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Comparing deliantra/server/server/player.C (file contents):
Revision 1.12 by elmex, Tue Aug 29 10:51:43 2006 UTC vs.
Revision 1.172 by root, Tue Oct 16 00:30:24 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 1.12 2006/08/29 10:51:43 elmex 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->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
199void
200player::connect (client *ns)
201{
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (this);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race;
219
220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->object::name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
115 } 229 {
116 rules[0]='\0'; 230 object *tmp, *abil = 0, *skin = 0;
117 size=0; 231
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
119 if( *buf == '#') 233 if (tmp->type == FORCE)
120 continue; 234 if (tmp->arch->archname == shstr_dragon_ability_force)
121 if (size + strlen(buf)>=HUGE_BUF) 235 abil = tmp;
236 else if (tmp->arch->archname == shstr_dragon_skin_force)
237 skin = tmp;
238
239 set_dragon_name (ob, abil, skin);
240 }
241
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243
244 esrv_new_player (this, ob->weight + ob->carrying);
245
246 ob->flag [FLAG_READY_WEAPON] = false;
247 ob->flag [FLAG_READY_SKILL] = false;
248 ob->flag [FLAG_READY_BOW] = false;
249
250 for (object *op = ob->inv; op; op = op->below)
251 if (op->flag [FLAG_APPLIED])
252 switch (op->type)
122 { 253 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 254 case SKILL:
124 break; 255 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; 256 break;
167 } 257
168 strncat(news+size,buf,HUGE_BUF-size); 258 case WAND:
169 size+=strlen(buf); 259 case ROD:
260 case HORN:
261 case BOW:
262 ranged_ob = op;
263 break;
264
265 case WEAPON:
266 combat_ob = op;
267 break;
170 } 268 }
171 } 269
270 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
271 ob->update_stats ();
272
273 ns->floorbox_update ();
274 esrv_send_inventory (ob, ob);
275 esrv_add_spells (this, 0);
276
277 activate ();
278
279 send_rules (ob);
280 send_news (ob);
281 display_motd (ob);
282
283 INVOKE_PLAYER (CONNECT, this);
284 INVOKE_PLAYER (LOGIN, this);
285}
286
287void
288player::disconnect ()
289{
290 if (ob)
172 291 {
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 292 ob->close_container (); //TODO: client-specific
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 293 ob->drop_unpaid_items ();
175 "INFORMATION: %s\n%s\n", 294 }
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179}
180 295
181int playername_ok(const char *cp) { 296 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 } 297 {
298 if (active)
299 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
227 300
228 /* Clears basically the entire player structure except 301 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
233 302
303 ns->reset_stats ();
304 ns->pl = 0;
305 ns = 0;
306 }
307
308 observe = ob;
309
310 deactivate ();
311}
312
313// the need for this function can be explained
314// by load_object not returning the object
315void
316player::set_object (object *op)
317{
318 ob = observe = op;
319 ob->contr = this; /* this aren't yet in archetype */
320
321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
324 ob->direction = 5; /* So player faces south */
325}
326
327void
328player::set_observe (object *op)
329{
330 observe = op ? op : ob;
331 do_los = 1;
332}
333
334player::player ()
335{
234 /* There are some elements we want initialized to non zero value - 336 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 337 * we deal with that below this point.
236 */ 338 */
237 p->party=NULL; 339 outputs_sync = 4;
238 p->outputs_sync=16; /* Every 2 seconds */ 340 outputs_count = 4;
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 341 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 342
243#ifdef AUTOSAVE 343 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 344
245#endif 345 gen_sp_armour = 10;
346 bowtype = bow_normal;
347 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers;
350 peaceful = 1; /* default peaceful */
351 do_los = 1;
352
353 weapon_sp = 1.0f;
354 weapon_sp_left = 0.5f;
355}
356
357void
358player::do_destroy ()
359{
360 disconnect ();
361
362 attachable::do_destroy ();
363
364 if (ob)
246 365 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 366 ob->destroy_inv (false);
367 ob->destroy ();
248 368 }
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 */
257 369
258 roll_stats(op); 370 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} 371}
300 372
301 373player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 374{
305 strcpy(op->contr->maplevel, first_map_path); 375 /* Clear item stack */
306 op->x = -1; 376 free (stack_items);
307 op->y = -1;
308 enter_exit(op, NULL);
309} 377}
310 378
311/* Tries to add player on the connection passwd in ns. 379/* 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 380 * All we can really get in this is some settings like host and display
313 * mode. 381 * mode.
314 */ 382 */
383player *
384player::create ()
385{
386 player *pl = new player;
315 387
316int add_player(NewSocket *ns) { 388 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318 389
319 p=get_player(NULL); 390 pl->ob->roll_stats ();
320 p->socket = *ns; 391 pl->ob->stats.wc = 2;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 392 pl->ob->run_away = 25; /* Then we panick... */
322 if(p->socket.faces_sent == NULL) 393
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); 394 set_first_map (pl->ob);
331 395
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; 396 return pl;
339} 397}
340 398
341/* 399/*
342 * get_player_archetype() return next player archetype from archetype 400 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 401 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 402 * Note: there MUST be at least one player archetype!
345 */ 403 */
404archetype *
346archetype *get_player_archetype(archetype* at) 405get_player_archetype (archetype *at)
347{ 406{
348 archetype *start = at; 407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
408
349 for (;;) { 409 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 } 410 {
361} 411 if (++i == archetypes.end ())
412 i = archetypes.begin ();
413 else if (*i == at)
414 cleanup ("not a single player archetype found");
362 415
416 if ((*i)->type == PLAYER)
417 return *i;
418 }
419}
363 420
421object *
364object *get_nearest_player(object *mon) { 422get_nearest_player (object *mon)
423{
365 object *op = NULL; 424 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 425 objectlink *ol;
368 unsigned lastdist; 426 unsigned lastdist;
369 rv_vector rv; 427 rv_vector rv;
370 428
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 429 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
372 /* We should not find free objects on this friendly list, but it 430 {
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)) 431 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 432 continue;
398 433
399 if(lastdist>rv.distance) { 434 if (lastdist > rv.distance)
435 {
400 op=ol->ob; 436 op = ol->ob;
401 lastdist=rv.distance; 437 lastdist = rv.distance;
402 } 438 }
403 } 439 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 440
441 for_all_players (pl)
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 442 if (can_detect_enemy (mon, pl->ob, &rv))
406
407 if(lastdist>rv.distance) { 443 if (lastdist > rv.distance)
408 op=pl->ob;
409 lastdist=rv.distance;
410 }
411 } 444 {
412 } 445 op = pl->ob;
446 lastdist = rv.distance;
447 }
448
413#if 0 449#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 450 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 451#endif
416 return op; 452 return op;
417} 453}
418 454
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 455/* 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 456 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 457 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 471 * 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 472 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 473 * is probably not a good thing.
438 */ 474 */
439#define MAX_SPACES 50 475#define MAX_SPACES 50
440
441 476
442/* 477/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 478 * 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 479 * 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 480 * 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. 493 * 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, 494 * 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 495 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 496 * is blocking itself.
462 */ 497 */
498int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 499path_to_player (object *mon, object *pl, unsigned mindiff)
500{
464 rv_vector rv; 501 rv_vector rv;
465 sint16 x,y; 502 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 503 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 504 maptile *m, *lastmap;
468 505
469 get_rangevector(mon, pl, &rv, 0); 506 get_rangevector (mon, pl, &rv, 0);
470 507
471 if (rv.distance<mindiff) return 0; 508 if (rv.distance < mindiff)
509 return 0;
472 510
473 x=mon->x; 511 x = mon->x;
474 y=mon->y; 512 y = mon->y;
475 m=mon->map; 513 m = mon->map;
476 dir = rv.direction; 514 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 515 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); 516 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
517
479 /* If we can't solve it within the search distance, return now. */ 518 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 519 if (diff > max)
520 return 0;
521
481 while (diff >1 && max>0) { 522 while (diff > 1 && max > 0)
523 {
482 lastx = x; 524 lastx = x;
483 lasty = y; 525 lasty = y;
484 lastmap = m; 526 lastmap = m;
485 x = lastx + freearr_x[dir]; 527 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 528 y = lasty + freearr_y[dir];
487 529
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 530 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); 531 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
490 532
491 /* Space is blocked - try changing direction a little */ 533 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 534 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)))) { 535 && (m == mon->map && blocked_link (mon, m, x, y))))
536 {
494 /* recalculate direction from last good location. Possible 537 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 538 * we were not traversing ideal location before.
496 */ 539 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 540 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 541 if (rv.direction != dir)
542 {
499 /* OK - says direction should be different - lets reset the 543 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 544 * the values so it will try again.
501 */ 545 */
502 x = lastx; 546 x = lastx;
503 y = lasty; 547 y = lasty;
504 m = lastmap; 548 m = lastmap;
505 dir = firstdir = rv.direction; 549 dir = firstdir = rv.direction;
550 }
506 } else { 551 else
552 {
507 /* direct path is blocked - try taking a side step to 553 /* direct path is blocked - try taking a side step to
508 * either the left or right. 554 * either the left or right.
509 * Note increase the values in the loop below to be 555 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 556 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 557 * 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 558 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 559 * stepping back and forth
514 */ 560 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 561 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
562 {
563 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 564 continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 565 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 566 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 567 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 568 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 569 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 570 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 571 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 572 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 573 * the last direction the creature has successfully
526 * moved. 574 * moved.
527 */ 575 */
528 576
529 x = lastx + freearr_x[absdir(lastdir+i)]; 577 x = lastx + freearr_x[absdir (lastdir + i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 578 y = lasty + freearr_y[absdir (lastdir + i)];
531 m = lastmap; 579 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 580 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 581 if (mflags & P_OUT_OF_MAP)
582 continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 583 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 584 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
585 continue;
536 if (mflags & P_BLOCKSVIEW) continue; 586 if (mflags & P_BLOCKSVIEW)
587 continue;
537 588
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 589 if (m == mon->map && blocked_link (mon, m, x, y))
590 break;
539 } 591 }
540 /* go through entire loop without finding a valid 592 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 593 * sidestep to take - thus, no valid path.
542 */ 594 */
543 if (i==(DETOUR_AMOUNT+1)) 595 if (i == (DETOUR_AMOUNT + 1))
544 return 0; 596 return 0;
545 diff--; 597 diff--;
546 lastdir=dir; 598 lastdir = dir;
547 max--; 599 max--;
548 if (!firstdir) firstdir = dir+i; 600 if (!firstdir)
601 firstdir = dir + i;
549 } /* else check alternate directions */ 602 } /* else check alternate directions */
550 } /* if blocked */ 603 } /* if blocked */
551 else { 604 else
605 {
552 /* we moved towards creature, so diff is less */ 606 /* we moved towards creature, so diff is less */
553 diff--; 607 diff--;
554 max--; 608 max--;
555 lastdir=dir; 609 lastdir = dir;
610 if (!firstdir)
556 if (!firstdir) firstdir = dir; 611 firstdir = dir;
612 }
613
614 if (diff <= 1)
557 } 615 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 616 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 617 * headed toward player for entire distance.
561 */ 618 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 619 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); 620 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
564 } 621 }
565 if (diff>max) return 0; 622
623 if (diff > max)
624 return 0;
566 } 625 }
626
567 /* If we reached the max, didn't find a direction in time */ 627 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 628 if (!max)
629 return 0;
569 630
570 return firstdir; 631 return firstdir;
571} 632}
572 633
634void
573void give_initial_items(object *pl,treasurelist *items) { 635give_initial_items (object *pl, treasurelist * items)
636{
574 object *op,*next=NULL; 637 object *op, *next = NULL;
575 638
576 if(pl->randomitems!=NULL) 639 if (pl->randomitems != NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 640 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 641
579 for (op=pl->inv; op; op=next) { 642 for (op = pl->inv; op; op = next)
643 {
580 next = op->below; 644 next = op->below;
581 645
582 /* Forces get applied per default, unless they have the 646 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 647 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 648 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 649 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 650 SET_FLAG (op, FLAG_APPLIED);
587 651
588 /* we never give weapons/armour if these cannot be used 652 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 653 * by this player due to race restrictions
590 */ 654 */
591 if (pl->type == PLAYER) { 655 if (pl->type == PLAYER)
656 {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 657 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS || 658 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET || 659 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES || 660 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) || 661 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
598 remove_ob (op);
599 free_object (op);
600 continue;
601 } 662 {
602 } 663 op->destroy ();
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; 664 continue;
622 } 665 }
623 if (op->nrof > 1) op->nrof = 1; 666 }
667
668 /* This really needs to be better - we should really give
669 * a substitute spellbook. The problem is that we don't really
670 * have a good idea what to replace it with (need something like
671 * a first level treasurelist for each skill.)
672 * remove duplicate skills also
673 */
674 if (op->type == SPELLBOOK || op->type == SKILL)
624 } 675 {
676 object *tmp;
625 677
678 for (tmp = op->below; tmp; tmp = tmp->below)
679 if (tmp->type == op->type && tmp->name == op->name)
680 break;
681
682 if (tmp)
683 {
684 op->destroy ();
685 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
686 continue;
687 }
688
689 if (op->nrof > 1)
690 op->nrof = 1;
691 }
692
626 if (op->type == SPELLBOOK && op->inv) { 693 if (op->type == SPELLBOOK && op->inv)
694 {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 695 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
628 } 696 }
629 697
630 /* Give starting characters identified, uncursed, and undamned 698 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 699 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 700 * merged properly.
633 */ 701 */
634 if (need_identify(op)) { 702 if (need_identify (op))
703 {
635 SET_FLAG(op, FLAG_IDENTIFIED); 704 SET_FLAG (op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 705 CLEAR_FLAG (op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 706 CLEAR_FLAG (op, FLAG_DAMNED);
707 }
708 if (op->type == SPELL)
638 } 709 {
639 if(op->type==SPELL) { 710 op->destroy ();
640 remove_ob(op);
641 free_object(op);
642 continue; 711 continue;
712 }
713 else if (op->type == SKILL)
643 } 714 {
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 715 SET_FLAG (op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 716 op->stats.exp = 0;
647 op->level = 1; 717 op->level = 1;
648 } 718 }
649 /* lock all 'normal items by default */ 719 /* lock all 'normal items by default */
720 else
650 else SET_FLAG(op, FLAG_INV_LOCKED); 721 SET_FLAG (op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 722 } /* for loop of objects in player inv */
652 723
653 /* Need to set up the skill pointers */ 724 /* Need to set up the skill pointers */
654 link_player_skills(pl); 725 link_player_skills (pl);
655} 726}
656 727
657void get_name(object *op) { 728void
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;
724}
725
726void confirm_password(object *op) {
727
728 op->contr->write_buf[0]='\0';
729 op->contr->state=ST_CONFIRM_PASSWORD;
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731}
732
733void get_party_password(object *op, partylist *party) { 729get_party_password (object *op, partylist *party)
730{
734 if (party == NULL) { 731 if (party == NULL)
732 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 733 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 734 return;
737 } 735 }
736
738 op->contr->write_buf[0]='\0'; 737 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 738 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 739 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 740 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 741}
743
744 742
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 743/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
744static int
746int roll_stat(void) { 745roll_stat (void)
746{
747 int a[4],i,j,k; 747 int a[4], i, j, k;
748 748
749 for(i=0;i<4;i++) 749 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 750 a[i] = (int) rndm (6) + 1;
751 751
752 for(i=0,j=0,k=7;i<4;i++) 752 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 753 if (a[i] < k)
754 k=a[i],j=i; 754 k = a[i], j = i;
755 755
756 for(i=0,k=0;i<4;i++) { 756 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 757 if (i != j)
758 k+=a[i]; 758 k += a[i];
759 } 759
760 return k; 760 return k;
761} 761}
762 762
763void roll_stats(object *op) { 763void
764object::roll_stats ()
765{
766 int statsort [NUM_STATS];
767
768 for (;;)
769 {
764 int sum=0; 770 int sum = 0;
765 int i = 0, j = 0; 771 for (int i = NUM_STATS; i--; )
766 int statsort[7]; 772 sum += statsort [i] = roll_stat ();
767 773
768 do { 774 if (sum >= 82 && sum <= 116)
769 op->stats.Str=roll_stat(); 775 break;
770 op->stats.Dex=roll_stat(); 776 }
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);
780 777
781 /* Sort the stats so that rerolling is easier... */ 778 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 779 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;
789 780
790 /* a quick and dirty bubblesort? */ 781 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]; 782 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];
809 783
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; 784 stats.exp = 0;
821 op->stats.ac=0; 785 stats.ac = 0;
822 786
787 stats.hp = stats.maxhp;
788 stats.sp = stats.maxsp;
789 stats.grace = stats.maxgrace;
790
791 if (contr)
792 {
823 op->contr->levhp[1] = 9; 793 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 794 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 795 contr->levgrace[1] = 3;
826 796
827 fix_player(op); 797 contr->orig_stats = stats;
798 }
799}
800
801void
802object::swap_stats (int a, int b)
803{
804 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
805
806 for (int i = 0; i < NUM_STATS; ++i)
807 stats.stat (i) = contr->orig_stats.stat (i);
808
809 //TODO: the following code looks so borked and should, at the very least,
810 // be merged with the similar code in roll_stats
811 stats.ac = 0;
812
813 level = 1;
814 stats.exp = 0;
815 stats.ac = 0;
816
828 op->stats.hp = op->stats.maxhp; 817 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 818 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 819 stats.grace = stats.maxgrace;
820
821 if (contr)
822 {
823 contr->levhp[1] = 9;
824 contr->levsp[1] = 6;
825 contr->levgrace[1] = 3;
826
831 op->contr->orig_stats=op->stats; 827 contr->orig_stats = stats;
828 }
832} 829}
833 830
834void Roll_Again(object *op) 831static void
832start_info (object *op)
835{ 833{
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]; 834 char buf[MAX_BUF];
844 835
845 if ( op->contr->Swap_First == -1 ) { 836 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); 837 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 838 //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); 839 //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} 840}
953 841
954/* This function takes the key that is passed, and does the 842/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 843 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 844 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 845 * separate race and class; this actually changes the RACE,
958 * not the class. 846 * not the class.
959 */ 847 */
960 848void
961int key_change_class(object *op, char key) 849player::chargen_race_done ()
962{ 850{
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 */ 851 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 852 esrv_new_player (ob->contr, ob->weight + ob->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 853
854 treasurelist *tl = treasurelist::find ("starting_wealth");
855 if (tl)
856 create_treasure (tl, ob, 0, 0, 0);
857
977 INVOKE_PLAYER (BIRTH, op->contr); 858 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 859 INVOKE_PLAYER (LOGIN, ob->contr);
979 860
980 op->contr->state=ST_PLAYING; 861 ob->contr->ns->state = ST_PLAYING;
981 862
982 if (op->msg) { 863 if (ob->msg)
983 free_string(op->msg); 864 ob->msg = 0;
984 op->msg=NULL;
985 }
986 865
987 /* We create this now because some of the unique maps will need it 866 /* We create this now because some of the unique maps will need it
988 * to save here. 867 * 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 */ 868 */
1029 869 {
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]; 870 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); 871 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 872 make_path_to_file (buf);
1101 next = mp->next; 873 }
1102 if (!strncmp(mp->path, buf, strlen(buf))) 874
1103 delete_map(mp); 875 start_info (ob);
1104 } 876 CLEAR_FLAG (ob, FLAG_WIZ);
1105 877 give_initial_items (ob, ob->randomitems);
1106 delete_character(op->name, 1); 878 link_player_skills (ob);
879 esrv_send_inventory (ob, ob);
880 ob->update_stats ();
881
882 /* This moves the player to a different start map, if there
883 * is one for this race
884 */
885 if (*first_map_ext_path)
1107 } 886 {
1108 play_again(op); 887 object *tmp;
1109 return 1; 888 char mapname[MAX_BUF];
1110}
1111 889
890 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
891 tmp = object::create ();
892 EXIT_PATH (tmp) = mapname;
893 EXIT_X (tmp) = ob->x;
894 EXIT_Y (tmp) = ob->y;
895 ob->enter_exit (tmp); /* we don't really care if it succeeded;
896 * if the map isn't there, then stay on the
897 * default initial map */
898 tmp->destroy ();
899 }
900 else
901 LOG (llevDebug, "first_map_ext_path not set\n");
902}
903
904void
905player::chargen_race_next ()
906{
907 /* Following actually changes the race - this is the default command
908 * if we don't match with one of the options above.
909 */
910
911 do
912 {
913 shstr name = ob->name;
914 int x = ob->x, y = ob->y;
915
916 ob->remove_statbonus ();
917 ob->remove ();
918 ob->arch = get_player_archetype (ob->arch);
919 ob->arch->copy_to (ob);
920 ob->instantiate ();
921 ob->stats = ob->contr->orig_stats;
922 ob->name = ob->name_pl = name;
923 ob->x = x;
924 ob->y = y;
925 SET_ANIMATION (ob, 2); /* So player faces south */
926 insert_ob_in_map (ob, ob->map, ob, 0);
927 assign (ob->contr->title, ob->arch->object::name);
928 ob->add_statbonus ();
929 }
930 while (!allowed_class (ob));
931
932 update_object (ob, UP_OBJ_FACE);
933 esrv_update_item (UPD_FACE, ob, ob);
934 ob->update_stats ();
935 ob->stats.hp = ob->stats.maxhp;
936 ob->stats.sp = ob->stats.maxsp;
937 ob->stats.grace = 0;
938}
939
940void
1112void flee_player(object *op) { 941flee_player (object *op)
942{
1113 int dir,diff; 943 int dir, diff;
1114 rv_vector rv; 944 rv_vector rv;
1115 945
1116 if(op->stats.hp < 0) { 946 if (op->stats.hp < 0)
947 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 948 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 949 CLEAR_FLAG (op, FLAG_SCARED);
950 return;
951 }
952
953 if (op->enemy == NULL)
954 {
955 LOG (llevDebug, "Fleeing player had no enemy.\n");
956 CLEAR_FLAG (op, FLAG_SCARED);
957 return;
958 }
959
960 /* Seen some crashes here. Since we don't store an
961 * op->enemy_count, it is possible that something destroys the
962 * actual enemy, and the object is recycled.
963 */
964 if (op->enemy->map == NULL)
965 {
966 CLEAR_FLAG (op, FLAG_SCARED);
967 op->enemy = NULL;
968 return;
969 }
970
971 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
972 {
973 op->enemy = NULL;
974 CLEAR_FLAG (op, FLAG_SCARED);
975 return;
976 }
977
978 get_rangevector (op, op->enemy, &rv, 0);
979
980 dir = absdir (4 + rv.direction);
981 for (diff = 0; diff < 3; diff++)
982 {
983 int m = 1 - (RANDOM () & 2);
984
985 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1119 return; 986 return;
1120 } 987 }
1121 988
1122 if(op->enemy==NULL) {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED);
1125 return;
1126 }
1127
1128 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled.
1131 */
1132 if (op->enemy->map == NULL) {
1133 CLEAR_FLAG(op, FLAG_SCARED);
1134 op->enemy=NULL;
1135 return;
1136 }
1137
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1139 op->enemy=NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED);
1141 return;
1142 }
1143 get_rangevector(op, op->enemy, &rv, 0);
1144
1145 dir=absdir(4+rv.direction);
1146 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 }
1153 /* Cornered, get rid of scared */ 989 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 990 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 991 op->enemy = NULL;
1156} 992}
1157
1158 993
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 994/* 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 995 * It returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 996 * stop.
1162 */ 997 */
998int
1163int check_pick(object *op) { 999check_pick (object *op)
1000{
1164 object *tmp, *next; 1001 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1002 int stop = 0;
1167 int j, k, wvratio; 1003 int wvratio;
1168 char putstring[128], tmpstr[16]; 1004 char putstring[128];
1169
1170 1005
1171 /* if you're flying, you cna't pick up anything */ 1006 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1007 if (op->move_type & MOVE_FLYING)
1173 return 1; 1008 return 1;
1174 1009
1175 op_tag = op->count;
1176
1177 next = op->below; 1010 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1011
1181 /* loop while there are items on the floor that are not marked as 1012 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1013 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1014 while (next && !next->destroyed ())
1184 { 1015 {
1185 tmp = next; 1016 tmp = next;
1186 next = tmp->below; 1017 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1018
1190 if (was_destroyed (op, op_tag)) 1019 if (op->destroyed ())
1191 return 0; 1020 return 0;
1192 1021
1193 if ( ! can_pick (op, tmp)) 1022 if (!can_pick (op, tmp))
1194 continue; 1023 continue;
1195 1024
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1025 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1026 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1027 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1028 pick_up (op, tmp);
1200 continue; 1029 continue;
1201 } 1030 }
1202 1031
1203 /* high not bit set? We're using the old autopickup model */ 1032 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1033 if (!(op->contr->mode & PU_NEWMODE))
1034 {
1205 switch (op->contr->mode) { 1035 switch (op->contr->mode)
1036 {
1037 case 0:
1206 case 0: return 1; /* don't pick up */ 1038 return 1; /* don't pick up */
1039 case 1:
1207 case 1: pick_up (op, tmp); 1040 pick_up (op, tmp);
1208 return 1; 1041 return 1;
1042 case 2:
1209 case 2: pick_up (op, tmp); 1043 pick_up (op, tmp);
1210 return 0; 1044 return 0;
1045 case 3:
1211 case 3: return 0; /* stop before pickup */ 1046 return 0; /* stop before pickup */
1047 case 4:
1212 case 4: pick_up (op, tmp); 1048 pick_up (op, tmp);
1213 break; 1049 break;
1050 case 5:
1214 case 5: pick_up (op, tmp); 1051 pick_up (op, tmp);
1215 stop = 1; 1052 stop = 1;
1216 break; 1053 break;
1217 case 6: 1054 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1055 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1220 pick_up(op, tmp); 1056 pick_up (op, tmp);
1221 break; 1057 break;
1222 1058
1223 case 7: 1059 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1060 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1061 pick_up (op, tmp);
1226 break; 1062 break;
1227 1063
1228 default: 1064 default:
1229 /* use value density */ 1065 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1066 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1067 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1)))
1233 >= op->contr->mode)
1234 pick_up(op,tmp); 1068 pick_up (op, tmp);
1235 } 1069 }
1236 } 1070 }
1237 else { /* old model */ 1071 else
1072 { /* old model */
1238 /* NEW pickup handling */ 1073 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1074 if (op->contr->mode & PU_DEBUG)
1240 {
1241 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type,
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type,
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1251
1252 sprintf(putstring,"...flags: ");
1253 for(k=0;k<4;k++)
1254 {
1255 for(j=0;j<32;j++)
1256 {
1257 if((tmp->flags[k]>>j)&0x01)
1258 { 1075 {
1259 sprintf(tmpstr,"%d ",k*32+j); 1076 /* some debugging code to figure out item information */
1260 strcat(putstring, tmpstr); 1077 if (tmp->name != NULL)
1078 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1079 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1080 else
1081 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1082 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1083
1084 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1261 } 1085 }
1086
1087 /* philosophy:
1088 * It's easy to grab an item type from a pile, as long as it's
1089 * generic. This takes no game-time. For more detailed pickups
1090 * and selections, select-items should be used. This is a
1091 * grab-as-you-run type mode that's really useful for arrows for
1092 * example.
1093 * The drawback: right now it has no frontend, so you need to
1094 * stick the bits you want into a calculator in hex mode and then
1095 * convert to decimal and then 'pickup <#>
1096 */
1097
1098 /* the first two modes are exclusive: if NOTHING we return, if
1099 * STOP then we stop. All the rest are applied sequentially,
1100 * meaning if any test passes, the item gets picked up. */
1101
1102 /* if mode is set to pick nothing up, return */
1103
1104 if (op->contr->mode & PU_NOTHING)
1105 return 1;
1106
1107 /* if mode is set to stop when encountering objects, return */
1108 /* take STOP before INHIBIT since it doesn't actually pick
1109 * anything up */
1110
1111 if (op->contr->mode & PU_STOP)
1112 return 0;
1113
1114 /* useful for going into stores and not losing your settings... */
1115 /* and for battles wher you don't want to get loaded down while
1116 * fighting */
1117 if (op->contr->mode & PU_INHIBIT)
1118 return 1;
1119
1120 /* prevent us from turning into auto-thieves :) */
1121 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1122 continue;
1123
1124 /* ignore known cursed objects */
1125 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1126 continue;
1127
1128 /* all food and drink if desired */
1129 /* question: don't pick up known-poisonous stuff? */
1130 if (op->contr->mode & PU_FOOD)
1131 if (tmp->type == FOOD)
1132 {
1133 pick_up (op, tmp);
1134 continue;
1135 }
1136
1137 if (op->contr->mode & PU_DRINK)
1138 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1139 {
1140 pick_up (op, tmp);
1141 continue;
1142 }
1143
1144 if (op->contr->mode & PU_POTION)
1145 if (tmp->type == POTION)
1146 {
1147 pick_up (op, tmp);
1148 continue;
1149 }
1150
1151 /* spellbooks, skillscrolls and normal books/scrolls */
1152 if (op->contr->mode & PU_SPELLBOOK)
1153 if (tmp->type == SPELLBOOK)
1154 {
1155 pick_up (op, tmp);
1156 continue;
1157 }
1158
1159 if (op->contr->mode & PU_SKILLSCROLL)
1160 if (tmp->type == SKILLSCROLL)
1161 {
1162 pick_up (op, tmp);
1163 continue;
1164 }
1165
1166 if (op->contr->mode & PU_READABLES)
1167 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1168 {
1169 pick_up (op, tmp);
1170 continue;
1171 }
1172
1173 /* wands/staves/rods/horns */
1174 if (op->contr->mode & PU_MAGIC_DEVICE)
1175 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1176 {
1177 pick_up (op, tmp);
1178 continue;
1179 }
1180
1181 /* pick up all magical items */
1182 if (op->contr->mode & PU_MAGICAL)
1183 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1184 {
1185 pick_up (op, tmp);
1186 continue;
1187 }
1188
1189 if (op->contr->mode & PU_VALUABLES)
1190 {
1191 if (tmp->type == MONEY || tmp->type == GEM)
1192 {
1193 pick_up (op, tmp);
1194 continue;
1195 }
1262 } 1196 }
1197
1198 /* rings & amulets - talismans seems to be typed AMULET */
1199 if (op->contr->mode & PU_JEWELS)
1200 if (tmp->type == RING || tmp->type == AMULET)
1201 {
1202 pick_up (op, tmp);
1203 continue;
1204 }
1205
1206 /* we don't forget dragon food */
1207 if (op->contr->mode & PU_FLESH)
1208 if (tmp->type == FLESH)
1209 {
1210 pick_up (op, tmp);
1211 continue;
1212 }
1213
1214 /* bows and arrows. Bows are good for selling! */
1215 if (op->contr->mode & PU_BOW)
1216 if (tmp->type == BOW)
1217 {
1218 pick_up (op, tmp);
1219 continue;
1220 }
1221
1222 if (op->contr->mode & PU_ARROW)
1223 if (tmp->type == ARROW)
1224 {
1225 pick_up (op, tmp);
1226 continue;
1227 }
1228
1229 /* all kinds of armor etc. */
1230 if (op->contr->mode & PU_ARMOUR)
1231 if (tmp->type == ARMOUR)
1232 {
1233 pick_up (op, tmp);
1234 continue;
1235 }
1236
1237 if (op->contr->mode & PU_HELMET)
1238 if (tmp->type == HELMET)
1239 {
1240 pick_up (op, tmp);
1241 continue;
1242 }
1243
1244 if (op->contr->mode & PU_SHIELD)
1245 if (tmp->type == SHIELD)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_BOOTS)
1252 if (tmp->type == BOOTS)
1253 {
1254 pick_up (op, tmp);
1255 continue;
1256 }
1257
1258 if (op->contr->mode & PU_GLOVES)
1259 if (tmp->type == GLOVES)
1260 {
1261 pick_up (op, tmp);
1262 continue;
1263 }
1264
1265 if (op->contr->mode & PU_CLOAK)
1266 if (tmp->type == CLOAK)
1267 {
1268 pick_up (op, tmp);
1269 continue;
1270 }
1271
1272 /* hoping to catch throwing daggers here */
1273 if (op->contr->mode & PU_MISSILEWEAPON)
1274 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 /* careful: chairs and tables are weapons! */
1281 if (op->contr->mode & PU_ALLWEAPON)
1282 {
1283 if (tmp->type == WEAPON && tmp->name != NULL)
1284 {
1285 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1286 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1287 {
1288 pick_up (op, tmp);
1289 continue;
1290 }
1291 }
1292
1293 if (tmp->type == WEAPON && tmp->name == NULL)
1294 {
1295 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300 }
1263 } 1301 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 1302
1303 /* misc stuff that's useful */
1304 if (op->contr->mode & PU_KEY)
1305 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1306 {
1307 pick_up (op, tmp);
1308 continue;
1309 }
1310
1311 /* any of the last 4 bits set means we use the ratio for value
1312 * pickups */
1313 if (op->contr->mode & PU_RATIO)
1314 {
1315 /* use value density to decide what else to grab */
1316 /* >=7 was >= op->contr->mode */
1317 /* >=7 is the old standard setting. Now we take the last 4 bits
1318 * and multiply them by 5, giving 0..15*5== 5..75 */
1319 wvratio = (op->contr->mode & PU_RATIO) * 5;
1320 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1321 {
1322 pick_up (op, tmp);
1266#if 0 1323#if 0
1267 /* print the flags too */ 1324 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1325 if (tmp->name != NULL)
1269 { 1326 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1327 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1328 }
1272 { 1329 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1330 fprintf (stderr, "%s", tmp->arch->archname);
1274 if(!((j+1)%4))fprintf(stderr," "); 1331 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1332 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 1333#endif
1279 } 1334 continue;
1280 /* philosophy: 1335 }
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
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 } 1336 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1337 } /* the new pickup model */
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 } 1338 }
1440 } /* the new pickup model */ 1339
1441 }
1442 return ! stop; 1340 return !stop;
1443} 1341}
1444 1342
1445/* 1343/*
1446 * Find an arrow in the inventory and after that 1344 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1345 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1346 * found object is returned.
1449 */ 1347 */
1348object *
1450object *find_arrow(object *op, const char *type) 1349find_arrow (object *op, const char *type)
1451{ 1350{
1452 object *tmp = NULL; 1351 object *tmp = 0;
1453 1352
1454 for(op=op->inv; op; op=op->below) 1353 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1354 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); 1355 tmp = find_arrow (splay (op), type);
1458 else if (op->type==ARROW && op->race==type) 1356 else if (op->type == ARROW && op->race == type)
1459 return op; 1357 return splay (op);
1358
1460 return tmp; 1359 return tmp;
1461} 1360}
1462 1361
1463/* 1362/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1363 * 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 1364 * 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 1365 * 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. 1366 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1367 */
1469 1368object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1369find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1370{
1472 object *tmp = NULL, *arrow, *ntmp; 1371 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1372 int attacknum, attacktype, betterby = 0, i;
1474 1373
1475 if (!type) 1374 if (!type)
1476 return NULL; 1375 return NULL;
1477 1376
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1377 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1378 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1379 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1380 {
1481 i = 0; 1381 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1382 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1383 if (i > betterby)
1384 {
1484 tmp = ntmp; 1385 tmp = ntmp;
1485 betterby = i; 1386 betterby = i;
1486 } 1387 }
1388 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1389 else if (arrow->type == ARROW && arrow->race == type)
1390 {
1488 /* allways prefer assasination/slaying */ 1391 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1392 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1393 {
1491 if (arrow->attacktype & AT_DEATH) { 1394 if (arrow->attacktype & AT_DEATH)
1395 {
1492 *better = 100; 1396 *better = 100;
1493 return arrow; 1397 return arrow;
1494 } else {
1495 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1398 }
1498 } else { 1399 else
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1500 attacktype = 1<<attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1503 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1505 }
1506 } 1400 {
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1508 tmp = arrow; 1401 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1402 betterby = (arrow->magic + arrow->stats.dam) * 2;
1510 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1512 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1403 }
1515 } 1404 }
1405 else
1406 {
1407 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1408 {
1409 attacktype = 1 << attacknum;
1410 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1411 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1412 {
1413 tmp = arrow;
1414 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1415 }
1416 }
1417 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1418 {
1419 tmp = arrow;
1420 betterby = 2 + arrow->magic + arrow->stats.dam;
1421 }
1422 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1423 {
1424 tmp = arrow;
1425 betterby = 1 + arrow->magic + arrow->stats.dam;
1426 }
1516 } 1427 }
1428 }
1517 } 1429 }
1518 if (tmp == NULL && arrow == NULL) 1430 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1431 return find_arrow (op, type);
1520 1432
1521 *better = betterby; 1433 *better = betterby;
1522 return tmp; 1434 return tmp;
1523} 1435}
1524 1436
1525/* looks in a given direction, finds the first valid target, and calls 1437/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1438 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1439 * op = the shooter
1528 * type = bow->race 1440 * type = bow->race
1529 * dir = fire direction 1441 * dir = fire direction
1530 */ 1442 */
1531 1443object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1444pick_arrow_target (object *op, const char *type, int dir)
1533{ 1445{
1534 object *tmp = NULL; 1446 object *tmp = NULL;
1535 mapstruct *m; 1447 maptile *m;
1536 int i, mflags, found, number; 1448 int i, mflags, found, number;
1537 sint16 x, y; 1449 sint16 x, y;
1538 1450
1539 if (op->map == NULL) 1451 if (op->map == NULL)
1540 return find_arrow(op, type); 1452 return find_arrow (op, type);
1541 1453
1542 /* do a dex check */ 1454 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1455 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))) 1456 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1457 return find_arrow (op, type);
1546 1458
1547 m = op->map; 1459 m = op->map;
1548 x = op->x; 1460 x = op->x;
1549 y = op->y; 1461 y = op->y;
1550 1462
1551 /* find the first target */ 1463 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1464 for (i = 0, found = 0; i < 20; i++)
1465 {
1553 x += freearr_x[dir]; 1466 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1467 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1468 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1469 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1470 {
1557 tmp = NULL; 1471 tmp = NULL;
1472 break;
1473 }
1474 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1475 {
1476 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1477 * perhaps a bad assumption.
1478 */
1479 tmp = NULL;
1480 break;
1481 }
1482 if (mflags & P_IS_ALIVE)
1483 {
1484 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1485 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1486 {
1487 found++;
1488 break;
1489 }
1490 if (found)
1558 break; 1491 break;
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption.
1562 */
1563 tmp = NULL;
1564 break;
1565 } 1492 }
1566 if (mflags & P_IS_ALIVE) {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1569 found++;
1570 break;
1571 }
1572 if (found)
1573 break;
1574 }
1575 } 1493 }
1576 if (tmp == NULL) 1494 if (tmp == NULL)
1577 return find_arrow(op, type); 1495 return find_arrow (op, type);
1578 1496
1579 if (tmp->head) 1497 if (tmp->head)
1580 tmp = tmp->head; 1498 tmp = tmp->head;
1581 1499
1582 return find_better_arrow(op, tmp, type, &i); 1500 return find_better_arrow (op, tmp, type, &i);
1583} 1501}
1584 1502
1585/* 1503/*
1586 * Creature fires a bow - op can be monster or player. Returns 1504 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1505 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1508 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1509 * 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 1510 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1511 * player fire modes.
1594 */ 1512 */
1513int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1514fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1515{
1598 object *left, *bow; 1516 object *left, *bow;
1599 tag_t left_tag, tag; 1517 int mflags;
1600 int bowspeed, mflags; 1518 maptile *m;
1601 mapstruct *m;
1602 1519
1603 if (!dir) { 1520 if (!dir)
1521 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1522 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1523 return 0;
1524 }
1525
1526 if (op->contr)
1527 bow = op->current_weapon;
1528 else
1606 } 1529 {
1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow];
1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1530 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1531 /* 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. 1532 * don't need to switch back and forth between bows and weapons.
1613 */ 1533 */
1614 if(bow->type==BOW) 1534 if (bow->type == BOW)
1615 break; 1535 break;
1616 1536
1617 if (!bow) { 1537 if (!bow)
1538 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1539 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1540 return 0;
1541 }
1542
1543 // optimisation: move object to top so we will find it quickly again
1544 if (bow->below)
1620 } 1545 {
1546 bow->remove ();
1547 op->insert (bow);
1548 }
1549
1621 } 1550 }
1551
1622 if( !bow->race || !bow->skill) { 1552 if (!bow->race || !bow->skill)
1553 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1554 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1555 return 0;
1625 } 1556 }
1626 1557
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) { 1558 if (arrow == NULL)
1559 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1560 if ((arrow = find_arrow (op, bow->race)) == NULL)
1561 {
1637 if (op->type == PLAYER) 1562 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1563 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 */ 1564 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1565 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1566 CLEAR_FLAG (op, FLAG_READY_BOW);
1567
1643 return 0; 1568 return 0;
1644 } 1569 }
1645 } 1570 }
1571
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1572 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1573 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1574 return 0;
1649 } 1575
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1576 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1577 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1578 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1579 return 0;
1653 } 1580 }
1654 1581
1655 /* this should not happen, but sometimes does */ 1582 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1583 if (arrow->nrof == 0)
1657 remove_ob(arrow); 1584 {
1658 free_object(arrow); 1585 arrow->destroy ();
1659 return 0; 1586 return 0;
1660 } 1587 }
1661 1588
1662 left = arrow; /* these are arrows left to the player */ 1589 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1590 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1591 if (!arrow)
1592 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race);
1668 return 0; 1594 return 0;
1669 } 1595 }
1670 set_owner(arrow, op); 1596
1671 if (arrow->skill) free_string(arrow->skill); 1597 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1598 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1599 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1600
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 */ 1601 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1602 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1603 arrow->stats.grace = arrow->attacktype;
1604
1687 if (arrow->slaying != NULL) 1605 if (arrow->slaying)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1606 arrow->spellarg = strdup (arrow->slaying);
1689 1607
1690 /* Note that this was different for monsters - they got their level 1608#if 0
1691 * added to the damage. I think the strength bonus is more proper. 1609 if (player *pl = op->contr)
1692 */
1693 1610 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1611 float speed = pl->weapon_sp;
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1612
1613 /* penalize ROF for bestarrow */
1614 if (pl->bowtype == bow_bestarrow)
1615 speed *= .9f;
1616 else
1617 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1618
1619 op->speed_left += speed - op->speed;
1620 }
1621#endif
1622
1623 SET_ANIMATION (arrow, arrow->direction);
1624
1698 /* update the speed */ 1625 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1626 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]) +
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0; 1627 + bow->stats.dam / 7.f;
1703 1628
1704 if (arrow->speed < 1.0) 1629 arrow->set_speed (max (arrow->speed, 2.f));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1630 arrow->speed_left = 0;
1708 1631
1632 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1633
1709 if (op->type == PLAYER) { 1634 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1635 {
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; 1636 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1637 wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1638
1639 if (!arrow->slaying)
1640 arrow->slaying = op->slaying;
1641
1642 arrow->attacktype |= op->attacktype;
1643 }
1644 else
1645 {
1720 arrow->level = op->level; 1646 arrow->level = op->level;
1721 } 1647 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1648
1649 if (!arrow->slaying)
1650 arrow->slaying = bow->slaying;
1651
1723 arrow->attacktype |= bow->attacktype; 1652 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1653 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1654
1727 arrow->map = m; 1655 wc -= arrow->level;
1656 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1657
1658 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1728 arrow->move_type = MOVE_FLY_LOW; 1659 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1661
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1662 op->play_sound (sound_find ("fire_arrow"));
1732 tag = arrow->count; 1663 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1664
1735 if (!was_destroyed(arrow, tag)) 1665 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1666 move_arrow (arrow);
1737 1667
1738 if (op->type == PLAYER) { 1668 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1669 {
1670 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1671 esrv_del_item (op->contr, left->count);
1741 else 1672 else
1742 esrv_send_item(op, left); 1673 esrv_send_item (op, left);
1743 } 1674 }
1675
1744 return 1; 1676 return 1;
1745} 1677}
1746 1678
1747/* Special fire code for players - this takes into 1679/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1680 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1681 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1682 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1683 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1684 * hence the function name.
1753 */ 1685 */
1686int
1754int player_fire_bow(object *op, int dir) 1687player_fire_bow (object *op, int dir)
1755{ 1688{
1756 int ret=0, wcmod=0; 1689 int ret = 0, wcmod = 0;
1757 1690
1758 if (op->contr->bowtype == bow_bestarrow) { 1691 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1692 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1693 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); 1694 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1695 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1696 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1697 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1698 wcmod = -1;
1699
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1700 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1701 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1702 else if (op->contr->bowtype == bow_threewide)
1703 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1704 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)]); 1705 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)]); 1706 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1707 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1708 else if (op->contr->bowtype == bow_spreadshot)
1709 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1710 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); 1711 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); 1712 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1713 }
1776 } else { 1714 else
1715 {
1777 /* Simple case */ 1716 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1717 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1718 }
1719
1780 return ret; 1720 return ret;
1781} 1721}
1782
1783 1722
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1723/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1724 * Broken apart from 'fire' to keep it more readable.
1786 */ 1725 */
1726void
1787void fire_misc_object(object *op, int dir) 1727fire_misc_object (object *op, int dir)
1788{ 1728{
1789 object *item; 1729 object *item = op->contr->ranged_ob;
1790 1730
1791 if (!op->contr->ranges[range_misc]) { 1731 if (!item)
1732 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1733 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1734 return;
1794 } 1735 }
1795 1736
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1737 if (!item->inv)
1738 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1739 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1740 return;
1800 } 1741 }
1742
1743 if (!op->change_weapon (item))
1744 return;
1745
1801 if (item->type == WAND) { 1746 if (item->type == WAND)
1747 {
1802 if(item->stats.food<=0) { 1748 if (item->stats.food <= 0)
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1749 {
1750 op->contr->play_sound (sound_find ("wand_poof"));
1804 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1752
1805 return; 1753 return;
1806 } 1754 }
1755 }
1807 } else if (item->type == ROD || item->type==HORN) { 1756 else if (item->type == ROD || item->type == HORN)
1757 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1758 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); 1759 {
1760 op->contr->play_sound (sound_find ("wand_poof"));
1761
1810 if (item->type== ROD) 1762 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op,
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1763 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 else 1764 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 1765 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1815 "The %s needs more time to charge.", query_base_name(item,0)); 1766
1816 return; 1767 return;
1817 } 1768 }
1818 } 1769 }
1819 1770
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1771 if (cast_spell (op, item, dir, item->inv, NULL))
1772 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1773 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 1774 if (item->type == WAND)
1775 {
1823 if (!(--item->stats.food)) { 1776 if (!(--item->stats.food))
1777 {
1824 object *tmp; 1778 object *tmp;
1779
1825 if (item->arch) { 1780 if (item->arch)
1781 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1782 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1783 item->face = item->arch->face;
1828 item->speed = 0; 1784 item->set_speed (0);
1829 update_ob_speed(item);
1830 } 1785 }
1786
1831 if ((tmp=is_player_inv(item))) 1787 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1788 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1789 }
1834 } 1790 }
1835 else if (item->type == ROD || item->type==HORN) { 1791 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1792 drain_rod_charge (item);
1837 }
1838 } 1793 }
1839} 1794}
1840 1795
1841/* Received a fire command for the player - go and do it. 1796/* Received a fire command for the player - go and do it.
1842 */ 1797 */
1798bool
1843void fire(object *op,int dir) { 1799fire (object *op, int dir)
1800{
1844 int spellcost=0; 1801 int spellcost = 0;
1845 1802
1846 /* check for loss of invisiblity/hide */ 1803 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1804 if (action_makes_visible (op))
1805 make_visible (op);
1848 1806
1849 switch(op->contr->shoottype) { 1807 player *pl = op->contr;
1850 case range_none:
1851 return;
1852 1808
1853 case range_bow: 1809 if (pl->golem)
1810 {
1811 control_golem (op->contr->golem, dir);
1812 return false;
1813 }
1814
1815 object *ob = pl->ranged_ob;
1816
1817 if (!ob)
1818 return false;
1819
1820 if (!op->change_weapon (ob))
1821 return false;
1822
1823 if (op->speed_left > 0.f)
1824 --op->speed_left;
1825 else
1826 return false;
1827
1828 switch (ob->type)
1829 {
1830 case BOW:
1854 player_fire_bow(op, dir); 1831 player_fire_bow (op, dir);
1855 return; 1832 break;
1856 1833
1857 case range_magic: /* Casting spells */ 1834 case SPELL:
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1835 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1859 return; 1836 break;
1860 1837
1861 case range_misc: 1838 case BUILDER:
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 }
1872 else
1873 control_golem(op->contr->ranges[range_golem], dir);
1874 return;
1875
1876 case range_skill:
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;
1884 case range_builder:
1885 apply_map_builder( op, dir ); 1839 apply_map_builder (op, dir);
1886 return; 1840 break;
1841
1842 case SKILL:
1843 do_skill (op, op, ob, dir, 0);
1844 break;
1845
1887 default: 1846 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1847 fire_misc_object (op, dir);
1889 return; 1848 break;
1890 } 1849 }
1891}
1892 1850
1893 1851 return true;
1852}
1894 1853
1895/* find_key 1854/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1855 * 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 1856 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1857 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1859 * pl is the player,
1901 * inv is the objects inventory to searched 1860 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1861 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1862 * This function can be called recursively to search containers.
1904 */ 1863 */
1905 1864object *
1906object * find_key(object *pl, object *container, object *door) 1865find_key (object *pl, object *container, object *door)
1907{ 1866{
1908 object *tmp,*key; 1867 object *tmp, *key;
1909 1868
1910 /* Should not happen, but sanity checking is never bad */ 1869 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1870 if (!container->inv)
1871 return 0;
1912 1872
1913 /* First, lets try to find a key in the top level inventory */ 1873 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1874 for (tmp = container->inv; tmp; tmp = tmp->below)
1875 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1876 if (door->type == DOOR && tmp->type == KEY)
1877 break;
1916 /* For sanity, we should really check door type, but other stuff 1878 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1879 * (like containers) can be locked with special keys
1918 */ 1880 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1881 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1882 break;
1921 } 1883 }
1884
1922 /* No key found - lets search inventories now */ 1885 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1886 /* 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 1887 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1888 * a key, return
1926 */ 1889 */
1927 if (!tmp) { 1890 if (!tmp)
1891 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1892 for (tmp = container->inv; tmp; tmp = tmp->below)
1893 {
1929 /* No reason to search empty containers */ 1894 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1895 if (tmp->type == CONTAINER && tmp->inv)
1896 {
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1897 if ((key = find_key (pl, tmp, door)))
1898 return key;
1932 } 1899 }
1933 } 1900 }
1901
1902 if (!tmp)
1934 if (!tmp) return NULL; 1903 return NULL;
1935 } 1904 }
1905
1936 /* We get down here if we have found a key. Now if its in a container, 1906 /* 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 1907 * see if we actually want to use it
1938 */ 1908 */
1939 if (pl!=container) { 1909 if (pl != container)
1910 {
1940 /* Only let players use keys in containers */ 1911 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1912 if (!pl->contr)
1913 return NULL;
1942 /* cases where this fails: 1914 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1915 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1916 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1917 * If the container is not active, return now since only active
1946 * containers can be used. 1918 * containers can be used.
1947 * If we only search keyrings and the container does not have 1919 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1920 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1921 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1922 * inv must have been an container and must have been active.
1951 * 1923 *
1952 * Change the color so that the message doesn't disappear with 1924 * Change the color so that the message doesn't disappear with
1953 * all the others. 1925 * all the others.
1954 */ 1926 */
1955 if (pl->contr->usekeys == key_inventory || 1927 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1928 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings &&
1958 (!container->race || strcmp(container->race, "keys"))) 1929 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 ) { 1930 {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1931 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 1932 "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; 1933 return NULL;
1964 } 1934 }
1965 } 1935 }
1936
1966 return tmp; 1937 return tmp;
1967} 1938}
1968 1939
1969/* moved door processing out of move_player_attack. 1940/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1941 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1942 * such that the caller should not do anything more,
1972 * 0 otherwise 1943 * 0 otherwise
1973 */ 1944 */
1945static int
1974static int player_attack_door(object *op, object *door) 1946player_attack_door (object *op, object *door)
1975{ 1947{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1948 /* 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 - 1949 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1950 * otherwise, we fall through to the rest of the code.
1980 */ 1951 */
1981 object *key=find_key(op, op, door); 1952 object *key = find_key (op, op, door);
1982 1953
1983 /* IF we found a key, do some extra work */ 1954 /* If we found a key, do some extra work */
1984 if (key) { 1955 if (key)
1956 {
1985 object *container=key->env; 1957 object *container = key->env;
1986 1958
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 1959 if (action_makes_visible (op))
1960 make_visible (op);
1961
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1962 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1963 spring_trap (door->inv, op);
1964
1990 if (door->type == DOOR) { 1965 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1966 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1967 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1968 {
1995 "You open the door with the %s", query_short_name(key)); 1969 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1996 remove_door2(door); /* remove door without violence ;-) */ 1970 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1971 }
1972
1998 /* Do this after we print the message */ 1973 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1974 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1975 /* Need to update the weight the container the key was in */
2001 if (container != op) 1976 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 1977 esrv_update_item (UPD_WEIGHT, op, container);
1978
2003 return 1; /* Nothing more to do below */ 1979 return 1; /* Nothing more to do below */
1980 }
2004 } else if (door->type==LOCKED_DOOR) { 1981 else if (door->type == LOCKED_DOOR)
1982 {
2005 /* Might as well return now - no other way to open this */ 1983 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1984 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2007 return 1; 1985 return 1;
2008 } 1986 }
1987
2009 return 0; 1988 return 0;
2010} 1989}
2011 1990
2012/* This function is just part of a breakup from move_player. 1991/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 1992 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 1993 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 1994 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 1995 * going to try and move (not fire weapons).
2017 */ 1996 */
2018 1997bool
2019void move_player_attack(object *op, int dir) 1998move_player_attack (object *op, int dir)
2020{ 1999{
2021 object *tmp, *mon;
2022 sint16 nx, ny;
2023 int on_battleground; 2000 int on_battleground;
2024 mapstruct *m;
2025 2001
2026 nx=freearr_x[dir]+op->x; 2002 sint16 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2003 sint16 ny = freearr_y[dir] + op->y;
2028 2004
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2005 on_battleground = op_on_battleground (op, 0, 0);
2030 2006
2007 if (out_of_map (op->map, nx, ny))
2008 return false;
2009
2010 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2011 {
2012 --op->speed_left;
2013 return true;
2014 }
2015
2031 /* If braced, or can't move to the square, and it is not out of the 2016 /* 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 2017 * 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 2018 * 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 2019 * 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 2020 * 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 2021 * 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 2022 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2023 * move_ob uses.
2039 */ 2024 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2025 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 2026
2052 mon = NULL;
2053 /* Go through all the objects, and find ones of interest. Only stop if 2027 /* 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. 2028 * 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 2029 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 2030 * on the space
2031 */
2032 object *mon;
2033 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2034 {
2035 if ((mon->flag [FLAG_ALIVE]
2036 || mon->type == LOCKED_DOOR
2037 || mon->flag [FLAG_CAN_ROLL])
2038 && mon != op)
2039 break;
2040 }
2041
2042 if (!mon) /* This happens anytime the player tries to move */
2043 return false; /* into a wall */
2044
2045 mon = mon->head_ ();
2046
2047 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2048 if (op->contr->weapon_sp_left > 0.f)
2049 if (player_attack_door (op, mon))
2057 */ 2050 {
2058 while (tmp!=NULL) { 2051 --op->contr->weapon_sp_left;
2059 if (tmp == op) { 2052 return true;
2060 tmp=tmp->above; 2053 }
2061 continue; 2054
2055 /* The following deals with possibly attacking peaceful
2056 * or friendly creatures. Basically, all players are considered
2057 * unaggressive. If the moving player has peaceful set, then the
2058 * object should be pushed instead of attacked. It is assumed that
2059 * if you are braced, you will not attack friends accidently,
2060 * and thus will not push them.
2061 */
2062
2063 /* If the creature is a pet, push it even if the player is not
2064 * peaceful. Our assumption is the creature is a pet if the
2065 * player owns it and it is either friendly or unagressive.
2066 */
2067 if (op->type == PLAYER
2068 && ((mon->owner && mon->owner->contr
2069 && same_party (mon->owner->contr->party, op->contr->party))
2070 || mon->owner == op)
2071 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2072 {
2073 /* If we're braced, we don't want to switch places with it */
2074 if (op->contr->braced)
2075 return false;
2076
2077 if (op->speed_left > 0.f)
2078 {
2079 --op->speed_left;
2080
2081 op->play_sound (sound_find ("push_player"));
2082 push_ob (mon, dir, op);
2083
2084 if (op->contr->tmp_invis || op->hide)
2085 make_visible (op);
2086
2087 return true;
2088 }
2089 else
2090 return false;
2091 }
2092
2093 /* in certain circumstances, you shouldn't attack friendly
2094 * creatures. Note that if you are braced, you can't push
2095 * someone, but put it inside this loop so that you won't
2096 * attack them either.
2097 */
2098 if ((mon->type == PLAYER || mon->enemy != op)
2099 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2100 && ((op->contr->peaceful
2101 || (mon->type == PLAYER && mon->contr->peaceful))
2102 && !on_battleground))
2103 {
2104 if (op->speed_left > 0.f)
2105 {
2106 --op->speed_left;
2107
2108 if (!op->contr->braced)
2109 {
2110 op->play_sound (sound_find ("push_player"));
2111 push_ob (mon, dir, op);
2062 } 2112 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2113 else
2064 mon = tmp; 2114 op->statusmsg ("You withhold your attack");
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 */
2073 return; /* into a wall */
2074 2115
2075 if(mon->head != NULL) 2116 if (op->contr->tmp_invis || op->hide)
2076 mon = mon->head; 2117 make_visible (op);
2077 2118
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2119 return true;
2079 if (player_attack_door(op, mon)) return;
2080
2081 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them.
2087 */
2088
2089 /* 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
2091 * player owns it and it is either friendly or unagressive.
2092 */
2093 if ((op->type==PLAYER)
2094#if COZY_SERVER
2095 &&
2096 (
2097 (get_owner(mon) && get_owner(mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party))
2099 || get_owner(mon) == op
2100 )
2101#else
2102 && get_owner(mon)==op
2103#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2105 { 2120 }
2106 /* If we're braced, we don't want to switch places with it */ 2121 }
2107 if (op->contr->braced) return;
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob(mon,dir,op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op);
2111 return;
2112 }
2113
2114 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't
2117 * attack them either.
2118 */
2119 if ((mon->type==PLAYER || mon->enemy != op) &&
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2121 (
2122#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2124#else
2125 op->contr->peaceful &&
2126#endif
2127 !on_battleground
2128 )) {
2129 if (!op->contr->braced) {
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2131 (void) push_ob(mon,dir,op);
2132 } else {
2133 new_draw_info(0, 0,op,"You withhold your attack");
2134 }
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 2122 /* 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. 2123 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2124 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2125 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2126 {
2127 if (op->speed_left > 0.f)
2128 {
2129 --op->speed_left;
2130
2142 recursive_roll(mon,dir,op); 2131 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 2132 if (action_makes_visible (op))
2144 } 2133 make_visible (op);
2145 2134
2135 return true;
2136 }
2137 }
2146 /* Any generic living creature. Including things like doors. 2138 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2139 * 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: 2140 * 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 2141 * 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. 2142 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2143 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2144 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2145 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2146 {
2156 2147 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2157 /* If the player hasn't hit something this tick, and does
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
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 }
2167
2168 skill_attack(mon, op, 0, NULL, NULL);
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 } 2148 {
2184 } /* if player should attack something */ 2149 --op->contr->weapon_sp_left;
2185}
2186 2150
2151 skill_attack (mon, op, 0, 0, 0);
2152
2153 if (action_makes_visible (op))
2154 make_visible (op);
2155
2156 return true;
2157 }
2158 }
2159
2160 return false;
2161}
2162
2163bool
2187int move_player(object *op,int dir) { 2164move_player (object *op, int dir)
2165{
2188 int pick; 2166 int pick;
2189 2167
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2168 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 (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2208 /*nop*/;
2209 else if (op->contr->fire_on)
2210 fire (op, dir);
2211 else
2212 {
2213 move_player_attack (op, dir);
2214 pick = check_pick(op);
2215 }
2216
2217 /* Add special check for newcs players and fire on - this way, the
2218 * server can handle repeat firing.
2219 */
2220 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2221 op->direction = dir;
2222 } else {
2223 op->direction=0;
2224 }
2225 /* Update how the player looks. Use the facing, so direction may
2226 * get reset to zero. This allows for full animation capabilities
2227 * for players.
2228 */
2229 animate_object(op, op->facing);
2230 return 0; 2169 return 0;
2170
2171 /* Sanity check: make sure dir is valid */
2172 if ((dir < 0) || (dir >= 9))
2173 {
2174 LOG (llevError, "move_player: invalid direction %d\n", dir);
2175 return 0;
2176 }
2177
2178 /* peterm: added following line */
2179 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2180 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2181
2182 op->facing = dir;
2183
2184 if (op->hide)
2185 do_hidden_move (op);
2186
2187 bool retval;
2188
2189 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2190 retval = RESULT_INT (0);
2191 else if (op->contr->fire_on)
2192 retval = fire (op, dir);
2193 else
2194 {
2195 retval = move_player_attack (op, dir);
2196 pick = check_pick (op);
2197 }
2198
2199 /* Add special check for newcs players and fire on - this way, the
2200 * server can handle repeat firing.
2201 */
2202 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2203 op->direction = dir;
2204 else
2205 op->direction = 0;
2206
2207 /* Update how the player looks. Use the facing, so direction may
2208 * get reset to zero. This allows for full animation capabilities
2209 * for players.
2210 */
2211 animate_object (op, op->facing);
2212
2213 return retval;
2231} 2214}
2232 2215
2233/* This is similar to handle_player, below, but is only used by the 2216/* This is similar to handle_player, below, but is only used by the
2234 * new client/server stuff. 2217 * new client/server stuff.
2235 * This is sort of special, in that the new client/server actually uses 2218 * This is sort of special, in that the new client/server actually uses
2236 * the new speed values for commands. 2219 * the new speed values for commands.
2237 * 2220 *
2238 * Returns true if there are more actions we can do. 2221 * Returns true if there are more actions we can do. Should not do
2222 * many actions in a row, as that would be too unfair to other
2223 * players.
2239 */ 2224 */
2225bool
2240int handle_newcs_player(object *op) 2226handle_newcs_player (object *op)
2241{ 2227{
2242 if (op->contr->hidden) {
2243 op->invisible = 1000;
2244 /* the socket code flashes the player visible/invisible
2245 * depending on the value of invisible, so we need to
2246 * alternate it here for it to work correctly.
2247 */
2248 if (pticks & 2) op->invisible--;
2249 }
2250 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2251 op->invisible--;
2252 if(!op->invisible) {
2253 make_visible(op);
2254 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2255 }
2256 }
2257
2258 if (QUERY_FLAG(op, FLAG_SCARED)) { 2228 if (QUERY_FLAG (op, FLAG_SCARED))
2229 {
2230 if (op->speed_left > 0.f)
2231 {
2232 --op->speed_left;
2259 flee_player(op); 2233 flee_player (op);
2260 /* If player is still scared, that is his action for this tick */ 2234
2261 if (QUERY_FLAG(op, FLAG_SCARED)) {
2262 op->speed_left--;
2263 return 0; 2235 return true;
2264 } 2236 }
2237 else
2238 return false;
2265 } 2239 }
2266 2240
2267 /* I've been seeing crashes where the golem has been destroyed, but
2268 * the player object still points to the defunct golem. The code that
2269 * destroys the golem looks correct, and it doesn't always happen, so
2270 * put this in a a workaround to clean up the golem pointer.
2271 */
2272 if (op->contr->ranges[range_golem] &&
2273 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2274 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2275 op->contr->ranges[range_golem] = NULL;
2276 op->contr->golem_count = 0;
2277 }
2278
2279 /* call this here - we also will call this in do_ericserver, but 2241 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2242 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2243 * called, so we recheck it here.
2282 */ 2244 */
2283 HandleClient(&op->contr->socket, op->contr); 2245 if (op->contr->ns->handle_command ())
2284 if (op->speed_left<0) return 0; 2246 return true;
2285 2247
2286 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2248 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2287 /* All move commands take 1 tick, at least for now */
2288 op->speed_left--;
2289
2290 /* Instead of all the stuff below, let move_player take care
2291 * of it. Also, some of the skill stuff is only put in
2292 * there, as well as the confusion stuff.
2293 */
2294 move_player(op, op->direction); 2249 return move_player (op, op->direction);
2295 if (op->speed_left>0) return 1; 2250
2296 else return 0; 2251 return false;
2297 } 2252}
2253
2254int
2255save_life (object *op)
2256{
2257 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2298 return 0; 2258 return 0;
2299}
2300 2259
2301int save_life(object *op) { 2260 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2302 object *tmp; 2261 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2262 {
2263 op->play_sound (sound_find ("ob_evaporate"));
2264 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2303 2265
2266 if (op->contr)
2267 esrv_del_item (op->contr, tmp->count);
2268
2269 tmp->destroy ();
2304 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2270 CLEAR_FLAG (op, FLAG_LIFESAVE);
2271
2272 if (op->stats.hp < 0)
2273 op->stats.hp = op->stats.maxhp;
2274
2275 if (op->stats.food < 0)
2276 op->stats.food = 999;
2277
2278 op->update_stats ();
2305 return 0; 2279 return 1;
2306
2307 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2308 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2309 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2310 new_draw_info_format(NDI_UNIQUE, 0,op,
2311 "Your %s vibrates violently, then evaporates.",
2312 query_name(tmp));
2313 if (op->contr)
2314 esrv_del_item(op->contr, tmp->count);
2315 remove_ob(tmp);
2316 free_object(tmp);
2317 CLEAR_FLAG(op, FLAG_LIFESAVE);
2318 if(op->stats.hp<0)
2319 op->stats.hp = op->stats.maxhp;
2320 if(op->stats.food<0)
2321 op->stats.food = 999;
2322 fix_player(op);
2323 return 1;
2324 } 2280 }
2281
2325 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2282 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2326 CLEAR_FLAG(op, FLAG_LIFESAVE); 2283 CLEAR_FLAG (op, FLAG_LIFESAVE);
2327 enter_player_savebed(op); /* bring him home. */ 2284 enter_player_savebed (op); /* bring him home. */
2328 return 0; 2285 return 0;
2329} 2286}
2330 2287
2331/* This goes throws the inventory and removes unpaid objects, and puts them 2288/* This goes throws the inventory and removes unpaid objects, and puts them
2332 * back in the map (location and map determined by values of env). This 2289 * back in the map (location and map determined by values of env). This
2333 * function will descend into containers. op is the object to start the search 2290 * function will descend into containers. op is the object to start the search
2334 * from. 2291 * from.
2335 */ 2292 */
2293static void
2336void remove_unpaid_objects(object *op, object *env) 2294drop_unpaid_items (object *op, object *env)
2337{ 2295{
2338 object *next;
2339
2340 while (op) { 2296 while (op)
2297 {
2341 next=op->below; /* Make sure we have a good value, in case 2298 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2342 * we remove object 'op' 2299
2343 */
2344 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2300 if (QUERY_FLAG (op, FLAG_UNPAID))
2345 remove_ob(op); 2301 {
2346 op->x = env->x;
2347 op->y = env->y;
2348 if (env->type == PLAYER) 2302 if (env->type == PLAYER)
2349 esrv_del_item(env->contr, op->count); 2303 esrv_del_item (env->contr, op->count);
2350 insert_ob_in_map(op, env->map, NULL,0); 2304
2305 op->insert_at (env);
2351 } 2306 }
2352 else if (op->inv) remove_unpaid_objects(op->inv, env); 2307 else if (op->inv)
2308 drop_unpaid_items (op->inv, env);
2309
2353 op=next; 2310 op = next;
2354 } 2311 }
2355} 2312}
2356 2313
2314void
2315object::drop_unpaid_items ()
2316{
2317 if (!flag [FLAG_REMOVED])
2318 ::drop_unpaid_items (inv, this);
2319}
2357 2320
2358/* 2321/*
2359 * Returns pointer a static string containing gravestone text 2322 * Returns pointer a static string containing gravestone text
2360 * Moved from apply.c to player.c - player.c is what 2323 * Moved from apply.c to player.c - player.c is what
2361 * actually uses this function. player.c may not be quite the 2324 * actually uses this function. player.c may not be quite the
2362 * best, a misc file for object actions is probably better, 2325 * best, a misc file for object actions is probably better,
2363 * but there isn't one in the server directory. 2326 * but there isn't one in the server directory.
2364 */ 2327 */
2328char *
2365char *gravestone_text (object *op) 2329gravestone_text (object *op)
2366{ 2330{
2367 static char buf2[MAX_BUF]; 2331 static char buf2[MAX_BUF];
2368 char buf[MAX_BUF]; 2332 char buf[MAX_BUF];
2369 time_t now = time (NULL); 2333 time_t now = time (NULL);
2370 2334
2371 strcpy (buf2, " R.I.P.\n\n"); 2335 strcpy (buf2, " R.I.P.\n\n");
2372 if (op->type == PLAYER) 2336 if (op->type == PLAYER)
2373 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2337 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2374 else 2338 else
2375 sprintf (buf, "%s\n", op->name); 2339 sprintf (buf, "%s\n", &op->name);
2340
2376 strncat (buf2, " ", 20 - strlen (buf) / 2); 2341 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377 strcat (buf2, buf); 2342 strcat (buf2, buf);
2378 if (op->type == PLAYER) 2343 if (op->type == PLAYER)
2379 sprintf (buf, "who was in level %d when killed\n", op->level); 2344 sprintf (buf, "who was in level %d when killed\n", op->level);
2380 else 2345 else
2381 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2346 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2347
2382 strncat (buf2, " ", 20 - strlen (buf) / 2); 2348 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf); 2349 strcat (buf2, buf);
2384 if (op->type == PLAYER) { 2350 if (op->type == PLAYER)
2351 {
2385 sprintf (buf, "by %s.\n\n", op->contr->killer); 2352 sprintf (buf, "by %s.\n\n", op->contr->killer);
2386 strncat (buf2, " ", 21 - strlen (buf) / 2); 2353 strncat (buf2, " ", 21 - strlen (buf) / 2);
2387 strcat (buf2, buf); 2354 strcat (buf2, buf);
2388 } 2355 }
2356
2389 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2357 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2390 strncat (buf2, " ", 20 - strlen (buf) / 2); 2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2391 strcat (buf2, buf); 2359 strcat (buf2, buf);
2360
2392 return buf2; 2361 return buf2;
2393} 2362}
2394 2363
2395 2364void
2396
2397void do_some_living(object *op) { 2365do_some_living (object *op)
2366{
2398 int last_food=op->stats.food; 2367 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2368 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace; 2369 int over_hp, over_sp, over_grace;
2401 int i; 2370 int i;
2402 int rate_hp = 1200; 2371 int rate_hp = 1200;
2403 int rate_sp = 2500; 2372 int rate_sp = 2500;
2404 int rate_grace = 2000; 2373 int rate_grace = 2000;
2405 const int max_hp = 1; 2374 const int max_hp = 1;
2406 const int max_sp = 1; 2375 const int max_sp = 1;
2407 const int max_grace = 1; 2376 const int max_grace = 1;
2408 2377
2409 if (op->contr->outputs_sync) { 2378 if (op->contr->hidden)
2410 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2379 {
2411 if (op->contr->outputs[i].buf!=NULL && 2380 op->invisible = 1000;
2412 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2381 /* the socket code flashes the player visible/invisible
2413 flush_output_element(op, &op->contr->outputs[i]); 2382 * depending on the value of invisible, so we need to
2383 * alternate it here for it to work correctly.
2384 */
2385 if (pticks & 2)
2386 op->invisible--;
2414 } 2387 }
2388 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2389 {
2390 if (!op->invisible--)
2391 {
2392 make_visible (op);
2393 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2394 }
2395 }
2415 2396
2416 if(op->contr->state==ST_PLAYING) { 2397 if (op->contr->ns->state == ST_PLAYING)
2417 2398 {
2418 /* these next three if clauses make it possible to SLOW DOWN 2399 /* these next three if clauses make it possible to SLOW DOWN
2419 hp/grace/spellpoint regeneration. */ 2400 hp/grace/spellpoint regeneration. */
2420 if(op->contr->gen_hp >= 0 ) 2401 if (op->contr->gen_hp >= 0)
2421 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2402 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2422 else { 2403 else
2404 {
2423 gen_hp = op->stats.maxhp; 2405 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2406 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425 } 2407 }
2408
2426 if(op->contr->gen_sp >= 0 ) 2409 if (op->contr->gen_sp >= 0)
2427 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2410 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else { 2411 else
2412 {
2429 gen_sp = op->stats.maxsp; 2413 gen_sp = op->stats.maxsp;
2430 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2414 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2431 } 2415 }
2416
2432 if(op->contr->gen_grace >= 0) 2417 if (op->contr->gen_grace >= 0)
2433 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2418 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2434 else { 2419 else
2420 {
2435 gen_grace = op->stats.maxgrace; 2421 gen_grace = op->stats.maxgrace;
2436 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2422 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2437 }
2438
2439 /* Regenerate Spell Points */
2440 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2441 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2442 if(op->stats.sp<op->stats.maxsp) {
2443 op->stats.sp++;
2444 /* dms do not consume food */
2445 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2446 op->stats.food--;
2447 if(op->contr->digestion<0)
2448 op->stats.food+=op->contr->digestion;
2449 else if(op->contr->digestion>0 &&
2450 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2451 op->stats.food=last_food;
2452 } 2423 }
2453 }
2454 if (max_sp>1) {
2455 over_sp = (gen_sp+10)/rate_sp;
2456 if (over_sp > 0) {
2457 if(op->stats.sp<op->stats.maxsp) {
2458 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2459 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2460 op->stats.sp--;
2461 if(op->stats.sp>op->stats.maxsp)
2462 op->stats.sp=op->stats.maxsp;
2463 }
2464 op->last_sp=0;
2465 } else {
2466 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2467 }
2468 } else {
2469 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2470 }
2471 }
2472 2424
2473 /* Regenerate Grace */ 2425 /* Regenerate Grace */
2474 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2426 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2475 if(--op->last_grace<0) { 2427 if (--op->last_grace < 0)
2428 {
2476 if(op->stats.grace<op->stats.maxgrace/2) 2429 if (op->stats.grace < op->stats.maxgrace / 2)
2477 op->stats.grace++; /* no penalty in food for regaining grace */ 2430 op->stats.grace++; /* no penalty in food for regaining grace */
2431
2478 if(max_grace>1) { 2432 if (max_grace > 1)
2433 {
2479 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2434 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2480 if (over_grace > 0) { 2435 if (over_grace > 0)
2436 {
2481 op->stats.sp += over_grace 2437 op->stats.sp += over_grace
2482 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2438 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2483 op->last_grace=0; 2439 op->last_grace = 0;
2440 }
2484 } else { 2441 else
2442 {
2485 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2443 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2444 }
2486 } 2445 }
2487 } else { 2446 else
2447 {
2488 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2448 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2489 } 2449 }
2490 /* wearing stuff doesn't detract from grace generation. */ 2450 /* wearing stuff doesn't detract from grace generation. */
2491 }
2492
2493 /* Regenerate Hit Points */
2494 if(--op->last_heal<0) {
2495 if(op->stats.hp<op->stats.maxhp) {
2496 op->stats.hp++;
2497 /* dms do not consume food */
2498 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2499 op->stats.food--;
2500 if(op->contr->digestion<0)
2501 op->stats.food+=op->contr->digestion;
2502 else if(op->contr->digestion>0 &&
2503 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2504 op->stats.food=last_food;
2505 } 2451 }
2452
2453 if (op->stats.food > 0)
2506 } 2454 {
2507 if(max_hp>1) { 2455 /* Regenerate Spell Points */
2456 if (!op->contr->golem && --op->last_sp < 0)
2457 {
2458 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2459
2460 if (op->stats.sp < op->stats.maxsp)
2461 {
2462 op->stats.sp++;
2463
2464 /* dms do not consume food */
2465 if (!QUERY_FLAG (op, FLAG_WIZ))
2466 {
2467 op->stats.food--;
2468
2469 if (op->contr->digestion < 0)
2470 op->stats.food += op->contr->digestion;
2471 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2472 op->stats.food = last_food;
2473 }
2474 }
2475
2476 if (max_sp > 1)
2477 {
2478 over_sp = (gen_sp + 10) / rate_sp;
2479 if (over_sp > 0)
2480 {
2481 if (op->stats.sp < op->stats.maxsp)
2482 {
2483 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2484
2485 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2486 op->stats.sp--;
2487
2488 if (op->stats.sp > op->stats.maxsp)
2489 op->stats.sp = op->stats.maxsp;
2490 }
2491
2492 op->last_sp = 0;
2493 }
2494 else
2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2496 }
2497 else
2498 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2499 }
2500
2501 /* Regenerate Hit Points */
2502 if (--op->last_heal < 0)
2503 {
2504 if (op->stats.hp < op->stats.maxhp)
2505 {
2506 op->stats.hp++;
2507
2508 /* dms do not consume food */
2509 if (!QUERY_FLAG (op, FLAG_WIZ))
2510 {
2511 op->stats.food--;
2512
2513 if (op->contr->digestion < 0)
2514 op->stats.food += op->contr->digestion;
2515 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2516 op->stats.food = last_food;
2517 }
2518 }
2519
2520 if (max_hp > 1)
2521 {
2508 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp; 2522 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2523
2509 if (over_hp > 0) { 2524 if (over_hp > 0)
2510 op->stats.sp += over_hp 2525 {
2511 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0; 2526 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2512 op->last_heal=0; 2527 op->last_heal = 0;
2528 }
2529 else
2530 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2531 }
2513 } else { 2532 else
2514 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2533 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2515 } 2534 }
2516 } else {
2517 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2518 } 2535 }
2519 }
2520 2536
2521 /* Digestion */ 2537 /* Digestion */
2522 if(--op->last_eat<0) { 2538 if (--op->last_eat < 0)
2523#ifdef COZY_SERVER 2539 {
2524 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2540 int bonus = max (0, op->contr->digestion),
2525 int bonus=dg>0?dg:0, 2541 penalty = max (0, -op->contr->digestion);
2526 penalty=dg<0?-dg:0;
2527#else
2528 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2529 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2530#endif
2531 2542
2532 if(op->contr->gen_hp > 0)
2533 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2543 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2534 else 2544
2535 op->last_eat=25*(1+bonus)/(penalty +1);
2536 /* dms do not consume food */ 2545 /* dms do not consume food */
2537 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2546 if (!QUERY_FLAG (op, FLAG_WIZ))
2538 } 2547 op->stats.food--;
2539 } 2548 }
2540 2549
2541 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2550 if (op->stats.food < 0 && op->stats.hp >= 0)
2551 {
2542 object *tmp, *flesh=NULL; 2552 object *tmp, *flesh = 0;
2543 2553
2544 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2554 for (tmp = op->inv; tmp; tmp = tmp->below)
2555 {
2545 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2556 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2557 {
2546 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2558 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2559 {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2560 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2548 manual_apply(op,tmp,0); 2561 manual_apply (op, tmp, 0);
2549 if(op->stats.food>=0||op->stats.hp<0) 2562 if (op->stats.food >= 0 || op->stats.hp < 0)
2550 break; 2563 break;
2551 } 2564 }
2552 else if (tmp->type==FLESH) flesh=tmp; 2565 else if (tmp->type == FLESH)
2566 flesh = tmp;
2553 } /* End if paid for object */ 2567 } /* End if paid for object */
2554 } /* end of for loop */ 2568 } /* end of for loop */
2569
2555 /* If player is still starving, it means they don't have any food, so 2570 /* If player is still starving, it means they don't have any food, so
2556 * eat flesh instead. 2571 * eat flesh instead.
2557 */ 2572 */
2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2573 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2574 {
2559 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2575 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2560 manual_apply(op,flesh,0); 2576 manual_apply (op, flesh, 0);
2577 }
2578 }
2579
2580 if (op->stats.food < 0)
2561 } 2581 {
2562 } /* end if player is starving */ 2582 op->stats.hp += op->stats.food;
2583 op->stats.food = 0;
2584 }
2563 2585
2564 while(op->stats.food<0&&op->stats.hp>0) 2586 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2565 op->stats.food++,op->stats.hp--;
2566
2567 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0))
2568 kill_player(op); 2587 kill_player (op);
2588 }
2569} 2589}
2570
2571
2572 2590
2573/* If the player should die (lack of hp, food, etc), we call this. 2591/* If the player should die (lack of hp, food, etc), we call this.
2574 * op is the player in jeopardy. If the player can not be saved (not 2592 * op is the player in jeopardy. If the player can not be saved (not
2575 * permadeath, no lifesave), this will take care of removing the player 2593 * permadeath, no lifesave), this will take care of removing the player
2576 * file. 2594 * file.
2577 */ 2595 */
2596void
2578void kill_player(object *op) 2597kill_player (object *op)
2579{ 2598{
2599 int x, y;
2580 char buf[MAX_BUF]; 2600 char buf[MAX_BUF];
2581 int x,y,i;
2582 mapstruct *map; /* this is for resurrection */ 2601 maptile *map; /* this is for resurrection */
2583 int z;
2584 int num_stats_lose;
2585 int lost_a_stat;
2586 int lose_this_stat;
2587 int this_stat;
2588 int will_kill_again; 2602 int will_kill_again;
2589 archetype *at; 2603 archetype *at;
2590 object *tmp; 2604 object *tmp;
2591 2605
2592 if(save_life(op)) 2606 if (save_life (op))
2593 return; 2607 return;
2594 2608
2595
2596 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2609 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2597 * in cities ONLY!!! It is very important that this doesn't get abused. 2610 * in cities ONLY!!! It is very important that this doesn't get abused.
2598 * Look at op_on_battleground() for more info --AndreasV 2611 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2612 */
2600 if (op_on_battleground(op, &x, &y)) { 2613 if (op_on_battleground (op, &x, &y))
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2614 {
2602 "You have been defeated in combat!"); 2615 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2603 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2616 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2604 "Local medics have saved your life..."); 2617
2605
2606 /* restore player */ 2618 /* restore player */
2607 at = find_archetype("poisoning"); 2619 at = archetype::find ("poisoning");
2608 tmp=present_arch_in_ob(at,op); 2620 if (object *tmp = present_arch_in_ob (at, op))
2609 if (tmp) { 2621 {
2610 remove_ob(tmp); 2622 tmp->destroy ();
2611 free_object(tmp);
2612 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2623 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2624 }
2625
2626 at = archetype::find ("confusion");
2627 if (object *tmp = present_arch_in_ob (at, op))
2613 } 2628 {
2614 2629 tmp->destroy ();
2615 at = find_archetype("confusion");
2616 tmp=present_arch_in_ob(at,op);
2617 if (tmp) {
2618 remove_ob(tmp);
2619 free_object(tmp);
2620 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2630 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2621 } 2631 }
2622 2632
2623 cure_disease(op,0); /* remove any disease */ 2633 cure_disease (op, 0, 0); /* remove any disease */
2624 op->stats.hp=op->stats.maxhp; 2634 op->stats.hp = op->stats.maxhp;
2625 if (op->stats.food<=0) op->stats.food=999; 2635 if (op->stats.food <= 0)
2626 2636 op->stats.food = 999;
2637
2627 /* create a bodypart-trophy to make the winner happy */ 2638 /* create a bodypart-trophy to make the winner happy */
2628 tmp=arch_to_object(find_archetype("finger")); 2639 if (object *tmp = arch_to_object (archetype::find ("finger")))
2629 if (tmp != NULL)
2630 {
2631 sprintf(buf,"%s's finger",op->name);
2632 tmp->name = add_string(buf);
2633 sprintf(buf," This finger has been cut off %s\n"
2634 " the %s, when he was defeated at\n level %d by %s.\n",
2635 op->name, op->contr->title, (int)(op->level),
2636 op->contr->killer);
2637 tmp->msg=add_string(buf);
2638 tmp->value=0, tmp->material=0, tmp->type=0;
2639 tmp->materialname = NULL;
2640 tmp->x = op->x, tmp->y = op->y;
2641 insert_ob_in_map(tmp,op->map,op,0);
2642 } 2640 {
2641 tmp->name = format ("%s's finger" , &op->name);
2642 tmp->name_pl = format ("%s's fingers", &op->name);
2643 tmp->msg = format (
2644 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2645 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2646 );
2647 tmp->value = 0, tmp->type = 0;
2648 tmp->materialname = "organics";
2649 tmp->insert_at (op, tmp);
2643 2650 }
2651
2644 /* teleport defeated player to new destination*/ 2652 /* teleport defeated player to new destination */
2645 transfer_ob(op, x, y, 0, NULL); 2653 transfer_ob (op, x, y, 0, NULL);
2646 op->contr->braced=0; 2654 op->contr->braced = 0;
2647 return; 2655 return;
2648 } 2656 }
2649 2657
2650 INVOKE_PLAYER (DEATH, op->contr); 2658 INVOKE_PLAYER (DEATH, op->contr);
2651 2659
2652 command_kill_pets (op, 0); 2660 command_kill_pets (op, 0);
2653 2661
2654 if(op->stats.food<0) { 2662 if (op->stats.food < 0)
2655 if (op->contr->explore) {
2656 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2657 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2658 op->stats.food=999;
2659 return;
2660 }
2661 sprintf(buf,"%s starved to death.",op->name);
2662 strcpy(op->contr->killer,"starvation"); 2663 strcpy (op->contr->killer, "starvation");
2663 }
2664 else {
2665 if (op->contr->explore) {
2666 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2667 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2668 op->stats.hp=op->stats.maxhp;
2669 return;
2670 }
2671 sprintf(buf,"%s died.",op->name);
2672 }
2673 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2674 2664
2665 op->contr->play_sound (sound_find ("player_dies"));
2666
2675 /* save the map location for corpse, gravestone*/ 2667 /* save the map location for corpse, gravestone */
2676 x=op->x;y=op->y;map=op->map; 2668 x = op->x;
2669 y = op->y;
2670 map = op->map;
2677 2671
2678
2679 if (settings.not_permadeth == TRUE) {
2680 /* NOT_PERMADEATH code. This basically brings the character back to 2672 /* NOT_PERMADEATH code. This basically brings the character back to
2681 * life if they are dead - it takes some exp and a random stat. 2673 * life if they are dead - it takes some exp and a random stat.
2682 * See the config.h file for a little more in depth detail about this. 2674 * See the config.h file for a little more in depth detail about this.
2683 */ 2675 */
2684 2676
2685 /* Basically two ways to go - remove a stat permanently, or just 2677 /* Basically two ways to go - remove a stat permanently, or just
2686 * make it depletion. This bunch of code deals with that aspect 2678 * make it depletion. This bunch of code deals with that aspect
2687 * of death. 2679 * of death.
2688 */ 2680 */
2689#ifndef COZY_SERVER 2681#ifndef COZY_SERVER
2690 if (settings.balanced_stat_loss) { 2682 if (settings.balanced_stat_loss)
2683 {
2691 /* If stat loss is permanent, lose one stat only. */ 2684 /* If stat loss is permanent, lose one stat only. */
2692 /* Lower level chars don't lose as many stats because they suffer 2685 /* Lower level chars don't lose as many stats because they suffer
2693 more if they do. */ 2686 more if they do. */
2694 /* Higher level characters can afford things such as potions of 2687 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that 2688 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */ 2689 little bit harder. */
2697 /* GD */ 2690 /* GD */
2698 if (settings.stat_loss_on_death) 2691 if (settings.stat_loss_on_death)
2699 num_stats_lose = 1;
2700 else
2701 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2702 } else {
2703 num_stats_lose = 1; 2692 num_stats_lose = 1;
2704 } 2693 else
2694 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2695 }
2696 else
2697 num_stats_lose = 1;
2698
2705 lost_a_stat = 0; 2699 lost_a_stat = 0;
2706 2700
2707 for (z=0; z<num_stats_lose; z++) { 2701 for (z = 0; z < num_stats_lose; z++)
2702 {
2708 i = RANDOM() % NUM_STATS; 2703 i = RANDOM () % NUM_STATS;
2709 2704
2710 if (settings.stat_loss_on_death) { 2705 if (settings.stat_loss_on_death)
2706 {
2711 /* Pick a random stat and take a point off it. Tell the player 2707 /* Pick a random stat and take a point off it. Tell the player
2712 * what he lost. 2708 * what he lost.
2713 */ 2709 */
2714 change_attr_value(&(op->stats), i,-1); 2710 change_attr_value (&(op->stats), i, -1);
2715 check_stat_bounds(&(op->stats)); 2711 check_stat_bounds (&(op->stats));
2716 change_attr_value(&(op->contr->orig_stats), i,-1); 2712 change_attr_value (&(op->contr->orig_stats), i, -1);
2717 check_stat_bounds(&(op->contr->orig_stats)); 2713 check_stat_bounds (&(op->contr->orig_stats));
2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2714 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2719 lost_a_stat = 1; 2715 lost_a_stat = 1;
2720 } else { 2716 }
2717 else
2718 {
2721 /* deplete a stat */ 2719 /* deplete a stat */
2722 archetype *deparch=find_archetype("depletion"); 2720 archetype *deparch = archetype::find ("depletion");
2723 object *dep; 2721 object *dep;
2722
2723 dep = present_arch_in_ob (deparch, op);
2724 if (!dep)
2724 2725 {
2725 dep = present_arch_in_ob(deparch,op);
2726 if(!dep) {
2727 dep = arch_to_object(deparch); 2726 dep = arch_to_object (deparch);
2728 insert_ob_in_ob(dep, op); 2727 insert_ob_in_ob (dep, op);
2729 } 2728 }
2730 lose_this_stat = 1; 2729 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) { 2730 if (settings.balanced_stat_loss)
2731 {
2732 /* GD */ 2732 /* GD */
2733 /* Get the stat that we're about to deplete. */ 2733 /* Get the stat that we're about to deplete. */
2734 this_stat = get_attr_value(&(dep->stats), i); 2734 this_stat = get_attr_value (&(dep->stats), i);
2735 if (this_stat < 0) { 2735 if (this_stat < 0)
2736 {
2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2737 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2737 int keep_chance = this_stat * this_stat; 2738 int keep_chance = this_stat * this_stat;
2739
2738 /* Yes, I am paranoid. Sue me. */ 2740 /* Yes, I am paranoid. Sue me. */
2739 if (keep_chance < 1) 2741 if (keep_chance < 1)
2740 keep_chance = 1; 2742 keep_chance = 1;
2741 2743
2742 /* There is a maximum depletion total per level. */ 2744 /* There is a maximum depletion total per level. */
2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2745 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2746 {
2744 lose_this_stat = 0; 2747 lose_this_stat = 0;
2745 /* Take loss chance vs keep chance to see if we 2748 /* Take loss chance vs keep chance to see if we
2746 retain the stat. */ 2749 retain the stat. */
2747 } else {
2748 if (random_roll(0, loss_chance + keep_chance-1,
2749 op, PREFER_LOW) < keep_chance)
2750 lose_this_stat = 0;
2751 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2752 this_stat, keep_chance, loss_chance,
2753 lose_this_stat?"LOSE":"KEEP"); */
2754 }
2755 } 2750 }
2756 } 2751 else
2757
2758 if (lose_this_stat) {
2759 this_stat = get_attr_value(&(dep->stats), i);
2760 /* We could try to do something clever like find another
2761 * stat to reduce if this fails. But chances are, if
2762 * stats have been depleted to -50, all are pretty low
2763 * and should be roughly the same, so it shouldn't make a
2764 * difference.
2765 */ 2752 {
2766 if (this_stat>=-50) { 2753 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2767 change_attr_value(&(dep->stats), i, -1);
2768 SET_FLAG(dep, FLAG_APPLIED);
2769 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2770 fix_player(op);
2771 lost_a_stat = 1; 2754 lose_this_stat = 0;
2755 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2756 this_stat, keep_chance, loss_chance,
2757 lose_this_stat?"LOSE":"KEEP"); */
2772 } 2758 }
2773 } 2759 }
2774 } 2760 }
2775 } 2761
2776 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 2762 if (lose_this_stat)
2778 { 2763 {
2779 /* determine_god() seems to not work sometimes... why is this? 2764 this_stat = get_attr_value (&(dep->stats), i);
2780 Should I be using something else? GD */ 2765 /* We could try to do something clever like find another
2781 const char *god = determine_god(op); 2766 * stat to reduce if this fails. But chances are, if
2782 if (god && (strcmp(god, "none"))) 2767 * stats have been depleted to -50, all are pretty low
2783 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2768 * and should be roughly the same, so it shouldn't make a
2784 "moment you feel the holy presence of %s protecting" 2769 * difference.
2785 " you.", god); 2770 */
2771 if (this_stat >= -50)
2786 else 2772 {
2787 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2773 change_attr_value (&(dep->stats), i, -1);
2788 " feel a holy presence protecting you."); 2774 SET_FLAG (dep, FLAG_APPLIED);
2775 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2776 op->update_stats ();
2777 lost_a_stat = 1;
2778 }
2789 } 2779 }
2780 }
2781 }
2782 /* If no stat lost, tell the player. */
2783 if (!lost_a_stat)
2784 {
2785 /* determine_god() seems to not work sometimes... why is this?
2786 Should I be using something else? GD */
2787 const char *god = determine_god (op);
2788
2789 if (god && (strcmp (god, "none")))
2790 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2791 else
2792 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2793 }
2794#else
2795 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2790#endif 2796#endif
2791 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2792 " feel a holy presence protecting you from losing yourself completely.");
2793 2797
2794 /* Put a gravestone up where the character 'almost' died. List the 2798 /* Put a gravestone up where the character 'almost' died. List the
2795 * exp loss on the stone. 2799 * exp loss on the stone.
2796 */ 2800 */
2797 tmp=arch_to_object(find_archetype("gravestone")); 2801 tmp = arch_to_object (archetype::find ("gravestone"));
2798 sprintf(buf,"%s's gravestone",op->name); 2802 sprintf (buf, "%s's gravestone", &op->name);
2799 FREE_AND_COPY(tmp->name, buf); 2803 tmp->name = buf;
2800 sprintf(buf,"%s's gravestones",op->name); 2804 sprintf (buf, "%s's gravestones", &op->name);
2801 FREE_AND_COPY(tmp->name_pl, buf); 2805 tmp->name_pl = buf;
2802 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2806 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);
2803 "who was killed\n" 2807 tmp->msg = buf;
2804 "by %s.\n",
2805 op->name, op->contr->title,
2806 op->contr->killer);
2807 tmp->msg = add_string(buf);
2808 tmp->x=op->x,tmp->y=op->y; 2808 tmp->x = op->x, tmp->y = op->y;
2809 insert_ob_in_map (tmp, op->map, NULL,0); 2809 insert_ob_in_map (tmp, op->map, NULL, 0);
2810 2810
2811 /**************************************/ 2811 /**************************************/
2812 /* */ 2812 /* */
2813 /* Subtract the experience points, */ 2813 /* Subtract the experience points, */
2814 /* if we died cause of food, give us */ 2814 /* if we died cause of food, give us */
2815 /* food, and reset HP's... */ 2815 /* food, and reset HP's... */
2816 /* */ 2816 /* */
2817 /**************************************/ 2817 /**************************************/
2818 2818
2819 /* remove any poisoning and confusion the character may be suffering.*/ 2819 /* remove any poisoning and confusion the character may be suffering. */
2820 /* restore player */ 2820 /* restore player */
2821 at = find_archetype("poisoning"); 2821 at = archetype::find ("poisoning");
2822 tmp=present_arch_in_ob(at,op); 2822 tmp = present_arch_in_ob (at, op);
2823 if (tmp) { 2823
2824 remove_ob(tmp); 2824 if (tmp)
2825 free_object(tmp); 2825 {
2826 tmp->destroy ();
2826 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2827 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2827 } 2828 }
2828 2829
2829 at = find_archetype("confusion"); 2830 at = archetype::find ("confusion");
2830 tmp=present_arch_in_ob(at,op); 2831 tmp = present_arch_in_ob (at, op);
2831 if (tmp) { 2832 if (tmp)
2832 remove_ob(tmp); 2833 {
2833 free_object(tmp); 2834 tmp->destroy ();
2834 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2835 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2835 } 2836 }
2837
2836 cure_disease(op,0); /* remove any disease */ 2838 cure_disease (op, 0, 0); /* remove any disease */
2837 2839
2838 /*add_exp(op, (op->stats.exp * -0.20)); */ 2840 /*add_exp(op, (op->stats.exp * -0.20)); */
2839 apply_death_exp_penalty(op); 2841 apply_death_exp_penalty (op);
2840 if(op->stats.food < 100) op->stats.food = 900; 2842 if (op->stats.food < 100)
2843 op->stats.food = 900;
2841 op->stats.hp = op->stats.maxhp; 2844 op->stats.hp = op->stats.maxhp;
2842 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2845 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2843 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2846 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2844 2847
2845 /* 2848 /*
2846 * Check to see if the player is in a shop. IF so, then check to see if 2849 * Check to see if the player has any unpaid items. If so, remove them
2847 * the player has any unpaid items. If so, remove them and put them back 2850 * and put them back in the map.
2848 * in the map. 2851 */
2849 */ 2852 op->drop_unpaid_items ();
2850 2853
2851 if (is_in_shop (op))
2852 remove_unpaid_objects(op->inv, op);
2853
2854 /****************************************/ 2854 /****************************************/
2855 /* */ 2855 /* */
2856 /* Move player to his current respawn- */ 2856 /* Move player to his current respawn- */
2857 /* position (usually last savebed) */ 2857 /* position (usually last savebed) */
2858 /* */ 2858 /* */
2859 /****************************************/ 2859 /****************************************/
2860 2860
2861 enter_player_savebed(op); 2861 enter_player_savebed (op);
2862 2862
2863 /* Save the player before inserting the force to reduce
2864 * chance of abuse.
2865 */
2866 op->contr->braced=0; 2863 op->contr->braced = 0;
2867 save_player(op,1);
2868 2864
2869 /* it is possible that the player has blown something up 2865 /* it is possible that the player has blown something up
2870 * at his savebed location, and that can have long lasting 2866 * at his savebed location, and that can have long lasting
2871 * spell effects. So first see if there is a spell effect 2867 * spell effects. So first see if there is a spell effect
2872 * on the space that might harm the player. 2868 * on the space that might harm the player.
2873 */ 2869 */
2874 will_kill_again=0; 2870 will_kill_again = 0;
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2871 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2876 if (tmp->type ==SPELL_EFFECT) 2872 if (tmp->type == SPELL_EFFECT)
2877 will_kill_again|=tmp->attacktype; 2873 will_kill_again |= tmp->attacktype;
2878 } 2874
2879 if (will_kill_again) { 2875 if (will_kill_again)
2876 {
2880 object *force; 2877 object *force;
2881 int at; 2878 int at;
2882 2879
2883 force=get_archetype(FORCE_NAME); 2880 force = get_archetype (FORCE_NAME);
2884 /* 50 ticks should be enough time for the spell to abate */ 2881 /* 50 ticks should be enough time for the spell to abate */
2885 force->speed=0.1; 2882 force->speed = 0.1f;
2886 force->speed_left=-5.0; 2883 force->speed_left = -5.f;
2887 SET_FLAG(force, FLAG_APPLIED); 2884 SET_FLAG (force, FLAG_APPLIED);
2888 for (at=0; at<NROFATTACKS; at++) { 2885 for (at = 0; at < NROFATTACKS; at++)
2889 if (will_kill_again & (1 << at)) 2886 if (will_kill_again & (1 << at))
2890 force->resist[at] = 100; 2887 force->resist[at] = 100;
2888
2889 insert_ob_in_ob (force, op);
2890 op->update_stats ();
2891
2892 }
2893
2894 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2895}
2896
2897void
2898loot_object (object *op)
2899{ /* Grab and destroy some treasure */
2900 object *tmp, *tmp2, *next;
2901
2902 op->close_container (); /* close open sack first */
2903
2904 for (tmp = op->inv; tmp; tmp = next)
2905 {
2906 next = tmp->below;
2907
2908 if (tmp->invisible)
2909 continue;
2910
2911 tmp->remove ();
2912 tmp->x = op->x, tmp->y = op->y;
2913
2914 if (tmp->type == CONTAINER)
2915 loot_object (tmp); /* empty container to ground */
2916
2917 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2918 {
2919 if (tmp->nrof > 1)
2920 {
2921 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2922 tmp2->destroy ();
2923 insert_ob_in_map (tmp, op->map, NULL, 0);
2891 } 2924 }
2892 insert_ob_in_ob(force, op);
2893 fix_player(op);
2894
2895 }
2896 /**************************************/
2897 /* */
2898 /* Repaint the characters inv, and */
2899 /* stats, and show a nasty message ;) */
2900 /* */
2901 /**************************************/
2902
2903 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2904 return;
2905 } /* NOT_PERMADETH */
2906 else {
2907 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2908 * should probably be embedded in an else statement.
2909 */
2910
2911 op->contr->party=NULL;
2912 if (settings.set_title == TRUE)
2913 op->contr->own_title[0]='\0';
2914 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2915 check_score(op);
2916 if(op->contr->ranges[range_golem]!=NULL) {
2917 remove_friendly_object(op->contr->ranges[range_golem]);
2918 remove_ob(op->contr->ranges[range_golem]);
2919 free_object(op->contr->ranges[range_golem]);
2920 op->contr->ranges[range_golem]=NULL;
2921 op->contr->golem_count=0;
2922 }
2923 loot_object(op); /* Remove some of the items for good */
2924 remove_ob(op);
2925 op->direction=0;
2926
2927 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2928 delete_character(op->name,0);
2929 if (settings.resurrection == TRUE) {
2930 /* save playerfile sans equipment when player dies
2931 ** then save it as player.pl.dead so that future resurrection
2932 ** type spells will work on them nicely
2933 */
2934 delete_character(op->name,0);
2935 op->stats.hp = op->stats.maxhp;
2936 op->stats.food = 999;
2937
2938 /* set the location of where the person will reappear when */
2939 /* maybe resurrection code should fix map also */
2940 strcpy(op->contr->maplevel, settings.emergency_mapname);
2941 if(op->map!=NULL)
2942 op->map = NULL;
2943 op->x = settings.emergency_x;
2944 op->y = settings.emergency_y;
2945 save_player(op,0);
2946 op->map = map;
2947 /* please see resurrection.c: peterm */
2948 dead_player(op);
2949 } else { 2925 else
2950 delete_character(op->name,1); 2926 tmp->destroy ();
2951 } 2927 }
2952 } 2928 else
2953 play_again(op);
2954
2955 /* peterm: added to create a corpse at deathsite. */
2956 tmp=arch_to_object(find_archetype("corpse_pl"));
2957 sprintf(buf,"%s", op->name);
2958 FREE_AND_COPY(tmp->name, buf);
2959 FREE_AND_COPY(tmp->name_pl, buf);
2960 tmp->level=op->level;
2961 tmp->x=x;tmp->y=y;
2962 if (tmp->msg)
2963 free_string(tmp->msg);
2964 tmp->msg = add_string (gravestone_text(op));
2965 SET_FLAG (tmp, FLAG_UNIQUE);
2966 insert_ob_in_map (tmp, map, NULL,0);
2967 }
2968}
2969
2970
2971void loot_object(object *op) { /* Grab and destroy some treasure */
2972 object *tmp,*tmp2,*next;
2973
2974 if (op->container) { /* close open sack first */
2975 esrv_apply_container (op, op->container);
2976 }
2977
2978 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2979 next=tmp->below;
2980 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2981 remove_ob(tmp);
2982 tmp->x=op->x,tmp->y=op->y;
2983 if (tmp->type == CONTAINER) { /* empty container to ground */
2984 loot_object(tmp);
2985 }
2986 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2987 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2988 if(tmp->nrof>1) {
2989 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2990 free_object(tmp2);
2991 insert_ob_in_map(tmp,op->map,NULL,0); 2929 insert_ob_in_map (tmp, op->map, NULL, 0);
2992 } else
2993 free_object(tmp);
2994 } else
2995 insert_ob_in_map(tmp,op->map,NULL,0);
2996 } 2930 }
2997} 2931}
2998 2932
2999/* 2933/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 2934 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 2935 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 2936 * was changed.
3003 */ 2937 */
3004 2938void
3005void fix_weight(void) { 2939fix_weight (void)
3006 player *pl; 2940{
3007 for (pl = first_player; pl != NULL; pl = pl->next) { 2941 for_all_players (pl)
2942 {
3008 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2943 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2944
3009 if(old == sum) 2945 if (old == sum)
3010 continue; 2946 continue;
3011 fix_player(pl->ob); 2947 pl->ob->update_stats ();
3012 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2948 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3013 pl->ob->name, old, sum);
3014 } 2949 }
3015} 2950}
3016 2951
2952void
3017void fix_luck(void) { 2953fix_luck (void)
3018 player *pl; 2954{
3019 for (pl = first_player; pl != NULL; pl = pl->next) 2955 for_all_players (pl)
3020 if (!pl->ob->contr->state) 2956 if (!pl->ob->contr->ns->state)
3021 change_luck(pl->ob, 0); 2957 pl->ob->change_luck (0);
3022} 2958}
3023
3024 2959
3025/* cast_dust() - handles op throwing objects of type 'DUST'. 2960/* cast_dust() - handles op throwing objects of type 'DUST'.
3026 * This is much simpler in the new spell code - we basically 2961 * This is much simpler in the new spell code - we basically
3027 * just treat this as any other spell casting object. 2962 * just treat this as any other spell casting object.
3028 */ 2963 */
3029
3030void 2964void
3031cast_dust (object * op, object * throw_ob, int dir) 2965cast_dust (object *op, object *throw_ob, int dir)
3032{ 2966{
3033 object *skop, *spob; 2967 object *skop, *spob;
3034 2968
3035 skop = find_skill_by_name (op, throw_ob->skill); 2969 skop = find_skill_by_name (op, throw_ob->skill);
3036 2970
3037 /* casting POTION 'dusts' is really a use_magic_item skill */ 2971 /* casting POTION 'dusts' is really a use_magic_item skill */
3038 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2972 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3039 { 2973 {
3040 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2974 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3041 op->name);
3042 return; 2975 return;
3043 } 2976 }
3044 2977
3045 spob = throw_ob->inv; 2978 spob = throw_ob->inv;
3046 2979
3047 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2980 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3048 // not pass NULL to cast_spell (which did indeed check itself, but 2981 // not pass NULL to cast_spell (which did indeed check itself, but
3049 // errors should be reported as early as possible IMHO) 2982 // errors should be reported as early as possible IMHO)
3050 if (!spob) 2983 if (!spob)
3051 { 2984 {
3052 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2985 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3053 throw_ob->name, op->name);
3054 return; 2986 return;
3055 } 2987 }
3056 2988
3057 if (op->type == PLAYER) 2989 if (op->type == PLAYER)
3058 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2990 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3059 2991
3060 cast_spell (op, throw_ob, dir, spob, NULL); 2992 cast_spell (op, throw_ob, dir, spob, NULL);
3061 2993
3062 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2994 throw_ob->destroy ();
3063 remove_ob (throw_ob);
3064 free_object (throw_ob);
3065} 2995}
3066 2996
2997void
3067void make_visible (object *op) { 2998make_visible (object *op)
2999{
3068 op->hide = 0; 3000 op->hide = 0;
3069 op->invisible = 0; 3001 op->invisible = 0;
3002
3070 if(op->type==PLAYER) { 3003 if (op->type == PLAYER)
3004 {
3071 op->contr->tmp_invis = 0; 3005 op->contr->tmp_invis = 0;
3072 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3006 op->contr->invis_race = 0;
3073 } 3007 }
3008
3074 update_object(op,UP_OBJ_FACE); 3009 update_object (op, UP_OBJ_CHANGE);
3075} 3010}
3076 3011
3012int
3077int is_true_undead(object *op) { 3013is_true_undead (object *op)
3078 object *tmp=NULL; 3014{
3079
3080 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3015 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3016 return 1;
3081 3017
3082 if(op->type==PLAYER)
3083 for(tmp=op->inv;tmp;tmp=tmp->below)
3084 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3085 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3086 return 0; 3018 return 0;
3087} 3019}
3088 3020
3089/* look at the surrounding terrain to determine 3021/* look at the surrounding terrain to determine
3090 * the hideability of this object. Positive levels 3022 * the hideability of this object. Positive levels
3091 * indicate greater hideability. 3023 * indicate greater hideability.
3092 */ 3024 */
3093 3025int
3094int hideability(object *ob) { 3026hideability (object *ob)
3027{
3095 int i,level=0, mflag; 3028 int i, level = 0, mflag;
3096 sint16 x,y; 3029 sint16 x, y;
3097 3030
3098 if(!ob||!ob->map) return 0; 3031 if (!ob || !ob->map)
3032 return 0;
3099 3033
3100 /* so, on normal lighted maps, its hard to hide */ 3034 /* so, on normal lighted maps, its hard to hide */
3101 level=ob->map->darkness - 2; 3035 level = ob->map->darkness - 2;
3102 3036
3103 /* this also picks up whether the object is glowing. 3037 /* this also picks up whether the object is glowing.
3104 * If you carry a light on a non-dark map, its not 3038 * If you carry a light on a non-dark map, its not
3105 * as bad as carrying a light on a pitch dark map */ 3039 * as bad as carrying a light on a pitch dark map */
3106 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3040 if (has_carried_lights (ob))
3041 level = -(10 + (2 * ob->map->darkness));
3107 3042
3108 /* scan through all nearby squares for terrain to hide in */ 3043 /* scan through all nearby squares for terrain to hide in */
3109 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3044 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3045 {
3110 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3046 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3111 if (mflag & P_OUT_OF_MAP) { continue; } 3047 if (mflag & P_OUT_OF_MAP)
3048 {
3049 continue;
3050 }
3112 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3051 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3113 level += 2; 3052 level += 2;
3114 else /* open terrain! */ 3053 else /* open terrain! */
3115 level -= 1; 3054 level -= 1;
3116 } 3055 }
3117 3056
3118#if 0 3057#if 0
3119 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3058 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3120#endif 3059#endif
3121 return level; 3060 return level;
3122} 3061}
3123 3062
3124/* For Hidden creatures - a chance of becoming 'unhidden' 3063/* For Hidden creatures - a chance of becoming 'unhidden'
3125 * every time they move - as we subtract off 'invisibility' 3064 * every time they move - as we subtract off 'invisibility'
3126 * AND, for players, if they move into a ridiculously unhideable 3065 * AND, for players, if they move into a ridiculously unhideable
3127 * spot (surrounded by clear terrain in broad daylight). -b.t. 3066 * spot (surrounded by clear terrain in broad daylight). -b.t.
3128 */ 3067 */
3129 3068void
3130void do_hidden_move (object *op) { 3069do_hidden_move (object *op)
3070{
3131 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3071 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3132 object *skop; 3072 object *skop;
3133 3073
3134 if(!op || !op->map) return; 3074 if (!op || !op->map)
3075 return;
3135 3076
3136 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3077 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3137 3078
3138 /* its *extremely* hard to run and sneak/hide at the same time! */ 3079 /* its *extremely* hard to run and sneak/hide at the same time! */
3139 if(op->type==PLAYER && op->contr->run_on) { 3080 if (op->type == PLAYER && op->contr->run_on)
3140 if(!skop || num >= skop->level) { 3081 if (!skop || num >= skop->level)
3082 {
3141 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3083 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3142 make_visible(op);
3143 return;
3144 } else num += 20;
3145 }
3146 num += op->map->difficulty;
3147 hide = hideability(op); /* modify by terrain hidden level */
3148 num -= hide;
3149 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3150 make_visible(op); 3084 make_visible (op);
3151 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3085 return;
3152 "You moved out of hiding! You are visible!");
3153 } 3086 }
3087 else
3088 num += 20;
3089
3090 num += op->map->difficulty;
3091 hide = hideability (op); /* modify by terrain hidden level */
3092 num -= hide;
3093
3094 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3095 {
3096 make_visible (op);
3097 if (op->type == PLAYER)
3098 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3099 }
3154 else if (op->type == PLAYER && skop) { 3100 else if (op->type == PLAYER && skop)
3155 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3101 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3156 }
3157} 3102}
3158 3103
3159/* determine if who is standing near a hostile creature. */ 3104/* determine if who is standing near a hostile creature. */
3160 3105
3106int
3161int stand_near_hostile( object *who ) { 3107stand_near_hostile (object *who)
3108{
3162 object *tmp=NULL; 3109 object *tmp = NULL;
3163 int i,friendly=0,player=0, mflags; 3110 int i, friendly = 0, player = 0, mflags;
3164 mapstruct *m; 3111 maptile *m;
3165 sint16 x,y; 3112 sint16 x, y;
3166 3113
3167 if(!who) return 0; 3114 if (!who)
3115 return 0;
3168 3116
3169 if(who->type==PLAYER) player=1; 3117 if (who->type == PLAYER)
3118 player = 1;
3119
3120 else
3170 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3121 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3171 3122
3172 /* search adjacent squares */ 3123 /* search adjacent squares */
3173 for(i=1;i<9;i++) { 3124 for (i = 1; i < 9; i++)
3125 {
3174 x = who->x+freearr_x[i]; 3126 x = who->x + freearr_x[i];
3175 y = who->y+freearr_y[i]; 3127 y = who->y + freearr_y[i];
3176 m = who->map; 3128 m = who->map;
3177 mflags = get_map_flags(m, &m, x, y, &x, &y); 3129 mflags = get_map_flags (m, &m, x, y, &x, &y);
3178 /* space must be blocked if there is a monster. If not 3130 /* space must be blocked if there is a monster. If not
3179 * blocked, don't need to check this space. 3131 * blocked, don't need to check this space.
3180 */ 3132 */
3181 if (mflags & P_OUT_OF_MAP) continue; 3133 if (mflags & P_OUT_OF_MAP)
3134 continue;
3182 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3135 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3183 3136 continue;
3184 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3137
3185 if((player||friendly) 3138 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3139 {
3186 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3140 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3141 return 1;
3142 else if (tmp->type == PLAYER)
3143 {
3144 /*don't let a hidden DM prevent you from hiding */
3145 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3187 return 1; 3146 return 1;
3188 else if(tmp->type==PLAYER)
3189 {
3190 /*don't let a hidden DM prevent you from hiding*/
3191 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3192 return 1;
3193 } 3147 }
3194 } 3148 }
3195 } 3149 }
3196 return 0; 3150 return 0;
3197} 3151}
3198 3152
3199/* check the player los field for viewability of the 3153/* check the player los field for viewability of the
3200 * object op. This function works fine for monsters, 3154 * object op. This function works fine for monsters,
3201 * but we dont worry if the object isnt the top one in 3155 * but we dont worry if the object isnt the top one in
3202 * a pile (say a coin under a table would return "viewable" 3156 * a pile (say a coin under a table would return "viewable"
3203 * by this routine). Another question, should we be 3157 * by this routine). Another question, should we be
3204 * concerned with the direction the player is looking 3158 * concerned with the direction the player is looking
3205 * in? Realistically, most of use cant see stuff behind 3159 * in? Realistically, most of us can't see stuff behind
3206 * our backs...on the other hand, does the "facing" direction 3160 * our backs...on the other hand, does the "facing" direction
3207 * imply the way your head, or body is facing? Its possible 3161 * imply the way your head, or body is facing? It's possible
3208 * for them to differ. Sigh, this fctn could get a bit more complex. 3162 * for them to differ. Sigh, this fctn could get a bit more complex.
3209 * -b.t. 3163 * -b.t.
3210 * This function is now map tiling safe. 3164 * This function is now map tiling safe.
3211 */ 3165 */
3212 3166int
3213int player_can_view (object *pl,object *op) { 3167player_can_view (object *pl, object *op)
3168{
3214 rv_vector rv; 3169 rv_vector rv;
3215 int dx,dy; 3170 int dx, dy;
3216 3171
3217 if(pl->type!=PLAYER) { 3172 if (pl->type != PLAYER)
3173 {
3218 LOG(llevError,"player_can_view() called for non-player object\n"); 3174 LOG (llevError, "player_can_view() called for non-player object\n");
3219 return -1; 3175 return -1;
3220 } 3176 }
3221 if (!pl || !op) return 0;
3222 3177
3223 if(op->head) { op = op->head; } 3178 if (!pl || !op)
3224 get_rangevector(pl, op, &rv, 0x1);
3225
3226 /* starting with the 'head' part, lets loop
3227 * through the object and find if it has any
3228 * part that is in the los array but isnt on
3229 * a blocked los square.
3230 * we use the archetype to figure out offsets.
3231 */
3232 while(op) {
3233 dx = rv.distance_x + op->arch->clone.x;
3234 dy = rv.distance_y + op->arch->clone.y;
3235
3236 /* only the viewable area the player sees is updated by LOS
3237 * code, so we need to restrict ourselves to that range of values
3238 * for any meaningful values.
3239 */
3240 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3241 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3242 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3243 return 1;
3244 op = op->more;
3245 }
3246 return 0; 3179 return 0;
3180
3181 op = op->head_ ();
3182
3183 get_rangevector (pl, op, &rv, 0x1);
3184
3185 /* starting with the 'head' part, lets loop
3186 * through the object and find if it has any
3187 * part that is in the los array but isn't on
3188 * a blocked los square.
3189 * we use the archetype to figure out offsets.
3190 */
3191 while (op)
3192 {
3193 dx = rv.distance_x + op->arch->x;
3194 dy = rv.distance_y + op->arch->y;
3195
3196 /* only the viewable area the player sees is updated by LOS
3197 * code, so we need to restrict ourselves to that range of values
3198 * for any meaningful values.
3199 */
3200 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3201 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3202 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3203 return 1;
3204
3205 op = op->more;
3206 }
3207
3208 return 0;
3247} 3209}
3248 3210
3249/* routine for both players and monsters. We call this when 3211/* routine for both players and monsters. We call this when
3250 * there is a possibility for our action distrubing our hiding 3212 * there is a possibility for our action distrubing our hiding
3251 * place or invisiblity spell. Artefact invisiblity is not 3213 * place or invisiblity spell. Artefact invisiblity is not
3252 * effected by this. If we arent invisible to begin with, we 3214 * effected by this. If we arent invisible to begin with, we
3253 * return 0. 3215 * return 0.
3254 */ 3216 */
3217int
3255int action_makes_visible (object *op) { 3218action_makes_visible (object *op)
3256 3219{
3257 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3220 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3221 {
3258 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3222 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3259 return 0; 3223 return 0;
3260 3224
3261 if (op->contr && op->contr->tmp_invis == 0) return 0; 3225 if (op->contr && op->contr->tmp_invis == 0)
3226 return 0;
3262 3227
3263 /* If monsters, they should become visible */ 3228 /* If monsters, they should become visible */
3264 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3229 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3230 {
3265 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3231 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3266 return 1; 3232 return 1;
3267 } 3233 }
3268 } 3234 }
3235
3269 return 0; 3236 return 0;
3270} 3237}
3271 3238
3272/* op_on_battleground - checks if the given object op (usually 3239/* op_on_battleground - checks if the given object op (usually
3273 * a player) is standing on a valid battleground-tile, 3240 * a player) is standing on a valid battleground-tile,
3274 * function returns TRUE/FALSE. If true x, y returns the battleground 3241 * function returns TRUE/FALSE. If true x, y returns the battleground
3275 * -exit-coord. (and if x, y not NULL) 3242 * -exit-coord. (and if x, y not NULL)
3276 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3243 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3277 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3244 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3278 * Default is to do the same as before, so only people wanting to have different points need worry about this 3245 * Default is to do the same as before, so only people wanting to have different points need worry about this
3279 */ 3246 */
3247int
3280int op_on_battleground (object *op, int *x, int *y) { 3248op_on_battleground (object *op, int *x, int *y)
3281 object *tmp; 3249{
3282
3283 /* A battleground-tile needs the following attributes to be valid: 3250 /* A battleground-tile needs the following attributes to be valid:
3284 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3251 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3285 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3252 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3286 * and the exit-coordinates sp/hp must both be > 0. 3253 * and the exit-coordinates sp/hp must both be > 0.
3287 * => The intention here is to prevent abuse of the battleground- 3254 * => The intention here is to prevent abuse of the battleground-
3288 * feature (like pickable or hidden battleground tiles). */ 3255 * feature (like pickable or hidden battleground tiles). */
3289 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3256 for (object *tmp = op->below; tmp; tmp = tmp->below)
3257 {
3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3258 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3259 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3260 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3292 strcmp(tmp->name, "battleground")==0 && 3261 && tmp->type == BATTLEGROUND
3293 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3262 && tmp->name == shstr_battleground
3263 && EXIT_X (tmp) && EXIT_Y (tmp))
3264 {
3294 /*before we assign the exit, check if this is a teambattle*/ 3265 /* before we assign the exit, check if this is a teambattle */
3295 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3266 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3296 object *invtmp; 3267 {
3297 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3268 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3269 {
3298 if(invtmp->type==FORCE && invtmp->slaying && 3270 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3299 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3271 {
3300 if (x != NULL && y != NULL) 3272 if (x && y)
3301 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3273 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3274
3302 return 1; 3275 return 1;
3276 }
3303 } 3277 }
3304 } 3278 }
3305 } 3279
3306 if (x != NULL && y != NULL) 3280 if (x && y)
3307 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3281 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3282
3308 return 1; 3283 return 1;
3284 }
3309 } 3285 }
3310 }
3311 } 3286 }
3287
3312 /* If we got here, did not find a battleground */ 3288 /* If we got here, did not find a battleground */
3313 return 0; 3289 return 0;
3314} 3290}
3315 3291
3316/* 3292/*
3320 * attributes: 3296 * attributes:
3321 * object *who the dragon player 3297 * object *who the dragon player
3322 * int atnr the attack-number of the ability focus 3298 * int atnr the attack-number of the ability focus
3323 * int level ability level 3299 * int level ability level
3324 */ 3300 */
3301void
3325void dragon_ability_gain(object *who, int atnr, int level) { 3302dragon_ability_gain (object *who, int atnr, int level)
3303{
3326 treasurelist *trlist = NULL; /* treasurelist */ 3304 treasurelist *trlist = NULL; /* treasurelist */
3327 treasure *tr; /* treasure */ 3305 treasure *tr; /* treasure */
3328 object *tmp,*skop; /* tmp. object */ 3306 object *tmp, *skop; /* tmp. object */
3329 object *item; /* treasure object */ 3307 object *item; /* treasure object */
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3308 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i=0, j=0; 3309 int i = 0, j = 0;
3332 3310
3333 /* get the appropriate treasurelist */ 3311 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3312 if (atnr == ATNR_FIRE)
3335 trlist = find_treasurelist("dragon_ability_fire"); 3313 trlist = treasurelist::find (shstr_dragon_ability_fire);
3336 else if (atnr == ATNR_COLD) 3314 else if (atnr == ATNR_COLD)
3337 trlist = find_treasurelist("dragon_ability_cold"); 3315 trlist = treasurelist::find (shstr_dragon_ability_cold);
3338 else if (atnr == ATNR_ELECTRICITY) 3316 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = find_treasurelist("dragon_ability_elec"); 3317 trlist = treasurelist::find (shstr_dragon_ability_elec);
3340 else if (atnr == ATNR_POISON) 3318 else if (atnr == ATNR_POISON)
3341 trlist = find_treasurelist("dragon_ability_poison"); 3319 trlist = treasurelist::find (shstr_dragon_ability_poison);
3342 3320
3343 if (trlist == NULL || who->type != PLAYER) 3321 if (trlist == NULL || who->type != PLAYER)
3322 return;
3323
3324 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3325
3326 if (!tr || !tr->item)
3327 {
3328 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3329 return;
3330 }
3331
3332 /* everything seems okay - now bring on the gift: */
3333 item = tr->item;
3334
3335 if (item->type == SPELL)
3336 {
3337 if (check_spell_known (who, item->name))
3344 return; 3338 return;
3345 3339
3346 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3340 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3347 tr = tr->next, i++); 3341 do_learn_spell (who, item, 0);
3348 3342 return;
3349 if (tr == NULL || tr->item == NULL) { 3343 }
3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3344
3345 /* grant direct spell */
3346 if (item->type == SPELLBOOK)
3347 {
3348 if (!item->inv)
3349 {
3350 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3351 return;
3352 }
3353 if (check_spell_known (who, item->inv->name))
3351 return; 3354 return;
3352 }
3353
3354 /* everything seems okay - now bring on the gift: */
3355 item = &(tr->item->clone);
3356
3357 if (item->type == SPELL) {
3358 if (check_spell_known (who, item->name))
3359 return;
3360
3361 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name);
3362 do_learn_spell (who, item, 0);
3363 return;
3364 }
3365
3366 /* grant direct spell */
3367 if (item->type == SPELLBOOK) {
3368 if (!item->inv) {
3369 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n",
3370 item->name);
3371 return;
3372 }
3373 if (check_spell_known (who, item->inv->name))
3374 return;
3375 if (item->invisible) { 3355 if (item->invisible)
3356 {
3376 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);
3377 do_learn_spell (who, item->inv, 0); 3358 do_learn_spell (who, item->inv, 0);
3378 return; 3359 return;
3379 } 3360 }
3380 } 3361 }
3381 else if (item->type == SKILL_TOOL && item->invisible) { 3362 else if (item->type == SKILL_TOOL && item->invisible)
3363 {
3382 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 {
3383 3366
3384 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3367 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3385 * 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
3386 * 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,
3387 * but not all of them, he gets nothing. 3370 * but not all of them, he gets nothing.
3388 */ 3371 */
3389 if (!(skop->attacktype & item->attacktype)) { 3372 if (!(skop->attacktype & item->attacktype))
3373 {
3390 /* Give new attacktype */ 3374 /* Give new attacktype */
3391 skop->attacktype |= item->attacktype; 3375 skop->attacktype |= item->attacktype;
3392 3376
3393 /* always add physical if there's none */ 3377 /* always add physical if there's none */
3394 skop->attacktype |= AT_PHYSICAL; 3378 skop->attacktype |= AT_PHYSICAL;
3395 3379
3396 if (item->msg != NULL) 3380 if (item->msg != NULL)
3397 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3381 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3398 3382
3399 /* Give player new face */ 3383 /* Give player new face */
3400 if (item->animation_id) { 3384 if (item->animation_id)
3385 {
3401 who->face = skop->face; 3386 who->face = skop->face;
3402 who->animation_id = item->animation_id; 3387 who->animation_id = item->animation_id;
3403 who->anim_speed = item->anim_speed; 3388 who->anim_speed = item->anim_speed;
3404 who->last_anim = 0; 3389 who->last_anim = 0;
3405 who->state = 0; 3390 who->state = 0;
3406 animate_object(who, who->direction); 3391 animate_object (who, who->direction);
3407 } 3392 }
3408 } 3393 }
3409 } 3394 }
3410 } 3395 }
3411 else if (item->type == FORCE) { 3396 else if (item->type == FORCE)
3397 {
3412 /* forces in the treasurelist can alter the player's stats */ 3398 /* forces in the treasurelist can alter the player's stats */
3413 object *skin; 3399 object *skin;
3400
3414 /* first get the dragon skin force */ 3401 /* first get the dragon skin force */
3415 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)
3416 skin=skin->below); 3403 ;
3417 if (skin == NULL) return; 3404
3418 3405 if (!skin)
3406 return;
3407
3419 /* adding new spellpath attunements */ 3408 /* adding new spellpath attunements */
3420 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3409 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3410 {
3421 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3411 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3422 3412
3423 /* print message */ 3413 /* print message */
3424 sprintf(buf, "You feel attuned to "); 3414 sprintf (buf, "You feel attuned to ");
3425 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3415 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3416 {
3426 if(item->path_attuned & (1<<i)) { 3417 if (item->path_attuned & (1 << i))
3418 {
3427 if (j) 3419 if (j)
3428 strcat(buf," and "); 3420 strcat (buf, " and ");
3429 else 3421 else
3430 j = 1; 3422 j = 1;
3431 strcat(buf, spellpathnames[i]); 3423 strcat (buf, spellpathnames[i]);
3432 } 3424 }
3433 } 3425 }
3434 strcat(buf,"."); 3426 strcat (buf, ".");
3435 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3427 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3436 } 3428 }
3437 3429
3438 /* evtl. adding flags: */ 3430 /* evtl. adding flags: */
3439 if(QUERY_FLAG(item, FLAG_XRAYS)) 3431 if (QUERY_FLAG (item, FLAG_XRAYS))
3440 SET_FLAG(skin, FLAG_XRAYS); 3432 SET_FLAG (skin, FLAG_XRAYS);
3441 if(QUERY_FLAG(item, FLAG_STEALTH)) 3433 if (QUERY_FLAG (item, FLAG_STEALTH))
3442 SET_FLAG(skin, FLAG_STEALTH); 3434 SET_FLAG (skin, FLAG_STEALTH);
3443 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3435 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3444 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3436 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3445 3437
3446 /* print message if there is one */ 3438 /* print message if there is one */
3447 if (item->msg != NULL) 3439 if (item->msg != NULL)
3448 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
3449 } 3443 {
3450 else {
3451 /* generate misc. treasure */ 3444 /* generate misc. treasure */
3452 tmp = arch_to_object (tr->item); 3445 tmp = arch_to_object (tr->item);
3453 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));
3454 tmp = insert_ob_in_ob (tmp, who); 3447 tmp = insert_ob_in_ob (tmp, who);
3455 if (who->type == PLAYER) 3448 if (who->type == PLAYER)
3456 esrv_send_item(who, tmp); 3449 esrv_send_item (who, tmp);
3457 } 3450 }
3458} 3451}
3459 3452
3460/** 3453/**
3461 * 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
3462 * not readied. 3455 * not readied.
3463 */ 3456 */
3457void
3464void player_unready_range_ob(player *pl, object *ob) { 3458player_unready_range_ob (player *pl, object *ob)
3465 rangetype i; 3459{
3460 if (pl->ob->current_weapon == ob)
3461 pl->ob->current_weapon = 0;
3466 3462
3467 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3463 if (pl->combat_ob == ob)
3468 if (pl->ranges[i] == ob) { 3464 pl->combat_ob = 0;
3469 pl->ranges[i] = NULL; 3465
3470 if (pl->shoottype == i) { 3466 if (pl->ranged_ob == ob)
3471 pl->shoottype = range_none; 3467 pl->ranged_ob = 0;
3472 }
3473 }
3474 }
3475} 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}
3488
3489void
3490player::infobox (const char *title, const char *msg, int color)
3491{
3492 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3493}
3494
3495void
3496player::statusmsg (const char *msg, int color)
3497{
3498 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3499}
3500
3501void
3502player::failmsg (const char *msg, int color)
3503{
3504 play_sound (sound_find ("generic_failure"));
3505 statusmsg (msg, color);
3506}
3507

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