This function takes the key that is passed, and does the 867/* This function takes the key that is passed, and does the
953 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
954 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
955 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
956 * not the class. 871 * not the class.
957 */ 872 */
958 873void
959int key_change_class(object *op, char key) 874player::chargen_race_done ()
960{ 875{
961 int tmp_loop;
962
963 if(key=='q'||key=='Q') {
964 remove_ob(op);
965 play_again(op);
966 return 0;
967 }
968 if(key=='d'||key=='D') {
969 char buf[MAX_BUF];
970
971 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
972 esrv_new_player(op->contr, op->weight+op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
973 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
974 878
879 treasurelist *tl = treasurelist::find ("starting_wealth");
880 if (tl)
881 create_treasure (tl, ob, 0, 0, 0);
882
975 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
976 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
977 885
978 op->contr->state=ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
979 887
980 if (op->msg) 888 if (ob->msg)
981 op->msg=NULL; 889 ob->msg = 0;
982 890
983 /* 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
984 * to save here. 892 * to save here.
985 */
986 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
987 make_path_to_file(buf);
988
989#ifdef AUTOSAVE
990 op->contr->last_save_tick = pticks;
991#endif
992 start_info(op);
993 CLEAR_FLAG(op, FLAG_WIZ);
994 give_initial_items(op,op->randomitems);
995 link_player_skills(op);
996 esrv_send_inventory(op, op);
997 fix_player(op);
998
999 /* This moves the player to a different start map, if there
1000 * is one for this race
1001 */
1002 if(*first_map_ext_path) {
1003 object *tmp;
1004 mapstruct *oldmap = op->map;
1005 char mapname[MAX_BUF];
1006 snprintf(mapname, MAX_BUF-1, "%s/%s",
1007 first_map_ext_path, &op->arch->name);
1008 tmp=get_object();
1009 EXIT_PATH(tmp) = mapname;
1010 EXIT_X(tmp) = op->x;
1011 EXIT_Y(tmp) = op->y;
1012 enter_exit(op,tmp); /* we don't really care if it succeeded;
1013 * if the map isn't there, then stay on the
1014 * default initial map */
1015 free_object(tmp);
1016 } else {
1017 LOG(llevDebug,"first_map_ext_path not set\n");
1018 }
1019 return 0;
1020 }
1021
1022 /* Following actually changes the race - this is the default command
1023 * if we don't match with one of the options above.
1024 */ 893 */
1025 894 {
1026 tmp_loop = 0;
1027 while(!tmp_loop) {
1028 shstr name = op->name;
1029 int x = op->x, y = op->y;
1030 remove_statbonus(op);
1031 remove_ob (op);
1032 op->arch = get_player_archetype(op->arch);
1033 copy_object (&op->arch->clone, op);
1034 op->instantiate ();
1035 op->stats = op->contr->orig_stats;
1036 op->name = op->name_pl = name;
1037 op->x = x;
1038 op->y = y;
1039 SET_ANIMATION(op, 2); /* So player faces south */
1040 insert_ob_in_map (op, op->map, op,0);
1041 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1042 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1043 add_statbonus(op);
1044 tmp_loop=allowed_class(op);
1045 }
1046 update_object(op,UP_OBJ_FACE);
1047 esrv_update_item(UPD_FACE,op,op);
1048 fix_player(op);
1049 op->stats.hp=op->stats.maxhp;
1050 op->stats.sp=op->stats.maxsp;
1051 op->stats.grace=0;
1052 if (op->msg)
1053 new_draw_info(NDI_BLUE, 0, op, op->msg);
1054 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1055 return 0;
1056}
1057
1058int key_confirm_quit(object *op, char key)
1059{
1060 char buf[MAX_BUF]; 895 char buf[MAX_BUF];
1061
1062 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1063 op->contr->state=ST_PLAYING;
1064 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1065 return 1;
1066 }
1067
1068 INVOKE_PLAYER (LOGOUT, op->contr);
1069 INVOKE_PLAYER (QUIT , op->contr);
1070
1071 terminate_all_pets(op);
1072 leave_map(op);
1073 op->direction=0;
1074 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1075 "%s quits the game.", &op->name);
1076
1077 strcpy(op->contr->killer,"quit");
1078 check_score(op);
1079 op->contr->party=NULL;
1080 if (settings.set_title == TRUE)
1081 op->contr->own_title[0]='\0';
1082
1083 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1084 mapstruct *mp, *next;
1085
1086 /* We need to hunt for any per player unique maps in memory and
1087 * get rid of them. The trailing slash in the path is intentional,
1088 * so that players named 'Ab' won't match against players 'Abe' pathname
1089 */
1090 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1091 for (mp=first_map; mp!=NULL; mp=next) { 897 make_path_to_file (buf);
1092 next = mp->next; 898 }
1093 if (!strncmp(mp->path, buf, strlen(buf))) 899
1094 delete_map(mp); 900 start_info (ob);
1095 } 901 CLEAR_FLAG (ob, FLAG_WIZ);
1096 902 give_initial_items (ob, ob->randomitems);
1097 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)
1098 } 911 {
1099 play_again(op); 912 object *tmp;
1100 return 1; 913 char mapname[MAX_BUF];
1101}
1102 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
1103void flee_player(object *op) { 966flee_player (object *op)
967{
1104 int dir,diff; 968 int dir, diff;
1105 rv_vector rv; 969 rv_vector rv;
1106 970
1107 if(op->stats.hp < 0) { 971 if (op->stats.hp < 0)
972 {
1108 LOG(llevDebug, "Fleeing player is dead.\n"); 973 LOG (llevDebug, "Fleeing player is dead.\n");
1109 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)))
1110 return; 1011 return;
1111 } 1012 }
1112 1013
1113 if(op->enemy==NULL) {
1114 LOG(llevDebug,"Fleeing player had no enemy.\n");
1115 CLEAR_FLAG(op, FLAG_SCARED);
1116 return;
1117 }
1118
1119 /* Seen some crashes here. Since we don't store an
1120 * op->enemy_count, it is possible that something destroys the
1121 * actual enemy, and the object is recycled.
1122 */
1123 if (op->enemy->map == NULL) {
1124 CLEAR_FLAG(op, FLAG_SCARED);
1125 op->enemy=NULL;
1126 return;
1127 }
1128
1129 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1130 op->enemy=NULL;
1131 CLEAR_FLAG(op, FLAG_SCARED);
1132 return;
1133 }
1134 get_rangevector(op, op->enemy, &rv, 0);
1135
1136 dir=absdir(4+rv.direction);
1137 for(diff=0;diff<3;diff++) {
1138 int m=1-(RANDOM()&2);
1139 if(move_ob(op,absdir(dir+diff*m),op)||
1140 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1141 return;
1142 }
1143 }
1144 /* Cornered, get rid of scared */ 1014 /* Cornered, get rid of scared */
1145 CLEAR_FLAG(op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1146 op->enemy=NULL; 1016 op->enemy = NULL;
1147} 1017}
1148
1149 1018
1150/* 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.
1151 * 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
1152 * stop. 1021 * stop.
1153 */ 1022 */
1023int
1154int check_pick(object *op) { 1024check_pick (object *op)
1025{
1155 object *tmp, *next; 1026 object *tmp, *next;
1156 tag_t next_tag=0, op_tag;
1157 int stop = 0; 1027 int stop = 0;
1158 int j, k, wvratio; 1028 int wvratio;
1159 char putstring[128], tmpstr[16]; 1029 char putstring[128];
1160
1161 1030
1162 /* if you're flying, you cna't pick up anything */ 1031 /* if you're flying, you cna't pick up anything */
1163 if (op->move_type & MOVE_FLYING) 1032 if (op->move_type & MOVE_FLYING)
1164 return 1; 1033 return 1;
1165 1034
1166 op_tag = op->count;
1167
1168 next = op->below; 1035 next = op->below;
1169 if (next)
1170 next_tag = next->count;
1171 1036
1172 /* 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
1173 * destroyed */ 1038 * destroyed */
1174 while (next && ! was_destroyed (next, next_tag)) 1039 while (next && !next->destroyed ())
1175 { 1040 {
1176 tmp = next; 1041 tmp = next;
1177 next = tmp->below; 1042 next = tmp->below;
1178 if (next)
1179 next_tag = next->count;
1180 1043
1181 if (was_destroyed (op, op_tag)) 1044 if (op->destroyed ())
1182 return 0; 1045 return 0;
1183 1046
1184 if ( ! can_pick (op, tmp)) 1047 if (!can_pick (op, tmp))
1185 continue; 1048 continue;
1186 1049
1187 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1050 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1188 { 1051 {
1189 if (item_matched_string (op, tmp, op->contr->search_str)) 1052 if (item_matched_string (op, tmp, op->contr->search_str))
1190 pick_up (op, tmp); 1053 pick_up (op, tmp);
1191 continue; 1054 continue;
1192 } 1055 }
1193 1056
1194 /* high not bit set? We're using the old autopickup model */ 1057 /* high not bit set? We're using the old autopickup model */
1195 if(!(op->contr->mode & PU_NEWMODE)) { 1058 if (!(op->contr->mode & PU_NEWMODE))
1059 {
1196 switch (op->contr->mode) { 1060 switch (op->contr->mode)
1061 {
1062 case 0:
1197 case 0: return 1; /* don't pick up */ 1063 return 1; /* don't pick up */
1064 case 1:
1198 case 1: pick_up (op, tmp); 1065 pick_up (op, tmp);
1199 return 1; 1066 return 1;
1067 case 2:
1200 case 2: pick_up (op, tmp); 1068 pick_up (op, tmp);
1201 return 0; 1069 return 0;
1070 case 3:
1202 case 3: return 0; /* stop before pickup */ 1071 return 0; /* stop before pickup */
1072 case 4:
1203 case 4: pick_up (op, tmp); 1073 pick_up (op, tmp);
1204 break; 1074 break;
1075 case 5:
1205 case 5: pick_up (op, tmp); 1076 pick_up (op, tmp);
1206 stop = 1; 1077 stop = 1;
1207 break; 1078 break;
1208 case 6: 1079 case 6:
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1080 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1210 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1211 pick_up(op, tmp); 1081 pick_up (op, tmp);
1212 break; 1082 break;
1213 1083
1214 case 7: 1084 case 7:
1215 if (tmp->type == MONEY || tmp->type == GEM) 1085 if (tmp->type == MONEY || tmp->type == GEM)
1216 pick_up(op, tmp); 1086 pick_up (op, tmp);
1217 break; 1087 break;
1218 1088
1219 default: 1089 default:
1220 /* use value density */ 1090 /* use value density */
1221 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1091 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1222 && (query_cost (tmp, op, F_TRUE) * 100 1092 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1223 / (tmp->weight * MAX (tmp->nrof, 1)))
1224 >= op->contr->mode)
1225 pick_up(op,tmp); 1093 pick_up (op, tmp);
1226 } 1094 }
1227 } 1095 }
1228 else { /* old model */ 1096 else
1097 { /* old model */
1229 /* NEW pickup handling */ 1098 /* NEW pickup handling */
1230 if(op->contr->mode & PU_DEBUG) 1099 if (op->contr->mode & PU_DEBUG)
1231 {
1232 /* some debugging code to figure out item information */
1233 if(tmp->name!=NULL)
1234 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1235 &tmp->name, tmp->type,
1236 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1237 else
1238 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1239 &tmp->arch->name, tmp->type,
1240 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1241 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1242
1243 sprintf(putstring,"...flags: ");
1244 for(k=0;k<4;k++)
1245 {
1246 for(j=0;j<32;j++)
1247 {
1248 if((tmp->flags[k]>>j)&0x01)
1249 { 1100 {
1250 sprintf(tmpstr,"%d ",k*32+j); 1101 /* some debugging code to figure out item information */
1251 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);
1252 } 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 }
1253 } 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 }
1254 } 1326 }
1255 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1256 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);
1257#if 0 1348#if 0
1258 /* print the flags too */ 1349 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1259 for(k=0;k<4;k++) 1350 if (tmp->name != NULL)
1260 { 1351 {
1261 fprintf(stderr,"%d [%d] ", k, k*32+31); 1352 fprintf (stderr, "%s", tmp->name);
1262 for(j=0;j<32;j++) 1353 }
1263 { 1354 else
1264 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1355 fprintf (stderr, "%s", tmp->arch->archname);
1265 if(!((j+1)%4))fprintf(stderr," "); 1356 fprintf (stderr, ",%d] = ", tmp->type);
1266 } 1357 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1267 fprintf(stderr," [%d]\n", k*32);
1268 }
1269#endif 1358#endif
1270 } 1359 continue;
1271 /* philosophy: 1360 }
1272 * It's easy to grab an item type from a pile, as long as it's
1273 * generic. This takes no game-time. For more detailed pickups
1274 * and selections, select-items shoul dbe used. This is a
1275 * grab-as-you-run type mode that's really useful for arrows for
1276 * example.
1277 * The drawback: right now it has no frontend, so you need to
1278 * stick the bits you want into a calculator in hex mode and then
1279 * convert to decimal and then 'pickup <#>
1280 */
1281
1282 /* the first two modes are exclusive: if NOTHING we return, if
1283 * STOP then we stop. All the rest are applied sequentially,
1284 * meaning if any test passes, the item gets picked up. */
1285
1286 /* if mode is set to pick nothing up, return */
1287
1288 if(op->contr->mode & PU_NOTHING) return 1;
1289
1290 /* if mode is set to stop when encountering objects, return */
1291 /* take STOP before INHIBIT since it doesn't actually pick
1292 * anything up */
1293
1294 if(op->contr->mode & PU_STOP) return 0;
1295
1296 /* useful for going into stores and not losing your settings... */
1297 /* and for battles wher you don't want to get loaded down while
1298 * fighting */
1299 if(op->contr->mode & PU_INHIBIT) return 1;
1300
1301 /* prevent us from turning into auto-thieves :) */
1302 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1303
1304 /* ignore known cursed objects */
1305 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1306
1307 /* all food and drink if desired */
1308 /* question: don't pick up known-poisonous stuff? */
1309 if(op->contr->mode & PU_FOOD)
1310 if (tmp->type == FOOD)
1311 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1312 if(op->contr->mode & PU_DRINK)
1313 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1314 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1315
1316 if(op->contr->mode & PU_POTION)
1317 if (tmp->type == POTION)
1318 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1319
1320 /* spellbooks, skillscrolls and normal books/scrolls */
1321 if(op->contr->mode & PU_SPELLBOOK)
1322 if (tmp->type == SPELLBOOK)
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1324 if(op->contr->mode & PU_SKILLSCROLL)
1325 if (tmp->type == SKILLSCROLL)
1326 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1327 if(op->contr->mode & PU_READABLES)
1328 if (tmp->type == BOOK || tmp->type == SCROLL)
1329 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1330
1331 /* wands/staves/rods/horns */
1332 if (op->contr->mode & PU_MAGIC_DEVICE)
1333 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1334 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1335
1336 /* pick up all magical items */
1337 if(op->contr->mode & PU_MAGICAL)
1338 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1340
1341 if(op->contr->mode & PU_VALUABLES)
1342 {
1343 if (tmp->type == MONEY || tmp->type == GEM)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1345 }
1346
1347 /* rings & amulets - talismans seems to be typed AMULET */
1348 if(op->contr->mode & PU_JEWELS)
1349 if (tmp->type == RING || tmp->type == AMULET)
1350 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1351
1352 /* bows and arrows. Bows are good for selling! */
1353 if(op->contr->mode & PU_BOW)
1354 if (tmp->type == BOW)
1355 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1356 if(op->contr->mode & PU_ARROW)
1357 if (tmp->type == ARROW)
1358 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1359
1360 /* all kinds of armor etc. */
1361 if(op->contr->mode & PU_ARMOUR)
1362 if (tmp->type == ARMOUR)
1363 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1364 if(op->contr->mode & PU_HELMET)
1365 if (tmp->type == HELMET)
1366 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1367 if(op->contr->mode & PU_SHIELD)
1368 if (tmp->type == SHIELD)
1369 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1370 if(op->contr->mode & PU_BOOTS)
1371 if (tmp->type == BOOTS)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1373 if(op->contr->mode & PU_GLOVES)
1374 if (tmp->type == GLOVES)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1376 if(op->contr->mode & PU_CLOAK)
1377 if (tmp->type == CLOAK)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1379
1380 /* hoping to catch throwing daggers here */
1381 if(op->contr->mode & PU_MISSILEWEAPON)
1382 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1383 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1384
1385 /* careful: chairs and tables are weapons! */
1386 if(op->contr->mode & PU_ALLWEAPON)
1387 {
1388 if(tmp->type == WEAPON && tmp->name!=NULL)
1389 {
1390 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1391 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1393 }
1394 if(tmp->type == WEAPON && tmp->name==NULL)
1395 {
1396 if(strstr(tmp->arch->name,"table")==NULL &&
1397 strstr(tmp->arch->name,"chair")==NULL)
1398 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1399 }
1400 }
1401
1402 /* misc stuff that's useful */
1403 if(op->contr->mode & PU_KEY)
1404 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1405 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1406
1407 /* any of the last 4 bits set means we use the ratio for value
1408 * pickups */
1409 if(op->contr->mode & PU_RATIO)
1410 {
1411 /* use value density to decide what else to grab */
1412 /* >=7 was >= op->contr->mode */
1413 /* >=7 is the old standard setting. Now we take the last 4 bits
1414 * and multiply them by 5, giving 0..15*5== 5..75 */
1415 wvratio=(op->contr->mode & PU_RATIO) * 5;
1416 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1417 {
1418 pick_up(op, tmp);
1419#if 0
1420 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1421 if(tmp->name!=NULL) {
1422 fprintf(stderr,"%s", tmp->name);
1423 } 1361 }
1424 else fprintf(stderr,"%s",tmp->arch->name); 1362 } /* the new pickup model */
1425 fprintf(stderr,",%d] = ", tmp->type);
1426 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1427#endif
1428 continue;
1429 }
1430 } 1363 }
1431 } /* the new pickup model */ 1364
1432 }
1433 return ! stop; 1365 return !stop;
1434} 1366}
1435 1367
1436/* 1368/*
1437 * Find an arrow in the inventory and after that 1369 * Find an arrow in the inventory and after that
1438 * in the right type container (quiver). Pointer to the 1370 * in the right type container (quiver). Pointer to the
1439 * found object is returned. 1371 * found object is returned.
1440 */ 1372 */
1373object *
1441object *find_arrow(object *op, const char *type) 1374find_arrow (object *op, const char *type)
1442{ 1375{
1443 object *tmp = NULL; 1376 object *tmp = 0;
1444 1377
1445 for(op=op->inv; op; op=op->below) 1378 for (op = op->inv; op; op = op->below)
1446 if(!tmp && op->type==CONTAINER && op->race==type && 1379 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1447 QUERY_FLAG(op,FLAG_APPLIED))
1448 tmp = find_arrow (op, type); 1380 tmp = find_arrow (op, type);
1449 else if (op->type==ARROW && op->race==type) 1381 else if (op->type == ARROW && op->race == type)
1450 return op; 1382 return op;
1383
1451 return tmp; 1384 return tmp;
1452} 1385}
1453 1386
1454/* 1387/*
1455 * 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
1456 * 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
1457 * 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
1458 * 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.
1459 */ 1392 */
1460 1393object *
1461object *find_better_arrow(object *op, object *target, const char *type, int *better) 1394find_better_arrow (object *op, object *target, const char *type, int *better)
1462{ 1395{
1463 object *tmp = NULL, *arrow, *ntmp; 1396 object *tmp = NULL, *arrow, *ntmp;
1464 int attacknum, attacktype, betterby=0, i; 1397 int attacknum, attacktype, betterby = 0, i;
1465 1398
1466 if (!type) 1399 if (!type)
1467 return NULL; 1400 return NULL;
1468 1401
1469 for (arrow=op->inv; arrow; arrow=arrow->below) { 1402 for (arrow = op->inv; arrow; arrow = arrow->below)
1470 if (arrow->type==CONTAINER && arrow->race==type && 1403 {
1471 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1404 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1405 {
1472 i = 0; 1406 i = 0;
1473 ntmp = find_better_arrow(arrow, target, type, &i); 1407 ntmp = find_better_arrow (arrow, target, type, &i);
1474 if (i > betterby) { 1408 if (i > betterby)
1409 {
1475 tmp = ntmp; 1410 tmp = ntmp;
1476 betterby = i; 1411 betterby = i;
1477 } 1412 }
1413 }
1478 } else if (arrow->type==ARROW && arrow->race==type) { 1414 else if (arrow->type == ARROW && arrow->race == type)
1415 {
1479 /* allways prefer assasination/slaying */ 1416 /* allways prefer assasination/slaying */
1480 if (target->race != NULL && arrow->slaying != NULL && 1417 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1481 strstr(arrow->slaying, target->race)) { 1418 {
1482 if (arrow->attacktype & AT_DEATH) { 1419 if (arrow->attacktype & AT_DEATH)
1420 {
1483 *better = 100; 1421 *better = 100;
1484 return arrow; 1422 return arrow;
1485 } else {
1486 tmp = arrow;
1487 betterby = (arrow->magic + arrow->stats.dam) * 2;
1488 } 1423 }
1489 } else { 1424 else
1490 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1491 attacktype = 1<<attacknum;
1492 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1493 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1494 tmp = arrow;
1495 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1496 }
1497 } 1425 {
1498 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1499 tmp = arrow; 1426 tmp = arrow;
1500 betterby = 2 + arrow->magic + arrow->stats.dam; 1427 betterby = (arrow->magic + arrow->stats.dam) * 2;
1501 }
1502 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1503 tmp = arrow;
1504 betterby = 1 + arrow->magic + arrow->stats.dam;
1505 } 1428 }
1506 } 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 }
1507 } 1452 }
1453 }
1508 } 1454 }
1509 if (tmp == NULL && arrow == NULL) 1455 if (tmp == NULL && arrow == NULL)
1510 return find_arrow(op, type); 1456 return find_arrow (op, type);
1511 1457
1512 *better = betterby; 1458 *better = betterby;
1513 return tmp; 1459 return tmp;
1514} 1460}
1515 1461
1516/* 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
1517 * find_better_arrow to find a decent arrow to use. 1463 * find_better_arrow to find a decent arrow to use.
1518 * op = the shooter 1464 * op = the shooter
1519 * type = bow->race 1465 * type = bow->race
1520 * dir = fire direction 1466 * dir = fire direction
1521 */ 1467 */
1522 1468object *
1523object *pick_arrow_target(object *op, const char *type, int dir) 1469pick_arrow_target (object *op, const char *type, int dir)
1524{ 1470{
1525 object *tmp = NULL; 1471 object *tmp = NULL;
1526 mapstruct *m; 1472 maptile *m;
1527 int i, mflags, found, number; 1473 int i, mflags, found, number;
1528 sint16 x, y; 1474 sint16 x, y;
1529 1475
1530 if (op->map == NULL) 1476 if (op->map == NULL)
1531 return find_arrow(op, type); 1477 return find_arrow (op, type);
1532 1478
1533 /* do a dex check */ 1479 /* do a dex check */
1534 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1480 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1535 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1481 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1536 return find_arrow(op, type); 1482 return find_arrow (op, type);
1537 1483
1538 m = op->map; 1484 m = op->map;
1539 x = op->x; 1485 x = op->x;
1540 y = op->y; 1486 y = op->y;
1541 1487
1542 /* find the first target */ 1488 /* find the first target */
1543 for (i=0, found=0; i<20; i++) { 1489 for (i = 0, found = 0; i < 20; i++)
1490 {
1544 x += freearr_x[dir]; 1491 x += freearr_x[dir];
1545 y += freearr_y[dir]; 1492 y += freearr_y[dir];
1546 mflags = get_map_flags(m, &m, x, y, &x, &y); 1493 mflags = get_map_flags (m, &m, x, y, &x, &y);
1547 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1494 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1495 {
1548 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)
1549 break; 1516 break;
1550 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1551 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1552 * perhaps a bad assumption.
1553 */
1554 tmp = NULL;
1555 break;
1556 } 1517 }
1557 if (mflags & P_IS_ALIVE) {
1558 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1559 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1560 found++;
1561 break;
1562 }
1563 if (found)
1564 break;
1565 }
1566 } 1518 }
1567 if (tmp == NULL) 1519 if (tmp == NULL)
1568 return find_arrow(op, type); 1520 return find_arrow (op, type);
1569 1521
1570 if (tmp->head) 1522 if (tmp->head)
1571 tmp = tmp->head; 1523 tmp = tmp->head;
1572 1524
1573 return find_better_arrow(op, tmp, type, &i); 1525 return find_better_arrow (op, tmp, type, &i);
1574} 1526}
1575 1527
1576/* 1528/*
1577 * Creature fires a bow - op can be monster or player. Returns 1529 * Creature fires a bow - op can be monster or player. Returns
1578 * 1 if bow was actually fired, 0 otherwise. 1530 * 1 if bow was actually fired, 0 otherwise.
1581 * dir is the direction of fire. 1533 * dir is the direction of fire.
1582 * 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)
1583 * 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
1584 * player fire modes. 1536 * player fire modes.
1585 */ 1537 */
1538int
1586int 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)
1587 sint16 sx, sint16 sy)
1588{ 1540{
1589 object *left, *bow; 1541 object *left, *bow;
1590 tag_t left_tag, tag; 1542 int mflags;
1591 int bowspeed, mflags; 1543 maptile *m;
1592 mapstruct *m;
1593 1544
1594 if (!dir) { 1545 if (!dir)
1546 {
1595 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!");
1596 return 0; 1548 return 0;
1549 }
1550
1551 if (op->contr)
1552 bow = op->current_weapon;
1553 else
1597 } 1554 {
1598 if (op->type == PLAYER)
1599 bow=op->contr->ranges[range_bow];
1600 else {
1601 for(bow=op->inv; bow; bow=bow->below) 1555 for (bow = op->inv; bow; bow = bow->below)
1602 /* 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
1603 * 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.
1604 */ 1558 */
1605 if(bow->type==BOW) 1559 if (bow->type == BOW)
1606 break; 1560 break;
1607 1561
1608 if (!bow) { 1562 if (!bow)
1563 {
1609 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1564 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1610 return 0; 1565 return 0;
1566 }
1567
1568 // optimisation: move object to top so we will find it quickly again
1569 if (bow->below)
1611 } 1570 {
1571 bow->remove ();
1572 op->insert (bow);
1573 }
1574
1612 } 1575 }
1576
1613 if( !bow->race || !bow->skill) { 1577 if (!bow->race || !bow->skill)
1578 {
1614 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);
1615 return 0; 1580 return 0;
1616 } 1581 }
1617 1582
1618 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1619
1620 /* penalize ROF for bestarrow */
1621 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1622 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1623 if (bowspeed < 1)
1624 bowspeed = 1;
1625
1626 if (arrow == NULL) { 1583 if (arrow == NULL)
1584 {
1627 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1585 if ((arrow = find_arrow (op, bow->race)) == NULL)
1586 {
1628 if (op->type == PLAYER) 1587 if (op->type == PLAYER)
1629 new_draw_info_format(NDI_UNIQUE, 0, op, 1588 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1630 "You have no %s left.", &bow->race);
1631 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1589 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1632 else 1590 else
1633 CLEAR_FLAG(op, FLAG_READY_BOW); 1591 CLEAR_FLAG (op, FLAG_READY_BOW);
1592
1634 return 0; 1593 return 0;
1635 } 1594 }
1636 } 1595 }
1596
1637 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1597 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1638 if (mflags & P_OUT_OF_MAP) { 1598 if (mflags & P_OUT_OF_MAP)
1639 return 0; 1599 return 0;
1640 } 1600
1641 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1601 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1602 {
1642 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.");
1643 return 0; 1604 return 0;
1644 } 1605 }
1645 1606
1646 /* this should not happen, but sometimes does */ 1607 /* this should not happen, but sometimes does */
1647 if (arrow->nrof==0) { 1608 if (arrow->nrof == 0)
1648 remove_ob(arrow); 1609 {
1649 free_object(arrow); 1610 arrow->destroy ();
1650 return 0; 1611 return 0;
1651 } 1612 }
1652 1613
1653 left = arrow; /* these are arrows left to the player */ 1614 left = arrow; /* these are arrows left to the player */
1654 left_tag = left->count;
1655 arrow = get_split_ob(arrow, 1); 1615 arrow = get_split_ob (arrow, 1);
1656 if (arrow == NULL) { 1616 if (!arrow)
1617 {
1657 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);
1658 return 0; 1619 return 0;
1659 } 1620 }
1660 set_owner(arrow, op); 1621
1622 arrow->set_owner (op);
1661 arrow->skill = bow->skill; 1623 arrow->skill = bow->skill;
1662
1663 arrow->direction=dir; 1624 arrow->direction = dir;
1664 arrow->x = sx;
1665 arrow->y = sy;
1666 1625
1667 if (op->type == PLAYER) {
1668 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1669 fix_player(op);
1670 }
1671
1672 SET_ANIMATION(arrow, arrow->direction);
1673 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1626 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1674 arrow->stats.hp = arrow->stats.dam; 1627 arrow->stats.hp = arrow->stats.dam;
1675 arrow->stats.grace = arrow->attacktype; 1628 arrow->stats.grace = arrow->attacktype;
1629
1676 if (arrow->slaying != NULL) 1630 if (arrow->slaying)
1677 arrow->spellarg = strdup_local(arrow->slaying); 1631 arrow->spellarg = strdup (arrow->slaying);
1678 1632
1679 /* Note that this was different for monsters - they got their level 1633#if 0
1680 * added to the damage. I think the strength bonus is more proper. 1634 if (player *pl = op->contr)
1681 */
1682 1635 {
1683 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1636 float speed = pl->weapon_sp;
1684 0 : dam_bonus[op->stats.Str]) +
1685 bow->stats.dam + bow->magic + arrow->magic;
1686 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
1687 /* update the speed */ 1650 /* update the speed */
1688 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
1689 0 : dam_bonus[op->stats.Str]) +
1690 bow->magic + arrow->magic) / 5.0 +
1691 (float)bow->stats.dam / 7.0; 1652 + bow->stats.dam / 7.f;
1692 1653
1693 if (arrow->speed < 1.0) 1654 arrow->set_speed (max (arrow->speed, 2.f));
1694 arrow->speed = 1.0;
1695 update_ob_speed(arrow);
1696 arrow->speed_left = 0; 1655 arrow->speed_left = 0;
1697 1656
1657 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1658
1698 if (op->type == PLAYER) { 1659 if (op->type == PLAYER)
1699 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1660 {
1700 (op->chosen_skill?op->chosen_skill->level:op->level) -
1701 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1702 arrow->stats.wc - bow->stats.wc + wc_mod;
1703
1704 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1661 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1705 } else { 1662 wc -= dex_bonus[op->stats.Dex];
1706 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1707 arrow->stats.wc + wc_mod;
1708 1663
1664 if (!arrow->slaying)
1665 arrow->slaying = op->slaying;
1666
1667 arrow->attacktype |= op->attacktype;
1668 }
1669 else
1670 {
1709 arrow->level = op->level; 1671 arrow->level = op->level;
1710 } 1672 arrow->stats.wc -= bow->magic;
1711 if (arrow->attacktype == AT_PHYSICAL) 1673
1712 arrow->attacktype |= bow->attacktype; 1674 if (!arrow->slaying)
1713 if (bow->slaying != NULL)
1714 arrow->slaying = bow->slaying; 1675 arrow->slaying = bow->slaying;
1715 1676
1716 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);
1717 arrow->move_type = MOVE_FLY_LOW; 1684 arrow->move_type = MOVE_FLY_LOW;
1718 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1685 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1719 1686
1720 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);
1721 tag = arrow->count; 1688 m->insert (arrow, sx, sy, op);
1722 insert_ob_in_map(arrow, m, op, 0);
1723 1689
1724 if (!was_destroyed(arrow, tag)) 1690 if (!arrow->destroyed ())
1725 move_arrow(arrow); 1691 move_arrow (arrow);
1726 1692
1727 if (op->type == PLAYER) { 1693 if (op->type == PLAYER)
1728 if (was_destroyed (left, left_tag)) 1694 {
1695 if (left->destroyed ())
1729 esrv_del_item(op->contr, left_tag); 1696 esrv_del_item (op->contr, left->count);
1730 else 1697 else
1731 esrv_send_item(op, left); 1698 esrv_send_item (op, left);
1732 } 1699 }
1700
1733 return 1; 1701 return 1;
1734} 1702}
1735 1703
1736/* Special fire code for players - this takes into 1704/* Special fire code for players - this takes into
1737 * account the special fire modes players can have 1705 * account the special fire modes players can have
1738 * but monsters can't. Putting that code here 1706 * but monsters can't. Putting that code here
1739 * makes the fire_bow code much cleaner. 1707 * makes the fire_bow code much cleaner.
1740 * this function should only be called if 'op' is a player, 1708 * this function should only be called if 'op' is a player,
1741 * hence the function name. 1709 * hence the function name.
1742 */ 1710 */
1711int
1743int player_fire_bow(object *op, int dir) 1712player_fire_bow (object *op, int dir)
1744{ 1713{
1745 int ret=0, wcmod=0; 1714 int ret = 0, wcmod = 0;
1746 1715
1747 if (op->contr->bowtype == bow_bestarrow) { 1716 if (op->contr->bowtype == bow_bestarrow)
1748 ret = fire_bow(op, op, 1717 {
1749 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);
1750 dir, 0, op->x, op->y); 1719 }
1751 } 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 {
1752 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1722 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1753 wcmod =-1; 1723 wcmod = -1;
1724
1754 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);
1755 op->x, op->y); 1726 }
1756 } else if (op->contr->bowtype == bow_threewide) { 1727 else if (op->contr->bowtype == bow_threewide)
1728 {
1757 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);
1758 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)]);
1759 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 }
1760 } else if (op->contr->bowtype == bow_spreadshot) { 1733 else if (op->contr->bowtype == bow_spreadshot)
1734 {
1761 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);
1762 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);
1763 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);
1764 1738 }
1765 } else { 1739 else
1740 {
1766 /* Simple case */ 1741 /* Simple case */
1767 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);
1768 } 1743 }
1744
1769 return ret; 1745 return ret;
1770} 1746}
1771
1772 1747
1773/* Fires a misc (wand/rod/horn) object in 'dir'. 1748/* Fires a misc (wand/rod/horn) object in 'dir'.
1774 * Broken apart from 'fire' to keep it more readable. 1749 * Broken apart from 'fire' to keep it more readable.
1775 */ 1750 */
1751void
1776void fire_misc_object(object *op, int dir) 1752fire_misc_object (object *op, int dir)
1777{ 1753{
1778 object *item; 1754 object *item = op->contr->ranged_ob;
1779 1755
1780 if (!op->contr->ranges[range_misc]) { 1756 if (!item)
1757 {
1781 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.");
1782 return; 1759 return;
1783 } 1760 }
1784 1761
1785 item = op->contr->ranges[range_misc];
1786 if (!item->inv) { 1762 if (!item->inv)
1763 {
1787 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1764 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1788 return; 1765 return;
1789 } 1766 }
1767
1768 if (!op->change_weapon (item))
1769 return;
1770
1790 if (item->type == WAND) { 1771 if (item->type == WAND)
1772 {
1791 if(item->stats.food<=0) { 1773 if (item->stats.food <= 0)
1774 {
1792 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1793 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1777
1794 return; 1778 return;
1795 } 1779 }
1780 }
1796 } else if (item->type == ROD || item->type==HORN) { 1781 else if (item->type == ROD || item->type == HORN)
1782 {
1797 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 {
1798 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1786
1799 if (item->type== ROD) 1787 if (item->type == ROD)
1800 new_draw_info_format(NDI_UNIQUE, 0,op,
1801 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1802 else 1789 else
1803 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));
1804 "The %s needs more time to charge.", query_base_name(item,0)); 1791
1805 return; 1792 return;
1806 } 1793 }
1807 } 1794 }
1808 1795
1809 if(cast_spell(op,item,dir,item->inv,NULL)) { 1796 if (cast_spell (op, item, dir, item->inv, NULL))
1797 {
1810 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 */
1811 if (item->type == WAND) { 1799 if (item->type == WAND)
1800 {
1812 if (!(--item->stats.food)) { 1801 if (!(--item->stats.food))
1802 {
1813 object *tmp; 1803 object *tmp;
1804
1814 if (item->arch) { 1805 if (item->arch)
1806 {
1815 CLEAR_FLAG(item, FLAG_ANIMATE); 1807 CLEAR_FLAG (item, FLAG_ANIMATE);
1816 item->face = item->arch->clone.face; 1808 item->face = item->arch->face;
1817 item->speed = 0; 1809 item->set_speed (0);
1818 update_ob_speed(item);
1819 } 1810 }
1811
1820 if ((tmp=is_player_inv(item))) 1812 if ((tmp = item->in_player ()))
1821 esrv_update_item(UPD_ANIM, tmp, item); 1813 esrv_update_item (UPD_ANIM, tmp, item);
1822 } 1814 }
1823 } 1815 }
1824 else if (item->type == ROD || item->type==HORN) { 1816 else if (item->type == ROD || item->type == HORN)
1825 drain_rod_charge(item); 1817 drain_rod_charge (item);
1826 }
1827 } 1818 }
1828} 1819}
1829 1820
1830/* Received a fire command for the player - go and do it. 1821/* Received a fire command for the player - go and do it.
1831 */ 1822 */
1823bool
1832void fire(object *op,int dir) { 1824fire (object *op, int dir)
1825{
1833 int spellcost=0; 1826 int spellcost = 0;
1834 1827
1835 /* check for loss of invisiblity/hide */ 1828 /* check for loss of invisiblity/hide */
1836 if (action_makes_visible(op)) make_visible(op); 1829 if (action_makes_visible (op))
1830 make_visible (op);
1837 1831
1838 switch(op->contr->shoottype) { 1832 player *pl = op->contr;
1839 case range_none:
1840 return;
1841 1833
1842 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:
1843 player_fire_bow(op, dir); 1856 player_fire_bow (op, dir);
1844 return; 1857 break;
1845 1858
1846 case range_magic: /* Casting spells */ 1859 case SPELL:
1847 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);
1848 return; 1861 break;
1849 1862
1850 case range_misc: 1863 case BUILDER:
1851 fire_misc_object(op, dir);
1852 return;
1853
1854 case range_golem: /* Control summoned monsters from scrolls */
1855 if(op->contr->ranges[range_golem]==NULL ||
1856 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1857 op->contr->ranges[range_golem] = NULL;
1858 op->contr->shoottype=range_none;
1859 op->contr->golem_count = 0;
1860 }
1861 else
1862 control_golem(op->contr->ranges[range_golem], dir);
1863 return;
1864
1865 case range_skill:
1866 if(!op->chosen_skill) {
1867 if(op->type==PLAYER)
1868 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1869 return;
1870 }
1871 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1872 return;
1873 case range_builder:
1874 apply_map_builder( op, dir ); 1864 apply_map_builder (op, dir);
1875 return; 1865 break;
1866
1867 case SKILL:
1868 do_skill (op, op, ob, dir, 0);
1869 break;
1870
1876 default: 1871 default:
1877 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1872 fire_misc_object (op, dir);
1878 return; 1873 break;
1879 } 1874 }
1880}
1881 1875
1882 1876 return true;
1877}
1883 1878
1884/* find_key 1879/* find_key
1885 * 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
1886 * and successfully use it, we return the key, otherwise NULL 1881 * and successfully use it, we return the key, otherwise NULL
1887 * This function merges both normal and locked door, since the logic 1882 * This function merges both normal and locked door, since the logic
1889 * pl is the player, 1884 * pl is the player,
1890 * inv is the objects inventory to searched 1885 * inv is the objects inventory to searched
1891 * door is the door we are trying to match against. 1886 * door is the door we are trying to match against.
1892 * This function can be called recursively to search containers. 1887 * This function can be called recursively to search containers.
1893 */ 1888 */
1894 1889object *
1895object * find_key(object *pl, object *container, object *door) 1890find_key (object *pl, object *container, object *door)
1896{ 1891{
1897 object *tmp,*key; 1892 object *tmp, *key;
1898 1893
1899 /* Should not happen, but sanity checking is never bad */ 1894 /* Should not happen, but sanity checking is never bad */
1900 if (container->inv == NULL) return NULL; 1895 if (!container->inv)
1896 return 0;
1901 1897
1902 /* 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 */
1903 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1899 for (tmp = container->inv; tmp; tmp = tmp->below)
1900 {
1904 if (door->type==DOOR && tmp->type==KEY) break; 1901 if (door->type == DOOR && tmp->type == KEY)
1902 break;
1905 /* For sanity, we should really check door type, but other stuff 1903 /* For sanity, we should really check door type, but other stuff
1906 * (like containers) can be locked with special keys 1904 * (like containers) can be locked with special keys
1907 */ 1905 */
1908 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1906 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1909 tmp->slaying==door->slaying) break; 1907 break;
1910 } 1908 }
1909
1911 /* No key found - lets search inventories now */ 1910 /* No key found - lets search inventories now */
1912 /* 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.
1913 * 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
1914 * a key, return 1913 * a key, return
1915 */ 1914 */
1916 if (!tmp) { 1915 if (!tmp)
1916 {
1917 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1917 for (tmp = container->inv; tmp; tmp = tmp->below)
1918 {
1918 /* No reason to search empty containers */ 1919 /* No reason to search empty containers */
1919 if (tmp->type==CONTAINER && tmp->inv) { 1920 if (tmp->type == CONTAINER && tmp->inv)
1921 {
1920 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1922 if ((key = find_key (pl, tmp, door)))
1923 return key;
1921 } 1924 }
1922 } 1925 }
1926
1927 if (!tmp)
1923 if (!tmp) return NULL; 1928 return NULL;
1924 } 1929 }
1930
1925 /* 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,
1926 * see if we actually want to use it 1932 * see if we actually want to use it
1927 */ 1933 */
1928 if (pl!=container) { 1934 if (pl != container)
1935 {
1929 /* Only let players use keys in containers */ 1936 /* Only let players use keys in containers */
1930 if (!pl->contr) return NULL; 1937 if (!pl->contr)
1938 return NULL;
1931 /* cases where this fails: 1939 /* cases where this fails:
1932 * If we only search the player inventory, return now since we 1940 * If we only search the player inventory, return now since we
1933 * are not in the players inventory. 1941 * are not in the players inventory.
1934 * If the container is not active, return now since only active 1942 * If the container is not active, return now since only active
1935 * containers can be used. 1943 * containers can be used.
1936 * If we only search keyrings and the container does not have 1944 * If we only search keyrings and the container does not have
1937 * a race/isn't a keyring. 1945 * a race/isn't a keyring.
1938 * No checking for all containers - to fall through past here, 1946 * No checking for all containers - to fall through past here,
1939 * inv must have been an container and must have been active. 1947 * inv must have been an container and must have been active.
1940 * 1948 *
1941 * Change the color so that the message doesn't disappear with 1949 * Change the color so that the message doesn't disappear with
1942 * all the others. 1950 * all the others.
1943 */ 1951 */
1944 if (pl->contr->usekeys == key_inventory || 1952 if (pl->contr->usekeys == key_inventory ||
1945 !QUERY_FLAG(container, FLAG_APPLIED) || 1953 !QUERY_FLAG (container, FLAG_APPLIED) ||
1946 (pl->contr->usekeys == keyrings &&
1947 (!container->race || strcmp(container->race, "keys"))) 1954 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1948 ) { 1955 {
1949 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1956 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1950 "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));
1951 query_name(tmp), query_name(container));
1952 return NULL; 1958 return NULL;
1953 } 1959 }
1954 } 1960 }
1961
1955 return tmp; 1962 return tmp;
1956} 1963}
1957 1964
1958/* moved door processing out of move_player_attack. 1965/* moved door processing out of move_player_attack.
1959 * returns 1 if player has opened the door with a key 1966 * returns 1 if player has opened the door with a key
1960 * such that the caller should not do anything more, 1967 * such that the caller should not do anything more,
1961 * 0 otherwise 1968 * 0 otherwise
1962 */ 1969 */
1970static int
1963static int player_attack_door(object *op, object *door) 1971player_attack_door (object *op, object *door)
1964{ 1972{
1965
1966 /* 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,
1967 * 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 -
1968 * otherwise, we fall through to the rest of the code. 1975 * otherwise, we fall through to the rest of the code.
1969 */ 1976 */
1970 object *key=find_key(op, op, door); 1977 object *key = find_key (op, op, door);
1971 1978
1972 /* IF we found a key, do some extra work */ 1979 /* If we found a key, do some extra work */
1973 if (key) { 1980 if (key)
1981 {
1974 object *container=key->env; 1982 object *container = key->env;
1975 1983
1976 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
1977 if(action_makes_visible(op)) make_visible(op); 1986 if (action_makes_visible (op))
1987 make_visible (op);
1988
1978 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
1979 if (door->type == DOOR) { 1992 if (door->type == DOOR)
1980 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 */
1981 }
1982 else if(door->type==LOCKED_DOOR) { 1994 else if (door->type == LOCKED_DOOR)
1983 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1995 {
1984 "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));
1985 remove_door2(door); /* remove door without violence ;-) */ 1997 remove_door2 (door); /* remove door without violence ;-) */
1986 } 1998 }
1999
1987 /* Do this after we print the message */ 2000 /* Do this after we print the message */
1988 decrease_ob(key); /* Use up one of the keys */ 2001 decrease_ob (key); /* Use up one of the keys */
1989 /* Need to update the weight the container the key was in */ 2002 /* Need to update the weight the container the key was in */
1990 if (container != op) 2003 if (container != op)
1991 esrv_update_item(UPD_WEIGHT, op, container); 2004 esrv_update_item (UPD_WEIGHT, op, container);
2005
1992 return 1; /* Nothing more to do below */ 2006 return 1; /* Nothing more to do below */
2007 }
1993 } else if (door->type==LOCKED_DOOR) { 2008 else if (door->type == LOCKED_DOOR)
2009 {
1994 /* Might as well return now - no other way to open this */ 2010 /* Might as well return now - no other way to open this */
1995 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2011 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1996 return 1; 2012 return 1;
1997 } 2013 }
2014
1998 return 0; 2015 return 0;
1999} 2016}
2000 2017
2001/* This function is just part of a breakup from move_player. 2018/* This function is just part of a breakup from move_player.
2002 * It should keep the code cleaner. 2019 * It should keep the code cleaner.
2003 * When this is called, the players direction has been updated 2020 * When this is called, the players direction has been updated
2004 * (taking into account confusion.) The player is also actually 2021 * (taking into account confusion.) The player is also actually
2005 * going to try and move (not fire weapons). 2022 * going to try and move (not fire weapons).
2006 */ 2023 */
2007 2024bool
2008void move_player_attack(object *op, int dir) 2025move_player_attack (object *op, int dir)
2009{ 2026{
2010 object *tmp, *mon;
2011 sint16 nx, ny;
2012 int on_battleground; 2027 int on_battleground;
2013 mapstruct *m;
2014 2028
2015 nx=freearr_x[dir]+op->x; 2029 sint16 nx = freearr_x[dir] + op->x;
2016 ny=freearr_y[dir]+op->y; 2030 sint16 ny = freearr_y[dir] + op->y;
2017 2031
2018 on_battleground = op_on_battleground(op, NULL, NULL); 2032 on_battleground = op_on_battleground (op, 0, 0);
2019 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
2020 /* 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
2021 * 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
2022 * 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
2023 * player. This is a pretty nasty hack, because if we could 2046 * player. This is a pretty nasty hack, because if we could
2024 * move to some space, it then means that if we are braced, we should 2047 * move to some space, it then means that if we are braced, we should
2025 * do nothing at all. As it is, if we are braced, we go through 2048 * do nothing at all. As it is, if we are braced, we go through
2026 * quite a bit of processing. However, it probably is less than what 2049 * quite a bit of processing. However, it probably is less than what
2027 * move_ob uses. 2050 * move_ob uses.
2028 */ 2051 */
2029 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);
2030 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2031 m = get_map_from_coord(op->map, &nx, &ny);
2032 if (!m) return; /* Don't think this should happen */
2033 }
2034 else m =op->map;
2035
2036 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2037 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2038 return;
2039 }
2040 2053
2041 mon = NULL;
2042 /* 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
2043 * 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.
2044 * 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
2045 * 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))
2046 */ 2077 {
2047 while (tmp!=NULL) { 2078 --op->contr->weapon_sp_left;
2048 if (tmp == op) { 2079 return true;
2049 tmp=tmp->above; 2080 }
2050 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);
2051 } 2139 }
2052 if (QUERY_FLAG(tmp,FLAG_ALIVE)) {
2053 mon = tmp;
2054 break;
2055 }
2056 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2057 mon = tmp;
2058 tmp=tmp->above;
2059 }
2060
2061 if (mon==NULL) /* This happens anytime the player tries to move */
2062 return; /* into a wall */
2063
2064 if(mon->head != NULL)
2065 mon = mon->head;
2066
2067 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR))
2068 if (player_attack_door(op, mon)) return;
2069
2070 /* The following deals with possibly attacking peaceful
2071 * or frienddly creatures. Basically, all players are considered
2072 * unaggressive. If the moving player has peaceful set, then the
2073 * object should be pushed instead of attacked. It is assumed that
2074 * if you are braced, you will not attack friends accidently,
2075 * and thus will not push them.
2076 */
2077
2078 /* If the creature is a pet, push it even if the player is not
2079 * peaceful. Our assumption is the creature is a pet if the
2080 * player owns it and it is either friendly or unagressive.
2081 */
2082 if ((op->type==PLAYER)
2083#if COZY_SERVER
2084 &&
2085 (
2086 (get_owner(mon) && get_owner(mon)->contr
2087 && same_party (get_owner(mon)->contr->party, op->contr->party))
2088 || get_owner(mon) == op
2089 )
2090#else
2091 && get_owner(mon)==op
2092#endif
2093 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2094 {
2095 /* If we're braced, we don't want to switch places with it */
2096 if (op->contr->braced) return;
2097 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2098 (void) push_ob(mon,dir,op);
2099 if(op->contr->tmp_invis||op->hide) make_visible(op);
2100 return;
2101 }
2102
2103 /* in certain circumstances, you shouldn't attack friendly
2104 * creatures. Note that if you are braced, you can't push
2105 * someone, but put it inside this loop so that you won't
2106 * attack them either.
2107 */
2108 if ((mon->type==PLAYER || mon->enemy != op) &&
2109 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2110 (
2111#ifdef PROHIBIT_PLAYERKILL
2112 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2113#else
2114 op->contr->peaceful &&
2115#endif
2116 !on_battleground
2117 )) {
2118 if (!op->contr->braced) {
2119 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2120 (void) push_ob(mon,dir,op);
2121 } else { 2140 else
2122 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;
2123 } 2147 }
2124 if(op->contr->tmp_invis||op->hide) make_visible(op); 2148 }
2125 }
2126
2127 /* If the object is a boulder or other rollable object, then 2149 /* If the object is a boulder or other rollable object, then
2128 * roll it if not braced. You can't roll it if you are braced. 2150 * roll it if not braced. You can't roll it if you are braced.
2129 */ 2151 */
2130 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
2131 recursive_roll(mon,dir,op); 2158 recursive_roll (mon, dir, op);
2132 if(action_makes_visible(op)) make_visible(op); 2159 if (action_makes_visible (op))
2133 } 2160 make_visible (op);
2134 2161
2162 return true;
2163 }
2164 }
2135 /* Any generic living creature. Including things like doors. 2165 /* Any generic living creature. Including things like doors.
2136 * 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
2137 * and be living. Then, it must be one of the following: 2167 * and be living. Then, it must be one of the following:
2138 * 1) Not a player, 2) A player, but of a different party. Note 2168 * 1) Not a player, 2) A player, but of a different party. Note
2139 * that party_number -1 is no party, so attacks can still happen. 2169 * that party_number -1 is no party, so attacks can still happen.
2140 */ 2170 */
2141
2142 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2171 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2143 ((mon->type!=PLAYER || op->contr->party==NULL || 2172 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2144 op->contr->party!=mon->contr->party))) { 2173 {
2145 2174 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2146 /* If the player hasn't hit something this tick, and does
2147 * so, give them speed boost based on weapon speed. Doing
2148 * it here is better than process_players2, which basically
2149 * incurred a 1 tick offset.
2150 */
2151 if (!op->contr->has_hit) {
2152 op->speed_left += op->speed / op->contr->weapon_sp;
2153
2154 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2155 }
2156
2157 skill_attack(mon, op, 0, NULL, NULL);
2158
2159 /* If attacking another player, that player gets automatic
2160 * hitback, and doesn't loose luck either.
2161 * Disable hitback on the battleground or if the target is
2162 * the wiz.
2163 */
2164 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2165 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2166 short luck = mon->stats.luck;
2167 mon->contr->has_hit = 1;
2168 skill_attack(op, mon, 0, NULL, NULL);
2169 mon->stats.luck = luck;
2170 }
2171 if(action_makes_visible(op)) make_visible(op);
2172 } 2175 {
2173 } /* if player should attack something */ 2176 --op->contr->weapon_sp_left;
2174}
2175 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
2176int move_player(object *op,int dir) { 2191move_player (object *op, int dir)
2192{
2177 int pick; 2193 int pick;
2178 2194
2179 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2195 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2180 return 0;
2181
2182 /* Sanity check: make sure dir is valid */
2183 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2184 LOG( llevError, "move_player: invalid direction %d\n", dir);
2185 return 0;
2186 }
2187
2188 /* peterm: added following line */
2189 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2190 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2191
2192 op->facing = dir;
2193
2194 if(op->hide) do_hidden_move(op);
2195
2196 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2197 /*nop*/;
2198 else if (op->contr->fire_on)
2199 fire (op, dir);
2200 else
2201 {
2202 move_player_attack (op, dir);
2203 pick = check_pick(op);
2204 }
2205
2206 /* Add special check for newcs players and fire on - this way, the
2207 * server can handle repeat firing.
2208 */
2209 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2210 op->direction = dir;
2211 } else {
2212 op->direction=0;
2213 }
2214 /* Update how the player looks. Use the facing, so direction may
2215 * get reset to zero. This allows for full animation capabilities
2216 * for players.
2217 */
2218 animate_object(op, op->facing);
2219 return 0; 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;
2220} 2241}
2221 2242
2222/* 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
2223 * new client/server stuff. 2244 * new client/server stuff.
2224 * 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
2225 * the new speed values for commands. 2246 * the new speed values for commands.
2226 * 2247 *
2227 * 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.
2228 */ 2251 */
2252bool
2229int handle_newcs_player(object *op) 2253handle_newcs_player (object *op)
2230{ 2254{
2231 if (op->contr->hidden) {
2232 op->invisible = 1000;
2233 /* the socket code flashes the player visible/invisible
2234 * depending on the value of invisible, so we need to
2235 * alternate it here for it to work correctly.
2236 */
2237 if (pticks & 2) op->invisible--;
2238 }
2239 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2240 op->invisible--;
2241 if(!op->invisible) {
2242 make_visible(op);
2243 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2244 }
2245 }
2246
2247 if (QUERY_FLAG(op, FLAG_SCARED)) { 2255 if (QUERY_FLAG (op, FLAG_SCARED))
2256 {
2257 if (op->speed_left > 0.f)
2258 {
2259 --op->speed_left;
2248 flee_player(op); 2260 flee_player (op);
2249 /* If player is still scared, that is his action for this tick */ 2261
2250 if (QUERY_FLAG(op, FLAG_SCARED)) {
2251 op->speed_left--;
2252 return 0; 2262 return true;
2253 } 2263 }
2264 else
2265 return false;
2254 } 2266 }
2255 2267
2256 /* I've been seeing crashes where the golem has been destroyed, but
2257 * the player object still points to the defunct golem. The code that
2258 * destroys the golem looks correct, and it doesn't always happen, so
2259 * put this in a a workaround to clean up the golem pointer.
2260 */
2261 if (op->contr->ranges[range_golem] &&
2262 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2263 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2264 op->contr->ranges[range_golem] = NULL;
2265 op->contr->golem_count = 0;
2266 }
2267
2268 /* call this here - we also will call this in do_ericserver, but 2268 /* call this here - we also will call this in do_ericserver, but
2269 * the players time has been increased when doericserver has been 2269 * the players time has been increased when doericserver has been
2270 * called, so we recheck it here. 2270 * called, so we recheck it here.
2271 */ 2271 */
2272 HandleClient(&op->contr->socket, op->contr); 2272 if (op->contr->ns->handle_command ())
2273 if (op->speed_left<0) return 0; 2273 return true;
2274 2274
2275 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2275 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2276 /* All move commands take 1 tick, at least for now */
2277 op->speed_left--;
2278
2279 /* Instead of all the stuff below, let move_player take care
2280 * of it. Also, some of the skill stuff is only put in
2281 * there, as well as the confusion stuff.
2282 */
2283 move_player(op, op->direction); 2276 return move_player (op, op->direction);
2284 if (op->speed_left>0) return 1; 2277
2285 else return 0; 2278 return false;
2286 } 2279}
2280
2281int
2282save_life (object *op)
2283{
2284 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2287 return 0; 2285 return 0;
2288}
2289 2286
2290int save_life(object *op) {
2291 object *tmp;
2292
2293 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2294 return 0;
2295
2296 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2287 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2297 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2288 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2289 {
2298 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);
2299 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));
2300 "Your %s vibrates violently, then evaporates.", 2292
2301 query_name(tmp));
2302 if (op->contr) 2293 if (op->contr)
2303 esrv_del_item(op->contr, tmp->count); 2294 esrv_del_item (op->contr, tmp->count);
2304 remove_ob(tmp); 2295
2305 free_object(tmp); 2296 tmp->destroy ();
2306 CLEAR_FLAG(op, FLAG_LIFESAVE); 2297 CLEAR_FLAG (op, FLAG_LIFESAVE);
2298
2307 if(op->stats.hp<0) 2299 if (op->stats.hp < 0)
2308 op->stats.hp = op->stats.maxhp; 2300 op->stats.hp = op->stats.maxhp;
2301
2309 if(op->stats.food<0) 2302 if (op->stats.food < 0)
2310 op->stats.food = 999; 2303 op->stats.food = 999;
2311 fix_player(op); 2304
2305 op->update_stats ();
2312 return 1; 2306 return 1;
2313 } 2307 }
2308
2314 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2309 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2315 CLEAR_FLAG(op, FLAG_LIFESAVE); 2310 CLEAR_FLAG (op, FLAG_LIFESAVE);
2316 enter_player_savebed(op); /* bring him home. */ 2311 enter_player_savebed (op); /* bring him home. */
2317 return 0; 2312 return 0;
2318} 2313}
2319 2314
2320/* 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
2321 * 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
2322 * 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
2323 * from. 2318 * from.
2324 */ 2319 */
2320void
2325void remove_unpaid_objects(object *op, object *env) 2321remove_unpaid_objects (object *op, object *env)
2326{ 2322{
2327 object *next;
2328
2329 while (op) { 2323 while (op)
2324 {
2330 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' */
2331 * we remove object 'op' 2326
2332 */
2333 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2327 if (QUERY_FLAG (op, FLAG_UNPAID))
2334 remove_ob(op); 2328 {
2335 op->x = env->x;
2336 op->y = env->y;
2337 if (env->type == PLAYER) 2329 if (env->type == PLAYER)
2338 esrv_del_item(env->contr, op->count); 2330 esrv_del_item (env->contr, op->count);
2339 insert_ob_in_map(op, env->map, NULL,0); 2331
2332 op->insert_at (env);
2340 } 2333 }
2334 else if (op->inv)
2341 else if (op->inv) remove_unpaid_objects(op->inv, env); 2335 remove_unpaid_objects (op->inv, env);
2336
2342 op=next; 2337 op = next;
2343 } 2338 }
2344} 2339}
2345
2346 2340
2347/* 2341/*
2348 * Returns pointer a static string containing gravestone text 2342 * Returns pointer a static string containing gravestone text
2349 * Moved from apply.c to player.c - player.c is what 2343 * Moved from apply.c to player.c - player.c is what
2350 * actually uses this function. player.c may not be quite the 2344 * actually uses this function. player.c may not be quite the
2351 * best, a misc file for object actions is probably better, 2345 * best, a misc file for object actions is probably better,
2352 * but there isn't one in the server directory. 2346 * but there isn't one in the server directory.
2353 */ 2347 */
2348char *
2354char *gravestone_text (object *op) 2349gravestone_text (object *op)
2355{ 2350{
2356 static char buf2[MAX_BUF]; 2351 static char buf2[MAX_BUF];
2357 char buf[MAX_BUF]; 2352 char buf[MAX_BUF];
2358 time_t now = time (NULL); 2353 time_t now = time (NULL);
2359 2354
2360 strcpy (buf2, " R.I.P.\n\n"); 2355 strcpy (buf2, " R.I.P.\n\n");
2361 if (op->type == PLAYER) 2356 if (op->type == PLAYER)
2362 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2357 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2363 else 2358 else
2364 sprintf (buf, "%s\n", &op->name); 2359 sprintf (buf, "%s\n", &op->name);
2360
2365 strncat (buf2, " ", 20 - strlen (buf) / 2); 2361 strncat (buf2, " ", 20 - strlen (buf) / 2);
2366 strcat (buf2, buf); 2362 strcat (buf2, buf);
2367 if (op->type == PLAYER) 2363 if (op->type == PLAYER)
2368 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);
2369 else 2365 else
2370 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
2371 strncat (buf2, " ", 20 - strlen (buf) / 2); 2368 strncat (buf2, " ", 20 - strlen (buf) / 2);
2372 strcat (buf2, buf); 2369 strcat (buf2, buf);
2373 if (op->type == PLAYER) { 2370 if (op->type == PLAYER)
2371 {
2374 sprintf (buf, "by %s.\n\n", op->contr->killer); 2372 sprintf (buf, "by %s.\n\n", op->contr->killer);
2375 strncat (buf2, " ", 21 - strlen (buf) / 2); 2373 strncat (buf2, " ", 21 - strlen (buf) / 2);
2376 strcat (buf2, buf); 2374 strcat (buf2, buf);
2377 } 2375 }
2376
2378 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2377 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2379 strncat (buf2, " ", 20 - strlen (buf) / 2); 2378 strncat (buf2, " ", 20 - strlen (buf) / 2);
2380 strcat (buf2, buf); 2379 strcat (buf2, buf);
2380
2381 return buf2; 2381 return buf2;
2382} 2382}
2383 2383
2384 2384void
2385
2386void do_some_living(object *op) { 2385do_some_living (object *op)
2386{
2387 int last_food=op->stats.food; 2387 int last_food = op->stats.food;
2388 int gen_hp, gen_sp, gen_grace; 2388 int gen_hp, gen_sp, gen_grace;
2389 int over_hp, over_sp, over_grace; 2389 int over_hp, over_sp, over_grace;
2390 int i; 2390 int i;
2391 int rate_hp = 1200; 2391 int rate_hp = 1200;
2392 int rate_sp = 2500; 2392 int rate_sp = 2500;
2393 int rate_grace = 2000; 2393 int rate_grace = 2000;
2394 const int max_hp = 1; 2394 const int max_hp = 1;
2395 const int max_sp = 1; 2395 const int max_sp = 1;
2396 const int max_grace = 1; 2396 const int max_grace = 1;
2397 2397
2398 if (op->contr->outputs_sync) { 2398 if (op->contr->hidden)
2399 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2399 {
2400 if (op->contr->outputs[i].buf!=NULL && 2400 op->invisible = 1000;
2401 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2401 /* the socket code flashes the player visible/invisible
2402 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--;
2403 } 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 }
2404 2416
2405 if(op->contr->state==ST_PLAYING) { 2417 if (op->contr->ns->state == ST_PLAYING)
2406 2418 {
2407 /* these next three if clauses make it possible to SLOW DOWN 2419 /* these next three if clauses make it possible to SLOW DOWN
2408 hp/grace/spellpoint regeneration. */ 2420 hp/grace/spellpoint regeneration. */
2409 if(op->contr->gen_hp >= 0 ) 2421 if (op->contr->gen_hp >= 0)
2410 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2422 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2411 else { 2423 else
2424 {
2412 gen_hp = op->stats.maxhp; 2425 gen_hp = op->stats.maxhp;
2413 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2426 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2414 } 2427 }
2428
2415 if(op->contr->gen_sp >= 0 ) 2429 if (op->contr->gen_sp >= 0)
2416 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2430 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2417 else { 2431 else
2432 {
2418 gen_sp = op->stats.maxsp; 2433 gen_sp = op->stats.maxsp;
2419 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2434 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2420 } 2435 }
2436
2421 if(op->contr->gen_grace >= 0) 2437 if (op->contr->gen_grace >= 0)
2422 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2438 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2423 else { 2439 else
2440 {
2424 gen_grace = op->stats.maxgrace; 2441 gen_grace = op->stats.maxgrace;
2425 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2442 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2426 } 2443 }
2427 2444
2428 /* Regenerate Spell Points */ 2445 /* Regenerate Spell Points */
2429 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2446 if (!op->contr->golem && --op->last_sp < 0)
2447 {
2430 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);
2431 if(op->stats.sp<op->stats.maxsp) {
2432 op->stats.sp++;
2433 /* dms do not consume food */
2434 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2435 op->stats.food--;
2436 if(op->contr->digestion<0)
2437 op->stats.food+=op->contr->digestion;
2438 else if(op->contr->digestion>0 &&
2439 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2440 op->stats.food=last_food;
2441 }
2442 }
2443 if (max_sp>1) {
2444 over_sp = (gen_sp+10)/rate_sp;
2445 if (over_sp > 0) {
2446 if(op->stats.sp<op->stats.maxsp) { 2449 if (op->stats.sp < op->stats.maxsp)
2447 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2450 {
2448 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2449 op->stats.sp--; 2451 op->stats.sp++;
2450 if(op->stats.sp>op->stats.maxsp) 2452 /* dms do not consume food */
2451 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;
2452 } 2460 }
2453 op->last_sp=0;
2454 } else {
2455 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2456 }
2457 } else {
2458 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2459 }
2460 }
2461
2462 /* Regenerate Grace */
2463 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2464 if(--op->last_grace<0) {
2465 if(op->stats.grace<op->stats.maxgrace/2)
2466 op->stats.grace++; /* no penalty in food for regaining grace */
2467 if(max_grace>1) {
2468 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2469 if (over_grace > 0) {
2470 op->stats.sp += over_grace
2471 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2472 op->last_grace=0;
2473 } else {
2474 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2475 } 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 }
2476 } 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 {
2477 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);
2478 } 2511 }
2479 /* wearing stuff doesn't detract from grace generation. */ 2512 /* wearing stuff doesn't detract from grace generation. */
2480 } 2513 }
2481 2514
2482 /* Regenerate Hit Points */ 2515 /* Regenerate Hit Points */
2483 if(--op->last_heal<0) { 2516 if (--op->last_heal < 0)
2517 {
2484 if(op->stats.hp<op->stats.maxhp) { 2518 if (op->stats.hp < op->stats.maxhp)
2519 {
2485 op->stats.hp++; 2520 op->stats.hp++;
2486 /* dms do not consume food */ 2521 /* dms do not consume food */
2487 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2522 if (!QUERY_FLAG (op, FLAG_WIZ))
2488 op->stats.food--; 2523 {
2524 op->stats.food--;
2489 if(op->contr->digestion<0) 2525 if (op->contr->digestion < 0)
2490 op->stats.food+=op->contr->digestion; 2526 op->stats.food += op->contr->digestion;
2491 else if(op->contr->digestion>0 && 2527 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2492 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2493 op->stats.food=last_food; 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 }
2494 } 2549 }
2495 }
2496 if(max_hp>1) {
2497 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2498 if (over_hp > 0) {
2499 op->stats.sp += over_hp
2500 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2501 op->last_heal=0;
2502 } else {
2503 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2504 }
2505 } else {
2506 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2507 }
2508 }
2509 2550
2510 /* Digestion */ 2551 /* Digestion */
2511 if(--op->last_eat<0) { 2552 if (--op->last_eat < 0)
2512#ifdef COZY_SERVER 2553 {
2513 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;
2514 int bonus=dg>0?dg:0,
2515 penalty=dg<0?-dg:0;
2516#else
2517 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2518 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2519#endif
2520 2555
2521 if(op->contr->gen_hp > 0) 2556 if (op->contr->gen_hp > 0)
2522 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);
2523 else 2558 else
2524 op->last_eat=25*(1+bonus)/(penalty +1); 2559 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2560
2525 /* dms do not consume food */ 2561 /* dms do not consume food */
2526 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2562 if (!QUERY_FLAG (op, FLAG_WIZ))
2527 } 2563 op->stats.food--;
2528 } 2564 }
2529 2565
2530 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 {
2531 object *tmp, *flesh=NULL; 2568 object *tmp, *flesh = 0;
2532 2569
2533 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2570 for (tmp = op->inv; tmp; tmp = tmp->below)
2571 {
2534 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2572 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2573 {
2535 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2574 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2575 {
2536 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.");
2537 manual_apply(op,tmp,0); 2577 manual_apply (op, tmp, 0);
2538 if(op->stats.food>=0||op->stats.hp<0) 2578 if (op->stats.food >= 0 || op->stats.hp < 0)
2539 break; 2579 break;
2540 } 2580 }
2541 else if (tmp->type==FLESH) flesh=tmp; 2581 else if (tmp->type == FLESH)
2582 flesh = tmp;
2542 } /* End if paid for object */ 2583 } /* End if paid for object */
2543 } /* end of for loop */ 2584 } /* end of for loop */
2585
2544 /* 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
2545 * eat flesh instead. 2587 * eat flesh instead.
2546 */ 2588 */
2547 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2589 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2590 {
2548 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.");
2549 manual_apply(op,flesh,0); 2592 manual_apply (op, flesh, 0);
2550 } 2593 }
2551 } /* end if player is starving */ 2594 }
2552 2595
2553 while(op->stats.food<0&&op->stats.hp>0) 2596 while (op->stats.food < 0 && op->stats.hp >= 0)
2554 op->stats.food++,op->stats.hp--; 2597 op->stats.food++, op->stats.hp--;
2555 2598
2556 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))
2557 kill_player(op); 2600 kill_player (op);
2601 }
2558} 2602}
2559
2560
2561 2603
2562/* 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.
2563 * 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
2564 * permadeath, no lifesave), this will take care of removing the player 2606 * permadeath, no lifesave), this will take care of removing the player
2565 * file. 2607 * file.
2566 */ 2608 */
2609void
2567void kill_player(object *op) 2610kill_player (object *op)
2568{ 2611{
2569 char buf[MAX_BUF]; 2612 char buf[MAX_BUF];
2570 int x,y,i; 2613 int x, y;
2614
2615 //int i;
2571 mapstruct *map; /* this is for resurrection */ 2616 maptile *map; /* this is for resurrection */
2617
2572 int z; 2618 /* int z;
2573 int num_stats_lose; 2619 int num_stats_lose;
2574 int lost_a_stat; 2620 int lost_a_stat;
2575 int lose_this_stat; 2621 int lose_this_stat;
2576 int this_stat; 2622 int this_stat; */
2577 int will_kill_again; 2623 int will_kill_again;
2578 archetype *at; 2624 archetype *at;
2579 object *tmp; 2625 object *tmp;
2580 2626
2581 if(save_life(op)) 2627 if (save_life (op))
2582 return; 2628 return;
2583 2629
2584 2630
2585 /* 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
2586 * 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.
2587 * Look at op_on_battleground() for more info --AndreasV 2633 * Look at op_on_battleground() for more info --AndreasV
2588 */ 2634 */
2589 if (op_on_battleground(op, &x, &y)) { 2635 if (op_on_battleground (op, &x, &y))
2590 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2636 {
2591 "You have been defeated in combat!"); 2637 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2592 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2638 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2593 "Local medics have saved your life..."); 2639
2594
2595 /* restore player */ 2640 /* restore player */
2596 at = find_archetype("poisoning"); 2641 at = archetype::find ("poisoning");
2597 tmp=present_arch_in_ob(at,op); 2642 if (object *tmp = present_arch_in_ob (at, op))
2598 if (tmp) { 2643 {
2599 remove_ob(tmp); 2644 tmp->destroy ();
2600 free_object(tmp);
2601 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))
2602 } 2650 {
2603 2651 tmp->destroy ();
2604 at = find_archetype("confusion");
2605 tmp=present_arch_in_ob(at,op);
2606 if (tmp) {
2607 remove_ob(tmp);
2608 free_object(tmp);
2609 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2652 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2610 } 2653 }
2611 2654
2612 cure_disease(op,0); /* remove any disease */ 2655 cure_disease (op, 0); /* remove any disease */
2613 op->stats.hp=op->stats.maxhp; 2656 op->stats.hp = op->stats.maxhp;
2614 if (op->stats.food<=0) op->stats.food=999; 2657 if (op->stats.food <= 0)
2615 2658 op->stats.food = 999;
2659
2616 /* create a bodypart-trophy to make the winner happy */ 2660 /* create a bodypart-trophy to make the winner happy */
2617 tmp=arch_to_object(find_archetype("finger")); 2661 if (object *tmp = arch_to_object (archetype::find ("finger")))
2618 if (tmp != NULL)
2619 { 2662 {
2620 sprintf(buf,"%s's finger", &op->name); 2663 sprintf (buf, "%s's finger", &op->name);
2621 tmp->name = buf; 2664 tmp->name = buf;
2622 sprintf(buf," This finger has been cut off %s\n" 2665 sprintf (buf, " This finger has been cut off %s\n"
2623 " 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",
2624 &op->name, op->contr->title, (int)(op->level), 2667 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2625 op->contr->killer);
2626 tmp->msg=buf; 2668 tmp->msg = buf;
2627 tmp->value=0, tmp->material=0, tmp->type=0; 2669 tmp->value = 0, tmp->type = 0;
2628 tmp->materialname = NULL; 2670 tmp->materialname = "organics";
2629 tmp->x = op->x, tmp->y = op->y; 2671 tmp->insert_at (op, tmp);
2630 insert_ob_in_map(tmp,op->map,op,0);
2631 }
2632 2672 }
2673
2633 /* teleport defeated player to new destination*/ 2674 /* teleport defeated player to new destination */
2634 transfer_ob(op, x, y, 0, NULL); 2675 transfer_ob (op, x, y, 0, NULL);
2635 op->contr->braced=0; 2676 op->contr->braced = 0;
2636 return; 2677 return;
2637 } 2678 }
2638 2679
2639 INVOKE_PLAYER (DEATH, op->contr); 2680 INVOKE_PLAYER (DEATH, op->contr);
2640 2681
2641 command_kill_pets (op, 0); 2682 command_kill_pets (op, 0);
2642 2683
2643 if(op->stats.food<0) { 2684 if (op->stats.food < 0)
2644 if (op->contr->explore) { 2685 {
2645 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2646 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2647 op->stats.food=999;
2648 return;
2649 }
2650 sprintf(buf,"%s starved to death.",&op->name); 2686 sprintf (buf, "%s starved to death.", &op->name);
2651 strcpy(op->contr->killer,"starvation"); 2687 strcpy (op->contr->killer, "starvation");
2652 } 2688 }
2653 else { 2689 else
2654 if (op->contr->explore) {
2655 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2656 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2657 op->stats.hp=op->stats.maxhp;
2658 return;
2659 }
2660 sprintf(buf,"%s died.", &op->name); 2690 sprintf (buf, "%s died.", &op->name);
2661 } 2691
2662 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2692 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2663 2693
2664 /* save the map location for corpse, gravestone*/ 2694 /* save the map location for corpse, gravestone */
2665 x=op->x;y=op->y;map=op->map; 2695 x = op->x;
2696 y = op->y;
2697 map = op->map;
2666 2698
2667
2668 if (settings.not_permadeth == TRUE) {
2669 /* NOT_PERMADEATH code. This basically brings the character back to 2699 /* NOT_PERMADEATH code. This basically brings the character back to
2670 * 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.
2671 * 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.
2672 */ 2702 */
2673 2703
2674 /* Basically two ways to go - remove a stat permanently, or just 2704 /* Basically two ways to go - remove a stat permanently, or just
2675 * make it depletion. This bunch of code deals with that aspect 2705 * make it depletion. This bunch of code deals with that aspect
2676 * of death. 2706 * of death.
2677 */ 2707 */
2678#ifndef COZY_SERVER 2708#ifndef COZY_SERVER
2679 if (settings.balanced_stat_loss) { 2709 if (settings.balanced_stat_loss)
2710 {
2680 /* If stat loss is permanent, lose one stat only. */ 2711 /* If stat loss is permanent, lose one stat only. */
2681 /* 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
2682 more if they do. */ 2713 more if they do. */
2683 /* Higher level characters can afford things such as potions of 2714 /* Higher level characters can afford things such as potions of
2684 restoration, or better, stat potions. So we slug them that 2715 restoration, or better, stat potions. So we slug them that
2685 little bit harder. */ 2716 little bit harder. */
2686 /* GD */ 2717 /* GD */
2687 if (settings.stat_loss_on_death) 2718 if (settings.stat_loss_on_death)
2688 num_stats_lose = 1;
2689 else
2690 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2691 } else {
2692 num_stats_lose = 1; 2719 num_stats_lose = 1;
2693 } 2720 else
2721 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2722 }
2723 else
2724 num_stats_lose = 1;
2725
2694 lost_a_stat = 0; 2726 lost_a_stat = 0;
2695 2727
2696 for (z=0; z<num_stats_lose; z++) { 2728 for (z = 0; z < num_stats_lose; z++)
2729 {
2697 i = RANDOM() % NUM_STATS; 2730 i = RANDOM () % NUM_STATS;
2698 2731
2699 if (settings.stat_loss_on_death) { 2732 if (settings.stat_loss_on_death)
2733 {
2700 /* 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
2701 * what he lost. 2735 * what he lost.
2702 */ 2736 */
2703 change_attr_value(&(op->stats), i,-1); 2737 change_attr_value (&(op->stats), i, -1);
2704 check_stat_bounds(&(op->stats)); 2738 check_stat_bounds (&(op->stats));
2705 change_attr_value(&(op->contr->orig_stats), i,-1); 2739 change_attr_value (&(op->contr->orig_stats), i, -1);
2706 check_stat_bounds(&(op->contr->orig_stats)); 2740 check_stat_bounds (&(op->contr->orig_stats));
2707 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2741 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2708 lost_a_stat = 1; 2742 lost_a_stat = 1;
2709 } else { 2743 }
2744 else
2745 {
2710 /* deplete a stat */ 2746 /* deplete a stat */
2711 archetype *deparch=find_archetype("depletion"); 2747 archetype *deparch = archetype::find ("depletion");
2712 object *dep; 2748 object *dep;
2749
2750 dep = present_arch_in_ob (deparch, op);
2751 if (!dep)
2713 2752 {
2714 dep = present_arch_in_ob(deparch,op);
2715 if(!dep) {
2716 dep = arch_to_object(deparch); 2753 dep = arch_to_object (deparch);
2717 insert_ob_in_ob(dep, op); 2754 insert_ob_in_ob (dep, op);
2718 } 2755 }
2719 lose_this_stat = 1; 2756 lose_this_stat = 1;
2720 if (settings.balanced_stat_loss) { 2757 if (settings.balanced_stat_loss)
2758 {
2721 /* GD */ 2759 /* GD */
2722 /* Get the stat that we're about to deplete. */ 2760 /* Get the stat that we're about to deplete. */
2723 this_stat = get_attr_value(&(dep->stats), i); 2761 this_stat = get_attr_value (&(dep->stats), i);
2724 if (this_stat < 0) { 2762 if (this_stat < 0)
2763 {
2725 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2764 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2726 int keep_chance = this_stat * this_stat; 2765 int keep_chance = this_stat * this_stat;
2766
2727 /* Yes, I am paranoid. Sue me. */ 2767 /* Yes, I am paranoid. Sue me. */
2728 if (keep_chance < 1) 2768 if (keep_chance < 1)
2729 keep_chance = 1; 2769 keep_chance = 1;
2730 2770
2731 /* There is a maximum depletion total per level. */ 2771 /* There is a maximum depletion total per level. */
2732 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2772 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2773 {
2733 lose_this_stat = 0; 2774 lose_this_stat = 0;
2734 /* Take loss chance vs keep chance to see if we 2775 /* Take loss chance vs keep chance to see if we
2735 retain the stat. */ 2776 retain the stat. */
2736 } else {
2737 if (random_roll(0, loss_chance + keep_chance-1,
2738 op, PREFER_LOW) < keep_chance)
2739 lose_this_stat = 0;
2740 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2741 this_stat, keep_chance, loss_chance,
2742 lose_this_stat?"LOSE":"KEEP"); */
2743 }
2744 } 2777 }
2745 } 2778 else
2746
2747 if (lose_this_stat) {
2748 this_stat = get_attr_value(&(dep->stats), i);
2749 /* We could try to do something clever like find another
2750 * stat to reduce if this fails. But chances are, if
2751 * stats have been depleted to -50, all are pretty low
2752 * and should be roughly the same, so it shouldn't make a
2753 * difference.
2754 */ 2779 {
2755 if (this_stat>=-50) { 2780 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2756 change_attr_value(&(dep->stats), i, -1);
2757 SET_FLAG(dep, FLAG_APPLIED);
2758 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2759 fix_player(op);
2760 lost_a_stat = 1; 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"); */
2761 } 2785 }
2762 } 2786 }
2763 } 2787 }
2764 } 2788
2765 /* If no stat lost, tell the player. */
2766 if (!lost_a_stat) 2789 if (lose_this_stat)
2767 { 2790 {
2768 /* determine_god() seems to not work sometimes... why is this? 2791 this_stat = get_attr_value (&(dep->stats), i);
2769 Should I be using something else? GD */ 2792 /* We could try to do something clever like find another
2770 const char *god = determine_god(op); 2793 * stat to reduce if this fails. But chances are, if
2771 if (god && (strcmp(god, "none"))) 2794 * stats have been depleted to -50, all are pretty low
2772 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2795 * and should be roughly the same, so it shouldn't make a
2773 "moment you feel the holy presence of %s protecting" 2796 * difference.
2774 " you.", god); 2797 */
2798 if (this_stat >= -50)
2775 else 2799 {
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2800 change_attr_value (&(dep->stats), i, -1);
2777 " 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 }
2778 } 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.");
2779#endif 2823#endif
2780 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2781 " feel a holy presence protecting you from losing yourself completely.");
2782 2824
2783 /* Put a gravestone up where the character 'almost' died. List the 2825 /* Put a gravestone up where the character 'almost' died. List the
2784 * exp loss on the stone. 2826 * exp loss on the stone.
2785 */ 2827 */
2786 tmp=arch_to_object(find_archetype("gravestone")); 2828 tmp = arch_to_object (archetype::find ("gravestone"));
2787 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2829 sprintf (buf, "%s's gravestone", &op->name);
2830 tmp->name = buf;
2788 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2831 sprintf (buf, "%s's gravestones", &op->name);
2789 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2832 tmp->name_pl = buf;
2790 "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);
2791 "by %s.\n",
2792 &op->name, op->contr->title,
2793 op->contr->killer);
2794 tmp->msg = buf; 2834 tmp->msg = buf;
2795 tmp->x=op->x,tmp->y=op->y; 2835 tmp->x = op->x, tmp->y = op->y;
2796 insert_ob_in_map (tmp, op->map, NULL,0); 2836 insert_ob_in_map (tmp, op->map, NULL, 0);
2797 2837
2798 /**************************************/ 2838 /**************************************/
2799 /* */ 2839 /* */
2800 /* Subtract the experience points, */ 2840 /* Subtract the experience points, */
2801 /* if we died cause of food, give us */ 2841 /* if we died cause of food, give us */
2802 /* food, and reset HP's... */ 2842 /* food, and reset HP's... */
2803 /* */ 2843 /* */
2804 /**************************************/ 2844 /**************************************/
2805 2845
2806 /* remove any poisoning and confusion the character may be suffering.*/ 2846 /* remove any poisoning and confusion the character may be suffering. */
2807 /* restore player */ 2847 /* restore player */
2808 at = find_archetype("poisoning"); 2848 at = archetype::find ("poisoning");
2809 tmp=present_arch_in_ob(at,op); 2849 tmp = present_arch_in_ob (at, op);
2810 if (tmp) { 2850
2811 remove_ob(tmp); 2851 if (tmp)
2812 free_object(tmp); 2852 {
2853 tmp->destroy ();
2813 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2854 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2814 } 2855 }
2815 2856
2816 at = find_archetype("confusion"); 2857 at = archetype::find ("confusion");
2817 tmp=present_arch_in_ob(at,op); 2858 tmp = present_arch_in_ob (at, op);
2818 if (tmp) { 2859 if (tmp)
2819 remove_ob(tmp); 2860 {
2820 free_object(tmp); 2861 tmp->destroy ();
2821 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2862 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2822 } 2863 }
2864
2823 cure_disease(op,0); /* remove any disease */ 2865 cure_disease (op, 0); /* remove any disease */
2824 2866
2825 /*add_exp(op, (op->stats.exp * -0.20)); */ 2867 /*add_exp(op, (op->stats.exp * -0.20)); */
2826 apply_death_exp_penalty(op); 2868 apply_death_exp_penalty (op);
2827 if(op->stats.food < 100) op->stats.food = 900; 2869 if (op->stats.food < 100)
2870 op->stats.food = 900;
2828 op->stats.hp = op->stats.maxhp; 2871 op->stats.hp = op->stats.maxhp;
2829 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2872 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2830 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2873 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2831 2874
2832 /* 2875 /*
2833 * 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
2834 * the player has any unpaid items. If so, remove them and put them back 2877 * and put them back in the map.
2835 * in the map. 2878 */
2836 */
2837
2838 if (is_in_shop (op))
2839 remove_unpaid_objects(op->inv, op); 2879 remove_unpaid_objects (op->inv, op);
2840 2880
2841 /****************************************/ 2881 /****************************************/
2842 /* */ 2882 /* */
2843 /* Move player to his current respawn- */ 2883 /* Move player to his current respawn- */
2844 /* position (usually last savebed) */ 2884 /* position (usually last savebed) */
2845 /* */ 2885 /* */
2846 /****************************************/ 2886 /****************************************/
2847 2887
2848 enter_player_savebed(op); 2888 enter_player_savebed (op);
2849 2889
2850 /* Save the player before inserting the force to reduce
2851 * chance of abuse.
2852 */
2853 op->contr->braced=0; 2890 op->contr->braced = 0;
2854 save_player(op,1);
2855 2891
2856 /* it is possible that the player has blown something up 2892 /* it is possible that the player has blown something up
2857 * at his savebed location, and that can have long lasting 2893 * at his savebed location, and that can have long lasting
2858 * spell effects. So first see if there is a spell effect 2894 * spell effects. So first see if there is a spell effect
2859 * on the space that might harm the player. 2895 * on the space that might harm the player.
2860 */ 2896 */
2861 will_kill_again=0; 2897 will_kill_again = 0;
2862 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)
2863 if (tmp->type ==SPELL_EFFECT) 2899 if (tmp->type == SPELL_EFFECT)
2864 will_kill_again|=tmp->attacktype; 2900 will_kill_again |= tmp->attacktype;
2865 } 2901
2866 if (will_kill_again) { 2902 if (will_kill_again)
2903 {
2867 object *force; 2904 object *force;
2868 int at; 2905 int at;
2869 2906
2870 force=get_archetype(FORCE_NAME); 2907 force = get_archetype (FORCE_NAME);
2871 /* 50 ticks should be enough time for the spell to abate */ 2908 /* 50 ticks should be enough time for the spell to abate */
2872 force->speed=0.1; 2909 force->speed = 0.1f;
2873 force->speed_left=-5.0; 2910 force->speed_left = -5.f;
2874 SET_FLAG(force, FLAG_APPLIED); 2911 SET_FLAG (force, FLAG_APPLIED);
2875 for (at=0; at<NROFATTACKS; at++) { 2912 for (at = 0; at < NROFATTACKS; at++)
2876 if (will_kill_again & (1 << at)) 2913 if (will_kill_again & (1 << at))
2877 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);
2878 } 2951 }
2879 insert_ob_in_ob(force, op);
2880 fix_player(op);
2881
2882 }
2883 /**************************************/
2884 /* */
2885 /* Repaint the characters inv, and */
2886 /* stats, and show a nasty message ;) */
2887 /* */
2888 /**************************************/
2889
2890 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2891 return;
2892 } /* NOT_PERMADETH */
2893 else {
2894 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2895 * should probably be embedded in an else statement.
2896 */
2897
2898 op->contr->party=NULL;
2899 if (settings.set_title == TRUE)
2900 op->contr->own_title[0]='\0';
2901 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2902 check_score(op);
2903 if(op->contr->ranges[range_golem]!=NULL) {
2904 remove_friendly_object(op->contr->ranges[range_golem]);
2905 remove_ob(op->contr->ranges[range_golem]);
2906 free_object(op->contr->ranges[range_golem]);
2907 op->contr->ranges[range_golem]=NULL;
2908 op->contr->golem_count=0;
2909 }
2910 loot_object(op); /* Remove some of the items for good */
2911 remove_ob(op);
2912 op->direction=0;
2913
2914 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2915 delete_character(op->name,0);
2916 if (settings.resurrection == TRUE) {
2917 /* save playerfile sans equipment when player dies
2918 ** then save it as player.pl.dead so that future resurrection
2919 ** type spells will work on them nicely
2920 */
2921 delete_character(op->name,0);
2922 op->stats.hp = op->stats.maxhp;
2923 op->stats.food = 999;
2924
2925 /* set the location of where the person will reappear when */
2926 /* maybe resurrection code should fix map also */
2927 strcpy(op->contr->maplevel, settings.emergency_mapname);
2928 if(op->map!=NULL)
2929 op->map = NULL;
2930 op->x = settings.emergency_x;
2931 op->y = settings.emergency_y;
2932 save_player(op,0);
2933 op->map = map;
2934 /* please see resurrection.c: peterm */
2935 dead_player(op);
2936 } else { 2952 else
2937 delete_character(op->name,1); 2953 tmp->destroy ();
2938 } 2954 }
2939 } 2955 else
2940 play_again(op);
2941
2942 /* peterm: added to create a corpse at deathsite. */
2943 tmp=arch_to_object(find_archetype("corpse_pl"));
2944 sprintf(buf,"%s", &op->name);
2945 tmp->name = tmp->name_pl = buf;
2946 tmp->level=op->level;
2947 tmp->x=x;tmp->y=y;
2948 tmp->msg = gravestone_text(op);
2949 SET_FLAG (tmp, FLAG_UNIQUE);
2950 insert_ob_in_map (tmp, map, NULL,0);
2951 }
2952}
2953
2954
2955void loot_object(object *op) { /* Grab and destroy some treasure */
2956 object *tmp,*tmp2,*next;
2957
2958 if (op->container) { /* close open sack first */
2959 esrv_apply_container (op, op->container);
2960 }
2961
2962 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2963 next=tmp->below;
2964 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2965 remove_ob(tmp);
2966 tmp->x=op->x,tmp->y=op->y;
2967 if (tmp->type == CONTAINER) { /* empty container to ground */
2968 loot_object(tmp);
2969 }
2970 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2971 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2972 if(tmp->nrof>1) {
2973 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2974 free_object(tmp2);
2975 insert_ob_in_map(tmp,op->map,NULL,0); 2956 insert_ob_in_map (tmp, op->map, NULL, 0);
2976 } else
2977 free_object(tmp);
2978 } else
2979 insert_ob_in_map(tmp,op->map,NULL,0);
2980 } 2957 }
2981} 2958}
2982 2959
2983/* 2960/*
2984 * fix_weight(): Check recursively the weight of all players, and fix 2961 * fix_weight(): Check recursively the weight of all players, and fix
2985 * 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
2986 * was changed. 2963 * was changed.
2987 */ 2964 */
2988 2965void
2989void fix_weight(void) { 2966fix_weight (void)
2990 player *pl; 2967{
2991 for (pl = first_player; pl != NULL; pl = pl->next) { 2968 for_all_players (pl)
2969 {
2992 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2970 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2971
2993 if(old == sum) 2972 if (old == sum)
2994 continue; 2973 continue;
2995 fix_player(pl->ob); 2974 pl->ob->update_stats ();
2996 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2975 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2997 &pl->ob->name, old, sum);
2998 } 2976 }
2999} 2977}
3000 2978
2979void
3001void fix_luck(void) { 2980fix_luck (void)
3002 player *pl; 2981{
3003 for (pl = first_player; pl != NULL; pl = pl->next) 2982 for_all_players (pl)
3004 if (!pl->ob->contr->state) 2983 if (!pl->ob->contr->ns->state)
3005 change_luck(pl->ob, 0); 2984 pl->ob->change_luck (0);
3006} 2985}
3007
3008 2986
3009/* cast_dust() - handles op throwing objects of type 'DUST'. 2987/* cast_dust() - handles op throwing objects of type 'DUST'.
3010 * This is much simpler in the new spell code - we basically 2988 * This is much simpler in the new spell code - we basically
3011 * just treat this as any other spell casting object. 2989 * just treat this as any other spell casting object.
3012 */ 2990 */
3013
3014void 2991void
3015cast_dust (object * op, object * throw_ob, int dir) 2992cast_dust (object *op, object *throw_ob, int dir)
3016{ 2993{
3017 object *skop, *spob; 2994 object *skop, *spob;
3018 2995
3019 skop = find_skill_by_name (op, throw_ob->skill); 2996 skop = find_skill_by_name (op, throw_ob->skill);
3020 2997
3021 /* casting POTION 'dusts' is really a use_magic_item skill */ 2998 /* casting POTION 'dusts' is really a use_magic_item skill */
3022 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2999 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3023 { 3000 {
3024 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);
3025 &op->name);
3026 return; 3002 return;
3027 } 3003 }
3028 3004
3029 spob = throw_ob->inv; 3005 spob = throw_ob->inv;
3030 3006
3031 // 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
3032 // 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
3033 // errors should be reported as early as possible IMHO) 3009 // errors should be reported as early as possible IMHO)
3034 if (!spob) 3010 if (!spob)
3035 { 3011 {
3036 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);
3037 &throw_ob->name, &op->name);
3038 return; 3013 return;
3039 } 3014 }
3040 3015
3041 if (op->type == PLAYER) 3016 if (op->type == PLAYER)
3042 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);
3043 3018
3044 cast_spell (op, throw_ob, dir, spob, NULL); 3019 cast_spell (op, throw_ob, dir, spob, NULL);
3045 3020
3046 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3021 throw_ob->destroy ();
3047 remove_ob (throw_ob);
3048 free_object (throw_ob);
3049} 3022}
3050 3023
3024void
3051void make_visible (object *op) { 3025make_visible (object *op)
3026{
3052 op->hide = 0; 3027 op->hide = 0;
3053 op->invisible = 0; 3028 op->invisible = 0;
3054 if(op->type==PLAYER) { 3029 if (op->type == PLAYER)
3030 {
3055 op->contr->tmp_invis = 0; 3031 op->contr->tmp_invis = 0;
3056 op->contr->invis_race = 0; 3032 op->contr->invis_race = 0;
3057 } 3033 }
3034
3058 update_object(op,UP_OBJ_FACE); 3035 update_object (op, UP_OBJ_CHANGE);
3059} 3036}
3060 3037
3038int
3061int is_true_undead(object *op) { 3039is_true_undead (object *op)
3062 object *tmp=NULL; 3040{
3063
3064 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3041 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3042 return 1;
3065 3043
3066 if(op->type==PLAYER)
3067 for(tmp=op->inv;tmp;tmp=tmp->below)
3068 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3069 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3070 return 0; 3044 return 0;
3071} 3045}
3072 3046
3073/* look at the surrounding terrain to determine 3047/* look at the surrounding terrain to determine
3074 * the hideability of this object. Positive levels 3048 * the hideability of this object. Positive levels
3075 * indicate greater hideability. 3049 * indicate greater hideability.
3076 */ 3050 */
3077 3051
3052int
3078int hideability(object *ob) { 3053hideability (object *ob)
3054{
3079 int i,level=0, mflag; 3055 int i, level = 0, mflag;
3080 sint16 x,y; 3056 sint16 x, y;
3081 3057
3082 if(!ob||!ob->map) return 0; 3058 if (!ob || !ob->map)
3059 return 0;
3083 3060
3084 /* so, on normal lighted maps, its hard to hide */ 3061 /* so, on normal lighted maps, its hard to hide */
3085 level=ob->map->darkness - 2; 3062 level = ob->map->darkness - 2;
3086 3063
3087 /* this also picks up whether the object is glowing. 3064 /* this also picks up whether the object is glowing.
3088 * 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
3089 * as bad as carrying a light on a pitch dark map */ 3066 * as bad as carrying a light on a pitch dark map */
3090 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3067 if (has_carried_lights (ob))
3068 level = -(10 + (2 * ob->map->darkness));
3091 3069
3092 /* scan through all nearby squares for terrain to hide in */ 3070 /* scan through all nearby squares for terrain to hide in */
3093 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 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 {
3094 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3073 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3095 if (mflag & P_OUT_OF_MAP) { continue; } 3074 if (mflag & P_OUT_OF_MAP)
3075 {
3076 continue;
3077 }
3096 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3078 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3097 level += 2; 3079 level += 2;
3098 else /* open terrain! */ 3080 else /* open terrain! */
3099 level -= 1; 3081 level -= 1;
3100 } 3082 }
3101 3083
3102#if 0 3084#if 0
3103 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3085 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3104#endif 3086#endif
3105 return level; 3087 return level;
3106} 3088}
3107 3089
3108/* For Hidden creatures - a chance of becoming 'unhidden' 3090/* For Hidden creatures - a chance of becoming 'unhidden'
3109 * every time they move - as we subtract off 'invisibility' 3091 * every time they move - as we subtract off 'invisibility'
3110 * AND, for players, if they move into a ridiculously unhideable 3092 * AND, for players, if they move into a ridiculously unhideable
3111 * spot (surrounded by clear terrain in broad daylight). -b.t. 3093 * spot (surrounded by clear terrain in broad daylight). -b.t.
3112 */ 3094 */
3113 3095void
3114void do_hidden_move (object *op) { 3096do_hidden_move (object *op)
3097{
3115 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3098 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3116 object *skop; 3099 object *skop;
3117 3100
3118 if(!op || !op->map) return; 3101 if (!op || !op->map)
3102 return;
3119 3103
3120 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3104 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3121 3105
3122 /* 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! */
3123 if(op->type==PLAYER && op->contr->run_on) { 3107 if (op->type == PLAYER && op->contr->run_on)
3124 if(!skop || num >= skop->level) { 3108 if (!skop || num >= skop->level)
3109 {
3125 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!");
3126 make_visible(op);
3127 return;
3128 } else num += 20;
3129 }
3130 num += op->map->difficulty;
3131 hide = hideability(op); /* modify by terrain hidden level */
3132 num -= hide;
3133 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3134 make_visible(op); 3111 make_visible (op);
3135 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3112 return;
3136 "You moved out of hiding! You are visible!");
3137 } 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 }
3138 else if (op->type == PLAYER && skop) { 3127 else if (op->type == PLAYER && skop)
3139 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);
3140 }
3141} 3129}
3142 3130
3143/* determine if who is standing near a hostile creature. */ 3131/* determine if who is standing near a hostile creature. */
3144 3132
3133int
3145int stand_near_hostile( object *who ) { 3134stand_near_hostile (object *who)
3135{
3146 object *tmp=NULL; 3136 object *tmp = NULL;
3147 int i,friendly=0,player=0, mflags; 3137 int i, friendly = 0, player = 0, mflags;
3148 mapstruct *m; 3138 maptile *m;
3149 sint16 x,y; 3139 sint16 x, y;
3150 3140
3151 if(!who) return 0; 3141 if (!who)
3142 return 0;
3152 3143
3153 if(who->type==PLAYER) player=1; 3144 if (who->type == PLAYER)
3145 player = 1;
3146
3147 else
3154 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3148 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3155 3149
3156 /* search adjacent squares */ 3150 /* search adjacent squares */
3157 for(i=1;i<9;i++) { 3151 for (i = 1; i < 9; i++)
3152 {
3158 x = who->x+freearr_x[i]; 3153 x = who->x + freearr_x[i];
3159 y = who->y+freearr_y[i]; 3154 y = who->y + freearr_y[i];
3160 m = who->map; 3155 m = who->map;
3161 mflags = get_map_flags(m, &m, x, y, &x, &y); 3156 mflags = get_map_flags (m, &m, x, y, &x, &y);
3162 /* space must be blocked if there is a monster. If not 3157 /* space must be blocked if there is a monster. If not
3163 * blocked, don't need to check this space. 3158 * blocked, don't need to check this space.
3164 */ 3159 */
3165 if (mflags & P_OUT_OF_MAP) continue; 3160 if (mflags & P_OUT_OF_MAP)
3161 continue;
3166 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)))
3167 3163 continue;
3168 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3164
3169 if((player||friendly) 3165 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3166 {
3170 &&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)
3171 return 1; 3173 return 1;
3172 else if(tmp->type==PLAYER)
3173 {
3174 /*don't let a hidden DM prevent you from hiding*/
3175 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3176 return 1;
3177 } 3174 }
3178 } 3175 }
3179 } 3176 }
3180 return 0; 3177 return 0;
3181} 3178}
3182 3179
3183/* check the player los field for viewability of the 3180/* check the player los field for viewability of the
3184 * object op. This function works fine for monsters, 3181 * object op. This function works fine for monsters,
3185 * 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
3192 * 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.
3193 * -b.t. 3190 * -b.t.
3194 * This function is now map tiling safe. 3191 * This function is now map tiling safe.
3195 */ 3192 */
3196 3193
3194int
3197int player_can_view (object *pl,object *op) { 3195player_can_view (object *pl, object *op)
3196{
3198 rv_vector rv; 3197 rv_vector rv;
3199 int dx,dy; 3198 int dx, dy;
3200 3199
3201 if(pl->type!=PLAYER) { 3200 if (pl->type != PLAYER)
3201 {
3202 LOG(llevError,"player_can_view() called for non-player object\n"); 3202 LOG (llevError, "player_can_view() called for non-player object\n");
3203 return -1; 3203 return -1;
3204 } 3204 }
3205 if (!pl || !op) return 0;
3206 3205
3207 if(op->head) { op = op->head; } 3206 if (!pl || !op)
3208 get_rangevector(pl, op, &rv, 0x1);
3209
3210 /* starting with the 'head' part, lets loop
3211 * through the object and find if it has any
3212 * part that is in the los array but isnt on
3213 * a blocked los square.
3214 * we use the archetype to figure out offsets.
3215 */
3216 while(op) {
3217 dx = rv.distance_x + op->arch->clone.x;
3218 dy = rv.distance_y + op->arch->clone.y;
3219
3220 /* only the viewable area the player sees is updated by LOS
3221 * code, so we need to restrict ourselves to that range of values
3222 * for any meaningful values.
3223 */
3224 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3225 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3226 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3227 return 1;
3228 op = op->more;
3229 }
3230 return 0; 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;
3231} 3235}
3232 3236
3233/* routine for both players and monsters. We call this when 3237/* routine for both players and monsters. We call this when
3234 * there is a possibility for our action distrubing our hiding 3238 * there is a possibility for our action distrubing our hiding
3235 * place or invisiblity spell. Artefact invisiblity is not 3239 * place or invisiblity spell. Artefact invisiblity is not
3236 * effected by this. If we arent invisible to begin with, we 3240 * effected by this. If we arent invisible to begin with, we
3237 * return 0. 3241 * return 0.
3238 */ 3242 */
3243int
3239int action_makes_visible (object *op) { 3244action_makes_visible (object *op)
3245{
3240 3246
3241 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3247 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3248 {
3242 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3249 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3243 return 0; 3250 return 0;
3244 3251
3245 if (op->contr && op->contr->tmp_invis == 0) return 0; 3252 if (op->contr && op->contr->tmp_invis == 0)
3253 return 0;
3246 3254
3247 /* If monsters, they should become visible */ 3255 /* If monsters, they should become visible */
3248 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3256 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3257 {
3249 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");
3250 return 1; 3259 return 1;
3251 } 3260 }
3252 } 3261 }
3253 return 0; 3262 return 0;
3254} 3263}
3255 3264
3256/* op_on_battleground - checks if the given object op (usually 3265/* op_on_battleground - checks if the given object op (usually
3257 * a player) is standing on a valid battleground-tile, 3266 * a player) is standing on a valid battleground-tile,
3258 * function returns TRUE/FALSE. If true x, y returns the battleground 3267 * function returns TRUE/FALSE. If true x, y returns the battleground
3259 * -exit-coord. (and if x, y not NULL) 3268 * -exit-coord. (and if x, y not NULL)
3260 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3269 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3261 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3270 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3262 * Default is to do the same as before, so only people wanting to have different points need worry about this 3271 * Default is to do the same as before, so only people wanting to have different points need worry about this
3263 */ 3272 */
3273int
3264int op_on_battleground (object *op, int *x, int *y) { 3274op_on_battleground (object *op, int *x, int *y)
3275{
3265 object *tmp; 3276 object *tmp;
3266 3277
3267 /* A battleground-tile needs the following attributes to be valid: 3278 /* A battleground-tile needs the following attributes to be valid:
3268 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3279 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3269 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3280 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3270 * and the exit-coordinates sp/hp must both be > 0. 3281 * and the exit-coordinates sp/hp must both be > 0.
3271 * => The intention here is to prevent abuse of the battleground- 3282 * => The intention here is to prevent abuse of the battleground-
3272 * feature (like pickable or hidden battleground tiles). */ 3283 * feature (like pickable or hidden battleground tiles). */
3273 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3284 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3285 {
3274 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3286 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3287 {
3275 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3288 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3276 strcmp(tmp->name, "battleground")==0 && 3289 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3277 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3290 {
3278 /*before we assign the exit, check if this is a teambattle*/ 3291 /*before we assign the exit, check if this is a teambattle */
3279 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 {
3280 object *invtmp; 3294 object *invtmp;
3295
3281 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3296 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3282 if(invtmp->type==FORCE && invtmp->slaying && 3297 {
3283 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3298 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3299 {
3284 if (x != NULL && y != NULL) 3300 if (x != NULL && y != NULL)
3285 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3301 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3286 return 1; 3302 return 1;
3303 }
3287 } 3304 }
3288 } 3305 }
3289 }
3290 if (x != NULL && y != NULL) 3306 if (x != NULL && y != NULL)
3291 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3307 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3292 return 1; 3308 return 1;
3309 }
3293 } 3310 }
3294 }
3295 } 3311 }
3296 /* If we got here, did not find a battleground */ 3312 /* If we got here, did not find a battleground */
3297 return 0; 3313 return 0;
3298} 3314}
3299 3315
3300/* 3316/*
3304 * attributes: 3320 * attributes:
3305 * object *who the dragon player 3321 * object *who the dragon player
3306 * int atnr the attack-number of the ability focus 3322 * int atnr the attack-number of the ability focus
3307 * int level ability level 3323 * int level ability level
3308 */ 3324 */
3325void
3309void dragon_ability_gain(object *who, int atnr, int level) { 3326dragon_ability_gain (object *who, int atnr, int level)
3327{
3310 treasurelist *trlist = NULL; /* treasurelist */ 3328 treasurelist *trlist = NULL; /* treasurelist */
3311 treasure *tr; /* treasure */ 3329 treasure *tr; /* treasure */
3312 object *tmp,*skop; /* tmp. object */ 3330 object *tmp, *skop; /* tmp. object */
3313 object *item; /* treasure object */ 3331 object *item; /* treasure object */
3314 char buf[MAX_BUF]; /* tmp. string buffer */ 3332 char buf[MAX_BUF]; /* tmp. string buffer */
3315 int i=0, j=0; 3333 int i = 0, j = 0;
3316 3334
3317 /* get the appropriate treasurelist */ 3335 /* get the appropriate treasurelist */
3318 if (atnr == ATNR_FIRE) 3336 if (atnr == ATNR_FIRE)
3319 trlist = find_treasurelist("dragon_ability_fire"); 3337 trlist = treasurelist::find ("dragon_ability_fire");
3320 else if (atnr == ATNR_COLD) 3338 else if (atnr == ATNR_COLD)
3321 trlist = find_treasurelist("dragon_ability_cold"); 3339 trlist = treasurelist::find ("dragon_ability_cold");
3322 else if (atnr == ATNR_ELECTRICITY) 3340 else if (atnr == ATNR_ELECTRICITY)
3323 trlist = find_treasurelist("dragon_ability_elec"); 3341 trlist = treasurelist::find ("dragon_ability_elec");
3324 else if (atnr == ATNR_POISON) 3342 else if (atnr == ATNR_POISON)
3325 trlist = find_treasurelist("dragon_ability_poison"); 3343 trlist = treasurelist::find ("dragon_ability_poison");
3326 3344
3327 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))
3328 return; 3362 return;
3329 3363
3330 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);
3331 tr = tr->next, i++); 3365 do_learn_spell (who, item, 0);
3332 3366 return;
3333 if (tr == NULL || tr->item == NULL) { 3367 }
3334 /* 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))
3335 return; 3378 return;
3336 }
3337
3338 /* everything seems okay - now bring on the gift: */
3339 item = &(tr->item->clone);
3340
3341 if (item->type == SPELL) {
3342 if (check_spell_known (who, item->name))
3343 return;
3344
3345 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3346 do_learn_spell (who, item, 0);
3347 return;
3348 }
3349
3350 /* grant direct spell */
3351 if (item->type == SPELLBOOK) {
3352 if (!item->inv) {
3353 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3354 return;
3355 }
3356 if (check_spell_known (who, item->inv->name))
3357 return;
3358 if (item->invisible) { 3379 if (item->invisible)
3380 {
3359 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);
3360 do_learn_spell (who, item->inv, 0); 3382 do_learn_spell (who, item->inv, 0);
3361 return; 3383 return;
3362 } 3384 }
3363 } 3385 }
3364 else if (item->type == SKILL_TOOL && item->invisible) { 3386 else if (item->type == SKILL_TOOL && item->invisible)
3387 {
3365 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 {
3366 3390
3367 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3391 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3368 * in this way, if the player is missing any of the attacktypes, he gets 3392 * in this way, if the player is missing any of the attacktypes, he gets
3369 * them. As it is now, if the player has any that match the granted skill, 3393 * them. As it is now, if the player has any that match the granted skill,
3370 * but not all of them, he gets nothing. 3394 * but not all of them, he gets nothing.
3371 */ 3395 */
3372 if (!(skop->attacktype & item->attacktype)) { 3396 if (!(skop->attacktype & item->attacktype))
3397 {
3373 /* Give new attacktype */ 3398 /* Give new attacktype */
3374 skop->attacktype |= item->attacktype; 3399 skop->attacktype |= item->attacktype;
3375 3400
3376 /* always add physical if there's none */ 3401 /* always add physical if there's none */
3377 skop->attacktype |= AT_PHYSICAL; 3402 skop->attacktype |= AT_PHYSICAL;
3378 3403
3379 if (item->msg != NULL) 3404 if (item->msg != NULL)
3380 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3405 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3381 3406
3382 /* Give player new face */ 3407 /* Give player new face */
3383 if (item->animation_id) { 3408 if (item->animation_id)
3409 {
3384 who->face = skop->face; 3410 who->face = skop->face;
3385 who->animation_id = item->animation_id; 3411 who->animation_id = item->animation_id;
3386 who->anim_speed = item->anim_speed; 3412 who->anim_speed = item->anim_speed;
3387 who->last_anim = 0; 3413 who->last_anim = 0;
3388 who->state = 0; 3414 who->state = 0;
3389 animate_object(who, who->direction); 3415 animate_object (who, who->direction);
3390 } 3416 }
3391 } 3417 }
3392 } 3418 }
3393 } 3419 }
3394 else if (item->type == FORCE) { 3420 else if (item->type == FORCE)
3421 {
3395 /* forces in the treasurelist can alter the player's stats */ 3422 /* forces in the treasurelist can alter the player's stats */
3396 object *skin; 3423 object *skin;
3424
3397 /* first get the dragon skin force */ 3425 /* first get the dragon skin force */
3398 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3426 shstr_cmp dragon_skin_force ("dragon_skin_force");
3399 skin=skin->below); 3427 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3400 if (skin == NULL) return; 3428 ;
3401 3429
3430 if (!skin)
3431 return;
3432
3402 /* adding new spellpath attunements */ 3433 /* adding new spellpath attunements */
3403 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3434 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3435 {
3404 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3436 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3405 3437
3406 /* print message */ 3438 /* print message */
3407 sprintf(buf, "You feel attuned to "); 3439 sprintf (buf, "You feel attuned to ");
3408 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3440 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3441 {
3409 if(item->path_attuned & (1<<i)) { 3442 if (item->path_attuned & (1 << i))
3443 {
3410 if (j) 3444 if (j)
3411 strcat(buf," and "); 3445 strcat (buf, " and ");
3412 else 3446 else
3413 j = 1; 3447 j = 1;
3414 strcat(buf, spellpathnames[i]); 3448 strcat (buf, spellpathnames[i]);
3415 } 3449 }
3416 } 3450 }
3417 strcat(buf,"."); 3451 strcat (buf, ".");
3418 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3452 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3419 } 3453 }
3420 3454
3421 /* evtl. adding flags: */ 3455 /* evtl. adding flags: */
3422 if(QUERY_FLAG(item, FLAG_XRAYS)) 3456 if (QUERY_FLAG (item, FLAG_XRAYS))
3423 SET_FLAG(skin, FLAG_XRAYS); 3457 SET_FLAG (skin, FLAG_XRAYS);
3424 if(QUERY_FLAG(item, FLAG_STEALTH)) 3458 if (QUERY_FLAG (item, FLAG_STEALTH))
3425 SET_FLAG(skin, FLAG_STEALTH); 3459 SET_FLAG (skin, FLAG_STEALTH);
3426 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3460 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3427 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3461 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3428 3462
3429 /* print message if there is one */ 3463 /* print message if there is one */
3430 if (item->msg != NULL) 3464 if (item->msg != NULL)
3431 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
3432 } 3468 {
3433 else {
3434 /* generate misc. treasure */ 3469 /* generate misc. treasure */
3435 tmp = arch_to_object (tr->item); 3470 tmp = arch_to_object (tr->item);
3436 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));
3437 tmp = insert_ob_in_ob (tmp, who); 3472 tmp = insert_ob_in_ob (tmp, who);
3438 if (who->type == PLAYER) 3473 if (who->type == PLAYER)
3439 esrv_send_item(who, tmp); 3474 esrv_send_item (who, tmp);
3440 } 3475 }
3441} 3476}
3442 3477
3443/** 3478/**
3444 * 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
3445 * not readied. 3480 * not readied.
3446 */ 3481 */
3482void
3447void player_unready_range_ob(player *pl, object *ob) { 3483player_unready_range_ob (player *pl, object *ob)
3448 rangetype i; 3484{
3485 if (pl->ob->current_weapon == ob)
3486 pl->ob->current_weapon = 0;
3449 3487
3450 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3488 if (pl->combat_ob == ob)
3451 if (pl->ranges[i] == ob) { 3489 pl->combat_ob = 0;
3452 pl->ranges[i] = NULL; 3490
3453 if (pl->shoottype == i) { 3491 if (pl->ranged_ob == ob)
3454 pl->shoottype = range_none; 3492 pl->ranged_ob = 0;
3455 }
3456 }
3457 }
3458} 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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