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Comparing deliantra/server/server/player.C (file contents):
Revision 1.16 by root, Tue Sep 5 18:18:09 2006 UTC vs.
Revision 1.152 by root, Sun Jul 1 05:00:20 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 1.16 2006/09/05 18:18:09 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
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
4 */ 22 */
5 23
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> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 25#include <sproto.h>
35#endif
36#include <sounds.h> 26#include <sounds.h>
37#include <living.h> 27#include <living.h>
38#include <object.h> 28#include <object.h>
39#include <spells.h> 29#include <spells.h>
40#include <skills.h> 30#include <skills.h>
41#include <newclient.h>
42 31
43#ifdef COZY_SERVER 32#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 33#include <functional>
45#endif
46 34
47player *find_player(const char *plname) 35playervec players;
36
37void
38display_motd (const object *op)
48{ 39{
49 player *pl; 40 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 41 char motd[HUGE_BUF];
51 { 42 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 48 return;
54 };
55 return NULL;
56}
57 49
58player* find_player_partial_name( const char* plname ) 50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
59 { 54 {
60 player* pl; 55 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; 56 continue;
67 57
68 if ( !strcmp( pl->ob->name, plname) ) 58 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 59 size += strlen (buf);
60 }
70 61
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 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 */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
72 { 137 {
73 if ( found ) 138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
74 return NULL; 139 break;
75
76 found = pl;
77 } 140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
78 } 143 }
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;
88 144 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 145
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 147 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); 148 close_and_delete (fp, comp);
103} 149}
104 150
105void send_rules(const object *op) { 151/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 152static void
107 char rules[HUGE_BUF]; 153set_first_map (object *op)
108 FILE *fp; 154{
109 int comp; 155 op->contr->maplevel = first_map_path;
110 int size; 156 op->x = -1;
111 157 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 158}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 159
160void
161player::activate ()
162{
163 if (active)
114 return; 164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->map = 0;
189 party = 0;
190
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192
193 players.erase (this);
194}
195
196// connect the player with a specific client
197// also changes, rationalises, and fixes some incorrect settings
198void
199player::connect (client *ns)
200{
201 this->ns = ns;
202 ns->pl = this;
203
204 run_on = 0;
205 fire_on = 0;
206 ob->close_container (); //TODO: client-specific
207
208 ns->update_look = 0;
209 ns->look_position = 0;
210
211 clear_los (this);
212
213 ns->reset_stats ();
214
215 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race;
218
219 ob->carrying = sum_weight (ob);
220 link_player_skills (ob);
221
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223
224 assign (title, ob->arch->object::name);
225
226 /* if it's a dragon player, set the correct title here */
227 if (is_dragon_pl (ob))
115 } 228 {
116 rules[0]='\0'; 229 object *tmp, *abil = 0, *skin = 0;
117 size=0; 230
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 231 shstr_cmp dragon_ability_force ("dragon_ability_force");
119 if( *buf == '#') 232 shstr_cmp dragon_skin_force ("dragon_skin_force");
120 continue; 233
121 if (size + strlen(buf)>=HUGE_BUF) 234 for (tmp = ob->inv; tmp; tmp = tmp->below)
235 if (tmp->type == FORCE)
236 if (tmp->arch->archname == dragon_ability_force)
237 abil = tmp;
238 else if (tmp->arch->archname == dragon_skin_force)
239 skin = tmp;
240
241 set_dragon_name (ob, abil, skin);
242 }
243
244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245
246 esrv_new_player (this, ob->weight + ob->carrying);
247
248 ob->flag [FLAG_READY_WEAPON] = false;
249 ob->flag [FLAG_READY_SKILL] = false;
250 ob->flag [FLAG_READY_BOW] = false;
251
252 for (object *op = ob->inv; op; op = op->below)
253 if (op->flag [FLAG_APPLIED])
254 switch (op->type)
122 { 255 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 256 case SKILL:
124 break; 257 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; 258 break;
167 } 259
168 strncat(news+size,buf,HUGE_BUF-size); 260 case WAND:
169 size+=strlen(buf); 261 case ROD:
262 case HORN:
263 case BOW:
264 ranged_ob = op;
265 break;
266
267 case WEAPON:
268 combat_ob = op;
269 break;
170 } 270 }
171 } 271
272 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
273 ob->update_stats ();
274
275 ns->floorbox_update ();
276 esrv_send_inventory (ob, ob);
277 esrv_add_spells (this, 0);
278
279 activate ();
280
281 send_rules (ob);
282 send_news (ob);
283 display_motd (ob);
284
285 INVOKE_PLAYER (CONNECT, this);
286 INVOKE_PLAYER (LOGIN, this);
287}
288
289void
290player::disconnect ()
291{
292 if (ns)
172 293 {
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 294 if (active)
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 295 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}
180 296
181int playername_ok(const char *cp) { 297 INVOKE_PLAYER (DISCONNECT, this);
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184 298
185 for(;*cp!='\0';cp++) 299 ns->reset_stats ();
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_') 300 ns->pl = 0;
187 return 0; 301 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 { 302 }
210 p = new player;
211 303
212 /* This adds the player in the linked list. There is extra 304 if (ob)
213 * complexity here because we want to add the new player at the 305 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;
225 306
226 p->next = NULL; 307 observe = ob;
227 }
228 308
229 /* Clears basically the entire player structure except 309 deactivate ();
230 * for next and socket. 310}
231 */
232 p->clear ();
233 311
312// the need for this function can be explained
313// by load_object not returning the object
314void
315player::set_object (object *op)
316{
317 ob = observe = op;
318 ob->contr = this; /* this aren't yet in archetype */
319
320 ob->speed = 1.0f;
321 ob->speed_left = 0.5f;
322
323 ob->direction = 5; /* So player faces south */
324}
325
326void
327player::set_observe (object *op)
328{
329 observe = op ? op : ob;
330 do_los = 1;
331}
332
333player::player ()
334{
234 /* There are some elements we want initialized to non zero value - 335 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 336 * we deal with that below this point.
236 */ 337 */
237 p->party = NULL; 338 outputs_sync = 4;
238 p->outputs_sync = 16; /* Every 2 seconds */ 339 outputs_count = 4;
239 p->outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 340 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 341
243#ifdef AUTOSAVE
244 p->last_save_tick = 9999999;
245#endif
246
247 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 342 savebed_map = first_map_path; /* Init. respawn position */
248 343
249 op->contr = p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left = 0.5;
252 op->speed = 1.0;
253 op->direction = 5; /* So player faces south */
254 op->stats.wc = 2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257
258 roll_stats (op);
259 p->state = ST_ROLL_STAT;
260 clear_los (op);
261
262 p->gen_sp_armour = 10; 344 gen_sp_armour = 10;
263 p->last_speed = -1;
264 p->shoottype = range_none;
265 p->bowtype = bow_normal; 345 bowtype = bow_normal;
266 p->petmode = pet_normal; 346 petmode = pet_normal;
267 p->listening = 10; 347 listening = 10;
268 p->usekeys = containers; 348 usekeys = containers;
269 p->last_weapon_sp = -1;
270 p->peaceful = 1; /* default peaceful */ 349 peaceful = 1; /* default peaceful */
271 p->do_los = 1; 350 do_los = 1;
272 p->explore = 0;
273 p->no_shout = 0; /* default can shout */
274 351
275 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 352 weapon_sp = 1.0f;
276 p->title[sizeof (p->title) - 1] = '\0'; 353 weapon_sp_left = 0.5f;
277 op->race = op->arch->clone.race; 354}
278 355
279 CLEAR_FLAG (op, FLAG_READY_SKILL); 356void
357player::do_destroy ()
358{
359 disconnect ();
280 360
281 /* we need to clear these to -1 and not zero - otherwise, 361 attachable::do_destroy ();
282 * if a player quits and starts a new character, we wont 362
283 * send new values to the client, as things like exp start 363 if (ob)
284 * at zero.
285 */
286 for (i = 0; i < NUM_SKILLS; i++)
287 {
288 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL;
290 } 364 {
291 for (i = 0; i < NROFATTACKS; i++) 365 ob->destroy_inv (false);
366 ob->destroy ();
292 { 367 }
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32) - 1;
297 368
298 p->socket.update_look = 0; 369 ob = observe = 0;
299 p->socket.look_position = 0;
300 return p;
301} 370}
302 371
303/* This loads the first map an puts the player on it. */ 372player::~player ()
304static void set_first_map(object *op)
305{ 373{
306 strcpy(op->contr->maplevel, first_map_path); 374 /* Clear item stack */
307 op->x = -1; 375 free (stack_items);
308 op->y = -1;
309 enter_exit(op, NULL);
310} 376}
311 377
312/* Tries to add player on the connection passwd in ns. 378/* Tries to add player on the connection passed in ns.
313 * All we can really get in this is some settings like host and display 379 * All we can really get in this is some settings like host and display
314 * mode. 380 * mode.
315 */ 381 */
382player *
383player::create ()
384{
385 player *pl = new player;
316 386
317int add_player(NewSocket *ns) { 387 pl->set_object (arch_to_object (get_player_archetype (0)));
318 player *p;
319 388
320 p=get_player(NULL); 389 pl->ob->roll_stats ();
321 p->socket = *ns; 390 pl->ob->stats.wc = 2;
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 391 pl->ob->run_away = 25; /* Then we panick... */
323 if(p->socket.faces_sent == NULL) 392
324 fatal(OUT_OF_MEMORY);
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
326 /* Needed because the socket we just copied over needs to be cleared.
327 * Note that this can result in a client reset if there is partial data
328 * on the uncoming socket.
329 */
330 p->socket.inbuf.len = 0;
331 set_first_map(p->ob); 393 set_first_map (pl->ob);
332 394
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
334 add_friendly_object(p->ob);
335 send_rules(p->ob);
336 send_news(p->ob);
337 display_motd(p->ob);
338 get_name(p->ob);
339 return 0; 395 return pl;
340} 396}
341 397
342/* 398/*
343 * get_player_archetype() return next player archetype from archetype 399 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 400 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
346 */ 402 */
403archetype *
347archetype *get_player_archetype(archetype* at) 404get_player_archetype (archetype *at)
348{ 405{
349 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
407
350 for (;;) { 408 for (;;)
351 if (at==NULL || at->next==NULL)
352 at=first_archetype;
353 else
354 at=at->next;
355 if(at->clone.type==PLAYER)
356 return at;
357 if (at == start) {
358 LOG (llevError, "No Player archetypes\n");
359 exit (-1);
360 }
361 } 409 {
362} 410 if (++i == archetypes.end ())
411 i = archetypes.begin ();
412 else if (*i == at)
413 cleanup ("not a single player archetype found");
363 414
415 if ((*i)->type == PLAYER)
416 return *i;
417 }
418}
364 419
420object *
365object *get_nearest_player(object *mon) { 421get_nearest_player (object *mon)
422{
366 object *op = NULL; 423 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 424 objectlink *ol;
369 unsigned lastdist; 425 unsigned lastdist;
370 rv_vector rv; 426 rv_vector rv;
371 427
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
429 {
373 /* We should not find free objects on this friendly list, but it 430 /* We should not find free objects on this friendly list, but it
374 * does periodically happen. Given that, lets deal with it. 431 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 432 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 433 * list is also free, so encapsulate this in a while loop.
377 */ 434 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 435 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
436 {
379 object *tmp=ol->ob; 437 object *tmp = ol->ob;
380 438
381 /* Can't do much more other than log the fact, because the object 439 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared. 440 * itself will have been cleared.
383 */ 441 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 442 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
443 tmp->debug_desc ());
385 ol = ol->next; 444 ol = ol->next;
386 remove_friendly_object(tmp); 445 remove_friendly_object (tmp);
446 if (!ol)
387 if (!ol) return op; 447 return op;
388 } 448 }
389 449
390 /* Remove special check for player from this. First, it looks to cause 450 /* Remove special check for player from this. First, it looks to cause
391 * some crashes (ol->ob->contr not set properly?), but secondly, a more 451 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case - 452 * complicated method of state checking would be needed in any case -
393 * as it was, a clever player could type quit, and the function would 453 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove 454 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 455 * on_same_map check, as can_detect_enemy also does this
396 */ 456 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 457 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 458 continue;
399 459
400 if(lastdist>rv.distance) { 460 if (lastdist > rv.distance)
461 {
401 op=ol->ob; 462 op = ol->ob;
402 lastdist=rv.distance; 463 lastdist = rv.distance;
403 } 464 }
404 } 465 }
405 for (pl=first_player; pl != NULL; pl=pl->next) { 466
467 for_all_players (pl)
406 if (can_detect_enemy(mon, pl->ob,&rv)) { 468 if (can_detect_enemy (mon, pl->ob, &rv))
407
408 if(lastdist>rv.distance) { 469 if (lastdist > rv.distance)
409 op=pl->ob;
410 lastdist=rv.distance;
411 }
412 } 470 {
413 } 471 op = pl->ob;
472 lastdist = rv.distance;
473 }
474
414#if 0 475#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)"); 476 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 477#endif
417 return op; 478 return op;
418} 479}
419 480
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 481/* I believe this can safely go to 2, 3 is questionable, 4 will likely
421 * result in a monster paths backtracking. It basically determines how large a 482 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 483 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 497 * circling behaviour. Unfortunately, this function is also used to determined
437 * if the creature should cast a spell, so returning a direction in that case 498 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 499 * is probably not a good thing.
439 */ 500 */
440#define MAX_SPACES 50 501#define MAX_SPACES 50
441
442 502
443/* 503/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 504 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * modified to verify there is a path to the player. Does this by stepping towards 505 * modified to verify there is a path to the player. Does this by stepping towards
446 * player and if path is blocked then see if blockage is close enough to player that 506 * player and if path is blocked then see if blockage is close enough to player that
459 * monster can in fact move one space in that direction. 519 * monster can in fact move one space in that direction.
460 * 3) I'm not sure how good this code will be for moving multipart monsters, 520 * 3) I'm not sure how good this code will be for moving multipart monsters,
461 * since only simple checks to blocked are being called, which could mean the monster 521 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 522 * is blocking itself.
463 */ 523 */
524int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 525path_to_player (object *mon, object *pl, unsigned mindiff)
526{
465 rv_vector rv; 527 rv_vector rv;
466 sint16 x,y; 528 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 529 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 530 maptile *m, *lastmap;
469 531
470 get_rangevector(mon, pl, &rv, 0); 532 get_rangevector (mon, pl, &rv, 0);
471 533
472 if (rv.distance<mindiff) return 0; 534 if (rv.distance < mindiff)
535 return 0;
473 536
474 x=mon->x; 537 x = mon->x;
475 y=mon->y; 538 y = mon->y;
476 m=mon->map; 539 m = mon->map;
477 dir = rv.direction; 540 dir = rv.direction;
478 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 541 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
479 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 542 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
543
480 /* If we can't solve it within the search distance, return now. */ 544 /* If we can't solve it within the search distance, return now. */
481 if (diff>max) return 0; 545 if (diff > max)
546 return 0;
547
482 while (diff >1 && max>0) { 548 while (diff > 1 && max > 0)
549 {
483 lastx = x; 550 lastx = x;
484 lasty = y; 551 lasty = y;
485 lastmap = m; 552 lastmap = m;
486 x = lastx + freearr_x[dir]; 553 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir]; 554 y = lasty + freearr_y[dir];
488 555
489 mflags = get_map_flags(m, &m, x, y, &x, &y); 556 mflags = get_map_flags (m, &m, x, y, &x, &y);
490 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 557 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
491 558
492 /* Space is blocked - try changing direction a little */ 559 /* Space is blocked - try changing direction a little */
493 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 560 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
494 && (m == mon->map && blocked_link(mon, m, x, y)))) { 561 && (m == mon->map && blocked_link (mon, m, x, y))))
562 {
495 /* recalculate direction from last good location. Possible 563 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before. 564 * we were not traversing ideal location before.
497 */ 565 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 566 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) { 567 if (rv.direction != dir)
568 {
500 /* OK - says direction should be different - lets reset the 569 /* OK - says direction should be different - lets reset the
501 * the values so it will try again. 570 * the values so it will try again.
502 */ 571 */
503 x = lastx; 572 x = lastx;
504 y = lasty; 573 y = lasty;
505 m = lastmap; 574 m = lastmap;
506 dir = firstdir = rv.direction; 575 dir = firstdir = rv.direction;
576 }
507 } else { 577 else
578 {
508 /* direct path is blocked - try taking a side step to 579 /* direct path is blocked - try taking a side step to
509 * either the left or right. 580 * either the left or right.
510 * Note increase the values in the loop below to be 581 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes 582 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting 583 * bigger detour. Have to be careful about these values getting
513 * too big (3 or maybe 4 or higher) as the monster may just try 584 * too big (3 or maybe 4 or higher) as the monster may just try
514 * stepping back and forth 585 * stepping back and forth
515 */ 586 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 587 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
588 {
589 if (i == 0)
517 if (i==0) continue; /* already did this, so skip it */ 590 continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise, 591 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in 592 * since the direction that the creature should move in
520 * may change, you could get infinite loops. 593 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only 594 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance, 595 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north, 596 * gets blocked, finds that it should move north,
524 * can't do that, but now finds it can move east, and 597 * can't do that, but now finds it can move east, and
525 * gets back to its original point. lastdir contains 598 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully 599 * the last direction the creature has successfully
527 * moved. 600 * moved.
528 */ 601 */
529 602
530 x = lastx + freearr_x[absdir(lastdir+i)]; 603 x = lastx + freearr_x[absdir (lastdir + i)];
531 y = lasty + freearr_y[absdir(lastdir+i)]; 604 y = lasty + freearr_y[absdir (lastdir + i)];
532 m = lastmap; 605 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y); 606 mflags = get_map_flags (m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue; 607 if (mflags & P_OUT_OF_MAP)
608 continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 609 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 610 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
611 continue;
537 if (mflags & P_BLOCKSVIEW) continue; 612 if (mflags & P_BLOCKSVIEW)
613 continue;
538 614
539 if (m == mon->map && blocked_link(mon, m, x, y)) break; 615 if (m == mon->map && blocked_link (mon, m, x, y))
616 break;
540 } 617 }
541 /* go through entire loop without finding a valid 618 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path. 619 * sidestep to take - thus, no valid path.
543 */ 620 */
544 if (i==(DETOUR_AMOUNT+1)) 621 if (i == (DETOUR_AMOUNT + 1))
545 return 0; 622 return 0;
546 diff--; 623 diff--;
547 lastdir=dir; 624 lastdir = dir;
548 max--; 625 max--;
549 if (!firstdir) firstdir = dir+i; 626 if (!firstdir)
627 firstdir = dir + i;
550 } /* else check alternate directions */ 628 } /* else check alternate directions */
551 } /* if blocked */ 629 } /* if blocked */
552 else { 630 else
631 {
553 /* we moved towards creature, so diff is less */ 632 /* we moved towards creature, so diff is less */
554 diff--; 633 diff--;
555 max--; 634 max--;
556 lastdir=dir; 635 lastdir = dir;
636 if (!firstdir)
557 if (!firstdir) firstdir = dir; 637 firstdir = dir;
638 }
639
640 if (diff <= 1)
558 } 641 {
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually 642 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance. 643 * headed toward player for entire distance.
562 */ 644 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 645 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
564 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 646 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
565 } 647 }
566 if (diff>max) return 0; 648
649 if (diff > max)
650 return 0;
567 } 651 }
652
568 /* If we reached the max, didn't find a direction in time */ 653 /* If we reached the max, didn't find a direction in time */
569 if (!max) return 0; 654 if (!max)
655 return 0;
570 656
571 return firstdir; 657 return firstdir;
572} 658}
573 659
660void
574void give_initial_items(object *pl,treasurelist *items) { 661give_initial_items (object *pl, treasurelist * items)
662{
575 object *op,*next=NULL; 663 object *op, *next = NULL;
576 664
577 if(pl->randomitems!=NULL) 665 if (pl->randomitems != NULL)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 666 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
579 667
580 for (op=pl->inv; op; op=next) { 668 for (op = pl->inv; op; op = next)
669 {
581 next = op->below; 670 next = op->below;
582 671
583 /* Forces get applied per default, unless they have the 672 /* Forces get applied per default, unless they have the
584 * flag "neutral" set. Sorry but I can't think of a better way 673 * flag "neutral" set. Sorry but I can't think of a better way
585 */ 674 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 675 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED); 676 SET_FLAG (op, FLAG_APPLIED);
588 677
589 /* we never give weapons/armour if these cannot be used 678 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions 679 * by this player due to race restrictions
591 */ 680 */
592 if (pl->type == PLAYER) { 681 if (pl->type == PLAYER)
682 {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 683 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
594 (op->type == ARMOUR || op->type == BOOTS || 684 (op->type == ARMOUR || op->type == BOOTS ||
595 op->type == CLOAK || op->type == HELMET || 685 op->type == CLOAK || op->type == HELMET ||
596 op->type == SHIELD || op->type == GLOVES || 686 op->type == SHIELD || op->type == GLOVES ||
597 op->type == BRACERS || op->type == GIRDLE)) || 687 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
599 remove_ob (op);
600 free_object (op);
601 continue;
602 } 688 {
603 } 689 op->destroy ();
604
605 /* This really needs to be better - we should really give
606 * a substitute spellbook. The problem is that we don't really
607 * have a good idea what to replace it with (need something like
608 * a first level treasurelist for each skill.)
609 * remove duplicate skills also
610 */
611 if(op->type==SPELLBOOK || op->type == SKILL) {
612 object *tmp;
613
614 for (tmp=op->below; tmp; tmp=tmp->below)
615 if (tmp->type == op->type && tmp->name == op->name) break;
616
617 if (tmp) {
618 remove_ob(op);
619 free_object(op);
620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 &tmp->name);
622 continue; 690 continue;
623 } 691 }
624 if (op->nrof > 1) op->nrof = 1; 692 }
693
694 /* This really needs to be better - we should really give
695 * a substitute spellbook. The problem is that we don't really
696 * have a good idea what to replace it with (need something like
697 * a first level treasurelist for each skill.)
698 * remove duplicate skills also
699 */
700 if (op->type == SPELLBOOK || op->type == SKILL)
625 } 701 {
702 object *tmp;
626 703
704 for (tmp = op->below; tmp; tmp = tmp->below)
705 if (tmp->type == op->type && tmp->name == op->name)
706 break;
707
708 if (tmp)
709 {
710 op->destroy ();
711 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
712 continue;
713 }
714
715 if (op->nrof > 1)
716 op->nrof = 1;
717 }
718
627 if (op->type == SPELLBOOK && op->inv) { 719 if (op->type == SPELLBOOK && op->inv)
720 {
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 721 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
629 } 722 }
630 723
631 /* Give starting characters identified, uncursed, and undamned 724 /* Give starting characters identified, uncursed, and undamned
632 * items. Just don't identify gold or silver, or it won't be 725 * items. Just don't identify gold or silver, or it won't be
633 * merged properly. 726 * merged properly.
634 */ 727 */
635 if (need_identify(op)) { 728 if (need_identify (op))
729 {
636 SET_FLAG(op, FLAG_IDENTIFIED); 730 SET_FLAG (op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED); 731 CLEAR_FLAG (op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED); 732 CLEAR_FLAG (op, FLAG_DAMNED);
733 }
734 if (op->type == SPELL)
639 } 735 {
640 if(op->type==SPELL) { 736 op->destroy ();
641 remove_ob(op);
642 free_object(op);
643 continue; 737 continue;
738 }
739 else if (op->type == SKILL)
644 } 740 {
645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL); 741 SET_FLAG (op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0; 742 op->stats.exp = 0;
648 op->level = 1; 743 op->level = 1;
649 } 744 }
650 /* lock all 'normal items by default */ 745 /* lock all 'normal items by default */
746 else
651 else SET_FLAG(op, FLAG_INV_LOCKED); 747 SET_FLAG (op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */ 748 } /* for loop of objects in player inv */
653 749
654 /* Need to set up the skill pointers */ 750 /* Need to set up the skill pointers */
655 link_player_skills(pl); 751 link_player_skills (pl);
656} 752}
657 753
658void get_name(object *op) { 754void
659 op->contr->write_buf[0]='\0';
660 op->contr->state=ST_GET_NAME;
661 send_query(&op->contr->socket,0,"What is your name?\n:");
662}
663
664void get_password(object *op) {
665 op->contr->write_buf[0]='\0';
666 op->contr->state=ST_GET_PASSWORD;
667 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
668}
669
670void play_again(object *op)
671{
672 op->contr->state=ST_PLAY_AGAIN;
673 op->chosen_skill = NULL;
674 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
675 /* a bit of a hack, but there are various places early in th
676 * player creation process that a user can quit (eg, roll
677 * stats) that isn't removing the player. Taking a quick
678 * look, there are many places that call play_again without
679 * removing the player - it probably makes more sense
680 * to leave it to play_again to remove the object in all
681 * cases.
682 */
683 if (!QUERY_FLAG(op, FLAG_REMOVED))
684 remove_ob(op);
685 /* Need to set this to null - otherwise, it could point to garbage,
686 * and draw() doesn't check to see if the player is removed, only if
687 * the map is null or not swapped out.
688 */
689 op->map = NULL;
690}
691
692
693int receive_play_again(object *op, char key)
694{
695 if(key=='q'||key=='Q') {
696 remove_friendly_object(op);
697 leave(op->contr,0); /* ericserver will draw the message */
698 return 2;
699 }
700 else if(key=='a'||key=='A') {
701 player *pl = op->contr;
702 shstr name = op->name;
703
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 op->name = op->name_pl = 0;
711 /* Lets put a space in here */
712 new_draw_info(NDI_UNIQUE, 0, op, "\n");
713 get_name(op);
714 op->name = op->name_pl = name;
715 set_first_map(op);
716 } else {
717 /* user pressed something else so just ask again... */
718 play_again(op);
719 }
720 return 0;
721}
722
723void confirm_password(object *op) {
724
725 op->contr->write_buf[0]='\0';
726 op->contr->state=ST_CONFIRM_PASSWORD;
727 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
728}
729
730void get_party_password(object *op, partylist *party) { 755get_party_password (object *op, partylist *party)
756{
731 if (party == NULL) { 757 if (party == NULL)
758 {
732 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 759 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
733 return; 760 return;
734 } 761 }
762
735 op->contr->write_buf[0]='\0'; 763 op->contr->write_buf[0] = '\0';
736 op->contr->state=ST_GET_PARTY_PASSWORD; 764 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
737 op->contr->party_to_join = party; 765 op->contr->party_to_join = party;
738 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 766 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
739} 767}
740
741 768
742/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 769/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
770static int
743int roll_stat(void) { 771roll_stat (void)
772{
744 int a[4],i,j,k; 773 int a[4], i, j, k;
745 774
746 for(i=0;i<4;i++) 775 for (i = 0; i < 4; i++)
747 a[i]=(int)RANDOM()%6+1; 776 a[i] = (int) rndm (6) + 1;
748 777
749 for(i=0,j=0,k=7;i<4;i++) 778 for (i = 0, j = 0, k = 7; i < 4; i++)
750 if(a[i]<k) 779 if (a[i] < k)
751 k=a[i],j=i; 780 k = a[i], j = i;
752 781
753 for(i=0,k=0;i<4;i++) { 782 for (i = 0, k = 0; i < 4; i++)
754 if(i!=j) 783 if (i != j)
755 k+=a[i]; 784 k += a[i];
756 } 785
757 return k; 786 return k;
758} 787}
759 788
760void roll_stats(object *op) { 789void
790object::roll_stats ()
791{
792 int statsort [NUM_STATS];
793
794 for (;;)
795 {
761 int sum=0; 796 int sum = 0;
762 int i = 0, j = 0; 797 for (int i = NUM_STATS; i--; )
763 int statsort[7]; 798 sum += statsort [i] = roll_stat ();
764 799
765 do { 800 if (sum >= 82 && sum <= 116)
766 op->stats.Str=roll_stat(); 801 break;
767 op->stats.Dex=roll_stat(); 802 }
768 op->stats.Int=roll_stat();
769 op->stats.Con=roll_stat();
770 op->stats.Wis=roll_stat();
771 op->stats.Pow=roll_stat();
772 op->stats.Cha=roll_stat();
773 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
774 op->stats.Con+op->stats.Wis+op->stats.Pow+
775 op->stats.Cha;
776 } while(sum<82||sum>116);
777 803
778 /* Sort the stats so that rerolling is easier... */ 804 // Sort the stats so that rerolling is easier...
779 statsort[0] = op->stats.Str; 805 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
780 statsort[1] = op->stats.Dex;
781 statsort[2] = op->stats.Int;
782 statsort[3] = op->stats.Con;
783 statsort[4] = op->stats.Wis;
784 statsort[5] = op->stats.Pow;
785 statsort[6] = op->stats.Cha;
786 806
787 /* a quick and dirty bubblesort? */ 807 for (int i = 0; i < NUM_STATS; ++i)
788 do {
789 if (statsort[i] < statsort[i + 1]) {
790 j = statsort[i];
791 statsort[i] = statsort[i + 1];
792 statsort[i + 1] = j;
793 i = 0;
794 } else {
795 i++;
796 }
797 } while (i < 6);
798
799 op->stats.Str = statsort[0]; 808 stats.stat (i) = statsort [i];
800 op->stats.Dex = statsort[1];
801 op->stats.Con = statsort[2];
802 op->stats.Int = statsort[3];
803 op->stats.Wis = statsort[4];
804 op->stats.Pow = statsort[5];
805 op->stats.Cha = statsort[6];
806 809
807
808 op->contr->orig_stats.Str=op->stats.Str;
809 op->contr->orig_stats.Dex=op->stats.Dex;
810 op->contr->orig_stats.Int=op->stats.Int;
811 op->contr->orig_stats.Con=op->stats.Con;
812 op->contr->orig_stats.Wis=op->stats.Wis;
813 op->contr->orig_stats.Pow=op->stats.Pow;
814 op->contr->orig_stats.Cha=op->stats.Cha;
815
816 op->level=1;
817 op->stats.exp=0; 810 stats.exp = 0;
818 op->stats.ac=0; 811 stats.ac = 0;
819 812
813 stats.hp = stats.maxhp;
814 stats.sp = stats.maxsp;
815 stats.grace = stats.maxgrace;
816
817 if (contr)
818 {
820 op->contr->levhp[1] = 9; 819 contr->levhp[1] = 9;
821 op->contr->levsp[1] = 6; 820 contr->levsp[1] = 6;
822 op->contr->levgrace[1] = 3; 821 contr->levgrace[1] = 3;
823 822
824 fix_player(op); 823 contr->orig_stats = stats;
824 }
825}
826
827void
828object::swap_stats (int a, int b)
829{
830 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
831
832 for (int i = 0; i < NUM_STATS; ++i)
833 stats.stat (i) = contr->orig_stats.stat (i);
834
835 //TODO: the following code looks so borked and should, at the very least,
836 // be merged with the similar code in roll_stats
837 stats.ac = 0;
838
839 level = 1;
840 stats.exp = 0;
841 stats.ac = 0;
842
825 op->stats.hp = op->stats.maxhp; 843 stats.hp = stats.maxhp;
826 op->stats.sp = op->stats.maxsp; 844 stats.sp = stats.maxsp;
827 op->stats.grace = op->stats.maxgrace; 845 stats.grace = stats.maxgrace;
846
847 if (contr)
848 {
849 contr->levhp[1] = 9;
850 contr->levsp[1] = 6;
851 contr->levgrace[1] = 3;
852
828 op->contr->orig_stats=op->stats; 853 contr->orig_stats = stats;
854 }
829} 855}
830 856
831void Roll_Again(object *op) 857static void
858start_info (object *op)
832{ 859{
833 esrv_new_player(op->contr, 0);
834 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
835}
836
837void Swap_Stat(object *op,int Swap_Second)
838{
839 signed char tmp;
840 char buf[MAX_BUF]; 860 char buf[MAX_BUF];
841 861
842 if ( op->contr->Swap_First == -1 ) { 862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
843 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
844 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
845 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
846 return;
847 }
848
849 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
850
851 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
852 get_attr_value(&op->contr->orig_stats, Swap_Second));
853
854 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
855
856 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
857 new_draw_info(NDI_UNIQUE, 0,op, buf); 863 new_draw_info (NDI_UNIQUE, 0, op, buf);
858 op->stats.Str = op->contr->orig_stats.Str; 864 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
859 op->stats.Dex = op->contr->orig_stats.Dex;
860 op->stats.Con = op->contr->orig_stats.Con;
861 op->stats.Int = op->contr->orig_stats.Int;
862 op->stats.Wis = op->contr->orig_stats.Wis;
863 op->stats.Pow = op->contr->orig_stats.Pow;
864 op->stats.Cha = op->contr->orig_stats.Cha;
865 op->stats.ac=0;
866
867 op->level=1;
868 op->stats.exp=0;
869 op->stats.ac=0;
870
871 op->contr->levhp[1] = 9;
872 op->contr->levsp[1] = 6;
873 op->contr->levgrace[1] = 3;
874
875 fix_player(op);
876 op->stats.hp = op->stats.maxhp;
877 op->stats.sp = op->stats.maxsp;
878 op->stats.grace = op->stats.maxgrace;
879 op->contr->orig_stats=op->stats;
880 op->contr->Swap_First=-1;
881}
882
883
884/* This code has been greatly reduced, because with set_attr_value
885 * and get_attr_value, the stats can be accessed just numeric
886 * ids. stat_trans is a table that translate the number entered
887 * into the actual stat. It is needed because the order the stats
888 * are displayed in the stat window is not the same as how
889 * the number's access that stat. The table does that translation.
890 */
891int key_roll_stat(object *op, char key)
892{
893 int keynum = key -'0';
894 char buf[MAX_BUF];
895 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
896
897 if (keynum>0 && keynum<=7) {
898 if (op->contr->Swap_First==-1) {
899 op->contr->Swap_First=stat_trans[keynum];
900 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
901 new_draw_info(NDI_UNIQUE, 0,op,buf); 865 //new_draw_info (NDI_UNIQUE, 0, op, " ");
902 }
903 else
904 Swap_Stat(op,stat_trans[keynum]);
905
906 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
907 return 1;
908 }
909 switch (key) {
910 case 'n':
911 case 'N': {
912 SET_FLAG(op, FLAG_WIZ);
913 if(op->map==NULL) {
914 LOG(llevError,"Map == NULL in state 2\n");
915 break;
916 }
917
918#if 0
919 /* So that enter_exit will put us at startx/starty */
920 op->x= -1;
921
922 enter_exit(op,NULL);
923#endif
924 SET_ANIMATION(op, 2); /* So player faces south */
925 /* Enter exit adds a player otherwise */
926 add_statbonus(op);
927 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
928 op->contr->state = ST_CHANGE_CLASS;
929 if (op->msg)
930 new_draw_info(NDI_BLUE, 0, op, op->msg);
931 return 0;
932 }
933 case 'y':
934 case 'Y':
935 roll_stats(op);
936 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
937 return 1;
938
939 case 'q':
940 case 'Q':
941 play_again(op);
942 return 1;
943
944 default:
945 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
946 return 0;
947 }
948 return 0;
949} 866}
950 867
951/* This function takes the key that is passed, and does the 868/* This function takes the key that is passed, and does the
952 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
953 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
954 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
955 * not the class. 872 * not the class.
956 */ 873 */
957 874void
958int key_change_class(object *op, char key) 875player::chargen_race_done ()
959{ 876{
960 int tmp_loop;
961
962 if(key=='q'||key=='Q') {
963 remove_ob(op);
964 play_again(op);
965 return 0;
966 }
967 if(key=='d'||key=='D') {
968 char buf[MAX_BUF];
969
970 /* this must before then initial items are given */ 877 /* this must before then initial items are given */
971 esrv_new_player(op->contr, op->weight+op->carrying); 878 esrv_new_player (ob->contr, ob->weight + ob->carrying);
972 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
973 879
880 treasurelist *tl = treasurelist::find ("starting_wealth");
881 if (tl)
882 create_treasure (tl, ob, 0, 0, 0);
883
974 INVOKE_PLAYER (BIRTH, op->contr); 884 INVOKE_PLAYER (BIRTH, ob->contr);
975 INVOKE_PLAYER (LOGIN, op->contr); 885 INVOKE_PLAYER (LOGIN, ob->contr);
976 886
977 op->contr->state=ST_PLAYING; 887 ob->contr->ns->state = ST_PLAYING;
978 888
979 if (op->msg) 889 if (ob->msg)
980 op->msg=NULL; 890 ob->msg = 0;
981 891
982 /* We create this now because some of the unique maps will need it 892 /* We create this now because some of the unique maps will need it
983 * to save here. 893 * to save here.
984 */
985 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
986 make_path_to_file(buf);
987
988#ifdef AUTOSAVE
989 op->contr->last_save_tick = pticks;
990#endif
991 start_info(op);
992 CLEAR_FLAG(op, FLAG_WIZ);
993 give_initial_items(op,op->randomitems);
994 link_player_skills(op);
995 esrv_send_inventory(op, op);
996 fix_player(op);
997
998 /* This moves the player to a different start map, if there
999 * is one for this race
1000 */
1001 if(*first_map_ext_path) {
1002 object *tmp;
1003 mapstruct *oldmap = op->map;
1004 char mapname[MAX_BUF];
1005 snprintf(mapname, MAX_BUF-1, "%s/%s",
1006 first_map_ext_path, &op->arch->name);
1007 tmp=get_object();
1008 EXIT_PATH(tmp) = mapname;
1009 EXIT_X(tmp) = op->x;
1010 EXIT_Y(tmp) = op->y;
1011 enter_exit(op,tmp); /* we don't really care if it succeeded;
1012 * if the map isn't there, then stay on the
1013 * default initial map */
1014 free_object(tmp);
1015 } else {
1016 LOG(llevDebug,"first_map_ext_path not set\n");
1017 }
1018 return 0;
1019 }
1020
1021 /* Following actually changes the race - this is the default command
1022 * if we don't match with one of the options above.
1023 */ 894 */
1024 895 {
1025 tmp_loop = 0;
1026 while(!tmp_loop) {
1027 shstr name = op->name;
1028 int x = op->x, y = op->y;
1029 remove_statbonus(op);
1030 remove_ob (op);
1031 op->arch = get_player_archetype(op->arch);
1032 copy_object (&op->arch->clone, op);
1033 op->instantiate ();
1034 op->stats = op->contr->orig_stats;
1035 op->name = op->name_pl = name;
1036 op->x = x;
1037 op->y = y;
1038 SET_ANIMATION(op, 2); /* So player faces south */
1039 insert_ob_in_map (op, op->map, op,0);
1040 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1041 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1042 add_statbonus(op);
1043 tmp_loop=allowed_class(op);
1044 }
1045 update_object(op,UP_OBJ_FACE);
1046 esrv_update_item(UPD_FACE,op,op);
1047 fix_player(op);
1048 op->stats.hp=op->stats.maxhp;
1049 op->stats.sp=op->stats.maxsp;
1050 op->stats.grace=0;
1051 if (op->msg)
1052 new_draw_info(NDI_BLUE, 0, op, op->msg);
1053 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1054 return 0;
1055}
1056
1057int key_confirm_quit(object *op, char key)
1058{
1059 char buf[MAX_BUF]; 896 char buf[MAX_BUF];
1060
1061 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1062 op->contr->state=ST_PLAYING;
1063 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1064 return 1;
1065 }
1066
1067 INVOKE_PLAYER (LOGOUT, op->contr);
1068 INVOKE_PLAYER (QUIT , op->contr);
1069
1070 terminate_all_pets(op);
1071 leave_map(op);
1072 op->direction=0;
1073 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1074 "%s quits the game.", &op->name);
1075
1076 strcpy(op->contr->killer,"quit");
1077 check_score(op);
1078 op->contr->party=NULL;
1079 if (settings.set_title == TRUE)
1080 op->contr->own_title[0]='\0';
1081
1082 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1083 mapstruct *mp, *next;
1084
1085 /* We need to hunt for any per player unique maps in memory and
1086 * get rid of them. The trailing slash in the path is intentional,
1087 * so that players named 'Ab' won't match against players 'Abe' pathname
1088 */
1089 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1090 for (mp=first_map; mp!=NULL; mp=next) { 898 make_path_to_file (buf);
1091 next = mp->next; 899 }
1092 if (!strncmp(mp->path, buf, strlen(buf))) 900
1093 delete_map(mp); 901 start_info (ob);
1094 } 902 CLEAR_FLAG (ob, FLAG_WIZ);
1095 903 give_initial_items (ob, ob->randomitems);
1096 delete_character(op->name, 1); 904 link_player_skills (ob);
905 esrv_send_inventory (ob, ob);
906 ob->update_stats ();
907
908 /* This moves the player to a different start map, if there
909 * is one for this race
910 */
911 if (*first_map_ext_path)
1097 } 912 {
1098 play_again(op); 913 object *tmp;
1099 return 1; 914 char mapname[MAX_BUF];
1100}
1101 915
916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
917 tmp = object::create ();
918 EXIT_PATH (tmp) = mapname;
919 EXIT_X (tmp) = ob->x;
920 EXIT_Y (tmp) = ob->y;
921 ob->enter_exit (tmp); /* we don't really care if it succeeded;
922 * if the map isn't there, then stay on the
923 * default initial map */
924 tmp->destroy ();
925 }
926 else
927 LOG (llevDebug, "first_map_ext_path not set\n");
928}
929
930void
931player::chargen_race_next ()
932{
933 /* Following actually changes the race - this is the default command
934 * if we don't match with one of the options above.
935 */
936
937 do
938 {
939 shstr name = ob->name;
940 int x = ob->x, y = ob->y;
941
942 ob->remove_statbonus ();
943 ob->remove ();
944 ob->arch = get_player_archetype (ob->arch);
945 ob->arch->copy_to (ob);
946 ob->instantiate ();
947 ob->stats = ob->contr->orig_stats;
948 ob->name = ob->name_pl = name;
949 ob->x = x;
950 ob->y = y;
951 SET_ANIMATION (ob, 2); /* So player faces south */
952 insert_ob_in_map (ob, ob->map, ob, 0);
953 assign (ob->contr->title, ob->arch->object::name);
954 ob->add_statbonus ();
955 }
956 while (!allowed_class (ob));
957
958 update_object (ob, UP_OBJ_FACE);
959 esrv_update_item (UPD_FACE, ob, ob);
960 ob->update_stats ();
961 ob->stats.hp = ob->stats.maxhp;
962 ob->stats.sp = ob->stats.maxsp;
963 ob->stats.grace = 0;
964}
965
966void
1102void flee_player(object *op) { 967flee_player (object *op)
968{
1103 int dir,diff; 969 int dir, diff;
1104 rv_vector rv; 970 rv_vector rv;
1105 971
1106 if(op->stats.hp < 0) { 972 if (op->stats.hp < 0)
973 {
1107 LOG(llevDebug, "Fleeing player is dead.\n"); 974 LOG (llevDebug, "Fleeing player is dead.\n");
1108 CLEAR_FLAG(op, FLAG_SCARED); 975 CLEAR_FLAG (op, FLAG_SCARED);
976 return;
977 }
978
979 if (op->enemy == NULL)
980 {
981 LOG (llevDebug, "Fleeing player had no enemy.\n");
982 CLEAR_FLAG (op, FLAG_SCARED);
983 return;
984 }
985
986 /* Seen some crashes here. Since we don't store an
987 * op->enemy_count, it is possible that something destroys the
988 * actual enemy, and the object is recycled.
989 */
990 if (op->enemy->map == NULL)
991 {
992 CLEAR_FLAG (op, FLAG_SCARED);
993 op->enemy = NULL;
994 return;
995 }
996
997 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
998 {
999 op->enemy = NULL;
1000 CLEAR_FLAG (op, FLAG_SCARED);
1001 return;
1002 }
1003
1004 get_rangevector (op, op->enemy, &rv, 0);
1005
1006 dir = absdir (4 + rv.direction);
1007 for (diff = 0; diff < 3; diff++)
1008 {
1009 int m = 1 - (RANDOM () & 2);
1010
1011 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1109 return; 1012 return;
1110 } 1013 }
1111 1014
1112 if(op->enemy==NULL) {
1113 LOG(llevDebug,"Fleeing player had no enemy.\n");
1114 CLEAR_FLAG(op, FLAG_SCARED);
1115 return;
1116 }
1117
1118 /* Seen some crashes here. Since we don't store an
1119 * op->enemy_count, it is possible that something destroys the
1120 * actual enemy, and the object is recycled.
1121 */
1122 if (op->enemy->map == NULL) {
1123 CLEAR_FLAG(op, FLAG_SCARED);
1124 op->enemy=NULL;
1125 return;
1126 }
1127
1128 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1129 op->enemy=NULL;
1130 CLEAR_FLAG(op, FLAG_SCARED);
1131 return;
1132 }
1133 get_rangevector(op, op->enemy, &rv, 0);
1134
1135 dir=absdir(4+rv.direction);
1136 for(diff=0;diff<3;diff++) {
1137 int m=1-(RANDOM()&2);
1138 if(move_ob(op,absdir(dir+diff*m),op)||
1139 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1140 return;
1141 }
1142 }
1143 /* Cornered, get rid of scared */ 1015 /* Cornered, get rid of scared */
1144 CLEAR_FLAG(op, FLAG_SCARED); 1016 CLEAR_FLAG (op, FLAG_SCARED);
1145 op->enemy=NULL; 1017 op->enemy = NULL;
1146} 1018}
1147
1148 1019
1149/* check_pick sees if there is stuff to be picked up/picks up stuff. 1020/* check_pick sees if there is stuff to be picked up/picks up stuff.
1150 * IT returns 1 if the player should keep on moving, 0 if he should 1021 * It returns 1 if the player should keep on moving, 0 if he should
1151 * stop. 1022 * stop.
1152 */ 1023 */
1024int
1153int check_pick(object *op) { 1025check_pick (object *op)
1026{
1154 object *tmp, *next; 1027 object *tmp, *next;
1155 tag_t next_tag=0, op_tag;
1156 int stop = 0; 1028 int stop = 0;
1157 int j, k, wvratio; 1029 int wvratio;
1158 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1159
1160 1031
1161 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1162 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1163 return 1; 1034 return 1;
1164 1035
1165 op_tag = op->count;
1166
1167 next = op->below; 1036 next = op->below;
1168 if (next)
1169 next_tag = next->count;
1170 1037
1171 /* loop while there are items on the floor that are not marked as 1038 /* loop while there are items on the floor that are not marked as
1172 * destroyed */ 1039 * destroyed */
1173 while (next && ! was_destroyed (next, next_tag)) 1040 while (next && !next->destroyed ())
1174 { 1041 {
1175 tmp = next; 1042 tmp = next;
1176 next = tmp->below; 1043 next = tmp->below;
1177 if (next)
1178 next_tag = next->count;
1179 1044
1180 if (was_destroyed (op, op_tag)) 1045 if (op->destroyed ())
1181 return 0; 1046 return 0;
1182 1047
1183 if ( ! can_pick (op, tmp)) 1048 if (!can_pick (op, tmp))
1184 continue; 1049 continue;
1185 1050
1186 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1187 { 1052 {
1188 if (item_matched_string (op, tmp, op->contr->search_str)) 1053 if (item_matched_string (op, tmp, op->contr->search_str))
1189 pick_up (op, tmp); 1054 pick_up (op, tmp);
1190 continue; 1055 continue;
1191 } 1056 }
1192 1057
1193 /* high not bit set? We're using the old autopickup model */ 1058 /* high not bit set? We're using the old autopickup model */
1194 if(!(op->contr->mode & PU_NEWMODE)) { 1059 if (!(op->contr->mode & PU_NEWMODE))
1060 {
1195 switch (op->contr->mode) { 1061 switch (op->contr->mode)
1062 {
1063 case 0:
1196 case 0: return 1; /* don't pick up */ 1064 return 1; /* don't pick up */
1065 case 1:
1197 case 1: pick_up (op, tmp); 1066 pick_up (op, tmp);
1198 return 1; 1067 return 1;
1068 case 2:
1199 case 2: pick_up (op, tmp); 1069 pick_up (op, tmp);
1200 return 0; 1070 return 0;
1071 case 3:
1201 case 3: return 0; /* stop before pickup */ 1072 return 0; /* stop before pickup */
1073 case 4:
1202 case 4: pick_up (op, tmp); 1074 pick_up (op, tmp);
1203 break; 1075 break;
1076 case 5:
1204 case 5: pick_up (op, tmp); 1077 pick_up (op, tmp);
1205 stop = 1; 1078 stop = 1;
1206 break; 1079 break;
1207 case 6: 1080 case 6:
1208 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1081 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1209 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1210 pick_up(op, tmp); 1082 pick_up (op, tmp);
1211 break; 1083 break;
1212 1084
1213 case 7: 1085 case 7:
1214 if (tmp->type == MONEY || tmp->type == GEM) 1086 if (tmp->type == MONEY || tmp->type == GEM)
1215 pick_up(op, tmp); 1087 pick_up (op, tmp);
1216 break; 1088 break;
1217 1089
1218 default: 1090 default:
1219 /* use value density */ 1091 /* use value density */
1220 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1092 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1221 && (query_cost (tmp, op, F_TRUE) * 100 1093 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1222 / (tmp->weight * MAX (tmp->nrof, 1)))
1223 >= op->contr->mode)
1224 pick_up(op,tmp); 1094 pick_up (op, tmp);
1225 } 1095 }
1226 } 1096 }
1227 else { /* old model */ 1097 else
1098 { /* old model */
1228 /* NEW pickup handling */ 1099 /* NEW pickup handling */
1229 if(op->contr->mode & PU_DEBUG) 1100 if (op->contr->mode & PU_DEBUG)
1230 {
1231 /* some debugging code to figure out item information */
1232 if(tmp->name!=NULL)
1233 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1234 &tmp->name, tmp->type,
1235 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1236 else
1237 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1238 &tmp->arch->name, tmp->type,
1239 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1240 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1241
1242 sprintf(putstring,"...flags: ");
1243 for(k=0;k<4;k++)
1244 {
1245 for(j=0;j<32;j++)
1246 {
1247 if((tmp->flags[k]>>j)&0x01)
1248 { 1101 {
1249 sprintf(tmpstr,"%d ",k*32+j); 1102 /* some debugging code to figure out item information */
1250 strcat(putstring, tmpstr); 1103 if (tmp->name != NULL)
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106 else
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109
1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1251 } 1111 }
1112
1113 /* philosophy:
1114 * It's easy to grab an item type from a pile, as long as it's
1115 * generic. This takes no game-time. For more detailed pickups
1116 * and selections, select-items should be used. This is a
1117 * grab-as-you-run type mode that's really useful for arrows for
1118 * example.
1119 * The drawback: right now it has no frontend, so you need to
1120 * stick the bits you want into a calculator in hex mode and then
1121 * convert to decimal and then 'pickup <#>
1122 */
1123
1124 /* the first two modes are exclusive: if NOTHING we return, if
1125 * STOP then we stop. All the rest are applied sequentially,
1126 * meaning if any test passes, the item gets picked up. */
1127
1128 /* if mode is set to pick nothing up, return */
1129
1130 if (op->contr->mode & PU_NOTHING)
1131 return 1;
1132
1133 /* if mode is set to stop when encountering objects, return */
1134 /* take STOP before INHIBIT since it doesn't actually pick
1135 * anything up */
1136
1137 if (op->contr->mode & PU_STOP)
1138 return 0;
1139
1140 /* useful for going into stores and not losing your settings... */
1141 /* and for battles wher you don't want to get loaded down while
1142 * fighting */
1143 if (op->contr->mode & PU_INHIBIT)
1144 return 1;
1145
1146 /* prevent us from turning into auto-thieves :) */
1147 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1148 continue;
1149
1150 /* ignore known cursed objects */
1151 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1152 continue;
1153
1154 /* all food and drink if desired */
1155 /* question: don't pick up known-poisonous stuff? */
1156 if (op->contr->mode & PU_FOOD)
1157 if (tmp->type == FOOD)
1158 {
1159 pick_up (op, tmp);
1160 continue;
1161 }
1162
1163 if (op->contr->mode & PU_DRINK)
1164 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1165 {
1166 pick_up (op, tmp);
1167 continue;
1168 }
1169
1170 if (op->contr->mode & PU_POTION)
1171 if (tmp->type == POTION)
1172 {
1173 pick_up (op, tmp);
1174 continue;
1175 }
1176
1177 /* spellbooks, skillscrolls and normal books/scrolls */
1178 if (op->contr->mode & PU_SPELLBOOK)
1179 if (tmp->type == SPELLBOOK)
1180 {
1181 pick_up (op, tmp);
1182 continue;
1183 }
1184
1185 if (op->contr->mode & PU_SKILLSCROLL)
1186 if (tmp->type == SKILLSCROLL)
1187 {
1188 pick_up (op, tmp);
1189 continue;
1190 }
1191
1192 if (op->contr->mode & PU_READABLES)
1193 if (tmp->type == BOOK || tmp->type == SCROLL)
1194 {
1195 pick_up (op, tmp);
1196 continue;
1197 }
1198
1199 /* wands/staves/rods/horns */
1200 if (op->contr->mode & PU_MAGIC_DEVICE)
1201 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1202 {
1203 pick_up (op, tmp);
1204 continue;
1205 }
1206
1207 /* pick up all magical items */
1208 if (op->contr->mode & PU_MAGICAL)
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1210 {
1211 pick_up (op, tmp);
1212 continue;
1213 }
1214
1215 if (op->contr->mode & PU_VALUABLES)
1216 {
1217 if (tmp->type == MONEY || tmp->type == GEM)
1218 {
1219 pick_up (op, tmp);
1220 continue;
1221 }
1252 } 1222 }
1223
1224 /* rings & amulets - talismans seems to be typed AMULET */
1225 if (op->contr->mode & PU_JEWELS)
1226 if (tmp->type == RING || tmp->type == AMULET)
1227 {
1228 pick_up (op, tmp);
1229 continue;
1230 }
1231
1232 /* we don't forget dragon food */
1233 if (op->contr->mode & PU_FLESH)
1234 if (tmp->type == FLESH)
1235 {
1236 pick_up (op, tmp);
1237 continue;
1238 }
1239
1240 /* bows and arrows. Bows are good for selling! */
1241 if (op->contr->mode & PU_BOW)
1242 if (tmp->type == BOW)
1243 {
1244 pick_up (op, tmp);
1245 continue;
1246 }
1247
1248 if (op->contr->mode & PU_ARROW)
1249 if (tmp->type == ARROW)
1250 {
1251 pick_up (op, tmp);
1252 continue;
1253 }
1254
1255 /* all kinds of armor etc. */
1256 if (op->contr->mode & PU_ARMOUR)
1257 if (tmp->type == ARMOUR)
1258 {
1259 pick_up (op, tmp);
1260 continue;
1261 }
1262
1263 if (op->contr->mode & PU_HELMET)
1264 if (tmp->type == HELMET)
1265 {
1266 pick_up (op, tmp);
1267 continue;
1268 }
1269
1270 if (op->contr->mode & PU_SHIELD)
1271 if (tmp->type == SHIELD)
1272 {
1273 pick_up (op, tmp);
1274 continue;
1275 }
1276
1277 if (op->contr->mode & PU_BOOTS)
1278 if (tmp->type == BOOTS)
1279 {
1280 pick_up (op, tmp);
1281 continue;
1282 }
1283
1284 if (op->contr->mode & PU_GLOVES)
1285 if (tmp->type == GLOVES)
1286 {
1287 pick_up (op, tmp);
1288 continue;
1289 }
1290
1291 if (op->contr->mode & PU_CLOAK)
1292 if (tmp->type == CLOAK)
1293 {
1294 pick_up (op, tmp);
1295 continue;
1296 }
1297
1298 /* hoping to catch throwing daggers here */
1299 if (op->contr->mode & PU_MISSILEWEAPON)
1300 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1301 {
1302 pick_up (op, tmp);
1303 continue;
1304 }
1305
1306 /* careful: chairs and tables are weapons! */
1307 if (op->contr->mode & PU_ALLWEAPON)
1308 {
1309 if (tmp->type == WEAPON && tmp->name != NULL)
1310 {
1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1313 {
1314 pick_up (op, tmp);
1315 continue;
1316 }
1317 }
1318
1319 if (tmp->type == WEAPON && tmp->name == NULL)
1320 {
1321 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1322 {
1323 pick_up (op, tmp);
1324 continue;
1325 }
1326 }
1253 } 1327 }
1254 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1255 1328
1329 /* misc stuff that's useful */
1330 if (op->contr->mode & PU_KEY)
1331 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1332 {
1333 pick_up (op, tmp);
1334 continue;
1335 }
1336
1337 /* any of the last 4 bits set means we use the ratio for value
1338 * pickups */
1339 if (op->contr->mode & PU_RATIO)
1340 {
1341 /* use value density to decide what else to grab */
1342 /* >=7 was >= op->contr->mode */
1343 /* >=7 is the old standard setting. Now we take the last 4 bits
1344 * and multiply them by 5, giving 0..15*5== 5..75 */
1345 wvratio = (op->contr->mode & PU_RATIO) * 5;
1346 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1347 {
1348 pick_up (op, tmp);
1256#if 0 1349#if 0
1257 /* print the flags too */ 1350 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1258 for(k=0;k<4;k++) 1351 if (tmp->name != NULL)
1259 { 1352 {
1260 fprintf(stderr,"%d [%d] ", k, k*32+31); 1353 fprintf (stderr, "%s", tmp->name);
1261 for(j=0;j<32;j++) 1354 }
1262 { 1355 else
1263 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1356 fprintf (stderr, "%s", tmp->arch->archname);
1264 if(!((j+1)%4))fprintf(stderr," "); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1265 } 1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1266 fprintf(stderr," [%d]\n", k*32);
1267 }
1268#endif 1359#endif
1269 } 1360 continue;
1270 /* philosophy: 1361 }
1271 * It's easy to grab an item type from a pile, as long as it's
1272 * generic. This takes no game-time. For more detailed pickups
1273 * and selections, select-items shoul dbe used. This is a
1274 * grab-as-you-run type mode that's really useful for arrows for
1275 * example.
1276 * The drawback: right now it has no frontend, so you need to
1277 * stick the bits you want into a calculator in hex mode and then
1278 * convert to decimal and then 'pickup <#>
1279 */
1280
1281 /* the first two modes are exclusive: if NOTHING we return, if
1282 * STOP then we stop. All the rest are applied sequentially,
1283 * meaning if any test passes, the item gets picked up. */
1284
1285 /* if mode is set to pick nothing up, return */
1286
1287 if(op->contr->mode & PU_NOTHING) return 1;
1288
1289 /* if mode is set to stop when encountering objects, return */
1290 /* take STOP before INHIBIT since it doesn't actually pick
1291 * anything up */
1292
1293 if(op->contr->mode & PU_STOP) return 0;
1294
1295 /* useful for going into stores and not losing your settings... */
1296 /* and for battles wher you don't want to get loaded down while
1297 * fighting */
1298 if(op->contr->mode & PU_INHIBIT) return 1;
1299
1300 /* prevent us from turning into auto-thieves :) */
1301 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1302
1303 /* ignore known cursed objects */
1304 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1305
1306 /* all food and drink if desired */
1307 /* question: don't pick up known-poisonous stuff? */
1308 if(op->contr->mode & PU_FOOD)
1309 if (tmp->type == FOOD)
1310 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1311 if(op->contr->mode & PU_DRINK)
1312 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1313 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1314
1315 if(op->contr->mode & PU_POTION)
1316 if (tmp->type == POTION)
1317 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1318
1319 /* spellbooks, skillscrolls and normal books/scrolls */
1320 if(op->contr->mode & PU_SPELLBOOK)
1321 if (tmp->type == SPELLBOOK)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1323 if(op->contr->mode & PU_SKILLSCROLL)
1324 if (tmp->type == SKILLSCROLL)
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1326 if(op->contr->mode & PU_READABLES)
1327 if (tmp->type == BOOK || tmp->type == SCROLL)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1329
1330 /* wands/staves/rods/horns */
1331 if (op->contr->mode & PU_MAGIC_DEVICE)
1332 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1334
1335 /* pick up all magical items */
1336 if(op->contr->mode & PU_MAGICAL)
1337 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1339
1340 if(op->contr->mode & PU_VALUABLES)
1341 {
1342 if (tmp->type == MONEY || tmp->type == GEM)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1344 }
1345
1346 /* rings & amulets - talismans seems to be typed AMULET */
1347 if(op->contr->mode & PU_JEWELS)
1348 if (tmp->type == RING || tmp->type == AMULET)
1349 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1350
1351 /* bows and arrows. Bows are good for selling! */
1352 if(op->contr->mode & PU_BOW)
1353 if (tmp->type == BOW)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1355 if(op->contr->mode & PU_ARROW)
1356 if (tmp->type == ARROW)
1357 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1358
1359 /* all kinds of armor etc. */
1360 if(op->contr->mode & PU_ARMOUR)
1361 if (tmp->type == ARMOUR)
1362 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1363 if(op->contr->mode & PU_HELMET)
1364 if (tmp->type == HELMET)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1366 if(op->contr->mode & PU_SHIELD)
1367 if (tmp->type == SHIELD)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1369 if(op->contr->mode & PU_BOOTS)
1370 if (tmp->type == BOOTS)
1371 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1372 if(op->contr->mode & PU_GLOVES)
1373 if (tmp->type == GLOVES)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1375 if(op->contr->mode & PU_CLOAK)
1376 if (tmp->type == CLOAK)
1377 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1378
1379 /* hoping to catch throwing daggers here */
1380 if(op->contr->mode & PU_MISSILEWEAPON)
1381 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1383
1384 /* careful: chairs and tables are weapons! */
1385 if(op->contr->mode & PU_ALLWEAPON)
1386 {
1387 if(tmp->type == WEAPON && tmp->name!=NULL)
1388 {
1389 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1390 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1391 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1392 }
1393 if(tmp->type == WEAPON && tmp->name==NULL)
1394 {
1395 if(strstr(tmp->arch->name,"table")==NULL &&
1396 strstr(tmp->arch->name,"chair")==NULL)
1397 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1398 }
1399 }
1400
1401 /* misc stuff that's useful */
1402 if(op->contr->mode & PU_KEY)
1403 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1404 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1405
1406 /* any of the last 4 bits set means we use the ratio for value
1407 * pickups */
1408 if(op->contr->mode & PU_RATIO)
1409 {
1410 /* use value density to decide what else to grab */
1411 /* >=7 was >= op->contr->mode */
1412 /* >=7 is the old standard setting. Now we take the last 4 bits
1413 * and multiply them by 5, giving 0..15*5== 5..75 */
1414 wvratio=(op->contr->mode & PU_RATIO) * 5;
1415 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1416 {
1417 pick_up(op, tmp);
1418#if 0
1419 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1420 if(tmp->name!=NULL) {
1421 fprintf(stderr,"%s", tmp->name);
1422 } 1362 }
1423 else fprintf(stderr,"%s",tmp->arch->name); 1363 } /* the new pickup model */
1424 fprintf(stderr,",%d] = ", tmp->type);
1425 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1426#endif
1427 continue;
1428 }
1429 } 1364 }
1430 } /* the new pickup model */ 1365
1431 }
1432 return ! stop; 1366 return !stop;
1433} 1367}
1434 1368
1435/* 1369/*
1436 * Find an arrow in the inventory and after that 1370 * Find an arrow in the inventory and after that
1437 * in the right type container (quiver). Pointer to the 1371 * in the right type container (quiver). Pointer to the
1438 * found object is returned. 1372 * found object is returned.
1439 */ 1373 */
1374object *
1440object *find_arrow(object *op, const char *type) 1375find_arrow (object *op, const char *type)
1441{ 1376{
1442 object *tmp = NULL; 1377 object *tmp = 0;
1443 1378
1444 for(op=op->inv; op; op=op->below) 1379 for (op = op->inv; op; op = op->below)
1445 if(!tmp && op->type==CONTAINER && op->race==type && 1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1446 QUERY_FLAG(op,FLAG_APPLIED))
1447 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1448 else if (op->type==ARROW && op->race==type) 1382 else if (op->type == ARROW && op->race == type)
1449 return op; 1383 return op;
1384
1450 return tmp; 1385 return tmp;
1451} 1386}
1452 1387
1453/* 1388/*
1454 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1455 * against the target. A full test is not performed, simply a basic test 1390 * against the target. A full test is not performed, simply a basic test
1456 * of resistances. The archer is making a quick guess at what he sees down 1391 * of resistances. The archer is making a quick guess at what he sees down
1457 * the hall. Failing that it does it's best to pick the highest plus arrow. 1392 * the hall. Failing that it does it's best to pick the highest plus arrow.
1458 */ 1393 */
1459 1394object *
1460object *find_better_arrow(object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1461{ 1396{
1462 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1463 int attacknum, attacktype, betterby=0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1464 1399
1465 if (!type) 1400 if (!type)
1466 return NULL; 1401 return NULL;
1467 1402
1468 for (arrow=op->inv; arrow; arrow=arrow->below) { 1403 for (arrow = op->inv; arrow; arrow = arrow->below)
1469 if (arrow->type==CONTAINER && arrow->race==type && 1404 {
1470 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1405 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1406 {
1471 i = 0; 1407 i = 0;
1472 ntmp = find_better_arrow(arrow, target, type, &i); 1408 ntmp = find_better_arrow (arrow, target, type, &i);
1473 if (i > betterby) { 1409 if (i > betterby)
1410 {
1474 tmp = ntmp; 1411 tmp = ntmp;
1475 betterby = i; 1412 betterby = i;
1476 } 1413 }
1414 }
1477 } else if (arrow->type==ARROW && arrow->race==type) { 1415 else if (arrow->type == ARROW && arrow->race == type)
1416 {
1478 /* allways prefer assasination/slaying */ 1417 /* allways prefer assasination/slaying */
1479 if (target->race != NULL && arrow->slaying != NULL && 1418 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1480 strstr(arrow->slaying, target->race)) { 1419 {
1481 if (arrow->attacktype & AT_DEATH) { 1420 if (arrow->attacktype & AT_DEATH)
1421 {
1482 *better = 100; 1422 *better = 100;
1483 return arrow; 1423 return arrow;
1484 } else {
1485 tmp = arrow;
1486 betterby = (arrow->magic + arrow->stats.dam) * 2;
1487 } 1424 }
1488 } else { 1425 else
1489 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1490 attacktype = 1<<attacknum;
1491 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1492 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1493 tmp = arrow;
1494 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1495 }
1496 } 1426 {
1497 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1498 tmp = arrow; 1427 tmp = arrow;
1499 betterby = 2 + arrow->magic + arrow->stats.dam; 1428 betterby = (arrow->magic + arrow->stats.dam) * 2;
1500 }
1501 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1502 tmp = arrow;
1503 betterby = 1 + arrow->magic + arrow->stats.dam;
1504 } 1429 }
1505 } 1430 }
1431 else
1432 {
1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1434 {
1435 attacktype = 1 << attacknum;
1436 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1438 {
1439 tmp = arrow;
1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1441 }
1442 }
1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1444 {
1445 tmp = arrow;
1446 betterby = 2 + arrow->magic + arrow->stats.dam;
1447 }
1448 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1449 {
1450 tmp = arrow;
1451 betterby = 1 + arrow->magic + arrow->stats.dam;
1452 }
1506 } 1453 }
1454 }
1507 } 1455 }
1508 if (tmp == NULL && arrow == NULL) 1456 if (tmp == NULL && arrow == NULL)
1509 return find_arrow(op, type); 1457 return find_arrow (op, type);
1510 1458
1511 *better = betterby; 1459 *better = betterby;
1512 return tmp; 1460 return tmp;
1513} 1461}
1514 1462
1515/* looks in a given direction, finds the first valid target, and calls 1463/* looks in a given direction, finds the first valid target, and calls
1516 * find_better_arrow to find a decent arrow to use. 1464 * find_better_arrow to find a decent arrow to use.
1517 * op = the shooter 1465 * op = the shooter
1518 * type = bow->race 1466 * type = bow->race
1519 * dir = fire direction 1467 * dir = fire direction
1520 */ 1468 */
1521 1469object *
1522object *pick_arrow_target(object *op, const char *type, int dir) 1470pick_arrow_target (object *op, const char *type, int dir)
1523{ 1471{
1524 object *tmp = NULL; 1472 object *tmp = NULL;
1525 mapstruct *m; 1473 maptile *m;
1526 int i, mflags, found, number; 1474 int i, mflags, found, number;
1527 sint16 x, y; 1475 sint16 x, y;
1528 1476
1529 if (op->map == NULL) 1477 if (op->map == NULL)
1530 return find_arrow(op, type); 1478 return find_arrow (op, type);
1531 1479
1532 /* do a dex check */ 1480 /* do a dex check */
1533 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1481 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1534 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1482 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1535 return find_arrow(op, type); 1483 return find_arrow (op, type);
1536 1484
1537 m = op->map; 1485 m = op->map;
1538 x = op->x; 1486 x = op->x;
1539 y = op->y; 1487 y = op->y;
1540 1488
1541 /* find the first target */ 1489 /* find the first target */
1542 for (i=0, found=0; i<20; i++) { 1490 for (i = 0, found = 0; i < 20; i++)
1491 {
1543 x += freearr_x[dir]; 1492 x += freearr_x[dir];
1544 y += freearr_y[dir]; 1493 y += freearr_y[dir];
1545 mflags = get_map_flags(m, &m, x, y, &x, &y); 1494 mflags = get_map_flags (m, &m, x, y, &x, &y);
1546 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1495 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1496 {
1547 tmp = NULL; 1497 tmp = NULL;
1498 break;
1499 }
1500 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1501 {
1502 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1503 * perhaps a bad assumption.
1504 */
1505 tmp = NULL;
1506 break;
1507 }
1508 if (mflags & P_IS_ALIVE)
1509 {
1510 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1511 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1512 {
1513 found++;
1514 break;
1515 }
1516 if (found)
1548 break; 1517 break;
1549 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1550 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1551 * perhaps a bad assumption.
1552 */
1553 tmp = NULL;
1554 break;
1555 } 1518 }
1556 if (mflags & P_IS_ALIVE) {
1557 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1558 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1559 found++;
1560 break;
1561 }
1562 if (found)
1563 break;
1564 }
1565 } 1519 }
1566 if (tmp == NULL) 1520 if (tmp == NULL)
1567 return find_arrow(op, type); 1521 return find_arrow (op, type);
1568 1522
1569 if (tmp->head) 1523 if (tmp->head)
1570 tmp = tmp->head; 1524 tmp = tmp->head;
1571 1525
1572 return find_better_arrow(op, tmp, type, &i); 1526 return find_better_arrow (op, tmp, type, &i);
1573} 1527}
1574 1528
1575/* 1529/*
1576 * Creature fires a bow - op can be monster or player. Returns 1530 * Creature fires a bow - op can be monster or player. Returns
1577 * 1 if bow was actually fired, 0 otherwise. 1531 * 1 if bow was actually fired, 0 otherwise.
1580 * dir is the direction of fire. 1534 * dir is the direction of fire.
1581 * wc_mod is any special modifier to give (used in special player fire modes) 1535 * wc_mod is any special modifier to give (used in special player fire modes)
1582 * sx, sy are coordinates to fire arrow from - also used in some of the special 1536 * sx, sy are coordinates to fire arrow from - also used in some of the special
1583 * player fire modes. 1537 * player fire modes.
1584 */ 1538 */
1539int
1585int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1540fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1586 sint16 sx, sint16 sy)
1587{ 1541{
1588 object *left, *bow; 1542 object *left, *bow;
1589 tag_t left_tag, tag; 1543 int mflags;
1590 int bowspeed, mflags; 1544 maptile *m;
1591 mapstruct *m;
1592 1545
1593 if (!dir) { 1546 if (!dir)
1547 {
1594 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1548 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1595 return 0; 1549 return 0;
1550 }
1551
1552 if (op->contr)
1553 bow = op->current_weapon;
1554 else
1596 } 1555 {
1597 if (op->type == PLAYER)
1598 bow=op->contr->ranges[range_bow];
1599 else {
1600 for(bow=op->inv; bow; bow=bow->below) 1556 for (bow = op->inv; bow; bow = bow->below)
1601 /* Don't check for applied - monsters don't apply bows - in that way, they 1557 /* Don't check for applied - monsters don't apply bows - in that way, they
1602 * don't need to switch back and forth between bows and weapons. 1558 * don't need to switch back and forth between bows and weapons.
1603 */ 1559 */
1604 if(bow->type==BOW) 1560 if (bow->type == BOW)
1605 break; 1561 break;
1606 1562
1607 if (!bow) { 1563 if (!bow)
1564 {
1608 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1609 return 0; 1566 return 0;
1567 }
1568
1569 // optimisation: move object to top so we will find it quickly again
1570 if (bow->below)
1610 } 1571 {
1572 bow->remove ();
1573 op->insert (bow);
1574 }
1575
1611 } 1576 }
1577
1612 if( !bow->race || !bow->skill) { 1578 if (!bow->race || !bow->skill)
1579 {
1613 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1614 return 0; 1581 return 0;
1615 } 1582 }
1616 1583
1617 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1618
1619 /* penalize ROF for bestarrow */
1620 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1621 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1622 if (bowspeed < 1)
1623 bowspeed = 1;
1624
1625 if (arrow == NULL) { 1584 if (arrow == NULL)
1585 {
1626 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1586 if ((arrow = find_arrow (op, bow->race)) == NULL)
1587 {
1627 if (op->type == PLAYER) 1588 if (op->type == PLAYER)
1628 new_draw_info_format(NDI_UNIQUE, 0, op, 1589 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1629 "You have no %s left.", &bow->race);
1630 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1590 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1631 else 1591 else
1632 CLEAR_FLAG(op, FLAG_READY_BOW); 1592 CLEAR_FLAG (op, FLAG_READY_BOW);
1593
1633 return 0; 1594 return 0;
1634 } 1595 }
1635 } 1596 }
1597
1636 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1598 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1637 if (mflags & P_OUT_OF_MAP) { 1599 if (mflags & P_OUT_OF_MAP)
1638 return 0; 1600 return 0;
1639 } 1601
1640 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1602 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1603 {
1641 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1604 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1642 return 0; 1605 return 0;
1643 } 1606 }
1644 1607
1645 /* this should not happen, but sometimes does */ 1608 /* this should not happen, but sometimes does */
1646 if (arrow->nrof==0) { 1609 if (arrow->nrof == 0)
1647 remove_ob(arrow); 1610 {
1648 free_object(arrow); 1611 arrow->destroy ();
1649 return 0; 1612 return 0;
1650 } 1613 }
1651 1614
1652 left = arrow; /* these are arrows left to the player */ 1615 left = arrow; /* these are arrows left to the player */
1653 left_tag = left->count;
1654 arrow = get_split_ob(arrow, 1); 1616 arrow = get_split_ob (arrow, 1);
1655 if (arrow == NULL) { 1617 if (!arrow)
1618 {
1656 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1657 return 0; 1620 return 0;
1658 } 1621 }
1659 set_owner(arrow, op); 1622
1623 arrow->set_owner (op);
1660 arrow->skill = bow->skill; 1624 arrow->skill = bow->skill;
1661
1662 arrow->direction=dir; 1625 arrow->direction = dir;
1663 arrow->x = sx;
1664 arrow->y = sy;
1665 1626
1666 if (op->type == PLAYER) {
1667 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1668 fix_player(op);
1669 }
1670
1671 SET_ANIMATION(arrow, arrow->direction);
1672 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1627 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1673 arrow->stats.hp = arrow->stats.dam; 1628 arrow->stats.hp = arrow->stats.dam;
1674 arrow->stats.grace = arrow->attacktype; 1629 arrow->stats.grace = arrow->attacktype;
1630
1675 if (arrow->slaying != NULL) 1631 if (arrow->slaying)
1676 arrow->spellarg = strdup_local(arrow->slaying); 1632 arrow->spellarg = strdup (arrow->slaying);
1677 1633
1678 /* Note that this was different for monsters - they got their level 1634#if 0
1679 * added to the damage. I think the strength bonus is more proper. 1635 if (player *pl = op->contr)
1680 */
1681 1636 {
1682 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1637 float speed = pl->weapon_sp;
1683 0 : dam_bonus[op->stats.Str]) +
1684 bow->stats.dam + bow->magic + arrow->magic;
1685 1638
1639 /* penalize ROF for bestarrow */
1640 if (pl->bowtype == bow_bestarrow)
1641 speed *= .9f;
1642 else
1643 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1644
1645 op->speed_left += speed - op->speed;
1646 }
1647#endif
1648
1649 SET_ANIMATION (arrow, arrow->direction);
1650
1686 /* update the speed */ 1651 /* update the speed */
1687 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1652 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1688 0 : dam_bonus[op->stats.Str]) +
1689 bow->magic + arrow->magic) / 5.0 +
1690 (float)bow->stats.dam / 7.0; 1653 + bow->stats.dam / 7.f;
1691 1654
1692 if (arrow->speed < 1.0) 1655 arrow->set_speed (max (arrow->speed, 2.f));
1693 arrow->speed = 1.0;
1694 update_ob_speed(arrow);
1695 arrow->speed_left = 0; 1656 arrow->speed_left = 0;
1696 1657
1658 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1659
1697 if (op->type == PLAYER) { 1660 if (op->type == PLAYER)
1698 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1661 {
1699 (op->chosen_skill?op->chosen_skill->level:op->level) -
1700 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1701 arrow->stats.wc - bow->stats.wc + wc_mod;
1702
1703 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1662 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1704 } else { 1663 wc -= dex_bonus[op->stats.Dex];
1705 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1706 arrow->stats.wc + wc_mod;
1707 1664
1665 if (!arrow->slaying)
1666 arrow->slaying = op->slaying;
1667
1668 arrow->attacktype |= op->attacktype;
1669 }
1670 else
1671 {
1708 arrow->level = op->level; 1672 arrow->level = op->level;
1709 } 1673 arrow->stats.wc -= bow->magic;
1710 if (arrow->attacktype == AT_PHYSICAL) 1674
1711 arrow->attacktype |= bow->attacktype; 1675 if (!arrow->slaying)
1712 if (bow->slaying != NULL)
1713 arrow->slaying = bow->slaying; 1676 arrow->slaying = bow->slaying;
1714 1677
1715 arrow->map = m; 1678 arrow->attacktype |= bow->attacktype;
1679 }
1680
1681 wc -= arrow->level;
1682 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1683
1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1716 arrow->move_type = MOVE_FLY_LOW; 1685 arrow->move_type = MOVE_FLY_LOW;
1717 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1718 1687
1719 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1688 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1720 tag = arrow->count; 1689 m->insert (arrow, sx, sy, op);
1721 insert_ob_in_map(arrow, m, op, 0);
1722 1690
1723 if (!was_destroyed(arrow, tag)) 1691 if (!arrow->destroyed ())
1724 move_arrow(arrow); 1692 move_arrow (arrow);
1725 1693
1726 if (op->type == PLAYER) { 1694 if (op->type == PLAYER)
1727 if (was_destroyed (left, left_tag)) 1695 {
1696 if (left->destroyed ())
1728 esrv_del_item(op->contr, left_tag); 1697 esrv_del_item (op->contr, left->count);
1729 else 1698 else
1730 esrv_send_item(op, left); 1699 esrv_send_item (op, left);
1731 } 1700 }
1701
1732 return 1; 1702 return 1;
1733} 1703}
1734 1704
1735/* Special fire code for players - this takes into 1705/* Special fire code for players - this takes into
1736 * account the special fire modes players can have 1706 * account the special fire modes players can have
1737 * but monsters can't. Putting that code here 1707 * but monsters can't. Putting that code here
1738 * makes the fire_bow code much cleaner. 1708 * makes the fire_bow code much cleaner.
1739 * this function should only be called if 'op' is a player, 1709 * this function should only be called if 'op' is a player,
1740 * hence the function name. 1710 * hence the function name.
1741 */ 1711 */
1712int
1742int player_fire_bow(object *op, int dir) 1713player_fire_bow (object *op, int dir)
1743{ 1714{
1744 int ret=0, wcmod=0; 1715 int ret = 0, wcmod = 0;
1745 1716
1746 if (op->contr->bowtype == bow_bestarrow) { 1717 if (op->contr->bowtype == bow_bestarrow)
1747 ret = fire_bow(op, op, 1718 {
1748 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1719 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1749 dir, 0, op->x, op->y); 1720 }
1750 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1721 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1722 {
1751 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1752 wcmod =-1; 1724 wcmod = -1;
1725
1753 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1726 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1754 op->x, op->y); 1727 }
1755 } else if (op->contr->bowtype == bow_threewide) { 1728 else if (op->contr->bowtype == bow_threewide)
1729 {
1756 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1730 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1757 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1731 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1758 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1732 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1733 }
1759 } else if (op->contr->bowtype == bow_spreadshot) { 1734 else if (op->contr->bowtype == bow_spreadshot)
1735 {
1760 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1736 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1761 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1737 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1762 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1738 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1763 1739 }
1764 } else { 1740 else
1741 {
1765 /* Simple case */ 1742 /* Simple case */
1766 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1743 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1767 } 1744 }
1745
1768 return ret; 1746 return ret;
1769} 1747}
1770
1771 1748
1772/* Fires a misc (wand/rod/horn) object in 'dir'. 1749/* Fires a misc (wand/rod/horn) object in 'dir'.
1773 * Broken apart from 'fire' to keep it more readable. 1750 * Broken apart from 'fire' to keep it more readable.
1774 */ 1751 */
1752void
1775void fire_misc_object(object *op, int dir) 1753fire_misc_object (object *op, int dir)
1776{ 1754{
1777 object *item; 1755 object *item = op->contr->ranged_ob;
1778 1756
1779 if (!op->contr->ranges[range_misc]) { 1757 if (!item)
1758 {
1780 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1759 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1781 return; 1760 return;
1782 } 1761 }
1783 1762
1784 item = op->contr->ranges[range_misc];
1785 if (!item->inv) { 1763 if (!item->inv)
1764 {
1786 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1765 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1787 return; 1766 return;
1788 } 1767 }
1768
1769 if (!op->change_weapon (item))
1770 return;
1771
1789 if (item->type == WAND) { 1772 if (item->type == WAND)
1773 {
1790 if(item->stats.food<=0) { 1774 if (item->stats.food <= 0)
1775 {
1791 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1792 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1778
1793 return; 1779 return;
1794 } 1780 }
1781 }
1795 } else if (item->type == ROD || item->type==HORN) { 1782 else if (item->type == ROD || item->type == HORN)
1783 {
1796 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1784 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1785 {
1797 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1786 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1787
1798 if (item->type== ROD) 1788 if (item->type == ROD)
1799 new_draw_info_format(NDI_UNIQUE, 0,op,
1800 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1801 else 1790 else
1802 new_draw_info_format(NDI_UNIQUE, 0,op, 1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1803 "The %s needs more time to charge.", query_base_name(item,0)); 1792
1804 return; 1793 return;
1805 } 1794 }
1806 } 1795 }
1807 1796
1808 if(cast_spell(op,item,dir,item->inv,NULL)) { 1797 if (cast_spell (op, item, dir, item->inv, NULL))
1798 {
1809 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1799 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1810 if (item->type == WAND) { 1800 if (item->type == WAND)
1801 {
1811 if (!(--item->stats.food)) { 1802 if (!(--item->stats.food))
1803 {
1812 object *tmp; 1804 object *tmp;
1805
1813 if (item->arch) { 1806 if (item->arch)
1807 {
1814 CLEAR_FLAG(item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
1815 item->face = item->arch->clone.face; 1809 item->face = item->arch->face;
1816 item->speed = 0; 1810 item->set_speed (0);
1817 update_ob_speed(item);
1818 } 1811 }
1812
1819 if ((tmp=is_player_inv(item))) 1813 if ((tmp = item->in_player ()))
1820 esrv_update_item(UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
1821 } 1815 }
1822 } 1816 }
1823 else if (item->type == ROD || item->type==HORN) { 1817 else if (item->type == ROD || item->type == HORN)
1824 drain_rod_charge(item); 1818 drain_rod_charge (item);
1825 }
1826 } 1819 }
1827} 1820}
1828 1821
1829/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
1830 */ 1823 */
1824bool
1831void fire(object *op,int dir) { 1825fire (object *op, int dir)
1826{
1832 int spellcost=0; 1827 int spellcost = 0;
1833 1828
1834 /* check for loss of invisiblity/hide */ 1829 /* check for loss of invisiblity/hide */
1835 if (action_makes_visible(op)) make_visible(op); 1830 if (action_makes_visible (op))
1831 make_visible (op);
1836 1832
1837 switch(op->contr->shoottype) { 1833 player *pl = op->contr;
1838 case range_none:
1839 return;
1840 1834
1841 case range_bow: 1835 if (pl->golem)
1836 {
1837 control_golem (op->contr->golem, dir);
1838 return false;
1839 }
1840
1841 object *ob = pl->ranged_ob;
1842
1843 if (!ob)
1844 return false;
1845
1846 if (!op->change_weapon (ob))
1847 return false;
1848
1849 if (op->speed_left > 0.f)
1850 --op->speed_left;
1851 else
1852 return false;
1853
1854 switch (ob->type)
1855 {
1856 case BOW:
1842 player_fire_bow(op, dir); 1857 player_fire_bow (op, dir);
1843 return; 1858 break;
1844 1859
1845 case range_magic: /* Casting spells */ 1860 case SPELL:
1846 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1861 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1847 return; 1862 break;
1848 1863
1849 case range_misc: 1864 case BUILDER:
1850 fire_misc_object(op, dir);
1851 return;
1852
1853 case range_golem: /* Control summoned monsters from scrolls */
1854 if(op->contr->ranges[range_golem]==NULL ||
1855 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1856 op->contr->ranges[range_golem] = NULL;
1857 op->contr->shoottype=range_none;
1858 op->contr->golem_count = 0;
1859 }
1860 else
1861 control_golem(op->contr->ranges[range_golem], dir);
1862 return;
1863
1864 case range_skill:
1865 if(!op->chosen_skill) {
1866 if(op->type==PLAYER)
1867 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1868 return;
1869 }
1870 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1871 return;
1872 case range_builder:
1873 apply_map_builder( op, dir ); 1865 apply_map_builder (op, dir);
1874 return; 1866 break;
1867
1868 case SKILL:
1869 do_skill (op, op, ob, dir, 0);
1870 break;
1871
1875 default: 1872 default:
1876 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1873 fire_misc_object (op, dir);
1877 return; 1874 break;
1878 } 1875 }
1879}
1880 1876
1881 1877 return true;
1878}
1882 1879
1883/* find_key 1880/* find_key
1884 * We try to find a key for the door as passed. If we find a key 1881 * We try to find a key for the door as passed. If we find a key
1885 * and successfully use it, we return the key, otherwise NULL 1882 * and successfully use it, we return the key, otherwise NULL
1886 * This function merges both normal and locked door, since the logic 1883 * This function merges both normal and locked door, since the logic
1888 * pl is the player, 1885 * pl is the player,
1889 * inv is the objects inventory to searched 1886 * inv is the objects inventory to searched
1890 * door is the door we are trying to match against. 1887 * door is the door we are trying to match against.
1891 * This function can be called recursively to search containers. 1888 * This function can be called recursively to search containers.
1892 */ 1889 */
1893 1890object *
1894object * find_key(object *pl, object *container, object *door) 1891find_key (object *pl, object *container, object *door)
1895{ 1892{
1896 object *tmp,*key; 1893 object *tmp, *key;
1897 1894
1898 /* Should not happen, but sanity checking is never bad */ 1895 /* Should not happen, but sanity checking is never bad */
1899 if (container->inv == NULL) return NULL; 1896 if (!container->inv)
1897 return 0;
1900 1898
1901 /* First, lets try to find a key in the top level inventory */ 1899 /* First, lets try to find a key in the top level inventory */
1902 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1900 for (tmp = container->inv; tmp; tmp = tmp->below)
1901 {
1903 if (door->type==DOOR && tmp->type==KEY) break; 1902 if (door->type == DOOR && tmp->type == KEY)
1903 break;
1904 /* For sanity, we should really check door type, but other stuff 1904 /* For sanity, we should really check door type, but other stuff
1905 * (like containers) can be locked with special keys 1905 * (like containers) can be locked with special keys
1906 */ 1906 */
1907 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1908 tmp->slaying==door->slaying) break; 1908 break;
1909 } 1909 }
1910
1910 /* No key found - lets search inventories now */ 1911 /* No key found - lets search inventories now */
1911 /* If we find and use a key in an inventory, return at that time. 1912 /* If we find and use a key in an inventory, return at that time.
1912 * otherwise, if we search all the inventories and still don't find 1913 * otherwise, if we search all the inventories and still don't find
1913 * a key, return 1914 * a key, return
1914 */ 1915 */
1915 if (!tmp) { 1916 if (!tmp)
1917 {
1916 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1918 for (tmp = container->inv; tmp; tmp = tmp->below)
1919 {
1917 /* No reason to search empty containers */ 1920 /* No reason to search empty containers */
1918 if (tmp->type==CONTAINER && tmp->inv) { 1921 if (tmp->type == CONTAINER && tmp->inv)
1922 {
1919 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1923 if ((key = find_key (pl, tmp, door)))
1924 return key;
1920 } 1925 }
1921 } 1926 }
1927
1928 if (!tmp)
1922 if (!tmp) return NULL; 1929 return NULL;
1923 } 1930 }
1931
1924 /* We get down here if we have found a key. Now if its in a container, 1932 /* We get down here if we have found a key. Now if its in a container,
1925 * see if we actually want to use it 1933 * see if we actually want to use it
1926 */ 1934 */
1927 if (pl!=container) { 1935 if (pl != container)
1936 {
1928 /* Only let players use keys in containers */ 1937 /* Only let players use keys in containers */
1929 if (!pl->contr) return NULL; 1938 if (!pl->contr)
1939 return NULL;
1930 /* cases where this fails: 1940 /* cases where this fails:
1931 * If we only search the player inventory, return now since we 1941 * If we only search the player inventory, return now since we
1932 * are not in the players inventory. 1942 * are not in the players inventory.
1933 * If the container is not active, return now since only active 1943 * If the container is not active, return now since only active
1934 * containers can be used. 1944 * containers can be used.
1935 * If we only search keyrings and the container does not have 1945 * If we only search keyrings and the container does not have
1936 * a race/isn't a keyring. 1946 * a race/isn't a keyring.
1937 * No checking for all containers - to fall through past here, 1947 * No checking for all containers - to fall through past here,
1938 * inv must have been an container and must have been active. 1948 * inv must have been an container and must have been active.
1939 * 1949 *
1940 * Change the color so that the message doesn't disappear with 1950 * Change the color so that the message doesn't disappear with
1941 * all the others. 1951 * all the others.
1942 */ 1952 */
1943 if (pl->contr->usekeys == key_inventory || 1953 if (pl->contr->usekeys == key_inventory ||
1944 !QUERY_FLAG(container, FLAG_APPLIED) || 1954 !QUERY_FLAG (container, FLAG_APPLIED) ||
1945 (pl->contr->usekeys == keyrings &&
1946 (!container->race || strcmp(container->race, "keys"))) 1955 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1947 ) { 1956 {
1948 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1949 "The %s in your %s vibrates as you approach the door", 1958 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1950 query_name(tmp), query_name(container));
1951 return NULL; 1959 return NULL;
1952 } 1960 }
1953 } 1961 }
1962
1954 return tmp; 1963 return tmp;
1955} 1964}
1956 1965
1957/* moved door processing out of move_player_attack. 1966/* moved door processing out of move_player_attack.
1958 * returns 1 if player has opened the door with a key 1967 * returns 1 if player has opened the door with a key
1959 * such that the caller should not do anything more, 1968 * such that the caller should not do anything more,
1960 * 0 otherwise 1969 * 0 otherwise
1961 */ 1970 */
1971static int
1962static int player_attack_door(object *op, object *door) 1972player_attack_door (object *op, object *door)
1963{ 1973{
1964
1965 /* If its a door, try to find a use a key. If we do destroy the door, 1974 /* If its a door, try to find a key. If we do destroy the door,
1966 * might as well return immediately as there is nothing more to do - 1975 * might as well return immediately as there is nothing more to do -
1967 * otherwise, we fall through to the rest of the code. 1976 * otherwise, we fall through to the rest of the code.
1968 */ 1977 */
1969 object *key=find_key(op, op, door); 1978 object *key = find_key (op, op, door);
1970 1979
1971 /* IF we found a key, do some extra work */ 1980 /* If we found a key, do some extra work */
1972 if (key) { 1981 if (key)
1982 {
1973 object *container=key->env; 1983 object *container = key->env;
1974 1984
1975 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1985 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1986
1976 if(action_makes_visible(op)) make_visible(op); 1987 if (action_makes_visible (op))
1988 make_visible (op);
1989
1977 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1990 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1991 spring_trap (door->inv, op);
1992
1978 if (door->type == DOOR) { 1993 if (door->type == DOOR)
1979 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1994 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1980 }
1981 else if(door->type==LOCKED_DOOR) { 1995 else if (door->type == LOCKED_DOOR)
1982 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1996 {
1983 "You open the door with the %s", query_short_name(key)); 1997 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1984 remove_door2(door); /* remove door without violence ;-) */ 1998 remove_door2 (door); /* remove door without violence ;-) */
1985 } 1999 }
2000
1986 /* Do this after we print the message */ 2001 /* Do this after we print the message */
1987 decrease_ob(key); /* Use up one of the keys */ 2002 decrease_ob (key); /* Use up one of the keys */
1988 /* Need to update the weight the container the key was in */ 2003 /* Need to update the weight the container the key was in */
1989 if (container != op) 2004 if (container != op)
1990 esrv_update_item(UPD_WEIGHT, op, container); 2005 esrv_update_item (UPD_WEIGHT, op, container);
2006
1991 return 1; /* Nothing more to do below */ 2007 return 1; /* Nothing more to do below */
2008 }
1992 } else if (door->type==LOCKED_DOOR) { 2009 else if (door->type == LOCKED_DOOR)
2010 {
1993 /* Might as well return now - no other way to open this */ 2011 /* Might as well return now - no other way to open this */
1994 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2012 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1995 return 1; 2013 return 1;
1996 } 2014 }
2015
1997 return 0; 2016 return 0;
1998} 2017}
1999 2018
2000/* This function is just part of a breakup from move_player. 2019/* This function is just part of a breakup from move_player.
2001 * It should keep the code cleaner. 2020 * It should keep the code cleaner.
2002 * When this is called, the players direction has been updated 2021 * When this is called, the players direction has been updated
2003 * (taking into account confusion.) The player is also actually 2022 * (taking into account confusion.) The player is also actually
2004 * going to try and move (not fire weapons). 2023 * going to try and move (not fire weapons).
2005 */ 2024 */
2006 2025bool
2007void move_player_attack(object *op, int dir) 2026move_player_attack (object *op, int dir)
2008{ 2027{
2009 object *tmp, *mon;
2010 sint16 nx, ny;
2011 int on_battleground; 2028 int on_battleground;
2012 mapstruct *m;
2013 2029
2014 nx=freearr_x[dir]+op->x; 2030 sint16 nx = freearr_x[dir] + op->x;
2015 ny=freearr_y[dir]+op->y; 2031 sint16 ny = freearr_y[dir] + op->y;
2016 2032
2017 on_battleground = op_on_battleground(op, NULL, NULL); 2033 on_battleground = op_on_battleground (op, 0, 0);
2018 2034
2035 if (out_of_map (op->map, nx, ny))
2036 return false;
2037
2038 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2039 {
2040 --op->speed_left;
2041 return true;
2042 }
2043
2019 /* If braced, or can't move to the square, and it is not out of the 2044 /* If braced, or can't move to the square, and it is not out of the
2020 * map, attack it. Note order of if statement is important - don't 2045 * map, attack it. Note order of if statement is important - don't
2021 * want to be calling move_ob if braced, because move_ob will move the 2046 * want to be calling move_ob if braced, because move_ob will move the
2022 * player. This is a pretty nasty hack, because if we could 2047 * player. This is a pretty nasty hack, because if we could
2023 * move to some space, it then means that if we are braced, we should 2048 * move to some space, it then means that if we are braced, we should
2024 * do nothing at all. As it is, if we are braced, we go through 2049 * do nothing at all. As it is, if we are braced, we go through
2025 * quite a bit of processing. However, it probably is less than what 2050 * quite a bit of processing. However, it probably is less than what
2026 * move_ob uses. 2051 * move_ob uses.
2027 */ 2052 */
2028 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2053 maptile *m = op->map->xy_find (nx, ny);
2029 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2030 m = get_map_from_coord(op->map, &nx, &ny);
2031 if (!m) return; /* Don't think this should happen */
2032 }
2033 else m =op->map;
2034
2035 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2036 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2037 return;
2038 }
2039 2054
2040 mon = NULL;
2041 /* Go through all the objects, and find ones of interest. Only stop if 2055 /* Go through all the objects, and find ones of interest. Only stop if
2042 * we find a monster - that is something we know we want to attack. 2056 * we find a monster - that is something we know we want to attack.
2043 * if its a door or barrel (can roll) see if there may be monsters 2057 * if its a door or barrel (can roll) see if there may be monsters
2044 * on the space 2058 * on the space
2059 */
2060 object *mon;
2061 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2062 {
2063 if ((mon->flag [FLAG_ALIVE]
2064 || mon->type == LOCKED_DOOR
2065 || mon->flag [FLAG_CAN_ROLL])
2066 && mon != op)
2067 break;
2068 }
2069
2070 if (!mon) /* This happens anytime the player tries to move */
2071 return false; /* into a wall */
2072
2073 mon = mon->head_ ();
2074
2075 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2076 if (op->contr->weapon_sp_left > 0.f)
2077 if (player_attack_door (op, mon))
2045 */ 2078 {
2046 while (tmp!=NULL) { 2079 --op->contr->weapon_sp_left;
2047 if (tmp == op) { 2080 return true;
2048 tmp=tmp->above; 2081 }
2049 continue; 2082
2083 /* The following deals with possibly attacking peaceful
2084 * or friendly creatures. Basically, all players are considered
2085 * unaggressive. If the moving player has peaceful set, then the
2086 * object should be pushed instead of attacked. It is assumed that
2087 * if you are braced, you will not attack friends accidently,
2088 * and thus will not push them.
2089 */
2090
2091 /* If the creature is a pet, push it even if the player is not
2092 * peaceful. Our assumption is the creature is a pet if the
2093 * player owns it and it is either friendly or unagressive.
2094 */
2095 if (op->type == PLAYER
2096 && ((mon->owner && mon->owner->contr
2097 && same_party (mon->owner->contr->party, op->contr->party))
2098 || mon->owner == op)
2099 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2100 {
2101 /* If we're braced, we don't want to switch places with it */
2102 if (op->contr->braced)
2103 return false;
2104
2105 if (op->speed_left > 0.f)
2106 {
2107 --op->speed_left;
2108
2109 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2110 push_ob (mon, dir, op);
2111
2112 if (op->contr->tmp_invis || op->hide)
2113 make_visible (op);
2114
2115 return true;
2116 }
2117 else
2118 return false;
2119 }
2120
2121 /* in certain circumstances, you shouldn't attack friendly
2122 * creatures. Note that if you are braced, you can't push
2123 * someone, but put it inside this loop so that you won't
2124 * attack them either.
2125 */
2126 if ((mon->type == PLAYER || mon->enemy != op)
2127 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2128 && ((op->contr->peaceful
2129 || (mon->type == PLAYER && mon->contr->peaceful))
2130 && !on_battleground))
2131 {
2132 if (op->speed_left > 0.f)
2133 {
2134 --op->speed_left;
2135
2136 if (!op->contr->braced)
2137 {
2138 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2139 push_ob (mon, dir, op);
2050 } 2140 }
2051 if (QUERY_FLAG(tmp,FLAG_ALIVE)) {
2052 mon = tmp;
2053 break;
2054 }
2055 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2056 mon = tmp;
2057 tmp=tmp->above;
2058 }
2059
2060 if (mon==NULL) /* This happens anytime the player tries to move */
2061 return; /* into a wall */
2062
2063 if(mon->head != NULL)
2064 mon = mon->head;
2065
2066 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR))
2067 if (player_attack_door(op, mon)) return;
2068
2069 /* The following deals with possibly attacking peaceful
2070 * or frienddly creatures. Basically, all players are considered
2071 * unaggressive. If the moving player has peaceful set, then the
2072 * object should be pushed instead of attacked. It is assumed that
2073 * if you are braced, you will not attack friends accidently,
2074 * and thus will not push them.
2075 */
2076
2077 /* If the creature is a pet, push it even if the player is not
2078 * peaceful. Our assumption is the creature is a pet if the
2079 * player owns it and it is either friendly or unagressive.
2080 */
2081 if ((op->type==PLAYER)
2082#if COZY_SERVER
2083 &&
2084 (
2085 (get_owner(mon) && get_owner(mon)->contr
2086 && same_party (get_owner(mon)->contr->party, op->contr->party))
2087 || get_owner(mon) == op
2088 )
2089#else
2090 && get_owner(mon)==op
2091#endif
2092 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2093 {
2094 /* If we're braced, we don't want to switch places with it */
2095 if (op->contr->braced) return;
2096 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2097 (void) push_ob(mon,dir,op);
2098 if(op->contr->tmp_invis||op->hide) make_visible(op);
2099 return;
2100 }
2101
2102 /* in certain circumstances, you shouldn't attack friendly
2103 * creatures. Note that if you are braced, you can't push
2104 * someone, but put it inside this loop so that you won't
2105 * attack them either.
2106 */
2107 if ((mon->type==PLAYER || mon->enemy != op) &&
2108 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2109 (
2110#ifdef PROHIBIT_PLAYERKILL
2111 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2112#else
2113 op->contr->peaceful &&
2114#endif
2115 !on_battleground
2116 )) {
2117 if (!op->contr->braced) {
2118 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2119 (void) push_ob(mon,dir,op);
2120 } else { 2141 else
2121 new_draw_info(0, 0,op,"You withhold your attack"); 2142 new_draw_info (0, 0, op, "You withhold your attack");
2143
2144 if (op->contr->tmp_invis || op->hide)
2145 make_visible (op);
2146
2147 return true;
2122 } 2148 }
2123 if(op->contr->tmp_invis||op->hide) make_visible(op); 2149 }
2124 }
2125
2126 /* If the object is a boulder or other rollable object, then 2150 /* If the object is a boulder or other rollable object, then
2127 * roll it if not braced. You can't roll it if you are braced. 2151 * roll it if not braced. You can't roll it if you are braced.
2128 */ 2152 */
2129 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2154 {
2155 if (op->speed_left > 0.f)
2156 {
2157 --op->speed_left;
2158
2130 recursive_roll(mon,dir,op); 2159 recursive_roll (mon, dir, op);
2131 if(action_makes_visible(op)) make_visible(op); 2160 if (action_makes_visible (op))
2132 } 2161 make_visible (op);
2133 2162
2163 return true;
2164 }
2165 }
2134 /* Any generic living creature. Including things like doors. 2166 /* Any generic living creature. Including things like doors.
2135 * Way it works is like this: First, it must have some hit points 2167 * Way it works is like this: First, it must have some hit points
2136 * and be living. Then, it must be one of the following: 2168 * and be living. Then, it must be one of the following:
2137 * 1) Not a player, 2) A player, but of a different party. Note 2169 * 1) Not a player, 2) A player, but of a different party. Note
2138 * that party_number -1 is no party, so attacks can still happen. 2170 * that party_number -1 is no party, so attacks can still happen.
2139 */ 2171 */
2140
2141 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2172 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2142 ((mon->type!=PLAYER || op->contr->party==NULL || 2173 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2143 op->contr->party!=mon->contr->party))) { 2174 {
2144 2175 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2145 /* If the player hasn't hit something this tick, and does
2146 * so, give them speed boost based on weapon speed. Doing
2147 * it here is better than process_players2, which basically
2148 * incurred a 1 tick offset.
2149 */
2150 if (!op->contr->has_hit) {
2151 op->speed_left += op->speed / op->contr->weapon_sp;
2152
2153 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2154 }
2155
2156 skill_attack(mon, op, 0, NULL, NULL);
2157
2158 /* If attacking another player, that player gets automatic
2159 * hitback, and doesn't loose luck either.
2160 * Disable hitback on the battleground or if the target is
2161 * the wiz.
2162 */
2163 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2164 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2165 short luck = mon->stats.luck;
2166 mon->contr->has_hit = 1;
2167 skill_attack(op, mon, 0, NULL, NULL);
2168 mon->stats.luck = luck;
2169 }
2170 if(action_makes_visible(op)) make_visible(op);
2171 } 2176 {
2172 } /* if player should attack something */ 2177 --op->contr->weapon_sp_left;
2173}
2174 2178
2179 skill_attack (mon, op, 0, 0, 0);
2180
2181 if (action_makes_visible (op))
2182 make_visible (op);
2183
2184 return true;
2185 }
2186 }
2187
2188 return false;
2189}
2190
2191bool
2175int move_player(object *op,int dir) { 2192move_player (object *op, int dir)
2193{
2176 int pick; 2194 int pick;
2177 2195
2178 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2196 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2179 return 0;
2180
2181 /* Sanity check: make sure dir is valid */
2182 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2183 LOG( llevError, "move_player: invalid direction %d\n", dir);
2184 return 0;
2185 }
2186
2187 /* peterm: added following line */
2188 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2189 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2190
2191 op->facing = dir;
2192
2193 if(op->hide) do_hidden_move(op);
2194
2195 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2196 /*nop*/;
2197 else if (op->contr->fire_on)
2198 fire (op, dir);
2199 else
2200 {
2201 move_player_attack (op, dir);
2202 pick = check_pick(op);
2203 }
2204
2205 /* Add special check for newcs players and fire on - this way, the
2206 * server can handle repeat firing.
2207 */
2208 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2209 op->direction = dir;
2210 } else {
2211 op->direction=0;
2212 }
2213 /* Update how the player looks. Use the facing, so direction may
2214 * get reset to zero. This allows for full animation capabilities
2215 * for players.
2216 */
2217 animate_object(op, op->facing);
2218 return 0; 2197 return 0;
2198
2199 /* Sanity check: make sure dir is valid */
2200 if ((dir < 0) || (dir >= 9))
2201 {
2202 LOG (llevError, "move_player: invalid direction %d\n", dir);
2203 return 0;
2204 }
2205
2206 /* peterm: added following line */
2207 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2208 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2209
2210 op->facing = dir;
2211
2212 if (op->hide)
2213 do_hidden_move (op);
2214
2215 bool retval;
2216
2217 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2218 retval = RESULT_INT (0);
2219 else if (op->contr->fire_on)
2220 retval = fire (op, dir);
2221 else
2222 {
2223 retval = move_player_attack (op, dir);
2224 pick = check_pick (op);
2225 }
2226
2227 /* Add special check for newcs players and fire on - this way, the
2228 * server can handle repeat firing.
2229 */
2230 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2231 op->direction = dir;
2232 else
2233 op->direction = 0;
2234
2235 /* Update how the player looks. Use the facing, so direction may
2236 * get reset to zero. This allows for full animation capabilities
2237 * for players.
2238 */
2239 animate_object (op, op->facing);
2240
2241 return retval;
2219} 2242}
2220 2243
2221/* This is similar to handle_player, below, but is only used by the 2244/* This is similar to handle_player, below, but is only used by the
2222 * new client/server stuff. 2245 * new client/server stuff.
2223 * This is sort of special, in that the new client/server actually uses 2246 * This is sort of special, in that the new client/server actually uses
2224 * the new speed values for commands. 2247 * the new speed values for commands.
2225 * 2248 *
2226 * Returns true if there are more actions we can do. 2249 * Returns true if there are more actions we can do. Should not do
2250 * many actions in a row, as that would be too unfair to other
2251 * players.
2227 */ 2252 */
2253bool
2228int handle_newcs_player(object *op) 2254handle_newcs_player (object *op)
2229{ 2255{
2230 if (op->contr->hidden) {
2231 op->invisible = 1000;
2232 /* the socket code flashes the player visible/invisible
2233 * depending on the value of invisible, so we need to
2234 * alternate it here for it to work correctly.
2235 */
2236 if (pticks & 2) op->invisible--;
2237 }
2238 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2239 op->invisible--;
2240 if(!op->invisible) {
2241 make_visible(op);
2242 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2243 }
2244 }
2245
2246 if (QUERY_FLAG(op, FLAG_SCARED)) { 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2257 {
2258 if (op->speed_left > 0.f)
2259 {
2260 --op->speed_left;
2247 flee_player(op); 2261 flee_player (op);
2248 /* If player is still scared, that is his action for this tick */ 2262
2249 if (QUERY_FLAG(op, FLAG_SCARED)) {
2250 op->speed_left--;
2251 return 0; 2263 return true;
2252 } 2264 }
2265 else
2266 return false;
2253 } 2267 }
2254 2268
2255 /* I've been seeing crashes where the golem has been destroyed, but
2256 * the player object still points to the defunct golem. The code that
2257 * destroys the golem looks correct, and it doesn't always happen, so
2258 * put this in a a workaround to clean up the golem pointer.
2259 */
2260 if (op->contr->ranges[range_golem] &&
2261 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2262 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2263 op->contr->ranges[range_golem] = NULL;
2264 op->contr->golem_count = 0;
2265 }
2266
2267 /* call this here - we also will call this in do_ericserver, but 2269 /* call this here - we also will call this in do_ericserver, but
2268 * the players time has been increased when doericserver has been 2270 * the players time has been increased when doericserver has been
2269 * called, so we recheck it here. 2271 * called, so we recheck it here.
2270 */ 2272 */
2271 HandleClient(&op->contr->socket, op->contr); 2273 if (op->contr->ns->handle_command ())
2272 if (op->speed_left<0) return 0; 2274 return true;
2273 2275
2274 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2276 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2275 /* All move commands take 1 tick, at least for now */
2276 op->speed_left--;
2277
2278 /* Instead of all the stuff below, let move_player take care
2279 * of it. Also, some of the skill stuff is only put in
2280 * there, as well as the confusion stuff.
2281 */
2282 move_player(op, op->direction); 2277 return move_player (op, op->direction);
2283 if (op->speed_left>0) return 1; 2278
2284 else return 0; 2279 return false;
2285 } 2280}
2281
2282int
2283save_life (object *op)
2284{
2285 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2286 return 0; 2286 return 0;
2287}
2288 2287
2289int save_life(object *op) {
2290 object *tmp;
2291
2292 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2293 return 0;
2294
2295 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2288 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2296 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2289 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2290 {
2297 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2291 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2298 new_draw_info_format(NDI_UNIQUE, 0,op, 2292 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2299 "Your %s vibrates violently, then evaporates.", 2293
2300 query_name(tmp));
2301 if (op->contr) 2294 if (op->contr)
2302 esrv_del_item(op->contr, tmp->count); 2295 esrv_del_item (op->contr, tmp->count);
2303 remove_ob(tmp); 2296
2304 free_object(tmp); 2297 tmp->destroy ();
2305 CLEAR_FLAG(op, FLAG_LIFESAVE); 2298 CLEAR_FLAG (op, FLAG_LIFESAVE);
2299
2306 if(op->stats.hp<0) 2300 if (op->stats.hp < 0)
2307 op->stats.hp = op->stats.maxhp; 2301 op->stats.hp = op->stats.maxhp;
2302
2308 if(op->stats.food<0) 2303 if (op->stats.food < 0)
2309 op->stats.food = 999; 2304 op->stats.food = 999;
2310 fix_player(op); 2305
2306 op->update_stats ();
2311 return 1; 2307 return 1;
2312 } 2308 }
2309
2313 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2310 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2314 CLEAR_FLAG(op, FLAG_LIFESAVE); 2311 CLEAR_FLAG (op, FLAG_LIFESAVE);
2315 enter_player_savebed(op); /* bring him home. */ 2312 enter_player_savebed (op); /* bring him home. */
2316 return 0; 2313 return 0;
2317} 2314}
2318 2315
2319/* This goes throws the inventory and removes unpaid objects, and puts them 2316/* This goes throws the inventory and removes unpaid objects, and puts them
2320 * back in the map (location and map determined by values of env). This 2317 * back in the map (location and map determined by values of env). This
2321 * function will descend into containers. op is the object to start the search 2318 * function will descend into containers. op is the object to start the search
2322 * from. 2319 * from.
2323 */ 2320 */
2321void
2324void remove_unpaid_objects(object *op, object *env) 2322remove_unpaid_objects (object *op, object *env)
2325{ 2323{
2326 object *next;
2327
2328 while (op) { 2324 while (op)
2325 {
2329 next=op->below; /* Make sure we have a good value, in case 2326 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2330 * we remove object 'op' 2327
2331 */
2332 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2328 if (QUERY_FLAG (op, FLAG_UNPAID))
2333 remove_ob(op); 2329 {
2334 op->x = env->x;
2335 op->y = env->y;
2336 if (env->type == PLAYER) 2330 if (env->type == PLAYER)
2337 esrv_del_item(env->contr, op->count); 2331 esrv_del_item (env->contr, op->count);
2338 insert_ob_in_map(op, env->map, NULL,0); 2332
2333 op->insert_at (env);
2339 } 2334 }
2335 else if (op->inv)
2340 else if (op->inv) remove_unpaid_objects(op->inv, env); 2336 remove_unpaid_objects (op->inv, env);
2337
2341 op=next; 2338 op = next;
2342 } 2339 }
2343} 2340}
2344
2345 2341
2346/* 2342/*
2347 * Returns pointer a static string containing gravestone text 2343 * Returns pointer a static string containing gravestone text
2348 * Moved from apply.c to player.c - player.c is what 2344 * Moved from apply.c to player.c - player.c is what
2349 * actually uses this function. player.c may not be quite the 2345 * actually uses this function. player.c may not be quite the
2350 * best, a misc file for object actions is probably better, 2346 * best, a misc file for object actions is probably better,
2351 * but there isn't one in the server directory. 2347 * but there isn't one in the server directory.
2352 */ 2348 */
2349char *
2353char *gravestone_text (object *op) 2350gravestone_text (object *op)
2354{ 2351{
2355 static char buf2[MAX_BUF]; 2352 static char buf2[MAX_BUF];
2356 char buf[MAX_BUF]; 2353 char buf[MAX_BUF];
2357 time_t now = time (NULL); 2354 time_t now = time (NULL);
2358 2355
2359 strcpy (buf2, " R.I.P.\n\n"); 2356 strcpy (buf2, " R.I.P.\n\n");
2360 if (op->type == PLAYER) 2357 if (op->type == PLAYER)
2361 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2358 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2362 else 2359 else
2363 sprintf (buf, "%s\n", &op->name); 2360 sprintf (buf, "%s\n", &op->name);
2361
2364 strncat (buf2, " ", 20 - strlen (buf) / 2); 2362 strncat (buf2, " ", 20 - strlen (buf) / 2);
2365 strcat (buf2, buf); 2363 strcat (buf2, buf);
2366 if (op->type == PLAYER) 2364 if (op->type == PLAYER)
2367 sprintf (buf, "who was in level %d when killed\n", op->level); 2365 sprintf (buf, "who was in level %d when killed\n", op->level);
2368 else 2366 else
2369 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2367 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2368
2370 strncat (buf2, " ", 20 - strlen (buf) / 2); 2369 strncat (buf2, " ", 20 - strlen (buf) / 2);
2371 strcat (buf2, buf); 2370 strcat (buf2, buf);
2372 if (op->type == PLAYER) { 2371 if (op->type == PLAYER)
2372 {
2373 sprintf (buf, "by %s.\n\n", op->contr->killer); 2373 sprintf (buf, "by %s.\n\n", op->contr->killer);
2374 strncat (buf2, " ", 21 - strlen (buf) / 2); 2374 strncat (buf2, " ", 21 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2375 strcat (buf2, buf);
2376 } 2376 }
2377
2377 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2378 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2378 strncat (buf2, " ", 20 - strlen (buf) / 2); 2379 strncat (buf2, " ", 20 - strlen (buf) / 2);
2379 strcat (buf2, buf); 2380 strcat (buf2, buf);
2381
2380 return buf2; 2382 return buf2;
2381} 2383}
2382 2384
2383 2385void
2384
2385void do_some_living(object *op) { 2386do_some_living (object *op)
2387{
2386 int last_food=op->stats.food; 2388 int last_food = op->stats.food;
2387 int gen_hp, gen_sp, gen_grace; 2389 int gen_hp, gen_sp, gen_grace;
2388 int over_hp, over_sp, over_grace; 2390 int over_hp, over_sp, over_grace;
2389 int i; 2391 int i;
2390 int rate_hp = 1200; 2392 int rate_hp = 1200;
2391 int rate_sp = 2500; 2393 int rate_sp = 2500;
2392 int rate_grace = 2000; 2394 int rate_grace = 2000;
2393 const int max_hp = 1; 2395 const int max_hp = 1;
2394 const int max_sp = 1; 2396 const int max_sp = 1;
2395 const int max_grace = 1; 2397 const int max_grace = 1;
2396 2398
2397 if (op->contr->outputs_sync) { 2399 if (op->contr->hidden)
2398 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2400 {
2399 if (op->contr->outputs[i].buf!=NULL && 2401 op->invisible = 1000;
2400 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2402 /* the socket code flashes the player visible/invisible
2401 flush_output_element(op, &op->contr->outputs[i]); 2403 * depending on the value of invisible, so we need to
2404 * alternate it here for it to work correctly.
2405 */
2406 if (pticks & 2)
2407 op->invisible--;
2402 } 2408 }
2409 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2410 {
2411 if (!op->invisible--)
2412 {
2413 make_visible (op);
2414 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2415 }
2416 }
2403 2417
2404 if(op->contr->state==ST_PLAYING) { 2418 if (op->contr->ns->state == ST_PLAYING)
2405 2419 {
2406 /* these next three if clauses make it possible to SLOW DOWN 2420 /* these next three if clauses make it possible to SLOW DOWN
2407 hp/grace/spellpoint regeneration. */ 2421 hp/grace/spellpoint regeneration. */
2408 if(op->contr->gen_hp >= 0 ) 2422 if (op->contr->gen_hp >= 0)
2409 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2423 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2410 else { 2424 else
2425 {
2411 gen_hp = op->stats.maxhp; 2426 gen_hp = op->stats.maxhp;
2412 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2427 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2413 } 2428 }
2429
2414 if(op->contr->gen_sp >= 0 ) 2430 if (op->contr->gen_sp >= 0)
2415 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2431 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2416 else { 2432 else
2433 {
2417 gen_sp = op->stats.maxsp; 2434 gen_sp = op->stats.maxsp;
2418 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2435 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2419 } 2436 }
2437
2420 if(op->contr->gen_grace >= 0) 2438 if (op->contr->gen_grace >= 0)
2421 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2439 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2422 else { 2440 else
2441 {
2423 gen_grace = op->stats.maxgrace; 2442 gen_grace = op->stats.maxgrace;
2424 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2443 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2425 } 2444 }
2426 2445
2427 /* Regenerate Spell Points */ 2446 /* Regenerate Spell Points */
2428 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2447 if (!op->contr->golem && --op->last_sp < 0)
2448 {
2429 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2449 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2430 if(op->stats.sp<op->stats.maxsp) {
2431 op->stats.sp++;
2432 /* dms do not consume food */
2433 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2434 op->stats.food--;
2435 if(op->contr->digestion<0)
2436 op->stats.food+=op->contr->digestion;
2437 else if(op->contr->digestion>0 &&
2438 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2439 op->stats.food=last_food;
2440 }
2441 }
2442 if (max_sp>1) {
2443 over_sp = (gen_sp+10)/rate_sp;
2444 if (over_sp > 0) {
2445 if(op->stats.sp<op->stats.maxsp) { 2450 if (op->stats.sp < op->stats.maxsp)
2446 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2451 {
2447 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2448 op->stats.sp--; 2452 op->stats.sp++;
2449 if(op->stats.sp>op->stats.maxsp) 2453 /* dms do not consume food */
2450 op->stats.sp=op->stats.maxsp; 2454 if (!QUERY_FLAG (op, FLAG_WIZ))
2455 {
2456 op->stats.food--;
2457 if (op->contr->digestion < 0)
2458 op->stats.food += op->contr->digestion;
2459 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2460 op->stats.food = last_food;
2451 } 2461 }
2452 op->last_sp=0;
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 } else {
2457 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2458 }
2459 }
2460
2461 /* Regenerate Grace */
2462 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2463 if(--op->last_grace<0) {
2464 if(op->stats.grace<op->stats.maxgrace/2)
2465 op->stats.grace++; /* no penalty in food for regaining grace */
2466 if(max_grace>1) {
2467 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2468 if (over_grace > 0) {
2469 op->stats.sp += over_grace
2470 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2471 op->last_grace=0;
2472 } else {
2473 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2474 } 2462 }
2463
2464 if (max_sp > 1)
2465 {
2466 over_sp = (gen_sp + 10) / rate_sp;
2467 if (over_sp > 0)
2468 {
2469 if (op->stats.sp < op->stats.maxsp)
2470 {
2471 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2472
2473 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2474 op->stats.sp--;
2475
2476 if (op->stats.sp > op->stats.maxsp)
2477 op->stats.sp = op->stats.maxsp;
2478 }
2479 op->last_sp = 0;
2480 }
2481 else
2482 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2483 }
2475 } else { 2484 else
2485 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2486 }
2487
2488 /* Regenerate Grace */
2489 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2490 if (--op->last_grace < 0)
2491 {
2492 if (op->stats.grace < op->stats.maxgrace / 2)
2493 op->stats.grace++; /* no penalty in food for regaining grace */
2494
2495 if (max_grace > 1)
2496 {
2497 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2498 if (over_grace > 0)
2499 {
2500 op->stats.sp += over_grace
2501 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2502 op->last_grace = 0;
2503 }
2504 else
2505 {
2506 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2507 }
2508 }
2509 else
2510 {
2476 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2511 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2477 } 2512 }
2478 /* wearing stuff doesn't detract from grace generation. */ 2513 /* wearing stuff doesn't detract from grace generation. */
2479 } 2514 }
2480 2515
2481 /* Regenerate Hit Points */ 2516 /* Regenerate Hit Points */
2482 if(--op->last_heal<0) { 2517 if (--op->last_heal < 0)
2518 {
2483 if(op->stats.hp<op->stats.maxhp) { 2519 if (op->stats.hp < op->stats.maxhp)
2520 {
2484 op->stats.hp++; 2521 op->stats.hp++;
2485 /* dms do not consume food */ 2522 /* dms do not consume food */
2486 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2523 if (!QUERY_FLAG (op, FLAG_WIZ))
2487 op->stats.food--; 2524 {
2525 op->stats.food--;
2488 if(op->contr->digestion<0) 2526 if (op->contr->digestion < 0)
2489 op->stats.food+=op->contr->digestion; 2527 op->stats.food += op->contr->digestion;
2490 else if(op->contr->digestion>0 && 2528 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2491 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2492 op->stats.food=last_food; 2529 op->stats.food = last_food;
2530 }
2531 }
2532
2533 if (max_hp > 1)
2534 {
2535 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2536 if (over_hp > 0)
2537 {
2538 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2539 op->last_heal = 0;
2540 }
2541 else
2542 {
2543 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2544 }
2545 }
2546 else
2547 {
2548 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2549 }
2493 } 2550 }
2494 }
2495 if(max_hp>1) {
2496 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2497 if (over_hp > 0) {
2498 op->stats.sp += over_hp
2499 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2500 op->last_heal=0;
2501 } else {
2502 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2503 }
2504 } else {
2505 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2506 }
2507 }
2508 2551
2509 /* Digestion */ 2552 /* Digestion */
2510 if(--op->last_eat<0) { 2553 if (--op->last_eat < 0)
2511#ifdef COZY_SERVER 2554 {
2512 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2555 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2513 int bonus=dg>0?dg:0,
2514 penalty=dg<0?-dg:0;
2515#else
2516 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2517 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2518#endif
2519 2556
2520 if(op->contr->gen_hp > 0) 2557 if (op->contr->gen_hp > 0)
2521 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2558 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2522 else 2559 else
2523 op->last_eat=25*(1+bonus)/(penalty +1); 2560 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2561
2524 /* dms do not consume food */ 2562 /* dms do not consume food */
2525 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2563 if (!QUERY_FLAG (op, FLAG_WIZ))
2526 } 2564 op->stats.food--;
2527 } 2565 }
2528 2566
2529 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2567 if (op->stats.food < 0 && op->stats.hp >= 0)
2568 {
2530 object *tmp, *flesh=NULL; 2569 object *tmp, *flesh = 0;
2531 2570
2532 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2571 for (tmp = op->inv; tmp; tmp = tmp->below)
2572 {
2533 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2573 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2574 {
2534 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2575 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2576 {
2535 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2577 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2536 manual_apply(op,tmp,0); 2578 manual_apply (op, tmp, 0);
2537 if(op->stats.food>=0||op->stats.hp<0) 2579 if (op->stats.food >= 0 || op->stats.hp < 0)
2538 break; 2580 break;
2539 } 2581 }
2540 else if (tmp->type==FLESH) flesh=tmp; 2582 else if (tmp->type == FLESH)
2583 flesh = tmp;
2541 } /* End if paid for object */ 2584 } /* End if paid for object */
2542 } /* end of for loop */ 2585 } /* end of for loop */
2586
2543 /* If player is still starving, it means they don't have any food, so 2587 /* If player is still starving, it means they don't have any food, so
2544 * eat flesh instead. 2588 * eat flesh instead.
2545 */ 2589 */
2546 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2590 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2591 {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2592 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2548 manual_apply(op,flesh,0); 2593 manual_apply (op, flesh, 0);
2549 } 2594 }
2550 } /* end if player is starving */ 2595 }
2551 2596
2552 while(op->stats.food<0&&op->stats.hp>0) 2597 while (op->stats.food < 0 && op->stats.hp >= 0)
2553 op->stats.food++,op->stats.hp--; 2598 op->stats.food++, op->stats.hp--;
2554 2599
2555 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2600 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2556 kill_player(op); 2601 kill_player (op);
2602 }
2557} 2603}
2558
2559
2560 2604
2561/* If the player should die (lack of hp, food, etc), we call this. 2605/* If the player should die (lack of hp, food, etc), we call this.
2562 * op is the player in jeopardy. If the player can not be saved (not 2606 * op is the player in jeopardy. If the player can not be saved (not
2563 * permadeath, no lifesave), this will take care of removing the player 2607 * permadeath, no lifesave), this will take care of removing the player
2564 * file. 2608 * file.
2565 */ 2609 */
2610void
2566void kill_player(object *op) 2611kill_player (object *op)
2567{ 2612{
2568 char buf[MAX_BUF]; 2613 char buf[MAX_BUF];
2569 int x,y,i; 2614 int x, y;
2615
2616 //int i;
2570 mapstruct *map; /* this is for resurrection */ 2617 maptile *map; /* this is for resurrection */
2618
2571 int z; 2619 /* int z;
2572 int num_stats_lose; 2620 int num_stats_lose;
2573 int lost_a_stat; 2621 int lost_a_stat;
2574 int lose_this_stat; 2622 int lose_this_stat;
2575 int this_stat; 2623 int this_stat; */
2576 int will_kill_again; 2624 int will_kill_again;
2577 archetype *at; 2625 archetype *at;
2578 object *tmp; 2626 object *tmp;
2579 2627
2580 if(save_life(op)) 2628 if (save_life (op))
2581 return; 2629 return;
2582 2630
2583 2631
2584 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2632 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2585 * in cities ONLY!!! It is very important that this doesn't get abused. 2633 * in cities ONLY!!! It is very important that this doesn't get abused.
2586 * Look at op_on_battleground() for more info --AndreasV 2634 * Look at op_on_battleground() for more info --AndreasV
2587 */ 2635 */
2588 if (op_on_battleground(op, &x, &y)) { 2636 if (op_on_battleground (op, &x, &y))
2589 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2637 {
2590 "You have been defeated in combat!"); 2638 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2591 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2639 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2592 "Local medics have saved your life..."); 2640
2593
2594 /* restore player */ 2641 /* restore player */
2595 at = find_archetype("poisoning"); 2642 at = archetype::find ("poisoning");
2596 tmp=present_arch_in_ob(at,op); 2643 if (object *tmp = present_arch_in_ob (at, op))
2597 if (tmp) { 2644 {
2598 remove_ob(tmp); 2645 tmp->destroy ();
2599 free_object(tmp);
2600 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2646 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2647 }
2648
2649 at = archetype::find ("confusion");
2650 if (object *tmp = present_arch_in_ob (at, op))
2601 } 2651 {
2602 2652 tmp->destroy ();
2603 at = find_archetype("confusion");
2604 tmp=present_arch_in_ob(at,op);
2605 if (tmp) {
2606 remove_ob(tmp);
2607 free_object(tmp);
2608 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2653 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2609 } 2654 }
2610 2655
2611 cure_disease(op,0); /* remove any disease */ 2656 cure_disease (op, 0); /* remove any disease */
2612 op->stats.hp=op->stats.maxhp; 2657 op->stats.hp = op->stats.maxhp;
2613 if (op->stats.food<=0) op->stats.food=999; 2658 if (op->stats.food <= 0)
2614 2659 op->stats.food = 999;
2660
2615 /* create a bodypart-trophy to make the winner happy */ 2661 /* create a bodypart-trophy to make the winner happy */
2616 tmp=arch_to_object(find_archetype("finger")); 2662 if (object *tmp = arch_to_object (archetype::find ("finger")))
2617 if (tmp != NULL)
2618 { 2663 {
2619 sprintf(buf,"%s's finger", &op->name); 2664 sprintf (buf, "%s's finger", &op->name);
2620 tmp->name = buf; 2665 tmp->name = buf;
2621 sprintf(buf," This finger has been cut off %s\n" 2666 sprintf (buf, " This finger has been cut off %s\n"
2622 " the %s, when he was defeated at\n level %d by %s.\n", 2667 " the %s, when he was defeated at\n level %d by %s.\n",
2623 &op->name, op->contr->title, (int)(op->level), 2668 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2624 op->contr->killer);
2625 tmp->msg=buf; 2669 tmp->msg = buf;
2626 tmp->value=0, tmp->material=0, tmp->type=0; 2670 tmp->value = 0, tmp->type = 0;
2627 tmp->materialname = NULL; 2671 tmp->materialname = "organics";
2628 tmp->x = op->x, tmp->y = op->y; 2672 tmp->insert_at (op, tmp);
2629 insert_ob_in_map(tmp,op->map,op,0);
2630 }
2631 2673 }
2674
2632 /* teleport defeated player to new destination*/ 2675 /* teleport defeated player to new destination */
2633 transfer_ob(op, x, y, 0, NULL); 2676 transfer_ob (op, x, y, 0, NULL);
2634 op->contr->braced=0; 2677 op->contr->braced = 0;
2635 return; 2678 return;
2636 } 2679 }
2637 2680
2638 INVOKE_PLAYER (DEATH, op->contr); 2681 INVOKE_PLAYER (DEATH, op->contr);
2639 2682
2640 command_kill_pets (op, 0); 2683 command_kill_pets (op, 0);
2641 2684
2642 if(op->stats.food<0) { 2685 if (op->stats.food < 0)
2643 if (op->contr->explore) { 2686 {
2644 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2645 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2646 op->stats.food=999;
2647 return;
2648 }
2649 sprintf(buf,"%s starved to death.",&op->name); 2687 sprintf (buf, "%s starved to death.", &op->name);
2650 strcpy(op->contr->killer,"starvation"); 2688 strcpy (op->contr->killer, "starvation");
2651 } 2689 }
2652 else { 2690 else
2653 if (op->contr->explore) {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2655 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2656 op->stats.hp=op->stats.maxhp;
2657 return;
2658 }
2659 sprintf(buf,"%s died.", &op->name); 2691 sprintf (buf, "%s died.", &op->name);
2660 } 2692
2661 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2693 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2662 2694
2663 /* save the map location for corpse, gravestone*/ 2695 /* save the map location for corpse, gravestone */
2664 x=op->x;y=op->y;map=op->map; 2696 x = op->x;
2697 y = op->y;
2698 map = op->map;
2665 2699
2666
2667 if (settings.not_permadeth == TRUE) {
2668 /* NOT_PERMADEATH code. This basically brings the character back to 2700 /* NOT_PERMADEATH code. This basically brings the character back to
2669 * life if they are dead - it takes some exp and a random stat. 2701 * life if they are dead - it takes some exp and a random stat.
2670 * See the config.h file for a little more in depth detail about this. 2702 * See the config.h file for a little more in depth detail about this.
2671 */ 2703 */
2672 2704
2673 /* Basically two ways to go - remove a stat permanently, or just 2705 /* Basically two ways to go - remove a stat permanently, or just
2674 * make it depletion. This bunch of code deals with that aspect 2706 * make it depletion. This bunch of code deals with that aspect
2675 * of death. 2707 * of death.
2676 */ 2708 */
2677#ifndef COZY_SERVER 2709#ifndef COZY_SERVER
2678 if (settings.balanced_stat_loss) { 2710 if (settings.balanced_stat_loss)
2711 {
2679 /* If stat loss is permanent, lose one stat only. */ 2712 /* If stat loss is permanent, lose one stat only. */
2680 /* Lower level chars don't lose as many stats because they suffer 2713 /* Lower level chars don't lose as many stats because they suffer
2681 more if they do. */ 2714 more if they do. */
2682 /* Higher level characters can afford things such as potions of 2715 /* Higher level characters can afford things such as potions of
2683 restoration, or better, stat potions. So we slug them that 2716 restoration, or better, stat potions. So we slug them that
2684 little bit harder. */ 2717 little bit harder. */
2685 /* GD */ 2718 /* GD */
2686 if (settings.stat_loss_on_death) 2719 if (settings.stat_loss_on_death)
2687 num_stats_lose = 1;
2688 else
2689 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2690 } else {
2691 num_stats_lose = 1; 2720 num_stats_lose = 1;
2692 } 2721 else
2722 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2723 }
2724 else
2725 num_stats_lose = 1;
2726
2693 lost_a_stat = 0; 2727 lost_a_stat = 0;
2694 2728
2695 for (z=0; z<num_stats_lose; z++) { 2729 for (z = 0; z < num_stats_lose; z++)
2730 {
2696 i = RANDOM() % NUM_STATS; 2731 i = RANDOM () % NUM_STATS;
2697 2732
2698 if (settings.stat_loss_on_death) { 2733 if (settings.stat_loss_on_death)
2734 {
2699 /* Pick a random stat and take a point off it. Tell the player 2735 /* Pick a random stat and take a point off it. Tell the player
2700 * what he lost. 2736 * what he lost.
2701 */ 2737 */
2702 change_attr_value(&(op->stats), i,-1); 2738 change_attr_value (&(op->stats), i, -1);
2703 check_stat_bounds(&(op->stats)); 2739 check_stat_bounds (&(op->stats));
2704 change_attr_value(&(op->contr->orig_stats), i,-1); 2740 change_attr_value (&(op->contr->orig_stats), i, -1);
2705 check_stat_bounds(&(op->contr->orig_stats)); 2741 check_stat_bounds (&(op->contr->orig_stats));
2706 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2742 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2707 lost_a_stat = 1; 2743 lost_a_stat = 1;
2708 } else { 2744 }
2745 else
2746 {
2709 /* deplete a stat */ 2747 /* deplete a stat */
2710 archetype *deparch=find_archetype("depletion"); 2748 archetype *deparch = archetype::find ("depletion");
2711 object *dep; 2749 object *dep;
2750
2751 dep = present_arch_in_ob (deparch, op);
2752 if (!dep)
2712 2753 {
2713 dep = present_arch_in_ob(deparch,op);
2714 if(!dep) {
2715 dep = arch_to_object(deparch); 2754 dep = arch_to_object (deparch);
2716 insert_ob_in_ob(dep, op); 2755 insert_ob_in_ob (dep, op);
2717 } 2756 }
2718 lose_this_stat = 1; 2757 lose_this_stat = 1;
2719 if (settings.balanced_stat_loss) { 2758 if (settings.balanced_stat_loss)
2759 {
2720 /* GD */ 2760 /* GD */
2721 /* Get the stat that we're about to deplete. */ 2761 /* Get the stat that we're about to deplete. */
2722 this_stat = get_attr_value(&(dep->stats), i); 2762 this_stat = get_attr_value (&(dep->stats), i);
2723 if (this_stat < 0) { 2763 if (this_stat < 0)
2764 {
2724 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2765 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2725 int keep_chance = this_stat * this_stat; 2766 int keep_chance = this_stat * this_stat;
2767
2726 /* Yes, I am paranoid. Sue me. */ 2768 /* Yes, I am paranoid. Sue me. */
2727 if (keep_chance < 1) 2769 if (keep_chance < 1)
2728 keep_chance = 1; 2770 keep_chance = 1;
2729 2771
2730 /* There is a maximum depletion total per level. */ 2772 /* There is a maximum depletion total per level. */
2731 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2773 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2774 {
2732 lose_this_stat = 0; 2775 lose_this_stat = 0;
2733 /* Take loss chance vs keep chance to see if we 2776 /* Take loss chance vs keep chance to see if we
2734 retain the stat. */ 2777 retain the stat. */
2735 } else {
2736 if (random_roll(0, loss_chance + keep_chance-1,
2737 op, PREFER_LOW) < keep_chance)
2738 lose_this_stat = 0;
2739 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2740 this_stat, keep_chance, loss_chance,
2741 lose_this_stat?"LOSE":"KEEP"); */
2742 }
2743 } 2778 }
2744 } 2779 else
2745
2746 if (lose_this_stat) {
2747 this_stat = get_attr_value(&(dep->stats), i);
2748 /* We could try to do something clever like find another
2749 * stat to reduce if this fails. But chances are, if
2750 * stats have been depleted to -50, all are pretty low
2751 * and should be roughly the same, so it shouldn't make a
2752 * difference.
2753 */ 2780 {
2754 if (this_stat>=-50) { 2781 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2755 change_attr_value(&(dep->stats), i, -1);
2756 SET_FLAG(dep, FLAG_APPLIED);
2757 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2758 fix_player(op);
2759 lost_a_stat = 1; 2782 lose_this_stat = 0;
2783 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2784 this_stat, keep_chance, loss_chance,
2785 lose_this_stat?"LOSE":"KEEP"); */
2760 } 2786 }
2761 } 2787 }
2762 } 2788 }
2763 } 2789
2764 /* If no stat lost, tell the player. */
2765 if (!lost_a_stat) 2790 if (lose_this_stat)
2766 { 2791 {
2767 /* determine_god() seems to not work sometimes... why is this? 2792 this_stat = get_attr_value (&(dep->stats), i);
2768 Should I be using something else? GD */ 2793 /* We could try to do something clever like find another
2769 const char *god = determine_god(op); 2794 * stat to reduce if this fails. But chances are, if
2770 if (god && (strcmp(god, "none"))) 2795 * stats have been depleted to -50, all are pretty low
2771 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2796 * and should be roughly the same, so it shouldn't make a
2772 "moment you feel the holy presence of %s protecting" 2797 * difference.
2773 " you.", god); 2798 */
2799 if (this_stat >= -50)
2774 else 2800 {
2775 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2801 change_attr_value (&(dep->stats), i, -1);
2776 " feel a holy presence protecting you."); 2802 SET_FLAG (dep, FLAG_APPLIED);
2803 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2804 op->update_stats ();
2805 lost_a_stat = 1;
2806 }
2777 } 2807 }
2808 }
2809 }
2810 /* If no stat lost, tell the player. */
2811 if (!lost_a_stat)
2812 {
2813 /* determine_god() seems to not work sometimes... why is this?
2814 Should I be using something else? GD */
2815 const char *god = determine_god (op);
2816
2817 if (god && (strcmp (god, "none")))
2818 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2819 else
2820 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2821 }
2822#else
2823 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2778#endif 2824#endif
2779 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2780 " feel a holy presence protecting you from losing yourself completely.");
2781 2825
2782 /* Put a gravestone up where the character 'almost' died. List the 2826 /* Put a gravestone up where the character 'almost' died. List the
2783 * exp loss on the stone. 2827 * exp loss on the stone.
2784 */ 2828 */
2785 tmp=arch_to_object(find_archetype("gravestone")); 2829 tmp = arch_to_object (archetype::find ("gravestone"));
2786 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2830 sprintf (buf, "%s's gravestone", &op->name);
2831 tmp->name = buf;
2787 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2832 sprintf (buf, "%s's gravestones", &op->name);
2788 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2833 tmp->name_pl = buf;
2789 "who was killed\n" 2834 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2790 "by %s.\n",
2791 &op->name, op->contr->title,
2792 op->contr->killer);
2793 tmp->msg = buf; 2835 tmp->msg = buf;
2794 tmp->x=op->x,tmp->y=op->y; 2836 tmp->x = op->x, tmp->y = op->y;
2795 insert_ob_in_map (tmp, op->map, NULL,0); 2837 insert_ob_in_map (tmp, op->map, NULL, 0);
2796 2838
2797 /**************************************/ 2839 /**************************************/
2798 /* */ 2840 /* */
2799 /* Subtract the experience points, */ 2841 /* Subtract the experience points, */
2800 /* if we died cause of food, give us */ 2842 /* if we died cause of food, give us */
2801 /* food, and reset HP's... */ 2843 /* food, and reset HP's... */
2802 /* */ 2844 /* */
2803 /**************************************/ 2845 /**************************************/
2804 2846
2805 /* remove any poisoning and confusion the character may be suffering.*/ 2847 /* remove any poisoning and confusion the character may be suffering. */
2806 /* restore player */ 2848 /* restore player */
2807 at = find_archetype("poisoning"); 2849 at = archetype::find ("poisoning");
2808 tmp=present_arch_in_ob(at,op); 2850 tmp = present_arch_in_ob (at, op);
2809 if (tmp) { 2851
2810 remove_ob(tmp); 2852 if (tmp)
2811 free_object(tmp); 2853 {
2854 tmp->destroy ();
2812 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2855 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2813 } 2856 }
2814 2857
2815 at = find_archetype("confusion"); 2858 at = archetype::find ("confusion");
2816 tmp=present_arch_in_ob(at,op); 2859 tmp = present_arch_in_ob (at, op);
2817 if (tmp) { 2860 if (tmp)
2818 remove_ob(tmp); 2861 {
2819 free_object(tmp); 2862 tmp->destroy ();
2820 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2863 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2821 } 2864 }
2865
2822 cure_disease(op,0); /* remove any disease */ 2866 cure_disease (op, 0); /* remove any disease */
2823 2867
2824 /*add_exp(op, (op->stats.exp * -0.20)); */ 2868 /*add_exp(op, (op->stats.exp * -0.20)); */
2825 apply_death_exp_penalty(op); 2869 apply_death_exp_penalty (op);
2826 if(op->stats.food < 100) op->stats.food = 900; 2870 if (op->stats.food < 100)
2871 op->stats.food = 900;
2827 op->stats.hp = op->stats.maxhp; 2872 op->stats.hp = op->stats.maxhp;
2828 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2873 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2829 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2874 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2830 2875
2831 /* 2876 /*
2832 * Check to see if the player is in a shop. IF so, then check to see if 2877 * Check to see if the player has any unpaid items. If so, remove them
2833 * the player has any unpaid items. If so, remove them and put them back 2878 * and put them back in the map.
2834 * in the map. 2879 */
2835 */
2836
2837 if (is_in_shop (op))
2838 remove_unpaid_objects(op->inv, op); 2880 remove_unpaid_objects (op->inv, op);
2839 2881
2840 /****************************************/ 2882 /****************************************/
2841 /* */ 2883 /* */
2842 /* Move player to his current respawn- */ 2884 /* Move player to his current respawn- */
2843 /* position (usually last savebed) */ 2885 /* position (usually last savebed) */
2844 /* */ 2886 /* */
2845 /****************************************/ 2887 /****************************************/
2846 2888
2847 enter_player_savebed(op); 2889 enter_player_savebed (op);
2848 2890
2849 /* Save the player before inserting the force to reduce
2850 * chance of abuse.
2851 */
2852 op->contr->braced=0; 2891 op->contr->braced = 0;
2853 save_player(op,1);
2854 2892
2855 /* it is possible that the player has blown something up 2893 /* it is possible that the player has blown something up
2856 * at his savebed location, and that can have long lasting 2894 * at his savebed location, and that can have long lasting
2857 * spell effects. So first see if there is a spell effect 2895 * spell effects. So first see if there is a spell effect
2858 * on the space that might harm the player. 2896 * on the space that might harm the player.
2859 */ 2897 */
2860 will_kill_again=0; 2898 will_kill_again = 0;
2861 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2899 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2862 if (tmp->type ==SPELL_EFFECT) 2900 if (tmp->type == SPELL_EFFECT)
2863 will_kill_again|=tmp->attacktype; 2901 will_kill_again |= tmp->attacktype;
2864 } 2902
2865 if (will_kill_again) { 2903 if (will_kill_again)
2904 {
2866 object *force; 2905 object *force;
2867 int at; 2906 int at;
2868 2907
2869 force=get_archetype(FORCE_NAME); 2908 force = get_archetype (FORCE_NAME);
2870 /* 50 ticks should be enough time for the spell to abate */ 2909 /* 50 ticks should be enough time for the spell to abate */
2871 force->speed=0.1; 2910 force->speed = 0.1f;
2872 force->speed_left=-5.0; 2911 force->speed_left = -5.f;
2873 SET_FLAG(force, FLAG_APPLIED); 2912 SET_FLAG (force, FLAG_APPLIED);
2874 for (at=0; at<NROFATTACKS; at++) { 2913 for (at = 0; at < NROFATTACKS; at++)
2875 if (will_kill_again & (1 << at)) 2914 if (will_kill_again & (1 << at))
2876 force->resist[at] = 100; 2915 force->resist[at] = 100;
2916
2917 insert_ob_in_ob (force, op);
2918 op->update_stats ();
2919
2920 }
2921
2922 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2923}
2924
2925void
2926loot_object (object *op)
2927{ /* Grab and destroy some treasure */
2928 object *tmp, *tmp2, *next;
2929
2930 op->close_container (); /* close open sack first */
2931
2932 for (tmp = op->inv; tmp; tmp = next)
2933 {
2934 next = tmp->below;
2935
2936 if (tmp->invisible)
2937 continue;
2938
2939 tmp->remove ();
2940 tmp->x = op->x, tmp->y = op->y;
2941
2942 if (tmp->type == CONTAINER)
2943 loot_object (tmp); /* empty container to ground */
2944
2945 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2946 {
2947 if (tmp->nrof > 1)
2948 {
2949 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2950 tmp2->destroy ();
2951 insert_ob_in_map (tmp, op->map, NULL, 0);
2877 } 2952 }
2878 insert_ob_in_ob(force, op);
2879 fix_player(op);
2880
2881 }
2882 /**************************************/
2883 /* */
2884 /* Repaint the characters inv, and */
2885 /* stats, and show a nasty message ;) */
2886 /* */
2887 /**************************************/
2888
2889 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2890 return;
2891 } /* NOT_PERMADETH */
2892 else {
2893 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2894 * should probably be embedded in an else statement.
2895 */
2896
2897 op->contr->party=NULL;
2898 if (settings.set_title == TRUE)
2899 op->contr->own_title[0]='\0';
2900 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2901 check_score(op);
2902 if(op->contr->ranges[range_golem]!=NULL) {
2903 remove_friendly_object(op->contr->ranges[range_golem]);
2904 remove_ob(op->contr->ranges[range_golem]);
2905 free_object(op->contr->ranges[range_golem]);
2906 op->contr->ranges[range_golem]=NULL;
2907 op->contr->golem_count=0;
2908 }
2909 loot_object(op); /* Remove some of the items for good */
2910 remove_ob(op);
2911 op->direction=0;
2912
2913 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2914 delete_character(op->name,0);
2915 if (settings.resurrection == TRUE) {
2916 /* save playerfile sans equipment when player dies
2917 ** then save it as player.pl.dead so that future resurrection
2918 ** type spells will work on them nicely
2919 */
2920 delete_character(op->name,0);
2921 op->stats.hp = op->stats.maxhp;
2922 op->stats.food = 999;
2923
2924 /* set the location of where the person will reappear when */
2925 /* maybe resurrection code should fix map also */
2926 strcpy(op->contr->maplevel, settings.emergency_mapname);
2927 if(op->map!=NULL)
2928 op->map = NULL;
2929 op->x = settings.emergency_x;
2930 op->y = settings.emergency_y;
2931 save_player(op,0);
2932 op->map = map;
2933 /* please see resurrection.c: peterm */
2934 dead_player(op);
2935 } else { 2953 else
2936 delete_character(op->name,1); 2954 tmp->destroy ();
2937 } 2955 }
2938 } 2956 else
2939 play_again(op);
2940
2941 /* peterm: added to create a corpse at deathsite. */
2942 tmp=arch_to_object(find_archetype("corpse_pl"));
2943 sprintf(buf,"%s", &op->name);
2944 tmp->name = tmp->name_pl = buf;
2945 tmp->level=op->level;
2946 tmp->x=x;tmp->y=y;
2947 tmp->msg = gravestone_text(op);
2948 SET_FLAG (tmp, FLAG_UNIQUE);
2949 insert_ob_in_map (tmp, map, NULL,0);
2950 }
2951}
2952
2953
2954void loot_object(object *op) { /* Grab and destroy some treasure */
2955 object *tmp,*tmp2,*next;
2956
2957 if (op->container) { /* close open sack first */
2958 esrv_apply_container (op, op->container);
2959 }
2960
2961 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2962 next=tmp->below;
2963 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2964 remove_ob(tmp);
2965 tmp->x=op->x,tmp->y=op->y;
2966 if (tmp->type == CONTAINER) { /* empty container to ground */
2967 loot_object(tmp);
2968 }
2969 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2970 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2971 if(tmp->nrof>1) {
2972 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2973 free_object(tmp2);
2974 insert_ob_in_map(tmp,op->map,NULL,0); 2957 insert_ob_in_map (tmp, op->map, NULL, 0);
2975 } else
2976 free_object(tmp);
2977 } else
2978 insert_ob_in_map(tmp,op->map,NULL,0);
2979 } 2958 }
2980} 2959}
2981 2960
2982/* 2961/*
2983 * fix_weight(): Check recursively the weight of all players, and fix 2962 * fix_weight(): Check recursively the weight of all players, and fix
2984 * what needs to be fixed. Refresh windows and fix speed if anything 2963 * what needs to be fixed. Refresh windows and fix speed if anything
2985 * was changed. 2964 * was changed.
2986 */ 2965 */
2987 2966void
2988void fix_weight(void) { 2967fix_weight (void)
2989 player *pl; 2968{
2990 for (pl = first_player; pl != NULL; pl = pl->next) { 2969 for_all_players (pl)
2970 {
2991 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2971 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2972
2992 if(old == sum) 2973 if (old == sum)
2993 continue; 2974 continue;
2994 fix_player(pl->ob); 2975 pl->ob->update_stats ();
2995 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2976 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2996 &pl->ob->name, old, sum);
2997 } 2977 }
2998} 2978}
2999 2979
2980void
3000void fix_luck(void) { 2981fix_luck (void)
3001 player *pl; 2982{
3002 for (pl = first_player; pl != NULL; pl = pl->next) 2983 for_all_players (pl)
3003 if (!pl->ob->contr->state) 2984 if (!pl->ob->contr->ns->state)
3004 change_luck(pl->ob, 0); 2985 pl->ob->change_luck (0);
3005} 2986}
3006
3007 2987
3008/* cast_dust() - handles op throwing objects of type 'DUST'. 2988/* cast_dust() - handles op throwing objects of type 'DUST'.
3009 * This is much simpler in the new spell code - we basically 2989 * This is much simpler in the new spell code - we basically
3010 * just treat this as any other spell casting object. 2990 * just treat this as any other spell casting object.
3011 */ 2991 */
3012
3013void 2992void
3014cast_dust (object * op, object * throw_ob, int dir) 2993cast_dust (object *op, object *throw_ob, int dir)
3015{ 2994{
3016 object *skop, *spob; 2995 object *skop, *spob;
3017 2996
3018 skop = find_skill_by_name (op, throw_ob->skill); 2997 skop = find_skill_by_name (op, throw_ob->skill);
3019 2998
3020 /* casting POTION 'dusts' is really a use_magic_item skill */ 2999 /* casting POTION 'dusts' is really a use_magic_item skill */
3021 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3000 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3022 { 3001 {
3023 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3002 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3024 &op->name);
3025 return; 3003 return;
3026 } 3004 }
3027 3005
3028 spob = throw_ob->inv; 3006 spob = throw_ob->inv;
3029 3007
3030 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3008 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3031 // not pass NULL to cast_spell (which did indeed check itself, but 3009 // not pass NULL to cast_spell (which did indeed check itself, but
3032 // errors should be reported as early as possible IMHO) 3010 // errors should be reported as early as possible IMHO)
3033 if (!spob) 3011 if (!spob)
3034 { 3012 {
3035 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3013 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3036 &throw_ob->name, &op->name);
3037 return; 3014 return;
3038 } 3015 }
3039 3016
3040 if (op->type == PLAYER) 3017 if (op->type == PLAYER)
3041 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3018 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3042 3019
3043 cast_spell (op, throw_ob, dir, spob, NULL); 3020 cast_spell (op, throw_ob, dir, spob, NULL);
3044 3021
3045 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3022 throw_ob->destroy ();
3046 remove_ob (throw_ob);
3047 free_object (throw_ob);
3048} 3023}
3049 3024
3025void
3050void make_visible (object *op) { 3026make_visible (object *op)
3027{
3051 op->hide = 0; 3028 op->hide = 0;
3052 op->invisible = 0; 3029 op->invisible = 0;
3053 if(op->type==PLAYER) { 3030 if (op->type == PLAYER)
3031 {
3054 op->contr->tmp_invis = 0; 3032 op->contr->tmp_invis = 0;
3055 op->contr->invis_race = 0; 3033 op->contr->invis_race = 0;
3056 } 3034 }
3035
3057 update_object(op,UP_OBJ_FACE); 3036 update_object (op, UP_OBJ_CHANGE);
3058} 3037}
3059 3038
3039int
3060int is_true_undead(object *op) { 3040is_true_undead (object *op)
3061 object *tmp=NULL; 3041{
3062
3063 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3042 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3043 return 1;
3064 3044
3065 if(op->type==PLAYER)
3066 for(tmp=op->inv;tmp;tmp=tmp->below)
3067 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3068 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3069 return 0; 3045 return 0;
3070} 3046}
3071 3047
3072/* look at the surrounding terrain to determine 3048/* look at the surrounding terrain to determine
3073 * the hideability of this object. Positive levels 3049 * the hideability of this object. Positive levels
3074 * indicate greater hideability. 3050 * indicate greater hideability.
3075 */ 3051 */
3076 3052
3053int
3077int hideability(object *ob) { 3054hideability (object *ob)
3055{
3078 int i,level=0, mflag; 3056 int i, level = 0, mflag;
3079 sint16 x,y; 3057 sint16 x, y;
3080 3058
3081 if(!ob||!ob->map) return 0; 3059 if (!ob || !ob->map)
3060 return 0;
3082 3061
3083 /* so, on normal lighted maps, its hard to hide */ 3062 /* so, on normal lighted maps, its hard to hide */
3084 level=ob->map->darkness - 2; 3063 level = ob->map->darkness - 2;
3085 3064
3086 /* this also picks up whether the object is glowing. 3065 /* this also picks up whether the object is glowing.
3087 * If you carry a light on a non-dark map, its not 3066 * If you carry a light on a non-dark map, its not
3088 * as bad as carrying a light on a pitch dark map */ 3067 * as bad as carrying a light on a pitch dark map */
3089 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3068 if (has_carried_lights (ob))
3069 level = -(10 + (2 * ob->map->darkness));
3090 3070
3091 /* scan through all nearby squares for terrain to hide in */ 3071 /* scan through all nearby squares for terrain to hide in */
3092 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3072 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3073 {
3093 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3074 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3094 if (mflag & P_OUT_OF_MAP) { continue; } 3075 if (mflag & P_OUT_OF_MAP)
3076 {
3077 continue;
3078 }
3095 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3079 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3096 level += 2; 3080 level += 2;
3097 else /* open terrain! */ 3081 else /* open terrain! */
3098 level -= 1; 3082 level -= 1;
3099 } 3083 }
3100 3084
3101#if 0 3085#if 0
3102 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3086 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3103#endif 3087#endif
3104 return level; 3088 return level;
3105} 3089}
3106 3090
3107/* For Hidden creatures - a chance of becoming 'unhidden' 3091/* For Hidden creatures - a chance of becoming 'unhidden'
3108 * every time they move - as we subtract off 'invisibility' 3092 * every time they move - as we subtract off 'invisibility'
3109 * AND, for players, if they move into a ridiculously unhideable 3093 * AND, for players, if they move into a ridiculously unhideable
3110 * spot (surrounded by clear terrain in broad daylight). -b.t. 3094 * spot (surrounded by clear terrain in broad daylight). -b.t.
3111 */ 3095 */
3112 3096void
3113void do_hidden_move (object *op) { 3097do_hidden_move (object *op)
3098{
3114 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3099 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3115 object *skop; 3100 object *skop;
3116 3101
3117 if(!op || !op->map) return; 3102 if (!op || !op->map)
3103 return;
3118 3104
3119 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3105 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3120 3106
3121 /* its *extremely* hard to run and sneak/hide at the same time! */ 3107 /* its *extremely* hard to run and sneak/hide at the same time! */
3122 if(op->type==PLAYER && op->contr->run_on) { 3108 if (op->type == PLAYER && op->contr->run_on)
3123 if(!skop || num >= skop->level) { 3109 if (!skop || num >= skop->level)
3110 {
3124 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3111 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3125 make_visible(op);
3126 return;
3127 } else num += 20;
3128 }
3129 num += op->map->difficulty;
3130 hide = hideability(op); /* modify by terrain hidden level */
3131 num -= hide;
3132 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3133 make_visible(op); 3112 make_visible (op);
3134 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3113 return;
3135 "You moved out of hiding! You are visible!");
3136 } 3114 }
3115 else
3116 num += 20;
3117
3118 num += op->map->difficulty;
3119 hide = hideability (op); /* modify by terrain hidden level */
3120 num -= hide;
3121
3122 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3123 {
3124 make_visible (op);
3125 if (op->type == PLAYER)
3126 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3127 }
3137 else if (op->type == PLAYER && skop) { 3128 else if (op->type == PLAYER && skop)
3138 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3129 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3139 }
3140} 3130}
3141 3131
3142/* determine if who is standing near a hostile creature. */ 3132/* determine if who is standing near a hostile creature. */
3143 3133
3134int
3144int stand_near_hostile( object *who ) { 3135stand_near_hostile (object *who)
3136{
3145 object *tmp=NULL; 3137 object *tmp = NULL;
3146 int i,friendly=0,player=0, mflags; 3138 int i, friendly = 0, player = 0, mflags;
3147 mapstruct *m; 3139 maptile *m;
3148 sint16 x,y; 3140 sint16 x, y;
3149 3141
3150 if(!who) return 0; 3142 if (!who)
3143 return 0;
3151 3144
3152 if(who->type==PLAYER) player=1; 3145 if (who->type == PLAYER)
3146 player = 1;
3147
3148 else
3153 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3149 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3154 3150
3155 /* search adjacent squares */ 3151 /* search adjacent squares */
3156 for(i=1;i<9;i++) { 3152 for (i = 1; i < 9; i++)
3153 {
3157 x = who->x+freearr_x[i]; 3154 x = who->x + freearr_x[i];
3158 y = who->y+freearr_y[i]; 3155 y = who->y + freearr_y[i];
3159 m = who->map; 3156 m = who->map;
3160 mflags = get_map_flags(m, &m, x, y, &x, &y); 3157 mflags = get_map_flags (m, &m, x, y, &x, &y);
3161 /* space must be blocked if there is a monster. If not 3158 /* space must be blocked if there is a monster. If not
3162 * blocked, don't need to check this space. 3159 * blocked, don't need to check this space.
3163 */ 3160 */
3164 if (mflags & P_OUT_OF_MAP) continue; 3161 if (mflags & P_OUT_OF_MAP)
3162 continue;
3165 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3163 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3166 3164 continue;
3167 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3165
3168 if((player||friendly) 3166 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3167 {
3169 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3168 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3169 return 1;
3170 else if (tmp->type == PLAYER)
3171 {
3172 /*don't let a hidden DM prevent you from hiding */
3173 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3170 return 1; 3174 return 1;
3171 else if(tmp->type==PLAYER)
3172 {
3173 /*don't let a hidden DM prevent you from hiding*/
3174 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3175 return 1;
3176 } 3175 }
3177 } 3176 }
3178 } 3177 }
3179 return 0; 3178 return 0;
3180} 3179}
3181 3180
3182/* check the player los field for viewability of the 3181/* check the player los field for viewability of the
3183 * object op. This function works fine for monsters, 3182 * object op. This function works fine for monsters,
3184 * but we dont worry if the object isnt the top one in 3183 * but we dont worry if the object isnt the top one in
3191 * for them to differ. Sigh, this fctn could get a bit more complex. 3190 * for them to differ. Sigh, this fctn could get a bit more complex.
3192 * -b.t. 3191 * -b.t.
3193 * This function is now map tiling safe. 3192 * This function is now map tiling safe.
3194 */ 3193 */
3195 3194
3195int
3196int player_can_view (object *pl,object *op) { 3196player_can_view (object *pl, object *op)
3197{
3197 rv_vector rv; 3198 rv_vector rv;
3198 int dx,dy; 3199 int dx, dy;
3199 3200
3200 if(pl->type!=PLAYER) { 3201 if (pl->type != PLAYER)
3202 {
3201 LOG(llevError,"player_can_view() called for non-player object\n"); 3203 LOG (llevError, "player_can_view() called for non-player object\n");
3202 return -1; 3204 return -1;
3203 } 3205 }
3204 if (!pl || !op) return 0;
3205 3206
3206 if(op->head) { op = op->head; } 3207 if (!pl || !op)
3207 get_rangevector(pl, op, &rv, 0x1);
3208
3209 /* starting with the 'head' part, lets loop
3210 * through the object and find if it has any
3211 * part that is in the los array but isnt on
3212 * a blocked los square.
3213 * we use the archetype to figure out offsets.
3214 */
3215 while(op) {
3216 dx = rv.distance_x + op->arch->clone.x;
3217 dy = rv.distance_y + op->arch->clone.y;
3218
3219 /* only the viewable area the player sees is updated by LOS
3220 * code, so we need to restrict ourselves to that range of values
3221 * for any meaningful values.
3222 */
3223 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3224 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3225 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3226 return 1;
3227 op = op->more;
3228 }
3229 return 0; 3208 return 0;
3209
3210 op = op->head_ ();
3211
3212 get_rangevector (pl, op, &rv, 0x1);
3213
3214 /* starting with the 'head' part, lets loop
3215 * through the object and find if it has any
3216 * part that is in the los array but isnt on
3217 * a blocked los square.
3218 * we use the archetype to figure out offsets.
3219 */
3220 while (op)
3221 {
3222 dx = rv.distance_x + op->arch->x;
3223 dy = rv.distance_y + op->arch->y;
3224
3225 /* only the viewable area the player sees is updated by LOS
3226 * code, so we need to restrict ourselves to that range of values
3227 * for any meaningful values.
3228 */
3229 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3230 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3231 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3232 return 1;
3233 op = op->more;
3234 }
3235 return 0;
3230} 3236}
3231 3237
3232/* routine for both players and monsters. We call this when 3238/* routine for both players and monsters. We call this when
3233 * there is a possibility for our action distrubing our hiding 3239 * there is a possibility for our action distrubing our hiding
3234 * place or invisiblity spell. Artefact invisiblity is not 3240 * place or invisiblity spell. Artefact invisiblity is not
3235 * effected by this. If we arent invisible to begin with, we 3241 * effected by this. If we arent invisible to begin with, we
3236 * return 0. 3242 * return 0.
3237 */ 3243 */
3244int
3238int action_makes_visible (object *op) { 3245action_makes_visible (object *op)
3246{
3239 3247
3240 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3248 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3249 {
3241 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3250 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3242 return 0; 3251 return 0;
3243 3252
3244 if (op->contr && op->contr->tmp_invis == 0) return 0; 3253 if (op->contr && op->contr->tmp_invis == 0)
3254 return 0;
3245 3255
3246 /* If monsters, they should become visible */ 3256 /* If monsters, they should become visible */
3247 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3257 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3258 {
3248 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3259 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3249 return 1; 3260 return 1;
3250 } 3261 }
3251 } 3262 }
3252 return 0; 3263 return 0;
3253} 3264}
3254 3265
3255/* op_on_battleground - checks if the given object op (usually 3266/* op_on_battleground - checks if the given object op (usually
3256 * a player) is standing on a valid battleground-tile, 3267 * a player) is standing on a valid battleground-tile,
3257 * function returns TRUE/FALSE. If true x, y returns the battleground 3268 * function returns TRUE/FALSE. If true x, y returns the battleground
3258 * -exit-coord. (and if x, y not NULL) 3269 * -exit-coord. (and if x, y not NULL)
3259 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3270 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3260 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3271 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3261 * Default is to do the same as before, so only people wanting to have different points need worry about this 3272 * Default is to do the same as before, so only people wanting to have different points need worry about this
3262 */ 3273 */
3274int
3263int op_on_battleground (object *op, int *x, int *y) { 3275op_on_battleground (object *op, int *x, int *y)
3276{
3264 object *tmp; 3277 object *tmp;
3265 3278
3266 /* A battleground-tile needs the following attributes to be valid: 3279 /* A battleground-tile needs the following attributes to be valid:
3267 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3280 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3268 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3281 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3269 * and the exit-coordinates sp/hp must both be > 0. 3282 * and the exit-coordinates sp/hp must both be > 0.
3270 * => The intention here is to prevent abuse of the battleground- 3283 * => The intention here is to prevent abuse of the battleground-
3271 * feature (like pickable or hidden battleground tiles). */ 3284 * feature (like pickable or hidden battleground tiles). */
3272 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3285 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3286 {
3273 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3287 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3288 {
3274 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3289 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3275 strcmp(tmp->name, "battleground")==0 && 3290 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3276 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3291 {
3277 /*before we assign the exit, check if this is a teambattle*/ 3292 /*before we assign the exit, check if this is a teambattle */
3278 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3293 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3294 {
3279 object *invtmp; 3295 object *invtmp;
3296
3280 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3297 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3281 if(invtmp->type==FORCE && invtmp->slaying && 3298 {
3282 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3299 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3300 {
3283 if (x != NULL && y != NULL) 3301 if (x != NULL && y != NULL)
3284 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3302 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3285 return 1; 3303 return 1;
3304 }
3286 } 3305 }
3287 } 3306 }
3288 }
3289 if (x != NULL && y != NULL) 3307 if (x != NULL && y != NULL)
3290 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3308 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3291 return 1; 3309 return 1;
3310 }
3292 } 3311 }
3293 }
3294 } 3312 }
3295 /* If we got here, did not find a battleground */ 3313 /* If we got here, did not find a battleground */
3296 return 0; 3314 return 0;
3297} 3315}
3298 3316
3299/* 3317/*
3303 * attributes: 3321 * attributes:
3304 * object *who the dragon player 3322 * object *who the dragon player
3305 * int atnr the attack-number of the ability focus 3323 * int atnr the attack-number of the ability focus
3306 * int level ability level 3324 * int level ability level
3307 */ 3325 */
3326void
3308void dragon_ability_gain(object *who, int atnr, int level) { 3327dragon_ability_gain (object *who, int atnr, int level)
3328{
3309 treasurelist *trlist = NULL; /* treasurelist */ 3329 treasurelist *trlist = NULL; /* treasurelist */
3310 treasure *tr; /* treasure */ 3330 treasure *tr; /* treasure */
3311 object *tmp,*skop; /* tmp. object */ 3331 object *tmp, *skop; /* tmp. object */
3312 object *item; /* treasure object */ 3332 object *item; /* treasure object */
3313 char buf[MAX_BUF]; /* tmp. string buffer */ 3333 char buf[MAX_BUF]; /* tmp. string buffer */
3314 int i=0, j=0; 3334 int i = 0, j = 0;
3315 3335
3316 /* get the appropriate treasurelist */ 3336 /* get the appropriate treasurelist */
3317 if (atnr == ATNR_FIRE) 3337 if (atnr == ATNR_FIRE)
3318 trlist = find_treasurelist("dragon_ability_fire"); 3338 trlist = treasurelist::find ("dragon_ability_fire");
3319 else if (atnr == ATNR_COLD) 3339 else if (atnr == ATNR_COLD)
3320 trlist = find_treasurelist("dragon_ability_cold"); 3340 trlist = treasurelist::find ("dragon_ability_cold");
3321 else if (atnr == ATNR_ELECTRICITY) 3341 else if (atnr == ATNR_ELECTRICITY)
3322 trlist = find_treasurelist("dragon_ability_elec"); 3342 trlist = treasurelist::find ("dragon_ability_elec");
3323 else if (atnr == ATNR_POISON) 3343 else if (atnr == ATNR_POISON)
3324 trlist = find_treasurelist("dragon_ability_poison"); 3344 trlist = treasurelist::find ("dragon_ability_poison");
3325 3345
3326 if (trlist == NULL || who->type != PLAYER) 3346 if (trlist == NULL || who->type != PLAYER)
3347 return;
3348
3349 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3350
3351 if (!tr || !tr->item)
3352 {
3353 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3354 return;
3355 }
3356
3357 /* everything seems okay - now bring on the gift: */
3358 item = tr->item;
3359
3360 if (item->type == SPELL)
3361 {
3362 if (check_spell_known (who, item->name))
3327 return; 3363 return;
3328 3364
3329 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3365 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3330 tr = tr->next, i++); 3366 do_learn_spell (who, item, 0);
3331 3367 return;
3332 if (tr == NULL || tr->item == NULL) { 3368 }
3333 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3369
3370 /* grant direct spell */
3371 if (item->type == SPELLBOOK)
3372 {
3373 if (!item->inv)
3374 {
3375 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3376 return;
3377 }
3378 if (check_spell_known (who, item->inv->name))
3334 return; 3379 return;
3335 }
3336
3337 /* everything seems okay - now bring on the gift: */
3338 item = &(tr->item->clone);
3339
3340 if (item->type == SPELL) {
3341 if (check_spell_known (who, item->name))
3342 return;
3343
3344 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3345 do_learn_spell (who, item, 0);
3346 return;
3347 }
3348
3349 /* grant direct spell */
3350 if (item->type == SPELLBOOK) {
3351 if (!item->inv) {
3352 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3353 return;
3354 }
3355 if (check_spell_known (who, item->inv->name))
3356 return;
3357 if (item->invisible) { 3380 if (item->invisible)
3381 {
3358 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); 3382 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3359 do_learn_spell (who, item->inv, 0); 3383 do_learn_spell (who, item->inv, 0);
3360 return; 3384 return;
3361 } 3385 }
3362 } 3386 }
3363 else if (item->type == SKILL_TOOL && item->invisible) { 3387 else if (item->type == SKILL_TOOL && item->invisible)
3388 {
3364 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3389 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3390 {
3365 3391
3366 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3392 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3367 * in this way, if the player is missing any of the attacktypes, he gets 3393 * in this way, if the player is missing any of the attacktypes, he gets
3368 * them. As it is now, if the player has any that match the granted skill, 3394 * them. As it is now, if the player has any that match the granted skill,
3369 * but not all of them, he gets nothing. 3395 * but not all of them, he gets nothing.
3370 */ 3396 */
3371 if (!(skop->attacktype & item->attacktype)) { 3397 if (!(skop->attacktype & item->attacktype))
3398 {
3372 /* Give new attacktype */ 3399 /* Give new attacktype */
3373 skop->attacktype |= item->attacktype; 3400 skop->attacktype |= item->attacktype;
3374 3401
3375 /* always add physical if there's none */ 3402 /* always add physical if there's none */
3376 skop->attacktype |= AT_PHYSICAL; 3403 skop->attacktype |= AT_PHYSICAL;
3377 3404
3378 if (item->msg != NULL) 3405 if (item->msg != NULL)
3379 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3406 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3380 3407
3381 /* Give player new face */ 3408 /* Give player new face */
3382 if (item->animation_id) { 3409 if (item->animation_id)
3410 {
3383 who->face = skop->face; 3411 who->face = skop->face;
3384 who->animation_id = item->animation_id; 3412 who->animation_id = item->animation_id;
3385 who->anim_speed = item->anim_speed; 3413 who->anim_speed = item->anim_speed;
3386 who->last_anim = 0; 3414 who->last_anim = 0;
3387 who->state = 0; 3415 who->state = 0;
3388 animate_object(who, who->direction); 3416 animate_object (who, who->direction);
3389 } 3417 }
3390 } 3418 }
3391 } 3419 }
3392 } 3420 }
3393 else if (item->type == FORCE) { 3421 else if (item->type == FORCE)
3422 {
3394 /* forces in the treasurelist can alter the player's stats */ 3423 /* forces in the treasurelist can alter the player's stats */
3395 object *skin; 3424 object *skin;
3425
3396 /* first get the dragon skin force */ 3426 /* first get the dragon skin force */
3397 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3427 shstr_cmp dragon_skin_force ("dragon_skin_force");
3398 skin=skin->below); 3428 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3399 if (skin == NULL) return; 3429 ;
3400 3430
3431 if (!skin)
3432 return;
3433
3401 /* adding new spellpath attunements */ 3434 /* adding new spellpath attunements */
3402 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3435 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3436 {
3403 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3437 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3404 3438
3405 /* print message */ 3439 /* print message */
3406 sprintf(buf, "You feel attuned to "); 3440 sprintf (buf, "You feel attuned to ");
3407 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3441 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3442 {
3408 if(item->path_attuned & (1<<i)) { 3443 if (item->path_attuned & (1 << i))
3444 {
3409 if (j) 3445 if (j)
3410 strcat(buf," and "); 3446 strcat (buf, " and ");
3411 else 3447 else
3412 j = 1; 3448 j = 1;
3413 strcat(buf, spellpathnames[i]); 3449 strcat (buf, spellpathnames[i]);
3414 } 3450 }
3415 } 3451 }
3416 strcat(buf,"."); 3452 strcat (buf, ".");
3417 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3453 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3418 } 3454 }
3419 3455
3420 /* evtl. adding flags: */ 3456 /* evtl. adding flags: */
3421 if(QUERY_FLAG(item, FLAG_XRAYS)) 3457 if (QUERY_FLAG (item, FLAG_XRAYS))
3422 SET_FLAG(skin, FLAG_XRAYS); 3458 SET_FLAG (skin, FLAG_XRAYS);
3423 if(QUERY_FLAG(item, FLAG_STEALTH)) 3459 if (QUERY_FLAG (item, FLAG_STEALTH))
3424 SET_FLAG(skin, FLAG_STEALTH); 3460 SET_FLAG (skin, FLAG_STEALTH);
3425 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3461 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3426 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3462 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3427 3463
3428 /* print message if there is one */ 3464 /* print message if there is one */
3429 if (item->msg != NULL) 3465 if (item->msg != NULL)
3430 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3466 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3467 }
3468 else
3431 } 3469 {
3432 else {
3433 /* generate misc. treasure */ 3470 /* generate misc. treasure */
3434 tmp = arch_to_object (tr->item); 3471 tmp = arch_to_object (tr->item);
3435 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3472 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3436 tmp = insert_ob_in_ob (tmp, who); 3473 tmp = insert_ob_in_ob (tmp, who);
3437 if (who->type == PLAYER) 3474 if (who->type == PLAYER)
3438 esrv_send_item(who, tmp); 3475 esrv_send_item (who, tmp);
3439 } 3476 }
3440} 3477}
3441 3478
3442/** 3479/**
3443 * Unready an object for a player. This function does nothing if the object was 3480 * Unready an object for a player. This function does nothing if the object was
3444 * not readied. 3481 * not readied.
3445 */ 3482 */
3483void
3446void player_unready_range_ob(player *pl, object *ob) { 3484player_unready_range_ob (player *pl, object *ob)
3447 rangetype i; 3485{
3486 if (pl->ob->current_weapon == ob)
3487 pl->ob->current_weapon = 0;
3448 3488
3449 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3489 if (pl->combat_ob == ob)
3450 if (pl->ranges[i] == ob) { 3490 pl->combat_ob = 0;
3451 pl->ranges[i] = NULL; 3491
3452 if (pl->shoottype == i) { 3492 if (pl->ranged_ob == ob)
3453 pl->shoottype = range_none; 3493 pl->ranged_ob = 0;
3454 }
3455 }
3456 }
3457} 3494}
3495
3496sint8
3497player::visibility_at (maptile *map, int x, int y) const
3498{
3499 if (!ns)
3500 return 0;
3501
3502 int dx, dy;
3503 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3504 return 0;
3505
3506 x += dx - ns->current_x + ns->mapx / 2;
3507 y += dy - ns->current_y + ns->mapy / 2;
3508
3509 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3510 return 0;
3511
3512 return 100 - blocked_los [x][y];
3513}

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