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Comparing deliantra/server/server/player.C (file contents):
Revision 1.9 by root, Tue Aug 29 07:34:00 2006 UTC vs.
Revision 1.160 by root, Wed Aug 22 20:46:46 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 1.9 2006/08/29 07:34:00 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify
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 for (tmp = ob->inv; tmp; tmp = tmp->below)
119 if( *buf == '#') 232 if (tmp->type == FORCE)
120 continue; 233 if (tmp->arch->archname == shstr_dragon_ability_force)
121 if (size + strlen(buf)>=HUGE_BUF) 234 abil = tmp;
235 else if (tmp->arch->archname == shstr_dragon_skin_force)
236 skin = tmp;
237
238 set_dragon_name (ob, abil, skin);
239 }
240
241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
242
243 esrv_new_player (this, ob->weight + ob->carrying);
244
245 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false;
248
249 for (object *op = ob->inv; op; op = op->below)
250 if (op->flag [FLAG_APPLIED])
251 switch (op->type)
122 { 252 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 253 case SKILL:
124 break; 254 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; 255 break;
167 } 256
168 strncat(news+size,buf,HUGE_BUF-size); 257 case WAND:
169 size+=strlen(buf); 258 case ROD:
259 case HORN:
260 case BOW:
261 ranged_ob = op;
262 break;
263
264 case WEAPON:
265 combat_ob = op;
266 break;
170 } 267 }
171 } 268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
270 ob->update_stats ();
271
272 ns->floorbox_update ();
273 esrv_send_inventory (ob, ob);
274 esrv_add_spells (this, 0);
275
276 activate ();
277
278 send_rules (ob);
279 send_news (ob);
280 display_motd (ob);
281
282 INVOKE_PLAYER (CONNECT, this);
283 INVOKE_PLAYER (LOGIN, this);
284}
285
286void
287player::disconnect ()
288{
289 if (ob)
172 290 {
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 291 ob->close_container (); //TODO: client-specific
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 292 ob->drop_unpaid_items ();
175 "INFORMATION: %s\n%s\n", 293 }
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179}
180 294
181int playername_ok(const char *cp) { 295 if (ns)
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1;
189}
190
191/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map.
194 */
195
196/* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 p = (player *) malloc(sizeof(player));
208 if(p==NULL)
209 fatal(OUT_OF_MEMORY);
210
211 /* This adds the player in the linked list. There is extra
212 * complexity here because we want to add the new player at the
213 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of
215 * 'who'.
216 */
217 player *tmp = first_player;
218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next;
220 if(tmp!=NULL)
221 tmp->next=p;
222 else
223 first_player=p;
224
225 p->next = NULL;
226 } 296 {
297 if (active)
298 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
227 299
228 /* Clears basically the entire player structure except 300 INVOKE_PLAYER (DISCONNECT, this);
229 * for next and socket.
230 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
232 p->attachable_init (); //HACK
233 301
302 ns->reset_stats ();
303 ns->pl = 0;
304 ns = 0;
305 }
306
307 observe = ob;
308
309 deactivate ();
310}
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=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 340 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 341
243#ifdef AUTOSAVE 342 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 343
245#endif 344 gen_sp_armour = 10;
345 bowtype = bow_normal;
346 petmode = pet_normal;
347 listening = 10;
348 usekeys = containers;
349 peaceful = 1; /* default peaceful */
350 do_los = 1;
351
352 weapon_sp = 1.0f;
353 weapon_sp_left = 0.5f;
354}
355
356void
357player::do_destroy ()
358{
359 disconnect ();
360
361 attachable::do_destroy ();
362
363 if (ob)
246 364 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 365 ob->destroy_inv (false);
366 ob->destroy ();
248 367 }
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 */
257 368
258 roll_stats(op); 369 ob = observe = 0;
259 p->state=ST_ROLL_STAT;
260 clear_los(op);
261
262 p->gen_sp_armour=10;
263 p->last_speed= -1;
264 p->shoottype=range_none;
265 p->bowtype=bow_normal;
266 p->petmode=pet_normal;
267 p->listening=10;
268 p->usekeys=containers;
269 p->last_weapon_sp= -1;
270 p->peaceful=1; /* default peaceful */
271 p->do_los=1;
272 p->explore=0;
273 p->no_shout=0; /* default can shout */
274
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race);
278
279 CLEAR_FLAG(op,FLAG_READY_SKILL);
280
281 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i=0; i < NUM_SKILLS; i++) {
287 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL;
289 }
290 for (i=0; i < NROFATTACKS; i++) {
291 p->last_resist[i] = -1;
292 }
293 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1;
295
296 p->socket.update_look=0;
297 p->socket.look_position=0;
298 return p;
299} 370}
300 371
301 372player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 373{
305 strcpy(op->contr->maplevel, first_map_path); 374 /* Clear item stack */
306 op->x = -1; 375 free (stack_items);
307 op->y = -1;
308 enter_exit(op, NULL);
309} 376}
310 377
311/* Tries to add player on the connection passwd in ns. 378/* Tries to add player on the connection passed in ns.
312 * 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
313 * mode. 380 * mode.
314 */ 381 */
382player *
383player::create ()
384{
385 player *pl = new player;
315 386
316int add_player(NewSocket *ns) { 387 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318 388
319 p=get_player(NULL); 389 pl->ob->roll_stats ();
320 p->socket = *ns; 390 pl->ob->stats.wc = 2;
321 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... */
322 if(p->socket.faces_sent == NULL) 392
323 fatal(OUT_OF_MEMORY);
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket.
328 */
329 p->socket.inbuf.len = 0;
330 set_first_map(p->ob); 393 set_first_map (pl->ob);
331 394
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob);
334 send_rules(p->ob);
335 send_news(p->ob);
336 display_motd(p->ob);
337 get_name(p->ob);
338 return 0; 395 return pl;
339} 396}
340 397
341/* 398/*
342 * get_player_archetype() return next player archetype from archetype 399 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 400 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
345 */ 402 */
403archetype *
346archetype *get_player_archetype(archetype* at) 404get_player_archetype (archetype *at)
347{ 405{
348 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
407
349 for (;;) { 408 for (;;)
350 if (at==NULL || at->next==NULL)
351 at=first_archetype;
352 else
353 at=at->next;
354 if(at->clone.type==PLAYER)
355 return at;
356 if (at == start) {
357 LOG (llevError, "No Player archetypes\n");
358 exit (-1);
359 }
360 } 409 {
361} 410 if (++i == archetypes.end ())
411 i = archetypes.begin ();
412 else if (*i == at)
413 cleanup ("not a single player archetype found");
362 414
415 if ((*i)->type == PLAYER)
416 return *i;
417 }
418}
363 419
420object *
364object *get_nearest_player(object *mon) { 421get_nearest_player (object *mon)
422{
365 object *op = NULL; 423 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 424 objectlink *ol;
368 unsigned lastdist; 425 unsigned lastdist;
369 rv_vector rv; 426 rv_vector rv;
370 427
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
372 /* We should not find free objects on this friendly list, but it 429 {
373 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop.
376 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
378 object *tmp=ol->ob;
379
380 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared.
382 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next;
385 remove_friendly_object(tmp);
386 if (!ol) return op;
387 }
388
389 /* Remove special check for player from this. First, it looks to cause
390 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case -
392 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this
395 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 430 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 431 continue;
398 432
399 if(lastdist>rv.distance) {
400 op=ol->ob;
401 lastdist=rv.distance;
402 }
403 }
404 for (pl=first_player; pl != NULL; pl=pl->next) {
405 if (can_detect_enemy(mon, pl->ob,&rv)) {
406
407 if(lastdist>rv.distance) { 433 if (lastdist > rv.distance)
408 op=pl->ob; 434 {
435 op = ol->ob;
409 lastdist=rv.distance; 436 lastdist = rv.distance;
437 }
410 } 438 }
411 } 439
412 } 440 for_all_players (pl)
441 if (can_detect_enemy (mon, pl->ob, &rv))
442 if (lastdist > rv.distance)
443 {
444 op = pl->ob;
445 lastdist = rv.distance;
446 }
447
413#if 0 448#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 449 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 450#endif
416 return op; 451 return op;
417} 452}
418 453
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 454/* I believe this can safely go to 2, 3 is questionable, 4 will likely
420 * result in a monster paths backtracking. It basically determines how large a 455 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 456 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 470 * circling behaviour. Unfortunately, this function is also used to determined
436 * if the creature should cast a spell, so returning a direction in that case 471 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 472 * is probably not a good thing.
438 */ 473 */
439#define MAX_SPACES 50 474#define MAX_SPACES 50
440
441 475
442/* 476/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 477 * Returns the direction to the player, if valid. Returns 0 otherwise.
444 * modified to verify there is a path to the player. Does this by stepping towards 478 * modified to verify there is a path to the player. Does this by stepping towards
445 * player and if path is blocked then see if blockage is close enough to player that 479 * player and if path is blocked then see if blockage is close enough to player that
458 * monster can in fact move one space in that direction. 492 * monster can in fact move one space in that direction.
459 * 3) I'm not sure how good this code will be for moving multipart monsters, 493 * 3) I'm not sure how good this code will be for moving multipart monsters,
460 * since only simple checks to blocked are being called, which could mean the monster 494 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 495 * is blocking itself.
462 */ 496 */
497int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 498path_to_player (object *mon, object *pl, unsigned mindiff)
499{
464 rv_vector rv; 500 rv_vector rv;
465 sint16 x,y; 501 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 502 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 503 maptile *m, *lastmap;
468 504
469 get_rangevector(mon, pl, &rv, 0); 505 get_rangevector (mon, pl, &rv, 0);
470 506
471 if (rv.distance<mindiff) return 0; 507 if (rv.distance < mindiff)
472
473 x=mon->x;
474 y=mon->y;
475 m=mon->map;
476 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
478 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
479 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0;
481 while (diff >1 && max>0) {
482 lastx = x;
483 lasty = y;
484 lastmap = m;
485 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir];
487
488 mflags = get_map_flags(m, &m, x, y, &x, &y);
489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
490
491 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
493 && (m == mon->map && blocked_link(mon, m, x, y)))) {
494 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before.
496 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) {
499 /* OK - says direction should be different - lets reset the
500 * the values so it will try again.
501 */
502 x = lastx;
503 y = lasty;
504 m = lastmap;
505 dir = firstdir = rv.direction;
506 } else {
507 /* direct path is blocked - try taking a side step to
508 * either the left or right.
509 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting
512 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth
514 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
516 if (i==0) continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in
519 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully
526 * moved.
527 */
528
529 x = lastx + freearr_x[absdir(lastdir+i)];
530 y = lasty + freearr_y[absdir(lastdir+i)];
531 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
536 if (mflags & P_BLOCKSVIEW) continue;
537
538 if (m == mon->map && blocked_link(mon, m, x, y)) break;
539 }
540 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path.
542 */
543 if (i==(DETOUR_AMOUNT+1))
544 return 0;
545 diff--;
546 lastdir=dir;
547 max--;
548 if (!firstdir) firstdir = dir+i;
549 } /* else check alternate directions */
550 } /* if blocked */
551 else {
552 /* we moved towards creature, so diff is less */
553 diff--;
554 max--;
555 lastdir=dir;
556 if (!firstdir) firstdir = dir;
557 }
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance.
561 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
564 }
565 if (diff>max) return 0;
566 }
567 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0;
569
570 return firstdir;
571}
572
573void give_initial_items(object *pl,treasurelist *items) {
574 object *op,*next=NULL;
575
576 if(pl->randomitems!=NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
578
579 for (op=pl->inv; op; op=next) {
580 next = op->below;
581
582 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way
584 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED);
587
588 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions
590 */
591 if (pl->type == PLAYER) {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) ||
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
598 remove_ob (op);
599 free_object (op);
600 continue;
601 }
602 }
603
604 /* This really needs to be better - we should really give
605 * a substitute spellbook. The problem is that we don't really
606 * have a good idea what to replace it with (need something like
607 * a first level treasurelist for each skill.)
608 * remove duplicate skills also
609 */
610 if(op->type==SPELLBOOK || op->type == SKILL) {
611 object *tmp;
612
613 for (tmp=op->below; tmp; tmp=tmp->below)
614 if (tmp->type == op->type && tmp->name == op->name) break;
615
616 if (tmp) {
617 remove_ob(op);
618 free_object(op);
619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620 tmp->name);
621 continue;
622 }
623 if (op->nrof > 1) op->nrof = 1;
624 }
625
626 if (op->type == SPELLBOOK && op->inv) {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
628 }
629
630 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be
632 * merged properly.
633 */
634 if (need_identify(op)) {
635 SET_FLAG(op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED);
638 }
639 if(op->type==SPELL) {
640 remove_ob(op);
641 free_object(op);
642 continue;
643 }
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0;
647 op->level = 1;
648 }
649 /* lock all 'normal items by default */
650 else SET_FLAG(op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */
652
653 /* Need to set up the skill pointers */
654 link_player_skills(pl);
655}
656
657void get_name(object *op) {
658 op->contr->write_buf[0]='\0';
659 op->contr->state=ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:");
661}
662
663void get_password(object *op) {
664 op->contr->write_buf[0]='\0';
665 op->contr->state=ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
667}
668
669void play_again(object *op)
670{
671 op->contr->state=ST_PLAY_AGAIN;
672 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all
680 * cases.
681 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED))
683 remove_ob(op);
684 /* Need to set this to null - otherwise, it could point to garbage,
685 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out.
687 */
688 op->map = NULL;
689}
690
691
692int receive_play_again(object *op, char key)
693{
694 if(key=='q'||key=='Q') {
695 remove_friendly_object(op);
696 leave(op->contr,0); /* ericserver will draw the message */
697 return 2;
698 }
699 else if(key=='a'||key=='A') {
700 player *pl = op->contr;
701 const char *name = op->name;
702
703 add_refcount(name);
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 FREE_AND_CLEAR_STR(op->name);
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n");
715 get_name(op);
716 op->name = name; /* Alrady added a refcount above */
717 op->name_pl = add_string(name);
718 set_first_map(op);
719 } else {
720 /* user pressed something else so just ask again... */
721 play_again(op);
722 }
723 return 0; 508 return 0;
724}
725 509
726void confirm_password(object *op) { 510 x = mon->x;
511 y = mon->y;
512 m = mon->map;
513 dir = rv.direction;
514 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
515 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
727 516
728 op->contr->write_buf[0]='\0'; 517 /* If we can't solve it within the search distance, return now. */
729 op->contr->state=ST_CONFIRM_PASSWORD; 518 if (diff > max)
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 519 return 0;
731}
732 520
521 while (diff > 1 && max > 0)
522 {
523 lastx = x;
524 lasty = y;
525 lastmap = m;
526 x = lastx + freearr_x[dir];
527 y = lasty + freearr_y[dir];
528
529 mflags = get_map_flags (m, &m, x, y, &x, &y);
530 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
531
532 /* Space is blocked - try changing direction a little */
533 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
534 && (m == mon->map && blocked_link (mon, m, x, y))))
535 {
536 /* recalculate direction from last good location. Possible
537 * we were not traversing ideal location before.
538 */
539 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
540 if (rv.direction != dir)
541 {
542 /* OK - says direction should be different - lets reset the
543 * the values so it will try again.
544 */
545 x = lastx;
546 y = lasty;
547 m = lastmap;
548 dir = firstdir = rv.direction;
549 }
550 else
551 {
552 /* direct path is blocked - try taking a side step to
553 * either the left or right.
554 * Note increase the values in the loop below to be
555 * more than -1/1 respectively will mean the monster takes
556 * bigger detour. Have to be careful about these values getting
557 * too big (3 or maybe 4 or higher) as the monster may just try
558 * stepping back and forth
559 */
560 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
561 {
562 if (i == 0)
563 continue; /* already did this, so skip it */
564 /* Use lastdir here - otherwise,
565 * since the direction that the creature should move in
566 * may change, you could get infinite loops.
567 * ie, player is northwest, but monster can only
568 * move west, so it does that. It goes some distance,
569 * gets blocked, finds that it should move north,
570 * can't do that, but now finds it can move east, and
571 * gets back to its original point. lastdir contains
572 * the last direction the creature has successfully
573 * moved.
574 */
575
576 x = lastx + freearr_x[absdir (lastdir + i)];
577 y = lasty + freearr_y[absdir (lastdir + i)];
578 m = lastmap;
579 mflags = get_map_flags (m, &m, x, y, &x, &y);
580 if (mflags & P_OUT_OF_MAP)
581 continue;
582 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
583 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
584 continue;
585 if (mflags & P_BLOCKSVIEW)
586 continue;
587
588 if (m == mon->map && blocked_link (mon, m, x, y))
589 break;
590 }
591 /* go through entire loop without finding a valid
592 * sidestep to take - thus, no valid path.
593 */
594 if (i == (DETOUR_AMOUNT + 1))
595 return 0;
596 diff--;
597 lastdir = dir;
598 max--;
599 if (!firstdir)
600 firstdir = dir + i;
601 } /* else check alternate directions */
602 } /* if blocked */
603 else
604 {
605 /* we moved towards creature, so diff is less */
606 diff--;
607 max--;
608 lastdir = dir;
609 if (!firstdir)
610 firstdir = dir;
611 }
612
613 if (diff <= 1)
614 {
615 /* Recalculate diff (distance) because we may not have actually
616 * headed toward player for entire distance.
617 */
618 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
619 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
620 }
621
622 if (diff > max)
623 return 0;
624 }
625
626 /* If we reached the max, didn't find a direction in time */
627 if (!max)
628 return 0;
629
630 return firstdir;
631}
632
633void
634give_initial_items (object *pl, treasurelist * items)
635{
636 object *op, *next = NULL;
637
638 if (pl->randomitems != NULL)
639 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
640
641 for (op = pl->inv; op; op = next)
642 {
643 next = op->below;
644
645 /* Forces get applied per default, unless they have the
646 * flag "neutral" set. Sorry but I can't think of a better way
647 */
648 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
649 SET_FLAG (op, FLAG_APPLIED);
650
651 /* we never give weapons/armour if these cannot be used
652 * by this player due to race restrictions
653 */
654 if (pl->type == PLAYER)
655 {
656 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
657 (op->type == ARMOUR || op->type == BOOTS ||
658 op->type == CLOAK || op->type == HELMET ||
659 op->type == SHIELD || op->type == GLOVES ||
660 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
661 {
662 op->destroy ();
663 continue;
664 }
665 }
666
667 /* This really needs to be better - we should really give
668 * a substitute spellbook. The problem is that we don't really
669 * have a good idea what to replace it with (need something like
670 * a first level treasurelist for each skill.)
671 * remove duplicate skills also
672 */
673 if (op->type == SPELLBOOK || op->type == SKILL)
674 {
675 object *tmp;
676
677 for (tmp = op->below; tmp; tmp = tmp->below)
678 if (tmp->type == op->type && tmp->name == op->name)
679 break;
680
681 if (tmp)
682 {
683 op->destroy ();
684 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
685 continue;
686 }
687
688 if (op->nrof > 1)
689 op->nrof = 1;
690 }
691
692 if (op->type == SPELLBOOK && op->inv)
693 {
694 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
695 }
696
697 /* Give starting characters identified, uncursed, and undamned
698 * items. Just don't identify gold or silver, or it won't be
699 * merged properly.
700 */
701 if (need_identify (op))
702 {
703 SET_FLAG (op, FLAG_IDENTIFIED);
704 CLEAR_FLAG (op, FLAG_CURSED);
705 CLEAR_FLAG (op, FLAG_DAMNED);
706 }
707 if (op->type == SPELL)
708 {
709 op->destroy ();
710 continue;
711 }
712 else if (op->type == SKILL)
713 {
714 SET_FLAG (op, FLAG_CAN_USE_SKILL);
715 op->stats.exp = 0;
716 op->level = 1;
717 }
718 /* lock all 'normal items by default */
719 else
720 SET_FLAG (op, FLAG_INV_LOCKED);
721 } /* for loop of objects in player inv */
722
723 /* Need to set up the skill pointers */
724 link_player_skills (pl);
725}
726
727void
733void get_party_password(object *op, partylist *party) { 728get_party_password (object *op, partylist *party)
729{
734 if (party == NULL) { 730 if (party == NULL)
731 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 732 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 733 return;
737 } 734 }
735
738 op->contr->write_buf[0]='\0'; 736 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 737 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 738 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 739 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 740}
743
744 741
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 742/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
743static int
746int roll_stat(void) { 744roll_stat (void)
745{
747 int a[4],i,j,k; 746 int a[4], i, j, k;
748 747
749 for(i=0;i<4;i++) 748 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 749 a[i] = (int) rndm (6) + 1;
751 750
752 for(i=0,j=0,k=7;i<4;i++) 751 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 752 if (a[i] < k)
754 k=a[i],j=i; 753 k = a[i], j = i;
755 754
756 for(i=0,k=0;i<4;i++) { 755 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 756 if (i != j)
758 k+=a[i]; 757 k += a[i];
759 } 758
760 return k; 759 return k;
761} 760}
762 761
763void roll_stats(object *op) { 762void
763object::roll_stats ()
764{
765 int statsort [NUM_STATS];
766
767 for (;;)
768 {
764 int sum=0; 769 int sum = 0;
765 int i = 0, j = 0; 770 for (int i = NUM_STATS; i--; )
766 int statsort[7]; 771 sum += statsort [i] = roll_stat ();
767 772
768 do { 773 if (sum >= 82 && sum <= 116)
769 op->stats.Str=roll_stat(); 774 break;
770 op->stats.Dex=roll_stat(); 775 }
771 op->stats.Int=roll_stat();
772 op->stats.Con=roll_stat();
773 op->stats.Wis=roll_stat();
774 op->stats.Pow=roll_stat();
775 op->stats.Cha=roll_stat();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
777 op->stats.Con+op->stats.Wis+op->stats.Pow+
778 op->stats.Cha;
779 } while(sum<82||sum>116);
780 776
781 /* Sort the stats so that rerolling is easier... */ 777 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 778 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
783 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha;
789 779
790 /* a quick and dirty bubblesort? */ 780 for (int i = 0; i < NUM_STATS; ++i)
791 do {
792 if (statsort[i] < statsort[i + 1]) {
793 j = statsort[i];
794 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j;
796 i = 0;
797 } else {
798 i++;
799 }
800 } while (i < 6);
801
802 op->stats.Str = statsort[0]; 781 stats.stat (i) = statsort [i];
803 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2];
805 op->stats.Int = statsort[3];
806 op->stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6];
809 782
810
811 op->contr->orig_stats.Str=op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha;
818
819 op->level=1;
820 op->stats.exp=0; 783 stats.exp = 0;
821 op->stats.ac=0; 784 stats.ac = 0;
822 785
786 stats.hp = stats.maxhp;
787 stats.sp = stats.maxsp;
788 stats.grace = stats.maxgrace;
789
790 if (contr)
791 {
823 op->contr->levhp[1] = 9; 792 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 793 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 794 contr->levgrace[1] = 3;
826 795
827 fix_player(op); 796 contr->orig_stats = stats;
797 }
798}
799
800void
801object::swap_stats (int a, int b)
802{
803 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
804
805 for (int i = 0; i < NUM_STATS; ++i)
806 stats.stat (i) = contr->orig_stats.stat (i);
807
808 //TODO: the following code looks so borked and should, at the very least,
809 // be merged with the similar code in roll_stats
810 stats.ac = 0;
811
812 level = 1;
813 stats.exp = 0;
814 stats.ac = 0;
815
828 op->stats.hp = op->stats.maxhp; 816 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 817 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 818 stats.grace = stats.maxgrace;
819
820 if (contr)
821 {
822 contr->levhp[1] = 9;
823 contr->levsp[1] = 6;
824 contr->levgrace[1] = 3;
825
831 op->contr->orig_stats=op->stats; 826 contr->orig_stats = stats;
827 }
832} 828}
833 829
834void Roll_Again(object *op) 830static void
831start_info (object *op)
835{ 832{
836 esrv_new_player(op->contr, 0);
837 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)? ");
838}
839
840void Swap_Stat(object *op,int Swap_Second)
841{
842 signed char tmp;
843 char buf[MAX_BUF]; 833 char buf[MAX_BUF];
844 834
845 if ( op->contr->Swap_First == -1 ) { 835 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
849 return;
850 }
851
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
853
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
858
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 836 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 837 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0;
869
870 op->level=1;
871 op->stats.exp=0;
872 op->stats.ac=0;
873
874 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3;
877
878 fix_player(op);
879 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats;
883 op->contr->Swap_First=-1;
884}
885
886
887/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats
891 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation.
893 */
894int key_roll_stat(object *op, char key)
895{
896 int keynum = key -'0';
897 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
899
900 if (keynum>0 && keynum<=7) {
901 if (op->contr->Swap_First==-1) {
902 op->contr->Swap_First=stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf); 838 //new_draw_info (NDI_UNIQUE, 0, op, " ");
905 }
906 else
907 Swap_Stat(op,stat_trans[keynum]);
908
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
910 return 1;
911 }
912 switch (key) {
913 case 'n':
914 case 'N': {
915 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n");
918 break;
919 }
920
921#if 0
922 /* So that enter_exit will put us at startx/starty */
923 op->x= -1;
924
925 enter_exit(op,NULL);
926#endif
927 SET_ANIMATION(op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */
929 add_statbonus(op);
930 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");
931 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg);
934 return 0;
935 }
936 case 'y':
937 case 'Y':
938 roll_stats(op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1;
941
942 case 'q':
943 case 'Q':
944 play_again(op);
945 return 1;
946
947 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
949 return 0;
950 }
951 return 0;
952} 839}
953 840
954/* This function takes the key that is passed, and does the 841/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 842 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 843 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 844 * separate race and class; this actually changes the RACE,
958 * not the class. 845 * not the class.
959 */ 846 */
960 847void
961int key_change_class(object *op, char key) 848player::chargen_race_done ()
962{ 849{
963 int tmp_loop;
964
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') {
971 char buf[MAX_BUF];
972
973 /* this must before then initial items are given */ 850 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 851 esrv_new_player (ob->contr, ob->weight + ob->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 852
853 treasurelist *tl = treasurelist::find ("starting_wealth");
854 if (tl)
855 create_treasure (tl, ob, 0, 0, 0);
856
977 INVOKE_PLAYER (BIRTH, op->contr); 857 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 858 INVOKE_PLAYER (LOGIN, ob->contr);
979 859
980 op->contr->state=ST_PLAYING; 860 ob->contr->ns->state = ST_PLAYING;
981 861
982 if (op->msg) { 862 if (ob->msg)
983 free_string(op->msg); 863 ob->msg = 0;
984 op->msg=NULL;
985 }
986 864
987 /* We create this now because some of the unique maps will need it 865 /* We create this now because some of the unique maps will need it
988 * to save here. 866 * to save here.
989 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
991 make_path_to_file(buf);
992
993#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks;
995#endif
996 start_info(op);
997 CLEAR_FLAG(op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems);
999 link_player_skills(op);
1000 esrv_send_inventory(op, op);
1001 fix_player(op);
1002
1003 /* This moves the player to a different start map, if there
1004 * is one for this race
1005 */
1006 if(*first_map_ext_path) {
1007 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s",
1011 first_map_ext_path, op->arch->name);
1012 tmp=get_object();
1013 EXIT_PATH(tmp) = add_string(mapname);
1014 EXIT_X(tmp) = op->x;
1015 EXIT_Y(tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the
1018 * default initial map */
1019 free_object(tmp);
1020 } else {
1021 LOG(llevDebug,"first_map_ext_path not set\n");
1022 }
1023 return 0;
1024 }
1025
1026 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above.
1028 */ 867 */
1029 868 {
1030 tmp_loop = 0;
1031 while(!tmp_loop) {
1032 const char *name = add_string (op->name);
1033 int x = op->x, y = op->y;
1034 remove_statbonus(op);
1035 remove_ob (op);
1036 op->arch = get_player_archetype(op->arch);
1037 copy_object (&op->arch->clone, op);
1038 op->instantiate ();
1039 op->stats = op->contr->orig_stats;
1040 free_string (op->name);
1041 op->name = name;
1042 free_string(op->name_pl);
1043 op->name_pl = add_string(name);
1044 op->x = x;
1045 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op);
1051 tmp_loop=allowed_class(op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 }
1055 update_object(op,UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op);
1057 fix_player(op);
1058 op->stats.hp=op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp;
1060 op->stats.grace=0;
1061 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg);
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1064 return 0;
1065}
1066
1067int key_confirm_quit(object *op, char key)
1068{
1069 char buf[MAX_BUF]; 869 char buf[MAX_BUF];
1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1072 op->contr->state=ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1074 return 1;
1075 }
1076
1077 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr);
1079
1080 terminate_all_pets(op);
1081 leave_map(op);
1082 op->direction=0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1084 "%s quits the game.",op->name);
1085
1086 strcpy(op->contr->killer,"quit");
1087 check_score(op);
1088 op->contr->party=NULL;
1089 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0';
1091
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1093 mapstruct *mp, *next;
1094
1095 /* We need to hunt for any per player unique maps in memory and
1096 * get rid of them. The trailing slash in the path is intentional,
1097 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 870 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 871 make_path_to_file (buf);
1101 next = mp->next; 872 }
1102 if (!strncmp(mp->path, buf, strlen(buf))) 873
1103 delete_map(mp); 874 start_info (ob);
1104 } 875 CLEAR_FLAG (ob, FLAG_WIZ);
1105 876 give_initial_items (ob, ob->randomitems);
1106 delete_character(op->name, 1); 877 link_player_skills (ob);
878 esrv_send_inventory (ob, ob);
879 ob->update_stats ();
880
881 /* This moves the player to a different start map, if there
882 * is one for this race
883 */
884 if (*first_map_ext_path)
1107 } 885 {
1108 play_again(op); 886 object *tmp;
1109 return 1; 887 char mapname[MAX_BUF];
1110}
1111 888
889 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
890 tmp = object::create ();
891 EXIT_PATH (tmp) = mapname;
892 EXIT_X (tmp) = ob->x;
893 EXIT_Y (tmp) = ob->y;
894 ob->enter_exit (tmp); /* we don't really care if it succeeded;
895 * if the map isn't there, then stay on the
896 * default initial map */
897 tmp->destroy ();
898 }
899 else
900 LOG (llevDebug, "first_map_ext_path not set\n");
901}
902
903void
904player::chargen_race_next ()
905{
906 /* Following actually changes the race - this is the default command
907 * if we don't match with one of the options above.
908 */
909
910 do
911 {
912 shstr name = ob->name;
913 int x = ob->x, y = ob->y;
914
915 ob->remove_statbonus ();
916 ob->remove ();
917 ob->arch = get_player_archetype (ob->arch);
918 ob->arch->copy_to (ob);
919 ob->instantiate ();
920 ob->stats = ob->contr->orig_stats;
921 ob->name = ob->name_pl = name;
922 ob->x = x;
923 ob->y = y;
924 SET_ANIMATION (ob, 2); /* So player faces south */
925 insert_ob_in_map (ob, ob->map, ob, 0);
926 assign (ob->contr->title, ob->arch->object::name);
927 ob->add_statbonus ();
928 }
929 while (!allowed_class (ob));
930
931 update_object (ob, UP_OBJ_FACE);
932 esrv_update_item (UPD_FACE, ob, ob);
933 ob->update_stats ();
934 ob->stats.hp = ob->stats.maxhp;
935 ob->stats.sp = ob->stats.maxsp;
936 ob->stats.grace = 0;
937}
938
939void
1112void flee_player(object *op) { 940flee_player (object *op)
941{
1113 int dir,diff; 942 int dir, diff;
1114 rv_vector rv; 943 rv_vector rv;
1115 944
1116 if(op->stats.hp < 0) { 945 if (op->stats.hp < 0)
946 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 947 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 948 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 949 return;
1120 } 950 }
1121 951
1122 if(op->enemy==NULL) { 952 if (op->enemy == NULL)
953 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 954 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 955 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 956 return;
1126 } 957 }
1127 958
1128 /* Seen some crashes here. Since we don't store an 959 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 960 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 961 * actual enemy, and the object is recycled.
1131 */ 962 */
1132 if (op->enemy->map == NULL) { 963 if (op->enemy->map == NULL)
964 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 965 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 966 op->enemy = NULL;
1135 return; 967 return;
1136 } 968 }
1137 969
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 970 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
971 {
1139 op->enemy=NULL; 972 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 973 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 974 return;
1142 } 975 }
976
1143 get_rangevector(op, op->enemy, &rv, 0); 977 get_rangevector (op, op->enemy, &rv, 0);
1144 978
1145 dir=absdir(4+rv.direction); 979 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 980 for (diff = 0; diff < 3; diff++)
1147 int m=1-(RANDOM()&2);
1148 if(move_ob(op,absdir(dir+diff*m),op)||
1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1150 return;
1151 }
1152 } 981 {
982 int m = 1 - (RANDOM () & 2);
983
984 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
985 return;
986 }
987
1153 /* Cornered, get rid of scared */ 988 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 989 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 990 op->enemy = NULL;
1156} 991}
1157
1158 992
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 993/* check_pick sees if there is stuff to be picked up/picks up stuff.
1160 * IT returns 1 if the player should keep on moving, 0 if he should 994 * It returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 995 * stop.
1162 */ 996 */
997int
1163int check_pick(object *op) { 998check_pick (object *op)
999{
1164 object *tmp, *next; 1000 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1001 int stop = 0;
1167 int j, k, wvratio; 1002 int wvratio;
1168 char putstring[128], tmpstr[16]; 1003 char putstring[128];
1169
1170 1004
1171 /* if you're flying, you cna't pick up anything */ 1005 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1006 if (op->move_type & MOVE_FLYING)
1173 return 1; 1007 return 1;
1174 1008
1175 op_tag = op->count;
1176
1177 next = op->below; 1009 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1010
1181 /* loop while there are items on the floor that are not marked as 1011 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1012 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1013 while (next && !next->destroyed ())
1184 { 1014 {
1185 tmp = next; 1015 tmp = next;
1186 next = tmp->below; 1016 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1017
1190 if (was_destroyed (op, op_tag)) 1018 if (op->destroyed ())
1191 return 0; 1019 return 0;
1192 1020
1193 if ( ! can_pick (op, tmp)) 1021 if (!can_pick (op, tmp))
1194 continue; 1022 continue;
1195 1023
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1024 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1025 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1026 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1027 pick_up (op, tmp);
1200 continue; 1028 continue;
1201 } 1029 }
1202 1030
1203 /* high not bit set? We're using the old autopickup model */ 1031 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1032 if (!(op->contr->mode & PU_NEWMODE))
1033 {
1205 switch (op->contr->mode) { 1034 switch (op->contr->mode)
1206 case 0: return 1; /* don't pick up */ 1035 {
1207 case 1: pick_up (op, tmp); 1036 case 0:
1208 return 1; 1037 return 1; /* don't pick up */
1209 case 2: pick_up (op, tmp); 1038 case 1:
1210 return 0; 1039 pick_up (op, tmp);
1211 case 3: return 0; /* stop before pickup */ 1040 return 1;
1212 case 4: pick_up (op, tmp); 1041 case 2:
1213 break; 1042 pick_up (op, tmp);
1214 case 5: pick_up (op, tmp); 1043 return 0;
1215 stop = 1; 1044 case 3:
1216 break; 1045 return 0; /* stop before pickup */
1217 case 6: 1046 case 4:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1047 pick_up (op, tmp);
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1048 break;
1220 pick_up(op, tmp); 1049 case 5:
1221 break; 1050 pick_up (op, tmp);
1051 stop = 1;
1052 break;
1053 case 6:
1054 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1055 pick_up (op, tmp);
1056 break;
1222 1057
1223 case 7: 1058 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1059 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1060 pick_up (op, tmp);
1226 break; 1061 break;
1227 1062
1228 default: 1063 default:
1229 /* use value density */ 1064 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1065 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1066 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1067 pick_up (op, tmp);
1233 >= op->contr->mode) 1068 }
1234 pick_up(op,tmp); 1069 }
1235 } 1070 else
1236 } 1071 { /* old model */
1237 else { /* old model */
1238 /* NEW pickup handling */ 1072 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1073 if (op->contr->mode & PU_DEBUG)
1240 { 1074 {
1241 /* some debugging code to figure out item information */ 1075 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1076 if (tmp->name != NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1077 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1078 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1079 else
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1080 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 1081 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1082
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1083 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1084 }
1251 1085
1252 sprintf(putstring,"...flags: "); 1086 /* philosophy:
1253 for(k=0;k<4;k++) 1087 * It's easy to grab an item type from a pile, as long as it's
1254 { 1088 * generic. This takes no game-time. For more detailed pickups
1255 for(j=0;j<32;j++) 1089 * and selections, select-items should be used. This is a
1256 { 1090 * grab-as-you-run type mode that's really useful for arrows for
1257 if((tmp->flags[k]>>j)&0x01) 1091 * example.
1258 { 1092 * The drawback: right now it has no frontend, so you need to
1259 sprintf(tmpstr,"%d ",k*32+j); 1093 * stick the bits you want into a calculator in hex mode and then
1260 strcat(putstring, tmpstr); 1094 * convert to decimal and then 'pickup <#>
1261 } 1095 */
1262 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 1096
1097 /* the first two modes are exclusive: if NOTHING we return, if
1098 * STOP then we stop. All the rest are applied sequentially,
1099 * meaning if any test passes, the item gets picked up. */
1100
1101 /* if mode is set to pick nothing up, return */
1102
1103 if (op->contr->mode & PU_NOTHING)
1104 return 1;
1105
1106 /* if mode is set to stop when encountering objects, return */
1107 /* take STOP before INHIBIT since it doesn't actually pick
1108 * anything up */
1109
1110 if (op->contr->mode & PU_STOP)
1111 return 0;
1112
1113 /* useful for going into stores and not losing your settings... */
1114 /* and for battles wher you don't want to get loaded down while
1115 * fighting */
1116 if (op->contr->mode & PU_INHIBIT)
1117 return 1;
1118
1119 /* prevent us from turning into auto-thieves :) */
1120 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1121 continue;
1122
1123 /* ignore known cursed objects */
1124 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1125 continue;
1126
1127 /* all food and drink if desired */
1128 /* question: don't pick up known-poisonous stuff? */
1129 if (op->contr->mode & PU_FOOD)
1130 if (tmp->type == FOOD)
1131 {
1132 pick_up (op, tmp);
1133 continue;
1134 }
1135
1136 if (op->contr->mode & PU_DRINK)
1137 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1138 {
1139 pick_up (op, tmp);
1140 continue;
1141 }
1142
1143 if (op->contr->mode & PU_POTION)
1144 if (tmp->type == POTION)
1145 {
1146 pick_up (op, tmp);
1147 continue;
1148 }
1149
1150 /* spellbooks, skillscrolls and normal books/scrolls */
1151 if (op->contr->mode & PU_SPELLBOOK)
1152 if (tmp->type == SPELLBOOK)
1153 {
1154 pick_up (op, tmp);
1155 continue;
1156 }
1157
1158 if (op->contr->mode & PU_SKILLSCROLL)
1159 if (tmp->type == SKILLSCROLL)
1160 {
1161 pick_up (op, tmp);
1162 continue;
1163 }
1164
1165 if (op->contr->mode & PU_READABLES)
1166 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1167 {
1168 pick_up (op, tmp);
1169 continue;
1170 }
1171
1172 /* wands/staves/rods/horns */
1173 if (op->contr->mode & PU_MAGIC_DEVICE)
1174 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1175 {
1176 pick_up (op, tmp);
1177 continue;
1178 }
1179
1180 /* pick up all magical items */
1181 if (op->contr->mode & PU_MAGICAL)
1182 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1183 {
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 if (op->contr->mode & PU_VALUABLES)
1189 {
1190 if (tmp->type == MONEY || tmp->type == GEM)
1191 {
1192 pick_up (op, tmp);
1193 continue;
1194 }
1195 }
1196
1197 /* rings & amulets - talismans seems to be typed AMULET */
1198 if (op->contr->mode & PU_JEWELS)
1199 if (tmp->type == RING || tmp->type == AMULET)
1200 {
1201 pick_up (op, tmp);
1202 continue;
1203 }
1204
1205 /* we don't forget dragon food */
1206 if (op->contr->mode & PU_FLESH)
1207 if (tmp->type == FLESH)
1208 {
1209 pick_up (op, tmp);
1210 continue;
1211 }
1212
1213 /* bows and arrows. Bows are good for selling! */
1214 if (op->contr->mode & PU_BOW)
1215 if (tmp->type == BOW)
1216 {
1217 pick_up (op, tmp);
1218 continue;
1219 }
1220
1221 if (op->contr->mode & PU_ARROW)
1222 if (tmp->type == ARROW)
1223 {
1224 pick_up (op, tmp);
1225 continue;
1226 }
1227
1228 /* all kinds of armor etc. */
1229 if (op->contr->mode & PU_ARMOUR)
1230 if (tmp->type == ARMOUR)
1231 {
1232 pick_up (op, tmp);
1233 continue;
1234 }
1235
1236 if (op->contr->mode & PU_HELMET)
1237 if (tmp->type == HELMET)
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 if (op->contr->mode & PU_SHIELD)
1244 if (tmp->type == SHIELD)
1245 {
1246 pick_up (op, tmp);
1247 continue;
1248 }
1249
1250 if (op->contr->mode & PU_BOOTS)
1251 if (tmp->type == BOOTS)
1252 {
1253 pick_up (op, tmp);
1254 continue;
1255 }
1256
1257 if (op->contr->mode & PU_GLOVES)
1258 if (tmp->type == GLOVES)
1259 {
1260 pick_up (op, tmp);
1261 continue;
1262 }
1263
1264 if (op->contr->mode & PU_CLOAK)
1265 if (tmp->type == CLOAK)
1266 {
1267 pick_up (op, tmp);
1268 continue;
1269 }
1270
1271 /* hoping to catch throwing daggers here */
1272 if (op->contr->mode & PU_MISSILEWEAPON)
1273 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278
1279 /* careful: chairs and tables are weapons! */
1280 if (op->contr->mode & PU_ALLWEAPON)
1281 {
1282 if (tmp->type == WEAPON && tmp->name != NULL)
1283 {
1284 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1285 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1286 {
1287 pick_up (op, tmp);
1288 continue;
1289 }
1290 }
1291
1292 if (tmp->type == WEAPON && tmp->name == NULL)
1293 {
1294 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1295 {
1296 pick_up (op, tmp);
1297 continue;
1298 }
1299 }
1300 }
1301
1302 /* misc stuff that's useful */
1303 if (op->contr->mode & PU_KEY)
1304 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1305 {
1306 pick_up (op, tmp);
1307 continue;
1308 }
1309
1310 /* any of the last 4 bits set means we use the ratio for value
1311 * pickups */
1312 if (op->contr->mode & PU_RATIO)
1313 {
1314 /* use value density to decide what else to grab */
1315 /* >=7 was >= op->contr->mode */
1316 /* >=7 is the old standard setting. Now we take the last 4 bits
1317 * and multiply them by 5, giving 0..15*5== 5..75 */
1318 wvratio = (op->contr->mode & PU_RATIO) * 5;
1319 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1320 {
1321 pick_up (op, tmp);
1266#if 0 1322#if 0
1267 /* print the flags too */ 1323 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1324 if (tmp->name != NULL)
1269 { 1325 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1326 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1327 }
1272 { 1328 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1329 fprintf (stderr, "%s", tmp->arch->archname);
1274 if(!((j+1)%4))fprintf(stderr," "); 1330 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1331 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1276 fprintf(stderr," [%d]\n", k*32);
1277 }
1278#endif 1332#endif
1333 continue;
1334 }
1335 }
1336 } /* the new pickup model */
1279 } 1337 }
1280 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's
1282 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for
1285 * example.
1286 * The drawback: right now it has no frontend, so you need to
1287 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#>
1289 */
1290 1338
1291 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */
1294
1295 /* if mode is set to pick nothing up, return */
1296
1297 if(op->contr->mode & PU_NOTHING) return 1;
1298
1299 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */
1302
1303 if(op->contr->mode & PU_STOP) return 0;
1304
1305 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while
1307 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1;
1309
1310 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1312
1313 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1315
1316 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1321 if(op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1324
1325 if(op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1328
1329 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1333 if(op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1336 if(op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1339
1340 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1344
1345 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1349
1350 if(op->contr->mode & PU_VALUABLES)
1351 {
1352 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1354 }
1355
1356 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1360
1361 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1365 if(op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1368
1369 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1373 if(op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1376 if(op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1379 if(op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1382 if(op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1385 if(op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1388
1389 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1393
1394 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON)
1396 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL)
1398 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1402 }
1403 if(tmp->type == WEAPON && tmp->name==NULL)
1404 {
1405 if(strstr(tmp->arch->name,"table")==NULL &&
1406 strstr(tmp->arch->name,"chair")==NULL)
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1408 }
1409 }
1410
1411 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1415
1416 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */
1418 if(op->contr->mode & PU_RATIO)
1419 {
1420 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits
1423 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1426 {
1427 pick_up(op, tmp);
1428#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) {
1431 fprintf(stderr,"%s", tmp->name);
1432 }
1433 else fprintf(stderr,"%s",tmp->arch->name);
1434 fprintf(stderr,",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1436#endif
1437 continue;
1438 }
1439 }
1440 } /* the new pickup model */
1441 }
1442 return ! stop; 1339 return !stop;
1443} 1340}
1444 1341
1445/* 1342/*
1446 * Find an arrow in the inventory and after that 1343 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1344 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1345 * found object is returned.
1449 */ 1346 */
1347object *
1450object *find_arrow(object *op, const char *type) 1348find_arrow (object *op, const char *type)
1451{ 1349{
1452 object *tmp = NULL; 1350 object *tmp = 0;
1453 1351
1454 for(op=op->inv; op; op=op->below) 1352 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1353 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1456 QUERY_FLAG(op,FLAG_APPLIED))
1457 tmp = find_arrow (op, type); 1354 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1355 else if (op->type == ARROW && op->race == type)
1459 return op; 1356 return op;
1357
1460 return tmp; 1358 return tmp;
1461} 1359}
1462 1360
1463/* 1361/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1362 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1465 * against the target. A full test is not performed, simply a basic test 1363 * against the target. A full test is not performed, simply a basic test
1466 * of resistances. The archer is making a quick guess at what he sees down 1364 * of resistances. The archer is making a quick guess at what he sees down
1467 * the hall. Failing that it does it's best to pick the highest plus arrow. 1365 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1366 */
1469 1367object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1368find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1369{
1472 object *tmp = NULL, *arrow, *ntmp; 1370 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1371 int attacknum, attacktype, betterby = 0, i;
1474 1372
1475 if (!type) 1373 if (!type)
1476 return NULL; 1374 return NULL;
1477 1375
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1376 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1377 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1378 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1379 {
1380 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1381 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1382 if (i > betterby)
1484 tmp = ntmp; 1383 {
1485 betterby = i; 1384 tmp = ntmp;
1486 } 1385 betterby = i;
1386 }
1387 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1388 else if (arrow->type == ARROW && arrow->race == type)
1389 {
1488 /* allways prefer assasination/slaying */ 1390 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1391 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1392 {
1491 if (arrow->attacktype & AT_DEATH) { 1393 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1394 {
1493 return arrow; 1395 *better = 100;
1494 } else { 1396 return arrow;
1495 tmp = arrow; 1397 }
1398 else
1399 {
1400 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1401 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1402 }
1498 } else { 1403 }
1404 else
1405 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1406 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1407 {
1500 attacktype = 1<<attacknum; 1408 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1409 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1410 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1411 {
1412 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1413 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1505 } 1414 }
1506 } 1415 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1416 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1417 {
1418 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1419 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1420 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1421 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1422 {
1423 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1424 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1425 }
1426 }
1427 }
1515 } 1428 }
1516 }
1517 }
1518 if (tmp == NULL && arrow == NULL) 1429 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1430 return find_arrow (op, type);
1520 1431
1521 *better = betterby; 1432 *better = betterby;
1522 return tmp; 1433 return tmp;
1523} 1434}
1524 1435
1525/* looks in a given direction, finds the first valid target, and calls 1436/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1437 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1438 * op = the shooter
1528 * type = bow->race 1439 * type = bow->race
1529 * dir = fire direction 1440 * dir = fire direction
1530 */ 1441 */
1531 1442object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1443pick_arrow_target (object *op, const char *type, int dir)
1533{ 1444{
1534 object *tmp = NULL; 1445 object *tmp = NULL;
1535 mapstruct *m; 1446 maptile *m;
1536 int i, mflags, found, number; 1447 int i, mflags, found, number;
1537 sint16 x, y; 1448 sint16 x, y;
1538 1449
1539 if (op->map == NULL) 1450 if (op->map == NULL)
1540 return find_arrow(op, type); 1451 return find_arrow (op, type);
1541 1452
1542 /* do a dex check */ 1453 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1454 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1544 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1455 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1456 return find_arrow (op, type);
1546 1457
1547 m = op->map; 1458 m = op->map;
1548 x = op->x; 1459 x = op->x;
1549 y = op->y; 1460 y = op->y;
1550 1461
1551 /* find the first target */ 1462 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1463 for (i = 0, found = 0; i < 20; i++)
1464 {
1553 x += freearr_x[dir]; 1465 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1466 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1467 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1468 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1469 {
1557 tmp = NULL; 1470 tmp = NULL;
1558 break; 1471 break;
1472 }
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1473 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1474 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1475 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1476 * perhaps a bad assumption.
1562 */ 1477 */
1563 tmp = NULL; 1478 tmp = NULL;
1564 break; 1479 break;
1565 } 1480 }
1566 if (mflags & P_IS_ALIVE) { 1481 if (mflags & P_IS_ALIVE)
1482 {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1483 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1484 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1485 {
1570 break; 1486 found++;
1571 } 1487 break;
1488 }
1572 if (found) 1489 if (found)
1573 break; 1490 break;
1574 } 1491 }
1575 } 1492 }
1576 if (tmp == NULL) 1493 if (tmp == NULL)
1577 return find_arrow(op, type); 1494 return find_arrow (op, type);
1578 1495
1579 if (tmp->head) 1496 if (tmp->head)
1580 tmp = tmp->head; 1497 tmp = tmp->head;
1581 1498
1582 return find_better_arrow(op, tmp, type, &i); 1499 return find_better_arrow (op, tmp, type, &i);
1583} 1500}
1584 1501
1585/* 1502/*
1586 * Creature fires a bow - op can be monster or player. Returns 1503 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1504 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1507 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1508 * wc_mod is any special modifier to give (used in special player fire modes)
1592 * sx, sy are coordinates to fire arrow from - also used in some of the special 1509 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1510 * player fire modes.
1594 */ 1511 */
1512int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1513fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1514{
1598 object *left, *bow; 1515 object *left, *bow;
1599 tag_t left_tag, tag; 1516 int mflags;
1600 int bowspeed, mflags; 1517 maptile *m;
1601 mapstruct *m;
1602 1518
1603 if (!dir) { 1519 if (!dir)
1520 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1521 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1522 return 0;
1523 }
1524
1525 if (op->contr)
1526 bow = op->current_weapon;
1527 else
1606 } 1528 {
1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow];
1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1529 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1530 /* Don't check for applied - monsters don't apply bows - in that way, they
1612 * don't need to switch back and forth between bows and weapons. 1531 * don't need to switch back and forth between bows and weapons.
1613 */ 1532 */
1614 if(bow->type==BOW) 1533 if (bow->type == BOW)
1615 break; 1534 break;
1616 1535
1617 if (!bow) { 1536 if (!bow)
1537 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1538 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1539 return 0;
1620 } 1540 }
1541
1542 // optimisation: move object to top so we will find it quickly again
1543 if (bow->below)
1544 {
1545 bow->remove ();
1546 op->insert (bow);
1547 }
1548
1621 } 1549 }
1550
1622 if( !bow->race || !bow->skill) { 1551 if (!bow->race || !bow->skill)
1552 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1553 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1554 return 0;
1625 } 1555 }
1626 1556
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628
1629 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1632 if (bowspeed < 1)
1633 bowspeed = 1;
1634
1635 if (arrow == NULL) { 1557 if (arrow == NULL)
1558 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1559 if ((arrow = find_arrow (op, bow->race)) == NULL)
1560 {
1637 if (op->type == PLAYER) 1561 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1562 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1639 "You have no %s left.", bow->race);
1640 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1563 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1564 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1565 CLEAR_FLAG (op, FLAG_READY_BOW);
1566
1643 return 0; 1567 return 0;
1644 } 1568 }
1645 } 1569 }
1570
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1571 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1572 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1573 return 0;
1649 } 1574
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1575 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1576 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1577 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1578 return 0;
1653 } 1579 }
1654 1580
1655 /* this should not happen, but sometimes does */ 1581 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1582 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1583 {
1584 arrow->destroy ();
1585 return 0;
1586 }
1661 1587
1662 left = arrow; /* these are arrows left to the player */ 1588 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1589 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1590 if (!arrow)
1591 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1593 return 0;
1668 return 0;
1669 } 1594 }
1670 set_owner(arrow, op); 1595
1671 if (arrow->skill) free_string(arrow->skill); 1596 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1597 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1598 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1599
1678 if (op->type == PLAYER) {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1680 fix_player(op);
1681 }
1682
1683 SET_ANIMATION(arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1600 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1601 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1602 arrow->stats.grace = arrow->attacktype;
1603
1687 if (arrow->slaying != NULL) 1604 if (arrow->slaying)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1605 arrow->spellarg = strdup (arrow->slaying);
1689 1606
1690 /* Note that this was different for monsters - they got their level 1607#if 0
1691 * added to the damage. I think the strength bonus is more proper. 1608 if (player *pl = op->contr)
1692 */
1693 1609 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1610 float speed = pl->weapon_sp;
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1611
1612 /* penalize ROF for bestarrow */
1613 if (pl->bowtype == bow_bestarrow)
1614 speed *= .9f;
1615 else
1616 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1617
1618 op->speed_left += speed - op->speed;
1619 }
1620#endif
1621
1622 SET_ANIMATION (arrow, arrow->direction);
1623
1698 /* update the speed */ 1624 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1625 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1700 0 : dam_bonus[op->stats.Str]) + 1626 + bow->stats.dam / 7.f;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1627
1704 if (arrow->speed < 1.0) 1628 arrow->set_speed (max (arrow->speed, 2.f));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1629 arrow->speed_left = 0;
1708 1630
1631 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1632
1709 if (op->type == PLAYER) { 1633 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1634 {
1711 (op->chosen_skill?op->chosen_skill->level:op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1713 arrow->stats.wc - bow->stats.wc + wc_mod;
1714
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1635 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1636 wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1637
1638 if (!arrow->slaying)
1639 arrow->slaying = op->slaying;
1640
1641 arrow->attacktype |= op->attacktype;
1642 }
1643 else
1644 {
1720 arrow->level = op->level; 1645 arrow->level = op->level;
1721 } 1646 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1647
1648 if (!arrow->slaying)
1649 arrow->slaying = bow->slaying;
1650
1723 arrow->attacktype |= bow->attacktype; 1651 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1652 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1653
1727 arrow->map = m; 1654 wc -= arrow->level;
1655 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1656
1657 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1728 arrow->move_type = MOVE_FLY_LOW; 1658 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1659 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1660
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1661 op->play_sound (sound_find ("fire_arrow"));
1732 tag = arrow->count; 1662 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1663
1735 if (!was_destroyed(arrow, tag)) 1664 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1665 move_arrow (arrow);
1737 1666
1738 if (op->type == PLAYER) { 1667 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1668 {
1669 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1670 esrv_del_item (op->contr, left->count);
1741 else 1671 else
1742 esrv_send_item(op, left); 1672 esrv_send_item (op, left);
1743 } 1673 }
1674
1744 return 1; 1675 return 1;
1745} 1676}
1746 1677
1747/* Special fire code for players - this takes into 1678/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1679 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1680 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1681 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1682 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1683 * hence the function name.
1753 */ 1684 */
1685int
1754int player_fire_bow(object *op, int dir) 1686player_fire_bow (object *op, int dir)
1755{ 1687{
1756 int ret=0, wcmod=0; 1688 int ret = 0, wcmod = 0;
1757 1689
1758 if (op->contr->bowtype == bow_bestarrow) { 1690 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1691 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1692 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1761 dir, 0, op->x, op->y); 1693 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1694 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1695 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1696 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1697 wcmod = -1;
1698
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1699 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1700 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1701 else if (op->contr->bowtype == bow_threewide)
1702 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1703 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1769 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1704 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1705 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1706 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1707 else if (op->contr->bowtype == bow_spreadshot)
1708 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1709 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1773 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1710 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1711 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1712 }
1776 } else { 1713 else
1714 {
1777 /* Simple case */ 1715 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1716 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1717 }
1718
1780 return ret; 1719 return ret;
1781} 1720}
1782
1783 1721
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1722/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1723 * Broken apart from 'fire' to keep it more readable.
1786 */ 1724 */
1725void
1787void fire_misc_object(object *op, int dir) 1726fire_misc_object (object *op, int dir)
1788{ 1727{
1789 object *item; 1728 object *item = op->contr->ranged_ob;
1790 1729
1791 if (!op->contr->ranges[range_misc]) { 1730 if (!item)
1731 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1732 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1733 return;
1794 } 1734 }
1795 1735
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1736 if (!item->inv)
1737 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1738 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1739 return;
1800 } 1740 }
1801 if (item->type == WAND) { 1741
1802 if(item->stats.food<=0) { 1742 if (!op->change_weapon (item))
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1804 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1805 return; 1743 return;
1806 } 1744
1745 if (item->type == WAND)
1746 {
1747 if (item->stats.food <= 0)
1748 {
1749 op->contr->play_sound (sound_find ("wand_poof"));
1750 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1751
1752 return;
1753 }
1754 }
1807 } else if (item->type == ROD || item->type==HORN) { 1755 else if (item->type == ROD || item->type == HORN)
1756 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1757 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1758 {
1759 op->contr->play_sound (sound_find ("wand_poof"));
1760
1810 if (item->type== ROD) 1761 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op, 1762 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1763 else
1813 else 1764 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 1765
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return; 1766 return;
1817 } 1767 }
1818 } 1768 }
1819 1769
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1770 if (cast_spell (op, item, dir, item->inv, NULL))
1771 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1772 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 1773 if (item->type == WAND)
1774 {
1823 if (!(--item->stats.food)) { 1775 if (!(--item->stats.food))
1824 object *tmp; 1776 {
1825 if (item->arch) { 1777 object *tmp;
1778
1779 if (item->arch)
1780 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1781 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1782 item->face = item->arch->face;
1828 item->speed = 0; 1783 item->set_speed (0);
1829 update_ob_speed(item); 1784 }
1830 } 1785
1831 if ((tmp=is_player_inv(item))) 1786 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1787 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1788 }
1834 } 1789 }
1835 else if (item->type == ROD || item->type==HORN) { 1790 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1791 drain_rod_charge (item);
1837 }
1838 } 1792 }
1839} 1793}
1840 1794
1841/* Received a fire command for the player - go and do it. 1795/* Received a fire command for the player - go and do it.
1842 */ 1796 */
1797bool
1843void fire(object *op,int dir) { 1798fire (object *op, int dir)
1799{
1844 int spellcost=0; 1800 int spellcost = 0;
1845 1801
1846 /* check for loss of invisiblity/hide */ 1802 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1803 if (action_makes_visible (op))
1804 make_visible (op);
1848 1805
1849 switch(op->contr->shoottype) { 1806 player *pl = op->contr;
1850 case range_none:
1851 return;
1852 1807
1853 case range_bow: 1808 if (pl->golem)
1854 player_fire_bow(op, dir); 1809 {
1855 return; 1810 control_golem (op->contr->golem, dir);
1856 1811 return false;
1857 case range_magic: /* Casting spells */
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1859 return;
1860
1861 case range_misc:
1862 fire_misc_object(op, dir);
1863 return;
1864
1865 case range_golem: /* Control summoned monsters from scrolls */
1866 if(op->contr->ranges[range_golem]==NULL ||
1867 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1868 op->contr->ranges[range_golem] = NULL;
1869 op->contr->shoottype=range_none;
1870 op->contr->golem_count = 0;
1871 } 1812 }
1872 else 1813
1873 control_golem(op->contr->ranges[range_golem], dir); 1814 object *ob = pl->ranged_ob;
1815
1816 if (!ob)
1874 return; 1817 return false;
1875 1818
1876 case range_skill: 1819 if (!op->change_weapon (ob))
1877 if(!op->chosen_skill) {
1878 if(op->type==PLAYER)
1879 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1880 return;
1881 }
1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1883 return; 1820 return false;
1884 case range_builder: 1821
1822 if (op->speed_left > 0.f)
1823 --op->speed_left;
1824 else
1825 return false;
1826
1827 switch (ob->type)
1828 {
1829 case BOW:
1830 player_fire_bow (op, dir);
1831 break;
1832
1833 case SPELL:
1834 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1835 break;
1836
1837 case BUILDER:
1885 apply_map_builder( op, dir ); 1838 apply_map_builder (op, dir);
1886 return; 1839 break;
1887 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1889 return;
1890 }
1891}
1892 1840
1841 case SKILL:
1842 do_skill (op, op, ob, dir, 0);
1843 break;
1893 1844
1845 default:
1846 fire_misc_object (op, dir);
1847 break;
1848 }
1849
1850 return true;
1851}
1894 1852
1895/* find_key 1853/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1854 * We try to find a key for the door as passed. If we find a key
1897 * and successfully use it, we return the key, otherwise NULL 1855 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1856 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1858 * pl is the player,
1901 * inv is the objects inventory to searched 1859 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1860 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1861 * This function can be called recursively to search containers.
1904 */ 1862 */
1905 1863object *
1906object * find_key(object *pl, object *container, object *door) 1864find_key (object *pl, object *container, object *door)
1907{ 1865{
1908 object *tmp,*key; 1866 object *tmp, *key;
1909 1867
1910 /* Should not happen, but sanity checking is never bad */ 1868 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1869 if (!container->inv)
1870 return 0;
1912 1871
1913 /* First, lets try to find a key in the top level inventory */ 1872 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1873 for (tmp = container->inv; tmp; tmp = tmp->below)
1874 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1875 if (door->type == DOOR && tmp->type == KEY)
1876 break;
1916 /* For sanity, we should really check door type, but other stuff 1877 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1878 * (like containers) can be locked with special keys
1918 */ 1879 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1880 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1881 break;
1921 } 1882 }
1883
1922 /* No key found - lets search inventories now */ 1884 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1885 /* If we find and use a key in an inventory, return at that time.
1924 * otherwise, if we search all the inventories and still don't find 1886 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1887 * a key, return
1926 */ 1888 */
1927 if (!tmp) { 1889 if (!tmp)
1890 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1891 for (tmp = container->inv; tmp; tmp = tmp->below)
1892 {
1929 /* No reason to search empty containers */ 1893 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1894 if (tmp->type == CONTAINER && tmp->inv)
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1895 {
1896 if ((key = find_key (pl, tmp, door)))
1897 return key;
1898 }
1899 }
1900
1901 if (!tmp)
1902 return NULL;
1932 } 1903 }
1933 } 1904
1934 if (!tmp) return NULL;
1935 }
1936 /* We get down here if we have found a key. Now if its in a container, 1905 /* We get down here if we have found a key. Now if its in a container,
1937 * see if we actually want to use it 1906 * see if we actually want to use it
1938 */ 1907 */
1939 if (pl!=container) { 1908 if (pl != container)
1909 {
1940 /* Only let players use keys in containers */ 1910 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1911 if (!pl->contr)
1912 return NULL;
1942 /* cases where this fails: 1913 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1914 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1915 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1916 * If the container is not active, return now since only active
1946 * containers can be used. 1917 * containers can be used.
1947 * If we only search keyrings and the container does not have 1918 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1919 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1920 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1921 * inv must have been an container and must have been active.
1951 * 1922 *
1952 * Change the color so that the message doesn't disappear with 1923 * Change the color so that the message doesn't disappear with
1953 * all the others. 1924 * all the others.
1954 */ 1925 */
1955 if (pl->contr->usekeys == key_inventory || 1926 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1927 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 1928 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958 (!container->race || strcmp(container->race, "keys"))) 1929 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1930 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 1931 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1962 query_name(tmp), query_name(container));
1963 return NULL; 1932 return NULL;
1964 } 1933 }
1965 } 1934 }
1935
1966 return tmp; 1936 return tmp;
1967} 1937}
1968 1938
1969/* moved door processing out of move_player_attack. 1939/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1940 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1941 * such that the caller should not do anything more,
1972 * 0 otherwise 1942 * 0 otherwise
1973 */ 1943 */
1944static int
1974static int player_attack_door(object *op, object *door) 1945player_attack_door (object *op, object *door)
1975{ 1946{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1947 /* If its a door, try to find a key. If we do destroy the door,
1978 * might as well return immediately as there is nothing more to do - 1948 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1949 * otherwise, we fall through to the rest of the code.
1980 */ 1950 */
1981 object *key=find_key(op, op, door); 1951 object *key = find_key (op, op, door);
1982 1952
1983 /* IF we found a key, do some extra work */ 1953 /* If we found a key, do some extra work */
1984 if (key) { 1954 if (key)
1955 {
1985 object *container=key->env; 1956 object *container = key->env;
1986 1957
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1958 if (action_makes_visible (op))
1988 if(action_makes_visible(op)) make_visible(op); 1959 make_visible (op);
1960
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1961 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1962 spring_trap (door->inv, op);
1963
1990 if (door->type == DOOR) { 1964 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1965 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1966 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1967 {
1995 "You open the door with the %s", query_short_name(key)); 1968 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1996 remove_door2(door); /* remove door without violence ;-) */ 1969 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1970 }
1971
1998 /* Do this after we print the message */ 1972 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1973 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1974 /* Need to update the weight the container the key was in */
2001 if (container != op) 1975 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 1976 esrv_update_item (UPD_WEIGHT, op, container);
1977
2003 return 1; /* Nothing more to do below */ 1978 return 1; /* Nothing more to do below */
1979 }
2004 } else if (door->type==LOCKED_DOOR) { 1980 else if (door->type == LOCKED_DOOR)
1981 {
2005 /* Might as well return now - no other way to open this */ 1982 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1983 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 1984 return 1;
2008 } 1985 }
1986
2009 return 0; 1987 return 0;
2010} 1988}
2011 1989
2012/* This function is just part of a breakup from move_player. 1990/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 1991 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 1992 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 1993 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 1994 * going to try and move (not fire weapons).
2017 */ 1995 */
2018 1996bool
2019void move_player_attack(object *op, int dir) 1997move_player_attack (object *op, int dir)
2020{ 1998{
2021 object *tmp, *mon;
2022 sint16 nx, ny;
2023 int on_battleground; 1999 int on_battleground;
2024 mapstruct *m;
2025 2000
2026 nx=freearr_x[dir]+op->x; 2001 sint16 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2002 sint16 ny = freearr_y[dir] + op->y;
2028 2003
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2004 on_battleground = op_on_battleground (op, 0, 0);
2030 2005
2006 if (out_of_map (op->map, nx, ny))
2007 return false;
2008
2009 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2010 {
2011 --op->speed_left;
2012 return true;
2013 }
2014
2031 /* If braced, or can't move to the square, and it is not out of the 2015 /* If braced, or can't move to the square, and it is not out of the
2032 * map, attack it. Note order of if statement is important - don't 2016 * map, attack it. Note order of if statement is important - don't
2033 * want to be calling move_ob if braced, because move_ob will move the 2017 * want to be calling move_ob if braced, because move_ob will move the
2034 * player. This is a pretty nasty hack, because if we could 2018 * player. This is a pretty nasty hack, because if we could
2035 * move to some space, it then means that if we are braced, we should 2019 * move to some space, it then means that if we are braced, we should
2036 * do nothing at all. As it is, if we are braced, we go through 2020 * do nothing at all. As it is, if we are braced, we go through
2037 * quite a bit of processing. However, it probably is less than what 2021 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2022 * move_ob uses.
2039 */ 2023 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2024 maptile *m = op->map->xy_find (nx, ny);
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2042 m = get_map_from_coord(op->map, &nx, &ny);
2043 if (!m) return; /* Don't think this should happen */
2044 }
2045 else m =op->map;
2046
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2048 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2049 return;
2050 }
2051 2025
2052 mon = NULL;
2053 /* Go through all the objects, and find ones of interest. Only stop if 2026 /* Go through all the objects, and find ones of interest. Only stop if
2054 * we find a monster - that is something we know we want to attack. 2027 * we find a monster - that is something we know we want to attack.
2055 * if its a door or barrel (can roll) see if there may be monsters 2028 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 2029 * on the space
2057 */ 2030 */
2058 while (tmp!=NULL) { 2031 object *mon;
2059 if (tmp == op) { 2032 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2060 tmp=tmp->above; 2033 {
2061 continue; 2034 if ((mon->flag [FLAG_ALIVE]
2035 || mon->type == LOCKED_DOOR
2036 || mon->flag [FLAG_CAN_ROLL])
2037 && mon != op)
2038 break;
2062 } 2039 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2040
2064 mon = tmp;
2065 break;
2066 }
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2068 mon = tmp;
2069 tmp=tmp->above;
2070 }
2071
2072 if (mon==NULL) /* This happens anytime the player tries to move */ 2041 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 2042 return false; /* into a wall */
2074 2043
2075 if(mon->head != NULL)
2076 mon = mon->head; 2044 mon = mon->head_ ();
2077 2045
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2046 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2047 if (op->contr->weapon_sp_left > 0.f)
2079 if (player_attack_door(op, mon)) return; 2048 if (player_attack_door (op, mon))
2049 {
2050 --op->contr->weapon_sp_left;
2051 return true;
2052 }
2080 2053
2081 /* The following deals with possibly attacking peaceful 2054 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered 2055 * or friendly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the 2056 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that 2057 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently, 2058 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them. 2059 * and thus will not push them.
2087 */ 2060 */
2088 2061
2089 /* If the creature is a pet, push it even if the player is not 2062 /* If the creature is a pet, push it even if the player is not
2090 * peaceful. Our assumption is the creature is a pet if the 2063 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive. 2064 * player owns it and it is either friendly or unagressive.
2092 */ 2065 */
2093 if ((op->type==PLAYER) 2066 if (op->type == PLAYER
2094#if COZY_SERVER 2067 && ((mon->owner && mon->owner->contr
2095 &&
2096 (
2097 (get_owner(mon) && get_owner(mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2068 && same_party (mon->owner->contr->party, op->contr->party))
2099 || get_owner(mon) == op 2069 || mon->owner == op)
2100 )
2101#else
2102 && get_owner(mon)==op
2103#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2070 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 2071 {
2106 /* If we're braced, we don't want to switch places with it */ 2072 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return; 2073 if (op->contr->braced)
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2074 return false;
2109 (void) push_ob(mon,dir,op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op);
2111 return;
2112 }
2113 2075
2076 if (op->speed_left > 0.f)
2077 {
2078 --op->speed_left;
2079
2080 op->play_sound (sound_find ("push_player"));
2081 push_ob (mon, dir, op);
2082
2083 if (op->contr->tmp_invis || op->hide)
2084 make_visible (op);
2085
2086 return true;
2087 }
2088 else
2089 return false;
2090 }
2091
2114 /* in certain circumstances, you shouldn't attack friendly 2092 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push 2093 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't 2094 * someone, but put it inside this loop so that you won't
2117 * attack them either. 2095 * attack them either.
2118 */ 2096 */
2119 if ((mon->type==PLAYER || mon->enemy != op) && 2097 if ((mon->type == PLAYER || mon->enemy != op)
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2098 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2121 ( 2099 && ((op->contr->peaceful
2122#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2100 || (mon->type == PLAYER && mon->contr->peaceful))
2124#else
2125 op->contr->peaceful &&
2126#endif
2127 !on_battleground 2101 && !on_battleground))
2102 {
2103 if (op->speed_left > 0.f)
2104 {
2105 --op->speed_left;
2106
2107 if (!op->contr->braced)
2128 )) { 2108 {
2129 if (!op->contr->braced) { 2109 op->play_sound (sound_find ("push_player"));
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 push_ob (mon, dir, op);
2131 (void) push_ob(mon,dir,op); 2111 }
2132 } else { 2112 else
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2113 new_draw_info (0, 0, op, "You withhold your attack");
2114
2115 if (op->contr->tmp_invis || op->hide)
2116 make_visible (op);
2117
2118 return true;
2119 }
2134 } 2120 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137
2138 /* If the object is a boulder or other rollable object, then 2121 /* If the object is a boulder or other rollable object, then
2139 * roll it if not braced. You can't roll it if you are braced. 2122 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2123 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2124 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2125 {
2126 if (op->speed_left > 0.f)
2127 {
2128 --op->speed_left;
2129
2142 recursive_roll(mon,dir,op); 2130 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 2131 if (action_makes_visible (op))
2144 } 2132 make_visible (op);
2145 2133
2134 return true;
2135 }
2136 }
2146 /* Any generic living creature. Including things like doors. 2137 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2138 * Way it works is like this: First, it must have some hit points
2148 * and be living. Then, it must be one of the following: 2139 * and be living. Then, it must be one of the following:
2149 * 1) Not a player, 2) A player, but of a different party. Note 2140 * 1) Not a player, 2) A player, but of a different party. Note
2150 * that party_number -1 is no party, so attacks can still happen. 2141 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2142 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2143 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2144 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2145 {
2146 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2147 {
2148 --op->contr->weapon_sp_left;
2156 2149
2157 /* If the player hasn't hit something this tick, and does 2150 skill_attack (mon, op, 0, 0, 0);
2158 * so, give them speed boost based on weapon speed. Doing
2159 * it here is better than process_players2, which basically
2160 * incurred a 1 tick offset.
2161 */
2162 if (!op->contr->has_hit) {
2163 op->speed_left += op->speed / op->contr->weapon_sp;
2164 2151
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2152 if (action_makes_visible (op))
2153 make_visible (op);
2154
2155 return true;
2156 }
2166 } 2157 }
2167 2158
2168 skill_attack(mon, op, 0, NULL, NULL); 2159 return false;
2169
2170 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is
2173 * the wiz.
2174 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2176 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2177 short luck = mon->stats.luck;
2178 mon->contr->has_hit = 1;
2179 skill_attack(op, mon, 0, NULL, NULL);
2180 mon->stats.luck = luck;
2181 }
2182 if(action_makes_visible(op)) make_visible(op);
2183 }
2184 } /* if player should attack something */
2185} 2160}
2186 2161
2162bool
2187int move_player(object *op,int dir) { 2163move_player (object *op, int dir)
2164{
2188 int pick; 2165 int pick;
2189 2166
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2167 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2191 return 0;
2192
2193 /* Sanity check: make sure dir is valid */
2194 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2195 LOG( llevError, "move_player: invalid direction %d\n", dir);
2196 return 0;
2197 }
2198
2199 /* peterm: added following line */
2200 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2201 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2202
2203 op->facing = dir;
2204
2205 if(op->hide) do_hidden_move(op);
2206
2207 if(op->contr->fire_on) {
2208 fire(op,dir);
2209 }
2210 else move_player_attack(op,dir);
2211
2212 pick = check_pick(op);
2213
2214
2215 /* Add special check for newcs players and fire on - this way, the
2216 * server can handle repeat firing.
2217 */
2218 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2219 op->direction = dir;
2220 } else {
2221 op->direction=0;
2222 }
2223 /* Update how the player looks. Use the facing, so direction may
2224 * get reset to zero. This allows for full animation capabilities
2225 * for players.
2226 */
2227 animate_object(op, op->facing);
2228 return 0; 2168 return 0;
2169
2170 /* Sanity check: make sure dir is valid */
2171 if ((dir < 0) || (dir >= 9))
2172 {
2173 LOG (llevError, "move_player: invalid direction %d\n", dir);
2174 return 0;
2175 }
2176
2177 /* peterm: added following line */
2178 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2179 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2180
2181 op->facing = dir;
2182
2183 if (op->hide)
2184 do_hidden_move (op);
2185
2186 bool retval;
2187
2188 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2189 retval = RESULT_INT (0);
2190 else if (op->contr->fire_on)
2191 retval = fire (op, dir);
2192 else
2193 {
2194 retval = move_player_attack (op, dir);
2195 pick = check_pick (op);
2196 }
2197
2198 /* Add special check for newcs players and fire on - this way, the
2199 * server can handle repeat firing.
2200 */
2201 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2202 op->direction = dir;
2203 else
2204 op->direction = 0;
2205
2206 /* Update how the player looks. Use the facing, so direction may
2207 * get reset to zero. This allows for full animation capabilities
2208 * for players.
2209 */
2210 animate_object (op, op->facing);
2211
2212 return retval;
2229} 2213}
2230 2214
2231/* This is similar to handle_player, below, but is only used by the 2215/* This is similar to handle_player, below, but is only used by the
2232 * new client/server stuff. 2216 * new client/server stuff.
2233 * This is sort of special, in that the new client/server actually uses 2217 * This is sort of special, in that the new client/server actually uses
2234 * the new speed values for commands. 2218 * the new speed values for commands.
2235 * 2219 *
2236 * Returns true if there are more actions we can do. 2220 * Returns true if there are more actions we can do. Should not do
2221 * many actions in a row, as that would be too unfair to other
2222 * players.
2237 */ 2223 */
2224bool
2238int handle_newcs_player(object *op) 2225handle_newcs_player (object *op)
2239{ 2226{
2240 if (op->contr->hidden) {
2241 op->invisible = 1000;
2242 /* the socket code flashes the player visible/invisible
2243 * depending on the value of invisible, so we need to
2244 * alternate it here for it to work correctly.
2245 */
2246 if (pticks & 2) op->invisible--;
2247 }
2248 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2249 op->invisible--;
2250 if(!op->invisible) {
2251 make_visible(op);
2252 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2253 }
2254 }
2255
2256 if (QUERY_FLAG(op, FLAG_SCARED)) { 2227 if (QUERY_FLAG (op, FLAG_SCARED))
2257 flee_player(op);
2258 /* If player is still scared, that is his action for this tick */
2259 if (QUERY_FLAG(op, FLAG_SCARED)) {
2260 op->speed_left--;
2261 return 0;
2262 }
2263 } 2228 {
2229 if (op->speed_left > 0.f)
2230 {
2231 --op->speed_left;
2232 flee_player (op);
2264 2233
2265 /* I've been seeing crashes where the golem has been destroyed, but 2234 return true;
2266 * the player object still points to the defunct golem. The code that 2235 }
2267 * destroys the golem looks correct, and it doesn't always happen, so 2236 else
2268 * put this in a a workaround to clean up the golem pointer. 2237 return false;
2269 */
2270 if (op->contr->ranges[range_golem] &&
2271 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2272 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2273 op->contr->ranges[range_golem] = NULL;
2274 op->contr->golem_count = 0;
2275 } 2238 }
2276 2239
2277 /* call this here - we also will call this in do_ericserver, but 2240 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2241 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2242 * called, so we recheck it here.
2280 */ 2243 */
2281 HandleClient(&op->contr->socket, op->contr); 2244 if (op->contr->ns->handle_command ())
2282 if (op->speed_left<0) return 0; 2245 return true;
2283 2246
2284 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2247 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2285 /* All move commands take 1 tick, at least for now */
2286 op->speed_left--;
2287
2288 /* Instead of all the stuff below, let move_player take care
2289 * of it. Also, some of the skill stuff is only put in
2290 * there, as well as the confusion stuff.
2291 */
2292 move_player(op, op->direction); 2248 return move_player (op, op->direction);
2293 if (op->speed_left>0) return 1; 2249
2294 else return 0; 2250 return false;
2295 } 2251}
2252
2253int
2254save_life (object *op)
2255{
2256 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2296 return 0; 2257 return 0;
2297}
2298 2258
2299int save_life(object *op) {
2300 object *tmp;
2301
2302 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2303 return 0;
2304
2305 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2259 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2306 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2260 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2307 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2261 {
2308 new_draw_info_format(NDI_UNIQUE, 0,op, 2262 op->play_sound (sound_find ("ob_evaporate"));
2309 "Your %s vibrates violently, then evaporates.", 2263 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2310 query_name(tmp)); 2264
2311 if (op->contr) 2265 if (op->contr)
2312 esrv_del_item(op->contr, tmp->count); 2266 esrv_del_item (op->contr, tmp->count);
2313 remove_ob(tmp); 2267
2314 free_object(tmp); 2268 tmp->destroy ();
2315 CLEAR_FLAG(op, FLAG_LIFESAVE); 2269 CLEAR_FLAG (op, FLAG_LIFESAVE);
2270
2316 if(op->stats.hp<0) 2271 if (op->stats.hp < 0)
2317 op->stats.hp = op->stats.maxhp; 2272 op->stats.hp = op->stats.maxhp;
2273
2318 if(op->stats.food<0) 2274 if (op->stats.food < 0)
2319 op->stats.food = 999; 2275 op->stats.food = 999;
2320 fix_player(op); 2276
2277 op->update_stats ();
2321 return 1; 2278 return 1;
2322 } 2279 }
2280
2323 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2281 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2324 CLEAR_FLAG(op, FLAG_LIFESAVE); 2282 CLEAR_FLAG (op, FLAG_LIFESAVE);
2325 enter_player_savebed(op); /* bring him home. */ 2283 enter_player_savebed (op); /* bring him home. */
2326 return 0; 2284 return 0;
2327} 2285}
2328 2286
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2287/* This goes throws the inventory and removes unpaid objects, and puts them
2330 * back in the map (location and map determined by values of env). This 2288 * back in the map (location and map determined by values of env). This
2331 * function will descend into containers. op is the object to start the search 2289 * function will descend into containers. op is the object to start the search
2332 * from. 2290 * from.
2333 */ 2291 */
2292static void
2334void remove_unpaid_objects(object *op, object *env) 2293drop_unpaid_items (object *op, object *env)
2335{ 2294{
2336 object *next;
2337
2338 while (op) { 2295 while (op)
2339 next=op->below; /* Make sure we have a good value, in case 2296 {
2340 * we remove object 'op' 2297 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2341 */ 2298
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2299 if (QUERY_FLAG (op, FLAG_UNPAID))
2343 remove_ob(op); 2300 {
2344 op->x = env->x;
2345 op->y = env->y;
2346 if (env->type == PLAYER) 2301 if (env->type == PLAYER)
2347 esrv_del_item(env->contr, op->count); 2302 esrv_del_item (env->contr, op->count);
2348 insert_ob_in_map(op, env->map, NULL,0);
2349 }
2350 else if (op->inv) remove_unpaid_objects(op->inv, env);
2351 op=next;
2352 }
2353}
2354 2303
2304 op->insert_at (env);
2305 }
2306 else if (op->inv)
2307 drop_unpaid_items (op->inv, env);
2308
2309 op = next;
2310 }
2311}
2312
2313void
2314object::drop_unpaid_items ()
2315{
2316 if (!flag [FLAG_REMOVED])
2317 ::drop_unpaid_items (inv, this);
2318}
2355 2319
2356/* 2320/*
2357 * Returns pointer a static string containing gravestone text 2321 * Returns pointer a static string containing gravestone text
2358 * Moved from apply.c to player.c - player.c is what 2322 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the 2323 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better, 2324 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory. 2325 * but there isn't one in the server directory.
2362 */ 2326 */
2327char *
2363char *gravestone_text (object *op) 2328gravestone_text (object *op)
2364{ 2329{
2365 static char buf2[MAX_BUF]; 2330 static char buf2[MAX_BUF];
2366 char buf[MAX_BUF]; 2331 char buf[MAX_BUF];
2367 time_t now = time (NULL); 2332 time_t now = time (NULL);
2368 2333
2369 strcpy (buf2, " R.I.P.\n\n"); 2334 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER) 2335 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2336 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2372 else 2337 else
2373 sprintf (buf, "%s\n", op->name); 2338 sprintf (buf, "%s\n", &op->name);
2339
2374 strncat (buf2, " ", 20 - strlen (buf) / 2); 2340 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2341 strcat (buf2, buf);
2376 if (op->type == PLAYER) 2342 if (op->type == PLAYER)
2377 sprintf (buf, "who was in level %d when killed\n", op->level); 2343 sprintf (buf, "who was in level %d when killed\n", op->level);
2378 else 2344 else
2379 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2345 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2346
2380 strncat (buf2, " ", 20 - strlen (buf) / 2); 2347 strncat (buf2, " ", 20 - strlen (buf) / 2);
2381 strcat (buf2, buf); 2348 strcat (buf2, buf);
2382 if (op->type == PLAYER) { 2349 if (op->type == PLAYER)
2350 {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer); 2351 sprintf (buf, "by %s.\n\n", op->contr->killer);
2384 strncat (buf2, " ", 21 - strlen (buf) / 2); 2352 strncat (buf2, " ", 21 - strlen (buf) / 2);
2385 strcat (buf2, buf); 2353 strcat (buf2, buf);
2386 } 2354 }
2355
2387 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2356 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2); 2357 strncat (buf2, " ", 20 - strlen (buf) / 2);
2389 strcat (buf2, buf); 2358 strcat (buf2, buf);
2359
2390 return buf2; 2360 return buf2;
2391} 2361}
2392 2362
2393 2363void
2394
2395void do_some_living(object *op) { 2364do_some_living (object *op)
2365{
2396 int last_food=op->stats.food; 2366 int last_food = op->stats.food;
2397 int gen_hp, gen_sp, gen_grace; 2367 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace; 2368 int over_hp, over_sp, over_grace;
2399 int i; 2369 int i;
2400 int rate_hp = 1200; 2370 int rate_hp = 1200;
2401 int rate_sp = 2500; 2371 int rate_sp = 2500;
2402 int rate_grace = 2000; 2372 int rate_grace = 2000;
2403 const int max_hp = 1; 2373 const int max_hp = 1;
2404 const int max_sp = 1; 2374 const int max_sp = 1;
2405 const int max_grace = 1; 2375 const int max_grace = 1;
2406 2376
2407 if (op->contr->outputs_sync) { 2377 if (op->contr->hidden)
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2378 {
2409 if (op->contr->outputs[i].buf!=NULL && 2379 op->invisible = 1000;
2410 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2380 /* the socket code flashes the player visible/invisible
2411 flush_output_element(op, &op->contr->outputs[i]); 2381 * depending on the value of invisible, so we need to
2382 * alternate it here for it to work correctly.
2383 */
2384 if (pticks & 2)
2385 op->invisible--;
2412 } 2386 }
2387 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2388 {
2389 if (!op->invisible--)
2390 {
2391 make_visible (op);
2392 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2393 }
2394 }
2413 2395
2414 if(op->contr->state==ST_PLAYING) { 2396 if (op->contr->ns->state == ST_PLAYING)
2415 2397 {
2416 /* these next three if clauses make it possible to SLOW DOWN 2398 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2399 hp/grace/spellpoint regeneration. */
2418 if(op->contr->gen_hp >= 0 )
2419 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2420 else {
2421 gen_hp = op->stats.maxhp;
2422 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2423 }
2424 if(op->contr->gen_sp >= 0 )
2425 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2426 else {
2427 gen_sp = op->stats.maxsp;
2428 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2429 }
2430 if(op->contr->gen_grace >= 0)
2431 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2432 else {
2433 gen_grace = op->stats.maxgrace;
2434 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2435 }
2436
2437 /* Regenerate Spell Points */
2438 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2439 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2440 if(op->stats.sp<op->stats.maxsp) {
2441 op->stats.sp++;
2442 /* dms do not consume food */
2443 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2444 op->stats.food--;
2445 if(op->contr->digestion<0)
2446 op->stats.food+=op->contr->digestion;
2447 else if(op->contr->digestion>0 &&
2448 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2449 op->stats.food=last_food;
2450 }
2451 }
2452 if (max_sp>1) {
2453 over_sp = (gen_sp+10)/rate_sp;
2454 if (over_sp > 0) {
2455 if(op->stats.sp<op->stats.maxsp) {
2456 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2457 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2458 op->stats.sp--;
2459 if(op->stats.sp>op->stats.maxsp)
2460 op->stats.sp=op->stats.maxsp;
2461 }
2462 op->last_sp=0;
2463 } else {
2464 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2465 }
2466 } else {
2467 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2468 }
2469 }
2470
2471 /* Regenerate Grace */
2472 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2473 if(--op->last_grace<0) {
2474 if(op->stats.grace<op->stats.maxgrace/2)
2475 op->stats.grace++; /* no penalty in food for regaining grace */
2476 if(max_grace>1) {
2477 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2478 if (over_grace > 0) {
2479 op->stats.sp += over_grace
2480 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2481 op->last_grace=0;
2482 } else {
2483 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2484 }
2485 } else {
2486 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2487 }
2488 /* wearing stuff doesn't detract from grace generation. */
2489 }
2490
2491 /* Regenerate Hit Points */
2492 if(--op->last_heal<0) {
2493 if(op->stats.hp<op->stats.maxhp) {
2494 op->stats.hp++;
2495 /* dms do not consume food */
2496 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2497 op->stats.food--;
2498 if(op->contr->digestion<0)
2499 op->stats.food+=op->contr->digestion;
2500 else if(op->contr->digestion>0 &&
2501 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2502 op->stats.food=last_food;
2503 }
2504 }
2505 if(max_hp>1) {
2506 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2507 if (over_hp > 0) {
2508 op->stats.sp += over_hp
2509 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2510 op->last_heal=0;
2511 } else {
2512 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2513 }
2514 } else {
2515 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2516 }
2517 }
2518
2519 /* Digestion */
2520 if(--op->last_eat<0) {
2521#ifdef COZY_SERVER
2522 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2523 int bonus=dg>0?dg:0,
2524 penalty=dg<0?-dg:0;
2525#else
2526 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2527 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2528#endif
2529
2530 if(op->contr->gen_hp > 0) 2400 if (op->contr->gen_hp >= 0)
2531 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2401 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2532 else 2402 else
2533 op->last_eat=25*(1+bonus)/(penalty +1); 2403 {
2404 gen_hp = op->stats.maxhp;
2405 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2406 }
2407
2408 if (op->contr->gen_sp >= 0)
2409 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2410 else
2411 {
2412 gen_sp = op->stats.maxsp;
2413 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2414 }
2415
2416 if (op->contr->gen_grace >= 0)
2417 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2418 else
2419 {
2420 gen_grace = op->stats.maxgrace;
2421 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2422 }
2423
2424 /* Regenerate Spell Points */
2425 if (!op->contr->golem && --op->last_sp < 0)
2426 {
2427 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2428 if (op->stats.sp < op->stats.maxsp)
2429 {
2430 op->stats.sp++;
2431 /* dms do not consume food */
2432 if (!QUERY_FLAG (op, FLAG_WIZ))
2433 {
2434 op->stats.food--;
2435 if (op->contr->digestion < 0)
2436 op->stats.food += op->contr->digestion;
2437 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2438 op->stats.food = last_food;
2439 }
2440 }
2441
2442 if (max_sp > 1)
2443 {
2444 over_sp = (gen_sp + 10) / rate_sp;
2445 if (over_sp > 0)
2446 {
2447 if (op->stats.sp < op->stats.maxsp)
2448 {
2449 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2450
2451 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2452 op->stats.sp--;
2453
2454 if (op->stats.sp > op->stats.maxsp)
2455 op->stats.sp = op->stats.maxsp;
2456 }
2457 op->last_sp = 0;
2458 }
2459 else
2460 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2461 }
2462 else
2463 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2464 }
2465
2466 /* Regenerate Grace */
2467 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2468 if (--op->last_grace < 0)
2469 {
2470 if (op->stats.grace < op->stats.maxgrace / 2)
2471 op->stats.grace++; /* no penalty in food for regaining grace */
2472
2473 if (max_grace > 1)
2474 {
2475 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2476 if (over_grace > 0)
2477 {
2478 op->stats.sp += over_grace
2479 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2480 op->last_grace = 0;
2481 }
2482 else
2483 {
2484 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2485 }
2486 }
2487 else
2488 {
2489 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2490 }
2491 /* wearing stuff doesn't detract from grace generation. */
2492 }
2493
2494 /* Regenerate Hit Points */
2495 if (--op->last_heal < 0)
2496 {
2497 if (op->stats.hp < op->stats.maxhp)
2498 {
2499 op->stats.hp++;
2500 /* dms do not consume food */
2501 if (!QUERY_FLAG (op, FLAG_WIZ))
2502 {
2503 op->stats.food--;
2504 if (op->contr->digestion < 0)
2505 op->stats.food += op->contr->digestion;
2506 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2507 op->stats.food = last_food;
2508 }
2509 }
2510
2511 if (max_hp > 1)
2512 {
2513 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2514 if (over_hp > 0)
2515 {
2516 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2517 op->last_heal = 0;
2518 }
2519 else
2520 {
2521 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2522 }
2523 }
2524 else
2525 {
2526 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2527 }
2528 }
2529
2530 /* Digestion */
2531 if (--op->last_eat < 0)
2532 {
2533 int bonus = max (0, op->contr->digestion),
2534 penalty = max (0, -op->contr->digestion);
2535
2536 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2537
2534 /* dms do not consume food */ 2538 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2539 if (!QUERY_FLAG (op, FLAG_WIZ))
2536 } 2540 op->stats.food--;
2537 } 2541 }
2538 2542
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2543 if (op->stats.food < 0 && op->stats.hp >= 0)
2540 object *tmp, *flesh=NULL; 2544 {
2545 object *tmp, *flesh = 0;
2541 2546
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2547 for (tmp = op->inv; tmp; tmp = tmp->below)
2548 {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2549 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2550 {
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2551 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2552 {
2545 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2553 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2546 manual_apply(op,tmp,0); 2554 manual_apply (op, tmp, 0);
2547 if(op->stats.food>=0||op->stats.hp<0) 2555 if (op->stats.food >= 0 || op->stats.hp < 0)
2548 break; 2556 break;
2549 } 2557 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2558 else if (tmp->type == FLESH)
2551 } /* End if paid for object */ 2559 flesh = tmp;
2552 } /* end of for loop */ 2560 } /* End if paid for object */
2561 } /* end of for loop */
2562
2553 /* If player is still starving, it means they don't have any food, so 2563 /* If player is still starving, it means they don't have any food, so
2554 * eat flesh instead. 2564 * eat flesh instead.
2555 */ 2565 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2566 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2567 {
2557 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2568 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2558 manual_apply(op,flesh,0); 2569 manual_apply (op, flesh, 0);
2559 } 2570 }
2560 } /* end if player is starving */ 2571 }
2561 2572
2562 while(op->stats.food<0&&op->stats.hp>0) 2573 while (op->stats.food < 0 && op->stats.hp >= 0)
2563 op->stats.food++,op->stats.hp--; 2574 op->stats.food++, op->stats.hp--;
2564 2575
2565 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2576 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2566 kill_player(op); 2577 kill_player (op);
2578 }
2567} 2579}
2568
2569
2570 2580
2571/* If the player should die (lack of hp, food, etc), we call this. 2581/* If the player should die (lack of hp, food, etc), we call this.
2572 * op is the player in jeopardy. If the player can not be saved (not 2582 * op is the player in jeopardy. If the player can not be saved (not
2573 * permadeath, no lifesave), this will take care of removing the player 2583 * permadeath, no lifesave), this will take care of removing the player
2574 * file. 2584 * file.
2575 */ 2585 */
2586void
2576void kill_player(object *op) 2587kill_player (object *op)
2577{ 2588{
2578 char buf[MAX_BUF]; 2589 char buf[MAX_BUF];
2579 int x,y,i; 2590 int x, y;
2591
2592 //int i;
2580 mapstruct *map; /* this is for resurrection */ 2593 maptile *map; /* this is for resurrection */
2594
2581 int z; 2595 /* int z;
2582 int num_stats_lose; 2596 int num_stats_lose;
2583 int lost_a_stat; 2597 int lost_a_stat;
2584 int lose_this_stat; 2598 int lose_this_stat;
2585 int this_stat; 2599 int this_stat; */
2586 int will_kill_again; 2600 int will_kill_again;
2587 archetype *at; 2601 archetype *at;
2588 object *tmp; 2602 object *tmp;
2589 2603
2590 if(save_life(op)) 2604 if (save_life (op))
2591 return; 2605 return;
2592 2606
2593
2594 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2607 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2595 * in cities ONLY!!! It is very important that this doesn't get abused. 2608 * in cities ONLY!!! It is very important that this doesn't get abused.
2596 * Look at op_on_battleground() for more info --AndreasV 2609 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2610 */
2598 if (op_on_battleground(op, &x, &y)) { 2611 if (op_on_battleground (op, &x, &y))
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2612 {
2600 "You have been defeated in combat!"); 2613 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2614 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2602 "Local medics have saved your life..."); 2615
2603
2604 /* restore player */ 2616 /* restore player */
2605 at = find_archetype("poisoning"); 2617 at = archetype::find ("poisoning");
2606 tmp=present_arch_in_ob(at,op); 2618 if (object *tmp = present_arch_in_ob (at, op))
2607 if (tmp) { 2619 {
2608 remove_ob(tmp); 2620 tmp->destroy ();
2609 free_object(tmp);
2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2621 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2611 } 2622 }
2612 2623
2613 at = find_archetype("confusion"); 2624 at = archetype::find ("confusion");
2614 tmp=present_arch_in_ob(at,op); 2625 if (object *tmp = present_arch_in_ob (at, op))
2615 if (tmp) { 2626 {
2616 remove_ob(tmp); 2627 tmp->destroy ();
2617 free_object(tmp);
2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2628 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2619 } 2629 }
2620 2630
2621 cure_disease(op,0); /* remove any disease */ 2631 cure_disease (op, 0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp; 2632 op->stats.hp = op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999; 2633 if (op->stats.food <= 0)
2624 2634 op->stats.food = 999;
2635
2625 /* create a bodypart-trophy to make the winner happy */ 2636 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 2637 if (object *tmp = arch_to_object (archetype::find ("finger")))
2627 if (tmp != NULL)
2628 { 2638 {
2629 sprintf(buf,"%s's finger",op->name); 2639 sprintf (buf, "%s's finger", &op->name);
2630 tmp->name = add_string(buf); 2640 tmp->name = buf;
2631 sprintf(buf," This finger has been cut off %s\n" 2641 sprintf (buf, " This finger has been cut off %s\n"
2632 " the %s, when he was defeated at\n level %d by %s.\n", 2642 " the %s, when he was defeated at\n level %d by %s.\n",
2633 op->name, op->contr->title, (int)(op->level), 2643 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2634 op->contr->killer); 2644 tmp->msg = buf;
2635 tmp->msg=add_string(buf); 2645 tmp->value = 0, tmp->type = 0;
2636 tmp->value=0, tmp->material=0, tmp->type=0; 2646 tmp->materialname = "organics";
2637 tmp->materialname = NULL; 2647 tmp->insert_at (op, tmp);
2638 tmp->x = op->x, tmp->y = op->y;
2639 insert_ob_in_map(tmp,op->map,op,0);
2640 }
2641 2648 }
2649
2642 /* teleport defeated player to new destination*/ 2650 /* teleport defeated player to new destination */
2643 transfer_ob(op, x, y, 0, NULL); 2651 transfer_ob (op, x, y, 0, NULL);
2644 op->contr->braced=0; 2652 op->contr->braced = 0;
2645 return; 2653 return;
2646 } 2654 }
2647 2655
2648 INVOKE_PLAYER (DEATH, op->contr); 2656 INVOKE_PLAYER (DEATH, op->contr);
2649 2657
2650 command_kill_pets (op, 0); 2658 command_kill_pets (op, 0);
2651 2659
2652 if(op->stats.food<0) { 2660 if (op->stats.food < 0)
2653 if (op->contr->explore) { 2661 {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2655 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2656 op->stats.food=999;
2657 return;
2658 }
2659 sprintf(buf,"%s starved to death.",op->name); 2662 sprintf (buf, "%s starved to death.", &op->name);
2660 strcpy(op->contr->killer,"starvation"); 2663 strcpy (op->contr->killer, "starvation");
2661 } 2664 }
2662 else { 2665 else
2663 if (op->contr->explore) {
2664 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2665 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2666 op->stats.hp=op->stats.maxhp;
2667 return;
2668 }
2669 sprintf(buf,"%s died.",op->name); 2666 sprintf (buf, "%s died.", &op->name);
2670 }
2671 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2672 2667
2668 op->contr->play_sound (sound_find ("player_dies"));
2669
2673 /* save the map location for corpse, gravestone*/ 2670 /* save the map location for corpse, gravestone */
2674 x=op->x;y=op->y;map=op->map; 2671 x = op->x;
2672 y = op->y;
2673 map = op->map;
2675 2674
2676
2677 if (settings.not_permadeth == TRUE) {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 2675 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * life if they are dead - it takes some exp and a random stat. 2676 * life if they are dead - it takes some exp and a random stat.
2680 * See the config.h file for a little more in depth detail about this. 2677 * See the config.h file for a little more in depth detail about this.
2681 */ 2678 */
2682 2679
2683 /* Basically two ways to go - remove a stat permanently, or just 2680 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 2681 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 2682 * of death.
2686 */ 2683 */
2687#ifndef COZY_SERVER 2684#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 2685 if (settings.balanced_stat_loss)
2686 {
2689 /* If stat loss is permanent, lose one stat only. */ 2687 /* If stat loss is permanent, lose one stat only. */
2690 /* Lower level chars don't lose as many stats because they suffer 2688 /* Lower level chars don't lose as many stats because they suffer
2691 more if they do. */ 2689 more if they do. */
2692 /* Higher level characters can afford things such as potions of 2690 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 2691 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 2692 little bit harder. */
2695 /* GD */ 2693 /* GD */
2696 if (settings.stat_loss_on_death) 2694 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1; 2695 num_stats_lose = 1;
2698 else 2696 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2697 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2700 } else { 2698 }
2699 else
2701 num_stats_lose = 1; 2700 num_stats_lose = 1;
2702 } 2701
2703 lost_a_stat = 0; 2702 lost_a_stat = 0;
2704 2703
2705 for (z=0; z<num_stats_lose; z++) { 2704 for (z = 0; z < num_stats_lose; z++)
2705 {
2706 i = RANDOM() % NUM_STATS; 2706 i = RANDOM () % NUM_STATS;
2707 2707
2708 if (settings.stat_loss_on_death) { 2708 if (settings.stat_loss_on_death)
2709 {
2709 /* Pick a random stat and take a point off it. Tell the player 2710 /* Pick a random stat and take a point off it. Tell the player
2710 * what he lost. 2711 * what he lost.
2711 */ 2712 */
2712 change_attr_value(&(op->stats), i,-1); 2713 change_attr_value (&(op->stats), i, -1);
2713 check_stat_bounds(&(op->stats)); 2714 check_stat_bounds (&(op->stats));
2714 change_attr_value(&(op->contr->orig_stats), i,-1); 2715 change_attr_value (&(op->contr->orig_stats), i, -1);
2715 check_stat_bounds(&(op->contr->orig_stats)); 2716 check_stat_bounds (&(op->contr->orig_stats));
2716 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2717 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2717 lost_a_stat = 1; 2718 lost_a_stat = 1;
2718 } else { 2719 }
2720 else
2721 {
2719 /* deplete a stat */ 2722 /* deplete a stat */
2720 archetype *deparch=find_archetype("depletion"); 2723 archetype *deparch = archetype::find ("depletion");
2721 object *dep; 2724 object *dep;
2725
2726 dep = present_arch_in_ob (deparch, op);
2727 if (!dep)
2722 2728 {
2723 dep = present_arch_in_ob(deparch,op);
2724 if(!dep) {
2725 dep = arch_to_object(deparch); 2729 dep = arch_to_object (deparch);
2726 insert_ob_in_ob(dep, op); 2730 insert_ob_in_ob (dep, op);
2727 }
2728 lose_this_stat = 1;
2729 if (settings.balanced_stat_loss) {
2730 /* GD */
2731 /* Get the stat that we're about to deplete. */
2732 this_stat = get_attr_value(&(dep->stats), i);
2733 if (this_stat < 0) {
2734 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2735 int keep_chance = this_stat * this_stat;
2736 /* Yes, I am paranoid. Sue me. */
2737 if (keep_chance < 1)
2738 keep_chance = 1;
2739
2740 /* There is a maximum depletion total per level. */
2741 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2742 lose_this_stat = 0;
2743 /* Take loss chance vs keep chance to see if we
2744 retain the stat. */
2745 } else {
2746 if (random_roll(0, loss_chance + keep_chance-1,
2747 op, PREFER_LOW) < keep_chance)
2748 lose_this_stat = 0;
2749 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2750 this_stat, keep_chance, loss_chance,
2751 lose_this_stat?"LOSE":"KEEP"); */
2752 }
2753 }
2754 }
2755 2731 }
2756 if (lose_this_stat) { 2732 lose_this_stat = 1;
2733 if (settings.balanced_stat_loss)
2734 {
2735 /* GD */
2736 /* Get the stat that we're about to deplete. */
2757 this_stat = get_attr_value(&(dep->stats), i); 2737 this_stat = get_attr_value (&(dep->stats), i);
2738 if (this_stat < 0)
2739 {
2740 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2741 int keep_chance = this_stat * this_stat;
2742
2743 /* Yes, I am paranoid. Sue me. */
2744 if (keep_chance < 1)
2745 keep_chance = 1;
2746
2747 /* There is a maximum depletion total per level. */
2748 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2749 {
2750 lose_this_stat = 0;
2751 /* Take loss chance vs keep chance to see if we
2752 retain the stat. */
2753 }
2754 else
2755 {
2756 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2757 lose_this_stat = 0;
2758 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2759 this_stat, keep_chance, loss_chance,
2760 lose_this_stat?"LOSE":"KEEP"); */
2761 }
2762 }
2763 }
2764
2765 if (lose_this_stat)
2766 {
2767 this_stat = get_attr_value (&(dep->stats), i);
2758 /* We could try to do something clever like find another 2768 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if 2769 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low 2770 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a 2771 * and should be roughly the same, so it shouldn't make a
2762 * difference. 2772 * difference.
2763 */ 2773 */
2764 if (this_stat>=-50) { 2774 if (this_stat >= -50)
2775 {
2765 change_attr_value(&(dep->stats), i, -1); 2776 change_attr_value (&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED); 2777 SET_FLAG (dep, FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2778 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 fix_player(op); 2779 op->update_stats ();
2769 lost_a_stat = 1; 2780 lost_a_stat = 1;
2770 } 2781 }
2771 } 2782 }
2783 }
2772 } 2784 }
2773 }
2774 /* If no stat lost, tell the player. */ 2785 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 2786 if (!lost_a_stat)
2776 { 2787 {
2777 /* determine_god() seems to not work sometimes... why is this? 2788 /* determine_god() seems to not work sometimes... why is this?
2778 Should I be using something else? GD */ 2789 Should I be using something else? GD */
2779 const char *god = determine_god(op); 2790 const char *god = determine_god (op);
2791
2780 if (god && (strcmp(god, "none"))) 2792 if (god && (strcmp (god, "none")))
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2793 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2782 "moment you feel the holy presence of %s protecting" 2794 else
2783 " you.", god); 2795 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2784 else
2785 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2786 " feel a holy presence protecting you.");
2787 } 2796 }
2797#else
2798 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2788#endif 2799#endif
2789 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2790 " feel a holy presence protecting you from losing yourself completely.");
2791 2800
2792 /* Put a gravestone up where the character 'almost' died. List the 2801 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 2802 * exp loss on the stone.
2794 */ 2803 */
2795 tmp=arch_to_object(find_archetype("gravestone")); 2804 tmp = arch_to_object (archetype::find ("gravestone"));
2796 sprintf(buf,"%s's gravestone",op->name); 2805 sprintf (buf, "%s's gravestone", &op->name);
2797 FREE_AND_COPY(tmp->name, buf); 2806 tmp->name = buf;
2798 sprintf(buf,"%s's gravestones",op->name); 2807 sprintf (buf, "%s's gravestones", &op->name);
2799 FREE_AND_COPY(tmp->name_pl, buf); 2808 tmp->name_pl = buf;
2800 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2809 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);
2801 "who was killed\n" 2810 tmp->msg = buf;
2802 "by %s.\n",
2803 op->name, op->contr->title,
2804 op->contr->killer);
2805 tmp->msg = add_string(buf);
2806 tmp->x=op->x,tmp->y=op->y; 2811 tmp->x = op->x, tmp->y = op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0); 2812 insert_ob_in_map (tmp, op->map, NULL, 0);
2808 2813
2809 /**************************************/ 2814 /**************************************/
2810 /* */ 2815 /* */
2811 /* Subtract the experience points, */ 2816 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */ 2817 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */ 2818 /* food, and reset HP's... */
2814 /* */ 2819 /* */
2815 /**************************************/ 2820 /**************************************/
2816 2821
2817 /* remove any poisoning and confusion the character may be suffering.*/ 2822 /* remove any poisoning and confusion the character may be suffering. */
2818 /* restore player */ 2823 /* restore player */
2819 at = find_archetype("poisoning"); 2824 at = archetype::find ("poisoning");
2820 tmp=present_arch_in_ob(at,op); 2825 tmp = present_arch_in_ob (at, op);
2826
2821 if (tmp) { 2827 if (tmp)
2822 remove_ob(tmp); 2828 {
2823 free_object(tmp); 2829 tmp->destroy ();
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2830 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2825 } 2831 }
2826 2832
2827 at = find_archetype("confusion"); 2833 at = archetype::find ("confusion");
2828 tmp=present_arch_in_ob(at,op); 2834 tmp = present_arch_in_ob (at, op);
2829 if (tmp) { 2835 if (tmp)
2830 remove_ob(tmp); 2836 {
2831 free_object(tmp); 2837 tmp->destroy ();
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2838 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2833 } 2839 }
2840
2834 cure_disease(op,0); /* remove any disease */ 2841 cure_disease (op, 0); /* remove any disease */
2835 2842
2836 /*add_exp(op, (op->stats.exp * -0.20)); */ 2843 /*add_exp(op, (op->stats.exp * -0.20)); */
2837 apply_death_exp_penalty(op); 2844 apply_death_exp_penalty (op);
2838 if(op->stats.food < 100) op->stats.food = 900; 2845 if (op->stats.food < 100)
2846 op->stats.food = 900;
2839 op->stats.hp = op->stats.maxhp; 2847 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2848 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2849 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2842 2850
2843 /* 2851 /*
2844 * Check to see if the player is in a shop. IF so, then check to see if 2852 * Check to see if the player has any unpaid items. If so, remove them
2845 * the player has any unpaid items. If so, remove them and put them back 2853 * and put them back in the map.
2846 * in the map. 2854 */
2847 */ 2855 op->drop_unpaid_items ();
2848 2856
2849 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2850 if (tmp->type == SHOP_FLOOR) {
2851 remove_unpaid_objects(op->inv, op);
2852 break;
2853 }
2854 }
2855
2856
2857 /****************************************/ 2857 /****************************************/
2858 /* */ 2858 /* */
2859 /* Move player to his current respawn- */ 2859 /* Move player to his current respawn- */
2860 /* position (usually last savebed) */ 2860 /* position (usually last savebed) */
2861 /* */ 2861 /* */
2862 /****************************************/ 2862 /****************************************/
2863 2863
2864 enter_player_savebed(op); 2864 enter_player_savebed (op);
2865 2865
2866 /* Save the player before inserting the force to reduce
2867 * chance of abuse.
2868 */
2869 op->contr->braced=0; 2866 op->contr->braced = 0;
2870 save_player(op,1);
2871 2867
2872 /* it is possible that the player has blown something up 2868 /* it is possible that the player has blown something up
2873 * at his savebed location, and that can have long lasting 2869 * at his savebed location, and that can have long lasting
2874 * spell effects. So first see if there is a spell effect 2870 * spell effects. So first see if there is a spell effect
2875 * on the space that might harm the player. 2871 * on the space that might harm the player.
2876 */ 2872 */
2877 will_kill_again=0; 2873 will_kill_again = 0;
2878 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2874 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2879 if (tmp->type ==SPELL_EFFECT) 2875 if (tmp->type == SPELL_EFFECT)
2880 will_kill_again|=tmp->attacktype; 2876 will_kill_again |= tmp->attacktype;
2881 } 2877
2882 if (will_kill_again) { 2878 if (will_kill_again)
2879 {
2883 object *force; 2880 object *force;
2884 int at; 2881 int at;
2885 2882
2886 force=get_archetype(FORCE_NAME); 2883 force = get_archetype (FORCE_NAME);
2887 /* 50 ticks should be enough time for the spell to abate */ 2884 /* 50 ticks should be enough time for the spell to abate */
2888 force->speed=0.1; 2885 force->speed = 0.1f;
2889 force->speed_left=-5.0; 2886 force->speed_left = -5.f;
2890 SET_FLAG(force, FLAG_APPLIED); 2887 SET_FLAG (force, FLAG_APPLIED);
2891 for (at=0; at<NROFATTACKS; at++) { 2888 for (at = 0; at < NROFATTACKS; at++)
2892 if (will_kill_again & (1 << at)) 2889 if (will_kill_again & (1 << at))
2893 force->resist[at] = 100; 2890 force->resist[at] = 100;
2894 } 2891
2895 insert_ob_in_ob(force, op); 2892 insert_ob_in_ob (force, op);
2896 fix_player(op); 2893 op->update_stats ();
2897
2898 }
2899 /**************************************/
2900 /* */
2901 /* Repaint the characters inv, and */
2902 /* stats, and show a nasty message ;) */
2903 /* */
2904 /**************************************/
2905 2894
2895 }
2896
2906 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2897 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2907 return;
2908 } /* NOT_PERMADETH */
2909 else {
2910 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2911 * should probably be embedded in an else statement.
2912 */
2913
2914 op->contr->party=NULL;
2915 if (settings.set_title == TRUE)
2916 op->contr->own_title[0]='\0';
2917 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2918 check_score(op);
2919 if(op->contr->ranges[range_golem]!=NULL) {
2920 remove_friendly_object(op->contr->ranges[range_golem]);
2921 remove_ob(op->contr->ranges[range_golem]);
2922 free_object(op->contr->ranges[range_golem]);
2923 op->contr->ranges[range_golem]=NULL;
2924 op->contr->golem_count=0;
2925 }
2926 loot_object(op); /* Remove some of the items for good */
2927 remove_ob(op);
2928 op->direction=0;
2929
2930 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2931 delete_character(op->name,0);
2932 if (settings.resurrection == TRUE) {
2933 /* save playerfile sans equipment when player dies
2934 ** then save it as player.pl.dead so that future resurrection
2935 ** type spells will work on them nicely
2936 */
2937 delete_character(op->name,0);
2938 op->stats.hp = op->stats.maxhp;
2939 op->stats.food = 999;
2940
2941 /* set the location of where the person will reappear when */
2942 /* maybe resurrection code should fix map also */
2943 strcpy(op->contr->maplevel, settings.emergency_mapname);
2944 if(op->map!=NULL)
2945 op->map = NULL;
2946 op->x = settings.emergency_x;
2947 op->y = settings.emergency_y;
2948 save_player(op,0);
2949 op->map = map;
2950 /* please see resurrection.c: peterm */
2951 dead_player(op);
2952 } else {
2953 delete_character(op->name,1);
2954 }
2955 }
2956 play_again(op);
2957
2958 /* peterm: added to create a corpse at deathsite. */
2959 tmp=arch_to_object(find_archetype("corpse_pl"));
2960 sprintf(buf,"%s", op->name);
2961 FREE_AND_COPY(tmp->name, buf);
2962 FREE_AND_COPY(tmp->name_pl, buf);
2963 tmp->level=op->level;
2964 tmp->x=x;tmp->y=y;
2965 if (tmp->msg)
2966 free_string(tmp->msg);
2967 tmp->msg = add_string (gravestone_text(op));
2968 SET_FLAG (tmp, FLAG_UNIQUE);
2969 insert_ob_in_map (tmp, map, NULL,0);
2970 }
2971} 2898}
2972 2899
2973 2900void
2974void loot_object(object *op) { /* Grab and destroy some treasure */ 2901loot_object (object *op)
2902{ /* Grab and destroy some treasure */
2975 object *tmp,*tmp2,*next; 2903 object *tmp, *tmp2, *next;
2976 2904
2977 if (op->container) { /* close open sack first */ 2905 op->close_container (); /* close open sack first */
2978 esrv_apply_container (op, op->container);
2979 }
2980 2906
2981 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2907 for (tmp = op->inv; tmp; tmp = next)
2908 {
2982 next=tmp->below; 2909 next = tmp->below;
2983 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2910
2984 remove_ob(tmp); 2911 if (tmp->invisible)
2912 continue;
2913
2914 tmp->remove ();
2985 tmp->x=op->x,tmp->y=op->y; 2915 tmp->x = op->x, tmp->y = op->y;
2986 if (tmp->type == CONTAINER) { /* empty container to ground */ 2916
2987 loot_object(tmp); 2917 if (tmp->type == CONTAINER)
2988 } 2918 loot_object (tmp); /* empty container to ground */
2989 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2919
2990 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2920 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2921 {
2991 if(tmp->nrof>1) { 2922 if (tmp->nrof > 1)
2923 {
2992 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2924 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2993 free_object(tmp2); 2925 tmp2->destroy ();
2994 insert_ob_in_map(tmp,op->map,NULL,0); 2926 insert_ob_in_map (tmp, op->map, NULL, 0);
2927 }
2928 else
2929 tmp->destroy ();
2930 }
2995 } else 2931 else
2996 free_object(tmp);
2997 } else
2998 insert_ob_in_map(tmp,op->map,NULL,0); 2932 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 } 2933 }
3000} 2934}
3001 2935
3002/* 2936/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 2937 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 2938 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 2939 * was changed.
3006 */ 2940 */
3007 2941void
3008void fix_weight(void) { 2942fix_weight (void)
3009 player *pl; 2943{
3010 for (pl = first_player; pl != NULL; pl = pl->next) { 2944 for_all_players (pl)
2945 {
3011 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2946 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2947
3012 if(old == sum) 2948 if (old == sum)
3013 continue; 2949 continue;
3014 fix_player(pl->ob); 2950 pl->ob->update_stats ();
3015 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2951 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3016 pl->ob->name, old, sum);
3017 } 2952 }
3018} 2953}
3019 2954
2955void
3020void fix_luck(void) { 2956fix_luck (void)
3021 player *pl; 2957{
3022 for (pl = first_player; pl != NULL; pl = pl->next) 2958 for_all_players (pl)
3023 if (!pl->ob->contr->state) 2959 if (!pl->ob->contr->ns->state)
3024 change_luck(pl->ob, 0); 2960 pl->ob->change_luck (0);
3025} 2961}
3026
3027 2962
3028/* cast_dust() - handles op throwing objects of type 'DUST'. 2963/* cast_dust() - handles op throwing objects of type 'DUST'.
3029 * This is much simpler in the new spell code - we basically 2964 * This is much simpler in the new spell code - we basically
3030 * just treat this as any other spell casting object. 2965 * just treat this as any other spell casting object.
3031 */ 2966 */
3032
3033void 2967void
3034cast_dust (object * op, object * throw_ob, int dir) 2968cast_dust (object *op, object *throw_ob, int dir)
3035{ 2969{
3036 object *skop, *spob; 2970 object *skop, *spob;
3037 2971
3038 skop = find_skill_by_name (op, throw_ob->skill); 2972 skop = find_skill_by_name (op, throw_ob->skill);
3039 2973
3040 /* casting POTION 'dusts' is really a use_magic_item skill */ 2974 /* casting POTION 'dusts' is really a use_magic_item skill */
3041 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2975 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3042 { 2976 {
3043 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2977 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3044 op->name);
3045 return; 2978 return;
3046 } 2979 }
3047 2980
3048 spob = throw_ob->inv; 2981 spob = throw_ob->inv;
3049 2982
3050 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2983 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3051 // not pass NULL to cast_spell (which did indeed check itself, but 2984 // not pass NULL to cast_spell (which did indeed check itself, but
3052 // errors should be reported as early as possible IMHO) 2985 // errors should be reported as early as possible IMHO)
3053 if (!spob) 2986 if (!spob)
3054 { 2987 {
3055 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2988 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3056 throw_ob->name, op->name);
3057 return; 2989 return;
3058 } 2990 }
3059 2991
3060 if (op->type == PLAYER) 2992 if (op->type == PLAYER)
3061 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2993 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3062 2994
3063 cast_spell (op, throw_ob, dir, spob, NULL); 2995 cast_spell (op, throw_ob, dir, spob, NULL);
3064 2996
3065 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2997 throw_ob->destroy ();
3066 remove_ob (throw_ob);
3067 free_object (throw_ob);
3068} 2998}
3069 2999
3000void
3070void make_visible (object *op) { 3001make_visible (object *op)
3002{
3071 op->hide = 0; 3003 op->hide = 0;
3072 op->invisible = 0; 3004 op->invisible = 0;
3073 if(op->type==PLAYER) {
3074 op->contr->tmp_invis = 0;
3075 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3076 }
3077 update_object(op,UP_OBJ_FACE);
3078}
3079
3080int is_true_undead(object *op) {
3081 object *tmp=NULL;
3082
3083 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3084
3085 if(op->type==PLAYER) 3005 if (op->type == PLAYER)
3086 for(tmp=op->inv;tmp;tmp=tmp->below) 3006 {
3087 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 3007 op->contr->tmp_invis = 0;
3088 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 3008 op->contr->invis_race = 0;
3009 }
3010
3011 update_object (op, UP_OBJ_CHANGE);
3012}
3013
3014int
3015is_true_undead (object *op)
3016{
3017 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3018 return 1;
3019
3089 return 0; 3020 return 0;
3090} 3021}
3091 3022
3092/* look at the surrounding terrain to determine 3023/* look at the surrounding terrain to determine
3093 * the hideability of this object. Positive levels 3024 * the hideability of this object. Positive levels
3094 * indicate greater hideability. 3025 * indicate greater hideability.
3095 */ 3026 */
3096 3027
3028int
3097int hideability(object *ob) { 3029hideability (object *ob)
3030{
3098 int i,level=0, mflag; 3031 int i, level = 0, mflag;
3099 sint16 x,y; 3032 sint16 x, y;
3100 3033
3101 if(!ob||!ob->map) return 0; 3034 if (!ob || !ob->map)
3035 return 0;
3102 3036
3103 /* so, on normal lighted maps, its hard to hide */ 3037 /* so, on normal lighted maps, its hard to hide */
3104 level=ob->map->darkness - 2; 3038 level = ob->map->darkness - 2;
3105 3039
3106 /* this also picks up whether the object is glowing. 3040 /* this also picks up whether the object is glowing.
3107 * If you carry a light on a non-dark map, its not 3041 * If you carry a light on a non-dark map, its not
3108 * as bad as carrying a light on a pitch dark map */ 3042 * as bad as carrying a light on a pitch dark map */
3109 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3043 if (has_carried_lights (ob))
3044 level = -(10 + (2 * ob->map->darkness));
3110 3045
3111 /* scan through all nearby squares for terrain to hide in */ 3046 /* scan through all nearby squares for terrain to hide in */
3112 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3047 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3048 {
3113 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3049 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3114 if (mflag & P_OUT_OF_MAP) { continue; } 3050 if (mflag & P_OUT_OF_MAP)
3051 {
3052 continue;
3053 }
3115 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3054 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3116 level += 2; 3055 level += 2;
3117 else /* open terrain! */ 3056 else /* open terrain! */
3118 level -= 1; 3057 level -= 1;
3119 } 3058 }
3120 3059
3121#if 0 3060#if 0
3122 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3061 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3123#endif 3062#endif
3124 return level; 3063 return level;
3125} 3064}
3126 3065
3127/* For Hidden creatures - a chance of becoming 'unhidden' 3066/* For Hidden creatures - a chance of becoming 'unhidden'
3128 * every time they move - as we subtract off 'invisibility' 3067 * every time they move - as we subtract off 'invisibility'
3129 * AND, for players, if they move into a ridiculously unhideable 3068 * AND, for players, if they move into a ridiculously unhideable
3130 * spot (surrounded by clear terrain in broad daylight). -b.t. 3069 * spot (surrounded by clear terrain in broad daylight). -b.t.
3131 */ 3070 */
3132 3071void
3133void do_hidden_move (object *op) { 3072do_hidden_move (object *op)
3073{
3134 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3074 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3135 object *skop; 3075 object *skop;
3136 3076
3137 if(!op || !op->map) return; 3077 if (!op || !op->map)
3078 return;
3138 3079
3139 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3080 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3140 3081
3141 /* its *extremely* hard to run and sneak/hide at the same time! */ 3082 /* its *extremely* hard to run and sneak/hide at the same time! */
3142 if(op->type==PLAYER && op->contr->run_on) { 3083 if (op->type == PLAYER && op->contr->run_on)
3143 if(!skop || num >= skop->level) { 3084 if (!skop || num >= skop->level)
3085 {
3144 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3086 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3145 make_visible(op); 3087 make_visible (op);
3146 return; 3088 return;
3147 } else num += 20;
3148 } 3089 }
3090 else
3091 num += 20;
3092
3149 num += op->map->difficulty; 3093 num += op->map->difficulty;
3150 hide = hideability(op); /* modify by terrain hidden level */ 3094 hide = hideability (op); /* modify by terrain hidden level */
3151 num -= hide; 3095 num -= hide;
3096
3152 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3097 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3098 {
3153 make_visible(op); 3099 make_visible (op);
3154 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3100 if (op->type == PLAYER)
3155 "You moved out of hiding! You are visible!"); 3101 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3156 } 3102 }
3157 else if (op->type == PLAYER && skop) { 3103 else if (op->type == PLAYER && skop)
3158 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3104 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3159 }
3160} 3105}
3161 3106
3162/* determine if who is standing near a hostile creature. */ 3107/* determine if who is standing near a hostile creature. */
3163 3108
3109int
3164int stand_near_hostile( object *who ) { 3110stand_near_hostile (object *who)
3111{
3165 object *tmp=NULL; 3112 object *tmp = NULL;
3166 int i,friendly=0,player=0, mflags; 3113 int i, friendly = 0, player = 0, mflags;
3167 mapstruct *m; 3114 maptile *m;
3168 sint16 x,y; 3115 sint16 x, y;
3169 3116
3170 if(!who) return 0; 3117 if (!who)
3171
3172 if(who->type==PLAYER) player=1;
3173 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3174
3175 /* search adjacent squares */
3176 for(i=1;i<9;i++) {
3177 x = who->x+freearr_x[i];
3178 y = who->y+freearr_y[i];
3179 m = who->map;
3180 mflags = get_map_flags(m, &m, x, y, &x, &y);
3181 /* space must be blocked if there is a monster. If not
3182 * blocked, don't need to check this space.
3183 */
3184 if (mflags & P_OUT_OF_MAP) continue;
3185 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3186
3187 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3188 if((player||friendly)
3189 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3190 return 1;
3191 else if(tmp->type==PLAYER)
3192 {
3193 /*don't let a hidden DM prevent you from hiding*/
3194 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3195 return 1;
3196 }
3197 }
3198 }
3199 return 0; 3118 return 0;
3119
3120 if (who->type == PLAYER)
3121 player = 1;
3122
3123 else
3124 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3125
3126 /* search adjacent squares */
3127 for (i = 1; i < 9; i++)
3128 {
3129 x = who->x + freearr_x[i];
3130 y = who->y + freearr_y[i];
3131 m = who->map;
3132 mflags = get_map_flags (m, &m, x, y, &x, &y);
3133 /* space must be blocked if there is a monster. If not
3134 * blocked, don't need to check this space.
3135 */
3136 if (mflags & P_OUT_OF_MAP)
3137 continue;
3138 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3139 continue;
3140
3141 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3142 {
3143 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3144 return 1;
3145 else if (tmp->type == PLAYER)
3146 {
3147 /*don't let a hidden DM prevent you from hiding */
3148 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3149 return 1;
3150 }
3151 }
3152 }
3153 return 0;
3200} 3154}
3201 3155
3202/* check the player los field for viewability of the 3156/* check the player los field for viewability of the
3203 * object op. This function works fine for monsters, 3157 * object op. This function works fine for monsters,
3204 * but we dont worry if the object isnt the top one in 3158 * but we dont worry if the object isnt the top one in
3211 * for them to differ. Sigh, this fctn could get a bit more complex. 3165 * for them to differ. Sigh, this fctn could get a bit more complex.
3212 * -b.t. 3166 * -b.t.
3213 * This function is now map tiling safe. 3167 * This function is now map tiling safe.
3214 */ 3168 */
3215 3169
3170int
3216int player_can_view (object *pl,object *op) { 3171player_can_view (object *pl, object *op)
3172{
3217 rv_vector rv; 3173 rv_vector rv;
3218 int dx,dy; 3174 int dx, dy;
3219 3175
3220 if(pl->type!=PLAYER) { 3176 if (pl->type != PLAYER)
3177 {
3221 LOG(llevError,"player_can_view() called for non-player object\n"); 3178 LOG (llevError, "player_can_view() called for non-player object\n");
3222 return -1;
3223 }
3224 if (!pl || !op) return 0;
3225
3226 if(op->head) { op = op->head; }
3227 get_rangevector(pl, op, &rv, 0x1);
3228
3229 /* starting with the 'head' part, lets loop
3230 * through the object and find if it has any
3231 * part that is in the los array but isnt on
3232 * a blocked los square.
3233 * we use the archetype to figure out offsets.
3234 */
3235 while(op) {
3236 dx = rv.distance_x + op->arch->clone.x;
3237 dy = rv.distance_y + op->arch->clone.y;
3238
3239 /* only the viewable area the player sees is updated by LOS
3240 * code, so we need to restrict ourselves to that range of values
3241 * for any meaningful values.
3242 */
3243 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3244 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3245 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3246 return 1; 3179 return -1;
3247 op = op->more;
3248 } 3180 }
3181
3182 if (!pl || !op)
3249 return 0; 3183 return 0;
3184
3185 op = op->head_ ();
3186
3187 get_rangevector (pl, op, &rv, 0x1);
3188
3189 /* starting with the 'head' part, lets loop
3190 * through the object and find if it has any
3191 * part that is in the los array but isnt on
3192 * a blocked los square.
3193 * we use the archetype to figure out offsets.
3194 */
3195 while (op)
3196 {
3197 dx = rv.distance_x + op->arch->x;
3198 dy = rv.distance_y + op->arch->y;
3199
3200 /* only the viewable area the player sees is updated by LOS
3201 * code, so we need to restrict ourselves to that range of values
3202 * for any meaningful values.
3203 */
3204 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3205 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3206 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3207 return 1;
3208 op = op->more;
3209 }
3210 return 0;
3250} 3211}
3251 3212
3252/* routine for both players and monsters. We call this when 3213/* routine for both players and monsters. We call this when
3253 * there is a possibility for our action distrubing our hiding 3214 * there is a possibility for our action distrubing our hiding
3254 * place or invisiblity spell. Artefact invisiblity is not 3215 * place or invisiblity spell. Artefact invisiblity is not
3255 * effected by this. If we arent invisible to begin with, we 3216 * effected by this. If we arent invisible to begin with, we
3256 * return 0. 3217 * return 0.
3257 */ 3218 */
3219int
3258int action_makes_visible (object *op) { 3220action_makes_visible (object *op)
3221{
3259 3222
3260 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3223 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3224 {
3261 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3225 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3262 return 0; 3226 return 0;
3263 3227
3264 if (op->contr && op->contr->tmp_invis == 0) return 0; 3228 if (op->contr && op->contr->tmp_invis == 0)
3229 return 0;
3265 3230
3266 /* If monsters, they should become visible */ 3231 /* If monsters, they should become visible */
3267 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3232 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3233 {
3268 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3234 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3269 return 1; 3235 return 1;
3270 } 3236 }
3271 } 3237 }
3272 return 0; 3238 return 0;
3273} 3239}
3274 3240
3275/* op_on_battleground - checks if the given object op (usually 3241/* op_on_battleground - checks if the given object op (usually
3276 * a player) is standing on a valid battleground-tile, 3242 * a player) is standing on a valid battleground-tile,
3277 * function returns TRUE/FALSE. If true x, y returns the battleground 3243 * function returns TRUE/FALSE. If true x, y returns the battleground
3278 * -exit-coord. (and if x, y not NULL) 3244 * -exit-coord. (and if x, y not NULL)
3279 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3245 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3280 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3246 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3281 * Default is to do the same as before, so only people wanting to have different points need worry about this 3247 * Default is to do the same as before, so only people wanting to have different points need worry about this
3282 */ 3248 */
3249int
3283int op_on_battleground (object *op, int *x, int *y) { 3250op_on_battleground (object *op, int *x, int *y)
3251{
3284 object *tmp; 3252 object *tmp;
3285 3253
3286 /* A battleground-tile needs the following attributes to be valid: 3254 /* A battleground-tile needs the following attributes to be valid:
3287 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3255 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3288 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3256 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3289 * and the exit-coordinates sp/hp must both be > 0. 3257 * and the exit-coordinates sp/hp must both be > 0.
3290 * => The intention here is to prevent abuse of the battleground- 3258 * => The intention here is to prevent abuse of the battleground-
3291 * feature (like pickable or hidden battleground tiles). */ 3259 * feature (like pickable or hidden battleground tiles). */
3292 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3260 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3261 {
3293 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3262 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3263 {
3294 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3264 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3295 strcmp(tmp->name, "battleground")==0 && 3265 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3296 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3266 {
3297 /*before we assign the exit, check if this is a teambattle*/ 3267 /*before we assign the exit, check if this is a teambattle */
3298 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3268 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3269 {
3299 object *invtmp; 3270 object *invtmp;
3271
3300 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3272 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3301 if(invtmp->type==FORCE && invtmp->slaying && 3273 {
3302 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3274 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3275 {
3276 if (x != NULL && y != NULL)
3277 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3278 return 1;
3279 }
3280 }
3281 }
3303 if (x != NULL && y != NULL) 3282 if (x != NULL && y != NULL)
3304 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3283 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3305 return 1; 3284 return 1;
3306 } 3285 }
3307 } 3286 }
3308 }
3309 if (x != NULL && y != NULL)
3310 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3311 return 1;
3312 } 3287 }
3313 }
3314 }
3315 /* If we got here, did not find a battleground */ 3288 /* If we got here, did not find a battleground */
3316 return 0; 3289 return 0;
3317} 3290}
3318 3291
3319/* 3292/*
3323 * attributes: 3296 * attributes:
3324 * object *who the dragon player 3297 * object *who the dragon player
3325 * int atnr the attack-number of the ability focus 3298 * int atnr the attack-number of the ability focus
3326 * int level ability level 3299 * int level ability level
3327 */ 3300 */
3301void
3328void dragon_ability_gain(object *who, int atnr, int level) { 3302dragon_ability_gain (object *who, int atnr, int level)
3303{
3329 treasurelist *trlist = NULL; /* treasurelist */ 3304 treasurelist *trlist = NULL; /* treasurelist */
3330 treasure *tr; /* treasure */ 3305 treasure *tr; /* treasure */
3331 object *tmp,*skop; /* tmp. object */ 3306 object *tmp, *skop; /* tmp. object */
3332 object *item; /* treasure object */ 3307 object *item; /* treasure object */
3333 char buf[MAX_BUF]; /* tmp. string buffer */ 3308 char buf[MAX_BUF]; /* tmp. string buffer */
3334 int i=0, j=0; 3309 int i = 0, j = 0;
3335 3310
3336 /* get the appropriate treasurelist */ 3311 /* get the appropriate treasurelist */
3337 if (atnr == ATNR_FIRE) 3312 if (atnr == ATNR_FIRE)
3338 trlist = find_treasurelist("dragon_ability_fire"); 3313 trlist = treasurelist::find ("dragon_ability_fire");
3339 else if (atnr == ATNR_COLD) 3314 else if (atnr == ATNR_COLD)
3340 trlist = find_treasurelist("dragon_ability_cold"); 3315 trlist = treasurelist::find ("dragon_ability_cold");
3341 else if (atnr == ATNR_ELECTRICITY) 3316 else if (atnr == ATNR_ELECTRICITY)
3342 trlist = find_treasurelist("dragon_ability_elec"); 3317 trlist = treasurelist::find ("dragon_ability_elec");
3343 else if (atnr == ATNR_POISON) 3318 else if (atnr == ATNR_POISON)
3344 trlist = find_treasurelist("dragon_ability_poison"); 3319 trlist = treasurelist::find ("dragon_ability_poison");
3345 3320
3346 if (trlist == NULL || who->type != PLAYER) 3321 if (trlist == NULL || who->type != PLAYER)
3347 return; 3322 return;
3348 3323
3349 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3324 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3350 tr = tr->next, i++); 3325
3351 3326 if (!tr || !tr->item)
3352 if (tr == NULL || tr->item == NULL) { 3327 {
3353 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3328 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3354 return; 3329 return;
3355 } 3330 }
3356 3331
3357 /* everything seems okay - now bring on the gift: */ 3332 /* everything seems okay - now bring on the gift: */
3358 item = &(tr->item->clone); 3333 item = tr->item;
3359 3334
3360 if (item->type == SPELL) { 3335 if (item->type == SPELL)
3336 {
3361 if (check_spell_known (who, item->name)) 3337 if (check_spell_known (who, item->name))
3362 return; 3338 return;
3363 3339
3364 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3340 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3365 do_learn_spell (who, item, 0); 3341 do_learn_spell (who, item, 0);
3366 return; 3342 return;
3367 } 3343 }
3368 3344
3369 /* grant direct spell */ 3345 /* grant direct spell */
3370 if (item->type == SPELLBOOK) { 3346 if (item->type == SPELLBOOK)
3347 {
3371 if (!item->inv) { 3348 if (!item->inv)
3349 {
3372 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3350 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3373 item->name);
3374 return; 3351 return;
3375 } 3352 }
3376 if (check_spell_known (who, item->inv->name)) 3353 if (check_spell_known (who, item->inv->name))
3377 return; 3354 return;
3378 if (item->invisible) { 3355 if (item->invisible)
3356 {
3379 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3357 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3380 do_learn_spell (who, item->inv, 0); 3358 do_learn_spell (who, item->inv, 0);
3381 return; 3359 return;
3382 } 3360 }
3383 } 3361 }
3384 else if (item->type == SKILL_TOOL && item->invisible) { 3362 else if (item->type == SKILL_TOOL && item->invisible)
3363 {
3385 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3364 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3365 {
3386 3366
3387 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3367 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3388 * in this way, if the player is missing any of the attacktypes, he gets 3368 * in this way, if the player is missing any of the attacktypes, he gets
3389 * them. As it is now, if the player has any that match the granted skill, 3369 * them. As it is now, if the player has any that match the granted skill,
3390 * but not all of them, he gets nothing. 3370 * but not all of them, he gets nothing.
3391 */ 3371 */
3392 if (!(skop->attacktype & item->attacktype)) { 3372 if (!(skop->attacktype & item->attacktype))
3373 {
3393 /* Give new attacktype */ 3374 /* Give new attacktype */
3394 skop->attacktype |= item->attacktype; 3375 skop->attacktype |= item->attacktype;
3395 3376
3396 /* always add physical if there's none */ 3377 /* always add physical if there's none */
3397 skop->attacktype |= AT_PHYSICAL; 3378 skop->attacktype |= AT_PHYSICAL;
3398 3379
3399 if (item->msg != NULL) 3380 if (item->msg != NULL)
3400 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3381 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3401 3382
3402 /* Give player new face */ 3383 /* Give player new face */
3403 if (item->animation_id) { 3384 if (item->animation_id)
3385 {
3404 who->face = skop->face; 3386 who->face = skop->face;
3405 who->animation_id = item->animation_id; 3387 who->animation_id = item->animation_id;
3406 who->anim_speed = item->anim_speed; 3388 who->anim_speed = item->anim_speed;
3407 who->last_anim = 0; 3389 who->last_anim = 0;
3408 who->state = 0; 3390 who->state = 0;
3409 animate_object(who, who->direction); 3391 animate_object (who, who->direction);
3410 } 3392 }
3393 }
3394 }
3411 } 3395 }
3412 }
3413 }
3414 else if (item->type == FORCE) { 3396 else if (item->type == FORCE)
3397 {
3415 /* forces in the treasurelist can alter the player's stats */ 3398 /* forces in the treasurelist can alter the player's stats */
3416 object *skin; 3399 object *skin;
3400
3417 /* first get the dragon skin force */ 3401 /* first get the dragon skin force */
3418 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3402 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3419 skin=skin->below); 3403 ;
3420 if (skin == NULL) return; 3404
3421 3405 if (!skin)
3406 return;
3407
3422 /* adding new spellpath attunements */ 3408 /* adding new spellpath attunements */
3423 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3409 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3410 {
3424 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3411 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3425 3412
3426 /* print message */ 3413 /* print message */
3427 sprintf(buf, "You feel attuned to "); 3414 sprintf (buf, "You feel attuned to ");
3428 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3415 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3429 if(item->path_attuned & (1<<i)) { 3416 {
3430 if (j) 3417 if (item->path_attuned & (1 << i))
3431 strcat(buf," and "); 3418 {
3432 else 3419 if (j)
3433 j = 1; 3420 strcat (buf, " and ");
3421 else
3422 j = 1;
3434 strcat(buf, spellpathnames[i]); 3423 strcat (buf, spellpathnames[i]);
3435 } 3424 }
3436 } 3425 }
3437 strcat(buf,"."); 3426 strcat (buf, ".");
3438 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3427 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3439 } 3428 }
3440 3429
3441 /* evtl. adding flags: */ 3430 /* evtl. adding flags: */
3442 if(QUERY_FLAG(item, FLAG_XRAYS)) 3431 if (QUERY_FLAG (item, FLAG_XRAYS))
3443 SET_FLAG(skin, FLAG_XRAYS); 3432 SET_FLAG (skin, FLAG_XRAYS);
3444 if(QUERY_FLAG(item, FLAG_STEALTH)) 3433 if (QUERY_FLAG (item, FLAG_STEALTH))
3445 SET_FLAG(skin, FLAG_STEALTH); 3434 SET_FLAG (skin, FLAG_STEALTH);
3446 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3435 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3447 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3436 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3448 3437
3449 /* print message if there is one */ 3438 /* print message if there is one */
3450 if (item->msg != NULL) 3439 if (item->msg != NULL)
3451 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3440 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3441 }
3442 else
3452 } 3443 {
3453 else {
3454 /* generate misc. treasure */ 3444 /* generate misc. treasure */
3455 tmp = arch_to_object (tr->item); 3445 tmp = arch_to_object (tr->item);
3456 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3446 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3457 tmp = insert_ob_in_ob (tmp, who); 3447 tmp = insert_ob_in_ob (tmp, who);
3458 if (who->type == PLAYER) 3448 if (who->type == PLAYER)
3459 esrv_send_item(who, tmp); 3449 esrv_send_item (who, tmp);
3460 } 3450 }
3461} 3451}
3462 3452
3463/** 3453/**
3464 * Unready an object for a player. This function does nothing if the object was 3454 * Unready an object for a player. This function does nothing if the object was
3465 * not readied. 3455 * not readied.
3466 */ 3456 */
3457void
3467void player_unready_range_ob(player *pl, object *ob) { 3458player_unready_range_ob (player *pl, object *ob)
3468 rangetype i; 3459{
3460 if (pl->ob->current_weapon == ob)
3461 pl->ob->current_weapon = 0;
3469 3462
3470 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3463 if (pl->combat_ob == ob)
3471 if (pl->ranges[i] == ob) { 3464 pl->combat_ob = 0;
3472 pl->ranges[i] = NULL; 3465
3473 if (pl->shoottype == i) { 3466 if (pl->ranged_ob == ob)
3474 pl->shoottype = range_none; 3467 pl->ranged_ob = 0;
3475 }
3476 }
3477 }
3478} 3468}
3469
3470sint8
3471player::visibility_at (maptile *map, int x, int y) const
3472{
3473 if (!ns)
3474 return 0;
3475
3476 int dx, dy;
3477 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3478 return 0;
3479
3480 x += dx - ns->current_x + ns->mapx / 2;
3481 y += dy - ns->current_y + ns->mapy / 2;
3482
3483 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3484 return 0;
3485
3486 return 100 - blocked_los [x][y];
3487}

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