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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 1.175 by elmex, Mon Nov 26 12:54:32 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
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 Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra 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 <support@deliantra.net>
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->update_stats ();
247
248 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0);
251
252 activate ();
253
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this);
260}
261
262void
263player::disconnect ()
264{
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
271 if (ns)
272 {
273 if (active)
274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
275
276 INVOKE_PLAYER (DISCONNECT, this);
277
278 ns->reset_stats ();
279 ns->pl = 0;
280 ns = 0;
281 }
282
283 observe = ob;
284
285 deactivate ();
286}
287
288// the need for this function can be explained
289// by load_object not returning the object
290void
291player::set_object (object *op)
292{
293 ob = observe = op;
294 ob->contr = this; /* this aren't yet in archetype */
295
296 ob->speed = 1.0f;
297 ob->speed_left = 0.5f;
298
299 ob->direction = 5; /* So player faces south */
300
301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
304
305 for (object *op = ob->inv; op; op = op->below)
306 if (op->flag [FLAG_APPLIED])
307 switch (op->type)
122 { 308 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 309 case SKILL:
124 break; 310 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; 311 break;
167 } 312
168 strncat(news+size,buf,HUGE_BUF-size); 313 case WAND:
169 size+=strlen(buf); 314 case ROD:
315 case HORN:
316 case BOW:
317 ranged_ob = op;
318 break;
319
320 case WEAPON:
321 combat_ob = op;
322 break;
170 } 323 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179}
180 324
181int playername_ok(const char *cp) { 325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
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} 326}
190 327
191/* This no longer sets the player map. Also, it now updates 328void
192 * all the pointers so the caller doesn't need to do that. 329player::set_observe (object *op)
193 * Caller is responsible for setting the correct map. 330{
194 */ 331 observe = op ? op : ob;
332 do_los = 1;
333}
195 334
196/* Redo this to do both get_player_ob and get_player. 335player::player ()
197 * Hopefully this will be less bugfree and simpler. 336{
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 }
227
228 /* Clears basically the entire player structure except
229 * for next and socket.
230 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
232 p->attachable_init (); //HACK
233
234 /* There are some elements we want initialized to non zero value - 337 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 338 * we deal with that below this point.
236 */ 339 */
237 p->party=NULL; 340 outputs_sync = 4;
238 p->outputs_sync=16; /* Every 2 seconds */ 341 outputs_count = 4;
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 342 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 343
243#ifdef AUTOSAVE 344 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 345
245#endif 346 gen_sp_armour = 10;
347 bowtype = bow_normal;
348 petmode = pet_normal;
349 listening = 10;
350 usekeys = containers;
351 peaceful = 1; /* default peaceful */
352 do_los = 1;
353
354 weapon_sp = 1.0f;
355 weapon_sp_left = 0.5f;
356}
357
358void
359player::do_destroy ()
360{
361 disconnect ();
362
363 attachable::do_destroy ();
364
365 if (ob)
246 366 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 367 ob->destroy_inv (false);
368 ob->destroy ();
248 369 }
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 */
257 370
258 roll_stats(op); 371 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} 372}
300 373
301 374player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 375{
305 strcpy(op->contr->maplevel, first_map_path); 376 /* Clear item stack */
306 op->x = -1; 377 free (stack_items);
307 op->y = -1;
308 enter_exit(op, NULL);
309} 378}
310 379
311/* Tries to add player on the connection passwd in ns. 380/* 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 381 * All we can really get in this is some settings like host and display
313 * mode. 382 * mode.
314 */ 383 */
384player *
385player::create ()
386{
387 player *pl = new player;
315 388
316int add_player(NewSocket *ns) { 389 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318 390
319 p=get_player(NULL); 391 pl->ob->roll_stats ();
320 p->socket = *ns; 392 pl->ob->stats.wc = 2;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 393 pl->ob->run_away = 25; /* Then we panick... */
322 if(p->socket.faces_sent == NULL) 394
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); 395 set_first_map (pl->ob);
331 396
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; 397 return pl;
339} 398}
340 399
341/* 400/*
342 * get_player_archetype() return next player archetype from archetype 401 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 402 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 403 * Note: there MUST be at least one player archetype!
345 */ 404 */
405archetype *
346archetype *get_player_archetype(archetype* at) 406get_player_archetype (archetype *at)
347{ 407{
348 archetype *start = at; 408 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
409
349 for (;;) { 410 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 } 411 {
361} 412 if (++i == archetypes.end ())
413 i = archetypes.begin ();
414 else if (*i == at)
415 cleanup ("not a single player archetype found");
362 416
417 if ((*i)->type == PLAYER)
418 return *i;
419 }
420}
363 421
422object *
364object *get_nearest_player(object *mon) { 423get_nearest_player (object *mon)
424{
365 object *op = NULL; 425 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 426 objectlink *ol;
368 unsigned lastdist; 427 unsigned lastdist;
369 rv_vector rv; 428 rv_vector rv;
370 429
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
372 /* We should not find free objects on this friendly list, but it 431 {
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)) 432 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 433 continue;
398 434
399 if(lastdist>rv.distance) { 435 if (lastdist > rv.distance)
436 {
400 op=ol->ob; 437 op = ol->ob;
401 lastdist=rv.distance; 438 lastdist = rv.distance;
402 } 439 }
403 } 440 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 441
442 for_all_players (pl)
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 443 if (can_detect_enemy (mon, pl->ob, &rv))
406
407 if(lastdist>rv.distance) { 444 if (lastdist > rv.distance)
408 op=pl->ob;
409 lastdist=rv.distance;
410 }
411 } 445 {
412 } 446 op = pl->ob;
447 lastdist = rv.distance;
448 }
449
413#if 0 450#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 451 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 452#endif
416 return op; 453 return op;
417} 454}
418 455
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 456/* 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 457 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 458 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 472 * 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 473 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 474 * is probably not a good thing.
438 */ 475 */
439#define MAX_SPACES 50 476#define MAX_SPACES 50
440
441 477
442/* 478/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 479 * 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 480 * 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 481 * 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. 494 * 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, 495 * 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 496 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 497 * is blocking itself.
462 */ 498 */
499int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 500path_to_player (object *mon, object *pl, unsigned mindiff)
501{
464 rv_vector rv; 502 rv_vector rv;
465 sint16 x,y; 503 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 504 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 505 maptile *m, *lastmap;
468 506
469 get_rangevector(mon, pl, &rv, 0); 507 get_rangevector (mon, pl, &rv, 0);
470 508
471 if (rv.distance<mindiff) return 0; 509 if (rv.distance < mindiff)
510 return 0;
472 511
473 x=mon->x; 512 x = mon->x;
474 y=mon->y; 513 y = mon->y;
475 m=mon->map; 514 m = mon->map;
476 dir = rv.direction; 515 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 516 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); 517 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
518
479 /* If we can't solve it within the search distance, return now. */ 519 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 520 if (diff > max)
521 return 0;
522
481 while (diff >1 && max>0) { 523 while (diff > 1 && max > 0)
524 {
482 lastx = x; 525 lastx = x;
483 lasty = y; 526 lasty = y;
484 lastmap = m; 527 lastmap = m;
485 x = lastx + freearr_x[dir]; 528 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 529 y = lasty + freearr_y[dir];
487 530
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 531 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); 532 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
490 533
491 /* Space is blocked - try changing direction a little */ 534 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 535 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)))) { 536 && (m == mon->map && blocked_link (mon, m, x, y))))
537 {
494 /* recalculate direction from last good location. Possible 538 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 539 * we were not traversing ideal location before.
496 */ 540 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 541 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 542 if (rv.direction != dir)
543 {
499 /* OK - says direction should be different - lets reset the 544 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 545 * the values so it will try again.
501 */ 546 */
502 x = lastx; 547 x = lastx;
503 y = lasty; 548 y = lasty;
504 m = lastmap; 549 m = lastmap;
505 dir = firstdir = rv.direction; 550 dir = firstdir = rv.direction;
551 }
506 } else { 552 else
553 {
507 /* direct path is blocked - try taking a side step to 554 /* direct path is blocked - try taking a side step to
508 * either the left or right. 555 * either the left or right.
509 * Note increase the values in the loop below to be 556 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 557 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 558 * 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 559 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 560 * stepping back and forth
514 */ 561 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 562 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
563 {
564 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 565 continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 566 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 567 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 568 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 569 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 570 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 571 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 572 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 573 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 574 * the last direction the creature has successfully
526 * moved. 575 * moved.
527 */ 576 */
528 577
529 x = lastx + freearr_x[absdir(lastdir+i)]; 578 x = lastx + freearr_x[absdir (lastdir + i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 579 y = lasty + freearr_y[absdir (lastdir + i)];
531 m = lastmap; 580 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 581 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 582 if (mflags & P_OUT_OF_MAP)
583 continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 584 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 585 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
586 continue;
536 if (mflags & P_BLOCKSVIEW) continue; 587 if (mflags & P_BLOCKSVIEW)
588 continue;
537 589
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 590 if (m == mon->map && blocked_link (mon, m, x, y))
591 break;
539 } 592 }
540 /* go through entire loop without finding a valid 593 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 594 * sidestep to take - thus, no valid path.
542 */ 595 */
543 if (i==(DETOUR_AMOUNT+1)) 596 if (i == (DETOUR_AMOUNT + 1))
544 return 0; 597 return 0;
545 diff--; 598 diff--;
546 lastdir=dir; 599 lastdir = dir;
547 max--; 600 max--;
548 if (!firstdir) firstdir = dir+i; 601 if (!firstdir)
602 firstdir = dir + i;
549 } /* else check alternate directions */ 603 } /* else check alternate directions */
550 } /* if blocked */ 604 } /* if blocked */
551 else { 605 else
606 {
552 /* we moved towards creature, so diff is less */ 607 /* we moved towards creature, so diff is less */
553 diff--; 608 diff--;
554 max--; 609 max--;
555 lastdir=dir; 610 lastdir = dir;
611 if (!firstdir)
556 if (!firstdir) firstdir = dir; 612 firstdir = dir;
613 }
614
615 if (diff <= 1)
557 } 616 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 617 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 618 * headed toward player for entire distance.
561 */ 619 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 620 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); 621 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
564 } 622 }
565 if (diff>max) return 0; 623
624 if (diff > max)
625 return 0;
566 } 626 }
627
567 /* If we reached the max, didn't find a direction in time */ 628 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 629 if (!max)
630 return 0;
569 631
570 return firstdir; 632 return firstdir;
571} 633}
572 634
635void
573void give_initial_items(object *pl,treasurelist *items) { 636give_initial_items (object *pl, treasurelist * items)
637{
574 object *op,*next=NULL; 638 object *op, *next = NULL;
575 639
576 if(pl->randomitems!=NULL) 640 if (pl->randomitems != NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 641 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 642
579 for (op=pl->inv; op; op=next) { 643 for (op = pl->inv; op; op = next)
644 {
580 next = op->below; 645 next = op->below;
581 646
582 /* Forces get applied per default, unless they have the 647 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 648 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 649 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 650 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 651 SET_FLAG (op, FLAG_APPLIED);
587 652
588 /* we never give weapons/armour if these cannot be used 653 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 654 * by this player due to race restrictions
590 */ 655 */
591 if (pl->type == PLAYER) { 656 if (pl->type == PLAYER)
657 {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 658 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS || 659 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET || 660 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES || 661 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) || 662 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 } 663 {
602 } 664 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; 665 continue;
622 } 666 }
623 if (op->nrof > 1) op->nrof = 1; 667 }
668
669 /* This really needs to be better - we should really give
670 * a substitute spellbook. The problem is that we don't really
671 * have a good idea what to replace it with (need something like
672 * a first level treasurelist for each skill.)
673 * remove duplicate skills also
674 */
675 if (op->type == SPELLBOOK || op->type == SKILL)
624 } 676 {
677 object *tmp;
625 678
679 for (tmp = op->below; tmp; tmp = tmp->below)
680 if (tmp->type == op->type && tmp->name == op->name)
681 break;
682
683 if (tmp)
684 {
685 op->destroy ();
686 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
687 continue;
688 }
689
690 if (op->nrof > 1)
691 op->nrof = 1;
692 }
693
626 if (op->type == SPELLBOOK && op->inv) { 694 if (op->type == SPELLBOOK && op->inv)
695 {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 696 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
628 } 697 }
629 698
630 /* Give starting characters identified, uncursed, and undamned 699 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 700 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 701 * merged properly.
633 */ 702 */
634 if (need_identify(op)) { 703 if (need_identify (op))
704 {
635 SET_FLAG(op, FLAG_IDENTIFIED); 705 SET_FLAG (op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 706 CLEAR_FLAG (op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 707 CLEAR_FLAG (op, FLAG_DAMNED);
708 }
709 if (op->type == SPELL)
638 } 710 {
639 if(op->type==SPELL) { 711 op->destroy ();
640 remove_ob(op);
641 free_object(op);
642 continue; 712 continue;
713 }
714 else if (op->type == SKILL)
643 } 715 {
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 716 SET_FLAG (op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 717 op->stats.exp = 0;
647 op->level = 1; 718 op->level = 1;
648 } 719 }
649 /* lock all 'normal items by default */ 720 /* lock all 'normal items by default */
721 else
650 else SET_FLAG(op, FLAG_INV_LOCKED); 722 SET_FLAG (op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 723 } /* for loop of objects in player inv */
652 724
653 /* Need to set up the skill pointers */ 725 /* Need to set up the skill pointers */
654 link_player_skills(pl); 726 link_player_skills (pl);
655} 727}
656 728
657void get_name(object *op) { 729void
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) { 730get_party_password (object *op, partylist *party)
731{
734 if (party == NULL) { 732 if (party == NULL)
733 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 734 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 735 return;
737 } 736 }
737
738 op->contr->write_buf[0]='\0'; 738 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 739 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 740 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 741 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 742}
743
744 743
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 744/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
745static int
746int roll_stat(void) { 746roll_stat (void)
747{
747 int a[4],i,j,k; 748 int a[4], i, j, k;
748 749
749 for(i=0;i<4;i++) 750 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 751 a[i] = (int) rndm (6) + 1;
751 752
752 for(i=0,j=0,k=7;i<4;i++) 753 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 754 if (a[i] < k)
754 k=a[i],j=i; 755 k = a[i], j = i;
755 756
756 for(i=0,k=0;i<4;i++) { 757 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 758 if (i != j)
758 k+=a[i]; 759 k += a[i];
759 } 760
760 return k; 761 return k;
761} 762}
762 763
763void roll_stats(object *op) { 764void
765object::roll_stats ()
766{
767 int statsort [NUM_STATS];
768
769 for (;;)
770 {
764 int sum=0; 771 int sum = 0;
765 int i = 0, j = 0; 772 for (int i = NUM_STATS; i--; )
766 int statsort[7]; 773 sum += statsort [i] = roll_stat ();
767 774
768 do { 775 if (sum >= 82 && sum <= 116)
769 op->stats.Str=roll_stat(); 776 break;
770 op->stats.Dex=roll_stat(); 777 }
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);
780 778
781 /* Sort the stats so that rerolling is easier... */ 779 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 780 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;
789 781
790 /* a quick and dirty bubblesort? */ 782 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]; 783 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];
809 784
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; 785 stats.exp = 0;
821 op->stats.ac=0; 786 stats.ac = 0;
822 787
788 stats.hp = stats.maxhp;
789 stats.sp = stats.maxsp;
790 stats.grace = stats.maxgrace;
791
792 if (contr)
793 {
823 op->contr->levhp[1] = 9; 794 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 795 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 796 contr->levgrace[1] = 3;
826 797
827 fix_player(op); 798 contr->orig_stats = stats;
799 }
800}
801
802void
803object::swap_stats (int a, int b)
804{
805 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
806
807 for (int i = 0; i < NUM_STATS; ++i)
808 stats.stat (i) = contr->orig_stats.stat (i);
809
810 //TODO: the following code looks so borked and should, at the very least,
811 // be merged with the similar code in roll_stats
812 stats.ac = 0;
813
814 level = 1;
815 stats.exp = 0;
816 stats.ac = 0;
817
828 op->stats.hp = op->stats.maxhp; 818 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 819 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 820 stats.grace = stats.maxgrace;
821
822 if (contr)
823 {
824 contr->levhp[1] = 9;
825 contr->levsp[1] = 6;
826 contr->levgrace[1] = 3;
827
831 op->contr->orig_stats=op->stats; 828 contr->orig_stats = stats;
829 }
832} 830}
833 831
834void Roll_Again(object *op) 832static void
833start_info (object *op)
835{ 834{
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]; 835 char buf[MAX_BUF];
844 836
845 if ( op->contr->Swap_First == -1 ) { 837 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); 838 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 839 //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); 840 //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} 841}
953 842
954/* This function takes the key that is passed, and does the 843/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 844 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 845 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 846 * separate race and class; this actually changes the RACE,
958 * not the class. 847 * not the class.
959 */ 848 */
960 849void
961int key_change_class(object *op, char key) 850player::chargen_race_done ()
962{ 851{
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 */ 852 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 853 esrv_new_player (ob->contr, ob->weight + ob->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 854
855 treasurelist *tl = treasurelist::find ("starting_wealth");
856 if (tl)
857 create_treasure (tl, ob, 0, 0, 0);
858
977 INVOKE_PLAYER (BIRTH, op->contr); 859 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 860 INVOKE_PLAYER (LOGIN, ob->contr);
979 861
980 op->contr->state=ST_PLAYING; 862 ob->contr->ns->state = ST_PLAYING;
981 863
982 if (op->msg) { 864 if (ob->msg)
983 free_string(op->msg); 865 ob->msg = 0;
984 op->msg=NULL;
985 }
986 866
987 /* We create this now because some of the unique maps will need it 867 /* We create this now because some of the unique maps will need it
988 * to save here. 868 * 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 */ 869 */
1029 870 {
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]; 871 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); 872 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 873 make_path_to_file (buf);
1101 next = mp->next; 874 }
1102 if (!strncmp(mp->path, buf, strlen(buf))) 875
1103 delete_map(mp); 876 start_info (ob);
1104 } 877 CLEAR_FLAG (ob, FLAG_WIZ);
1105 878 give_initial_items (ob, ob->randomitems);
1106 delete_character(op->name, 1); 879 link_player_skills (ob);
880 esrv_send_inventory (ob, ob);
881 ob->update_stats ();
882
883 /* This moves the player to a different start map, if there
884 * is one for this race
885 */
886 if (*first_map_ext_path)
1107 } 887 {
1108 play_again(op); 888 object *tmp;
1109 return 1; 889 char mapname[MAX_BUF];
1110}
1111 890
891 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
892 tmp = object::create ();
893 EXIT_PATH (tmp) = mapname;
894 EXIT_X (tmp) = ob->x;
895 EXIT_Y (tmp) = ob->y;
896 ob->enter_exit (tmp); /* we don't really care if it succeeded;
897 * if the map isn't there, then stay on the
898 * default initial map */
899 tmp->destroy ();
900 }
901 else
902 LOG (llevDebug, "first_map_ext_path not set\n");
903}
904
905void
906player::chargen_race_next ()
907{
908 /* Following actually changes the race - this is the default command
909 * if we don't match with one of the options above.
910 */
911
912 do
913 {
914 shstr name = ob->name;
915 int x = ob->x, y = ob->y;
916
917 ob->remove_statbonus ();
918 ob->remove ();
919 ob->arch = get_player_archetype (ob->arch);
920 ob->arch->copy_to (ob);
921 ob->instantiate ();
922 ob->stats = ob->contr->orig_stats;
923 ob->name = ob->name_pl = name;
924 ob->x = x;
925 ob->y = y;
926 SET_ANIMATION (ob, 2); /* So player faces south */
927 insert_ob_in_map (ob, ob->map, ob, 0);
928 assign (ob->contr->title, ob->arch->object::name);
929 ob->add_statbonus ();
930 }
931 while (!allowed_class (ob));
932
933 update_object (ob, UP_OBJ_FACE);
934 esrv_update_item (UPD_FACE, ob, ob);
935 ob->update_stats ();
936 ob->stats.hp = ob->stats.maxhp;
937 ob->stats.sp = ob->stats.maxsp;
938 ob->stats.grace = 0;
939}
940
941void
1112void flee_player(object *op) { 942flee_player (object *op)
943{
1113 int dir,diff; 944 int dir, diff;
1114 rv_vector rv; 945 rv_vector rv;
1115 946
1116 if(op->stats.hp < 0) { 947 if (op->stats.hp < 0)
948 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 949 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 950 CLEAR_FLAG (op, FLAG_SCARED);
951 return;
952 }
953
954 if (op->enemy == NULL)
955 {
956 LOG (llevDebug, "Fleeing player had no enemy.\n");
957 CLEAR_FLAG (op, FLAG_SCARED);
958 return;
959 }
960
961 /* Seen some crashes here. Since we don't store an
962 * op->enemy_count, it is possible that something destroys the
963 * actual enemy, and the object is recycled.
964 */
965 if (op->enemy->map == NULL)
966 {
967 CLEAR_FLAG (op, FLAG_SCARED);
968 op->enemy = NULL;
969 return;
970 }
971
972 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
973 {
974 op->enemy = NULL;
975 CLEAR_FLAG (op, FLAG_SCARED);
976 return;
977 }
978
979 get_rangevector (op, op->enemy, &rv, 0);
980
981 dir = absdir (4 + rv.direction);
982 for (diff = 0; diff < 3; diff++)
983 {
984 int m = 1 - (RANDOM () & 2);
985
986 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1119 return; 987 return;
1120 } 988 }
1121 989
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 */ 990 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 991 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 992 op->enemy = NULL;
1156} 993}
1157
1158 994
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 995/* 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 996 * It returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 997 * stop.
1162 */ 998 */
999int
1163int check_pick(object *op) { 1000check_pick (object *op)
1001{
1164 object *tmp, *next; 1002 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1003 int stop = 0;
1167 int j, k, wvratio; 1004 int wvratio;
1168 char putstring[128], tmpstr[16]; 1005 char putstring[128];
1169
1170 1006
1171 /* if you're flying, you cna't pick up anything */ 1007 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1008 if (op->move_type & MOVE_FLYING)
1173 return 1; 1009 return 1;
1174 1010
1175 op_tag = op->count;
1176
1177 next = op->below; 1011 next = op->below;
1178 if (next) 1012
1179 next_tag = next->count; 1013 int cnt = MAX_ITEM_PER_DROP;
1014#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1180 1015
1181 /* loop while there are items on the floor that are not marked as 1016 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1017 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1018 while (next && !next->destroyed ())
1184 { 1019 {
1185 tmp = next; 1020 tmp = next;
1186 next = tmp->below; 1021 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1022
1190 if (was_destroyed (op, op_tag)) 1023 if (cnt <= 0)
1024 {
1025 op->failmsg ("Couldn't pickup all items at once.");
1026 return 0;
1027 }
1028
1029 if (op->destroyed ())
1191 return 0; 1030 return 0;
1192 1031
1193 if ( ! can_pick (op, tmp)) 1032 if (!can_pick (op, tmp))
1194 continue; 1033 continue;
1195 1034
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1035 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1036 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1037 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1038 CHK_PICK_PICKUP;
1200 continue; 1039 continue;
1201 } 1040 }
1202 1041
1203 /* high not bit set? We're using the old autopickup model */ 1042 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1043 if (!(op->contr->mode & PU_NEWMODE))
1044 {
1205 switch (op->contr->mode) { 1045 switch (op->contr->mode)
1046 {
1047 case 0:
1206 case 0: return 1; /* don't pick up */ 1048 return 1; /* don't pick up */
1207 case 1: pick_up (op, tmp); 1049 case 1:
1050 CHK_PICK_PICKUP;
1208 return 1; 1051 return 1;
1209 case 2: pick_up (op, tmp); 1052 case 2:
1053 CHK_PICK_PICKUP;
1210 return 0; 1054 return 0;
1055 case 3:
1211 case 3: return 0; /* stop before pickup */ 1056 return 0; /* stop before pickup */
1212 case 4: pick_up (op, tmp); 1057 case 4:
1058 CHK_PICK_PICKUP;
1213 break; 1059 break;
1214 case 5: pick_up (op, tmp); 1060 case 5:
1061 CHK_PICK_PICKUP;
1215 stop = 1; 1062 stop = 1;
1216 break; 1063 break;
1217 case 6: 1064 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1065 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1066 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1220 pick_up(op, tmp); 1067 CHK_PICK_PICKUP;
1221 break; 1068 break;
1222 1069
1223 case 7: 1070 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1071 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1072 CHK_PICK_PICKUP;
1226 break; 1073 break;
1227 1074
1228 default: 1075 default:
1229 /* use value density */ 1076 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1077 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1078 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1079 CHK_PICK_PICKUP;
1233 >= op->contr->mode)
1234 pick_up(op,tmp);
1235 } 1080 }
1236 } 1081 }
1237 else { /* old model */ 1082 else
1083 { /* old model */
1238 /* NEW pickup handling */ 1084 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1085 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 { 1086 {
1259 sprintf(tmpstr,"%d ",k*32+j); 1087 /* some debugging code to figure out item information */
1260 strcat(putstring, tmpstr); 1088 if (tmp->name != NULL)
1089 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1090 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1091 else
1092 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1093 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1094
1095 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1261 } 1096 }
1097
1098 /* philosophy:
1099 * It's easy to grab an item type from a pile, as long as it's
1100 * generic. This takes no game-time. For more detailed pickups
1101 * and selections, select-items should be used. This is a
1102 * grab-as-you-run type mode that's really useful for arrows for
1103 * example.
1104 * The drawback: right now it has no frontend, so you need to
1105 * stick the bits you want into a calculator in hex mode and then
1106 * convert to decimal and then 'pickup <#>
1107 */
1108
1109 /* the first two modes are exclusive: if NOTHING we return, if
1110 * STOP then we stop. All the rest are applied sequentially,
1111 * meaning if any test passes, the item gets picked up. */
1112
1113 /* if mode is set to pick nothing up, return */
1114
1115 if (op->contr->mode & PU_NOTHING)
1116 return 1;
1117
1118 /* if mode is set to stop when encountering objects, return */
1119 /* take STOP before INHIBIT since it doesn't actually pick
1120 * anything up */
1121
1122 if (op->contr->mode & PU_STOP)
1123 return 0;
1124
1125 /* useful for going into stores and not losing your settings... */
1126 /* and for battles wher you don't want to get loaded down while
1127 * fighting */
1128 if (op->contr->mode & PU_INHIBIT)
1129 return 1;
1130
1131 /* prevent us from turning into auto-thieves :) */
1132 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1133 continue;
1134
1135 /* ignore known cursed objects */
1136 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1137 continue;
1138
1139 /* all food and drink if desired */
1140 /* question: don't pick up known-poisonous stuff? */
1141 if (op->contr->mode & PU_FOOD)
1142 if (tmp->type == FOOD)
1143 {
1144 CHK_PICK_PICKUP;
1145 continue;
1146 }
1147
1148 if (op->contr->mode & PU_DRINK)
1149 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1150 {
1151 CHK_PICK_PICKUP;
1152 continue;
1153 }
1154
1155 if (op->contr->mode & PU_POTION)
1156 if (tmp->type == POTION)
1157 {
1158 CHK_PICK_PICKUP;
1159 continue;
1160 }
1161
1162 /* spellbooks, skillscrolls and normal books/scrolls */
1163 if (op->contr->mode & PU_SPELLBOOK)
1164 if (tmp->type == SPELLBOOK)
1165 {
1166 CHK_PICK_PICKUP;
1167 continue;
1168 }
1169
1170 if (op->contr->mode & PU_SKILLSCROLL)
1171 if (tmp->type == SKILLSCROLL)
1172 {
1173 CHK_PICK_PICKUP;
1174 continue;
1175 }
1176
1177 if (op->contr->mode & PU_READABLES)
1178 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1179 {
1180 CHK_PICK_PICKUP;
1181 continue;
1182 }
1183
1184 /* wands/staves/rods/horns */
1185 if (op->contr->mode & PU_MAGIC_DEVICE)
1186 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1187 {
1188 CHK_PICK_PICKUP;
1189 continue;
1190 }
1191
1192 /* pick up all magical items */
1193 if (op->contr->mode & PU_MAGICAL)
1194 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1195 {
1196 CHK_PICK_PICKUP;
1197 continue;
1198 }
1199
1200 if (op->contr->mode & PU_VALUABLES)
1201 {
1202 if (tmp->type == MONEY || tmp->type == GEM)
1203 {
1204 CHK_PICK_PICKUP;
1205 continue;
1206 }
1262 } 1207 }
1208
1209 /* rings & amulets - talismans seems to be typed AMULET */
1210 if (op->contr->mode & PU_JEWELS)
1211 if (tmp->type == RING || tmp->type == AMULET)
1212 {
1213 CHK_PICK_PICKUP;
1214 continue;
1215 }
1216
1217 /* we don't forget dragon food */
1218 if (op->contr->mode & PU_FLESH)
1219 if (tmp->type == FLESH)
1220 {
1221 CHK_PICK_PICKUP;
1222 continue;
1223 }
1224
1225 /* bows and arrows. Bows are good for selling! */
1226 if (op->contr->mode & PU_BOW)
1227 if (tmp->type == BOW)
1228 {
1229 CHK_PICK_PICKUP;
1230 continue;
1231 }
1232
1233 if (op->contr->mode & PU_ARROW)
1234 if (tmp->type == ARROW)
1235 {
1236 CHK_PICK_PICKUP;
1237 continue;
1238 }
1239
1240 /* all kinds of armor etc. */
1241 if (op->contr->mode & PU_ARMOUR)
1242 if (tmp->type == ARMOUR)
1243 {
1244 CHK_PICK_PICKUP;
1245 continue;
1246 }
1247
1248 if (op->contr->mode & PU_HELMET)
1249 if (tmp->type == HELMET)
1250 {
1251 CHK_PICK_PICKUP;
1252 continue;
1253 }
1254
1255 if (op->contr->mode & PU_SHIELD)
1256 if (tmp->type == SHIELD)
1257 {
1258 CHK_PICK_PICKUP;
1259 continue;
1260 }
1261
1262 if (op->contr->mode & PU_BOOTS)
1263 if (tmp->type == BOOTS)
1264 {
1265 CHK_PICK_PICKUP;
1266 continue;
1267 }
1268
1269 if (op->contr->mode & PU_GLOVES)
1270 if (tmp->type == GLOVES)
1271 {
1272 CHK_PICK_PICKUP;
1273 continue;
1274 }
1275
1276 if (op->contr->mode & PU_CLOAK)
1277 if (tmp->type == CLOAK)
1278 {
1279 CHK_PICK_PICKUP;
1280 continue;
1281 }
1282
1283 /* hoping to catch throwing daggers here */
1284 if (op->contr->mode & PU_MISSILEWEAPON)
1285 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1286 {
1287 CHK_PICK_PICKUP;
1288 continue;
1289 }
1290
1291 /* careful: chairs and tables are weapons! */
1292 if (op->contr->mode & PU_ALLWEAPON)
1293 {
1294 if (tmp->type == WEAPON && tmp->name != NULL)
1295 {
1296 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1297 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1298 {
1299 CHK_PICK_PICKUP;
1300 continue;
1301 }
1302 }
1303
1304 if (tmp->type == WEAPON && tmp->name == NULL)
1305 {
1306 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1307 {
1308 CHK_PICK_PICKUP;
1309 continue;
1310 }
1311 }
1263 } 1312 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 1313
1314 /* misc stuff that's useful */
1315 if (op->contr->mode & PU_KEY)
1316 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1317 {
1318 CHK_PICK_PICKUP;
1319 continue;
1320 }
1321
1322 /* any of the last 4 bits set means we use the ratio for value
1323 * pickups */
1324 if (op->contr->mode & PU_RATIO)
1325 {
1326 /* use value density to decide what else to grab */
1327 /* >=7 was >= op->contr->mode */
1328 /* >=7 is the old standard setting. Now we take the last 4 bits
1329 * and multiply them by 5, giving 0..15*5== 5..75 */
1330 wvratio = (op->contr->mode & PU_RATIO) * 5;
1331 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1332 {
1333 CHK_PICK_PICKUP;
1266#if 0 1334#if 0
1267 /* print the flags too */ 1335 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1336 if (tmp->name != NULL)
1269 { 1337 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1338 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1339 }
1272 { 1340 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1341 fprintf (stderr, "%s", tmp->arch->archname);
1274 if(!((j+1)%4))fprintf(stderr," "); 1342 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1343 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 1344#endif
1279 } 1345 continue;
1280 /* philosophy: 1346 }
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 } 1347 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1348 } /* 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 } 1349 }
1440 } /* the new pickup model */ 1350
1441 }
1442 return ! stop; 1351 return !stop;
1443} 1352}
1444 1353
1445/* 1354/*
1446 * Find an arrow in the inventory and after that 1355 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1356 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1357 * found object is returned.
1449 */ 1358 */
1359object *
1450object *find_arrow(object *op, const char *type) 1360find_arrow (object *op, const char *type)
1451{ 1361{
1452 object *tmp = NULL; 1362 object *tmp = 0;
1453 1363
1454 for(op=op->inv; op; op=op->below) 1364 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1365 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); 1366 tmp = find_arrow (splay (op), type);
1458 else if (op->type==ARROW && op->race==type) 1367 else if (op->type == ARROW && op->race == type)
1459 return op; 1368 return splay (op);
1369
1460 return tmp; 1370 return tmp;
1461} 1371}
1462 1372
1463/* 1373/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1374 * 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 1375 * 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 1376 * 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. 1377 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1378 */
1469 1379object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1380find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1381{
1472 object *tmp = NULL, *arrow, *ntmp; 1382 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1383 int attacknum, attacktype, betterby = 0, i;
1474 1384
1475 if (!type) 1385 if (!type)
1476 return NULL; 1386 return NULL;
1477 1387
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1388 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1389 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1390 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1391 {
1481 i = 0; 1392 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1393 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1394 if (i > betterby)
1395 {
1484 tmp = ntmp; 1396 tmp = ntmp;
1485 betterby = i; 1397 betterby = i;
1486 } 1398 }
1399 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1400 else if (arrow->type == ARROW && arrow->race == type)
1401 {
1488 /* allways prefer assasination/slaying */ 1402 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1403 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1404 {
1491 if (arrow->attacktype & AT_DEATH) { 1405 if (arrow->attacktype & AT_DEATH)
1406 {
1492 *better = 100; 1407 *better = 100;
1493 return arrow; 1408 return arrow;
1494 } else {
1495 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1409 }
1498 } else { 1410 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 } 1411 {
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1508 tmp = arrow; 1412 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1413 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 } 1414 }
1515 } 1415 }
1416 else
1417 {
1418 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1419 {
1420 attacktype = 1 << attacknum;
1421 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1422 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1423 {
1424 tmp = arrow;
1425 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1426 }
1427 }
1428 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1429 {
1430 tmp = arrow;
1431 betterby = 2 + arrow->magic + arrow->stats.dam;
1432 }
1433 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1434 {
1435 tmp = arrow;
1436 betterby = 1 + arrow->magic + arrow->stats.dam;
1437 }
1516 } 1438 }
1439 }
1517 } 1440 }
1518 if (tmp == NULL && arrow == NULL) 1441 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1442 return find_arrow (op, type);
1520 1443
1521 *better = betterby; 1444 *better = betterby;
1522 return tmp; 1445 return tmp;
1523} 1446}
1524 1447
1525/* looks in a given direction, finds the first valid target, and calls 1448/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1449 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1450 * op = the shooter
1528 * type = bow->race 1451 * type = bow->race
1529 * dir = fire direction 1452 * dir = fire direction
1530 */ 1453 */
1531 1454object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1455pick_arrow_target (object *op, const char *type, int dir)
1533{ 1456{
1534 object *tmp = NULL; 1457 object *tmp = NULL;
1535 mapstruct *m; 1458 maptile *m;
1536 int i, mflags, found, number; 1459 int i, mflags, found, number;
1537 sint16 x, y; 1460 sint16 x, y;
1538 1461
1539 if (op->map == NULL) 1462 if (op->map == NULL)
1540 return find_arrow(op, type); 1463 return find_arrow (op, type);
1541 1464
1542 /* do a dex check */ 1465 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1466 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))) 1467 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1468 return find_arrow (op, type);
1546 1469
1547 m = op->map; 1470 m = op->map;
1548 x = op->x; 1471 x = op->x;
1549 y = op->y; 1472 y = op->y;
1550 1473
1551 /* find the first target */ 1474 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1475 for (i = 0, found = 0; i < 20; i++)
1476 {
1553 x += freearr_x[dir]; 1477 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1478 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1479 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1480 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1481 {
1557 tmp = NULL; 1482 tmp = NULL;
1483 break;
1484 }
1485 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1486 {
1487 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1488 * perhaps a bad assumption.
1489 */
1490 tmp = NULL;
1491 break;
1492 }
1493 if (mflags & P_IS_ALIVE)
1494 {
1495 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1496 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1497 {
1498 found++;
1499 break;
1500 }
1501 if (found)
1558 break; 1502 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 } 1503 }
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 } 1504 }
1576 if (tmp == NULL) 1505 if (tmp == NULL)
1577 return find_arrow(op, type); 1506 return find_arrow (op, type);
1578 1507
1579 if (tmp->head) 1508 if (tmp->head)
1580 tmp = tmp->head; 1509 tmp = tmp->head;
1581 1510
1582 return find_better_arrow(op, tmp, type, &i); 1511 return find_better_arrow (op, tmp, type, &i);
1583} 1512}
1584 1513
1585/* 1514/*
1586 * Creature fires a bow - op can be monster or player. Returns 1515 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1516 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1519 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1520 * 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 1521 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1522 * player fire modes.
1594 */ 1523 */
1524int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1525fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1526{
1598 object *left, *bow; 1527 object *left, *bow;
1599 tag_t left_tag, tag; 1528 int mflags;
1600 int bowspeed, mflags; 1529 maptile *m;
1601 mapstruct *m;
1602 1530
1603 if (!dir) { 1531 if (!dir)
1532 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1533 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1534 return 0;
1535 }
1536
1537 if (op->contr)
1538 bow = op->current_weapon;
1539 else
1606 } 1540 {
1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow];
1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1541 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1542 /* 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. 1543 * don't need to switch back and forth between bows and weapons.
1613 */ 1544 */
1614 if(bow->type==BOW) 1545 if (bow->type == BOW)
1615 break; 1546 break;
1616 1547
1617 if (!bow) { 1548 if (!bow)
1549 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1550 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1551 return 0;
1552 }
1553
1554 // optimisation: move object to top so we will find it quickly again
1555 if (bow->below)
1620 } 1556 {
1557 bow->remove ();
1558 op->insert (bow);
1559 }
1560
1621 } 1561 }
1562
1622 if( !bow->race || !bow->skill) { 1563 if (!bow->race || !bow->skill)
1564 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1565 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1566 return 0;
1625 } 1567 }
1626 1568
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) { 1569 if (arrow == NULL)
1570 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1571 if ((arrow = find_arrow (op, bow->race)) == NULL)
1572 {
1637 if (op->type == PLAYER) 1573 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1574 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 */ 1575 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1576 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1577 CLEAR_FLAG (op, FLAG_READY_BOW);
1578
1643 return 0; 1579 return 0;
1644 } 1580 }
1645 } 1581 }
1582
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1583 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1584 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1585 return 0;
1649 } 1586
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1587 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1588 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1589 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1590 return 0;
1653 } 1591 }
1654 1592
1655 /* this should not happen, but sometimes does */ 1593 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1594 if (arrow->nrof == 0)
1657 remove_ob(arrow); 1595 {
1658 free_object(arrow); 1596 arrow->destroy ();
1659 return 0; 1597 return 0;
1660 } 1598 }
1661 1599
1662 left = arrow; /* these are arrows left to the player */ 1600 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1601 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1602 if (!arrow)
1603 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1604 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race);
1668 return 0; 1605 return 0;
1669 } 1606 }
1670 set_owner(arrow, op); 1607
1671 if (arrow->skill) free_string(arrow->skill); 1608 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1609 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1610 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1611
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 */ 1612 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1613 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1614 arrow->stats.grace = arrow->attacktype;
1615
1687 if (arrow->slaying != NULL) 1616 if (arrow->slaying)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1617 arrow->spellarg = strdup (arrow->slaying);
1689 1618
1690 /* Note that this was different for monsters - they got their level 1619#if 0
1691 * added to the damage. I think the strength bonus is more proper. 1620 if (player *pl = op->contr)
1692 */
1693 1621 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1622 float speed = pl->weapon_sp;
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1623
1624 /* penalize ROF for bestarrow */
1625 if (pl->bowtype == bow_bestarrow)
1626 speed *= .9f;
1627 else
1628 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1629
1630 op->speed_left += speed - op->speed;
1631 }
1632#endif
1633
1634 SET_ANIMATION (arrow, arrow->direction);
1635
1698 /* update the speed */ 1636 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1637 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; 1638 + bow->stats.dam / 7.f;
1703 1639
1704 if (arrow->speed < 1.0) 1640 arrow->set_speed (max (arrow->speed, 2.f));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1641 arrow->speed_left = 0;
1708 1642
1643 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1644
1709 if (op->type == PLAYER) { 1645 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1646 {
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; 1647 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1648 wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1649
1650 if (!arrow->slaying)
1651 arrow->slaying = op->slaying;
1652
1653 arrow->attacktype |= op->attacktype;
1654 }
1655 else
1656 {
1720 arrow->level = op->level; 1657 arrow->level = op->level;
1721 } 1658 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1659
1660 if (!arrow->slaying)
1661 arrow->slaying = bow->slaying;
1662
1723 arrow->attacktype |= bow->attacktype; 1663 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1664 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1665
1727 arrow->map = m; 1666 wc -= arrow->level;
1667 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1668
1669 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1728 arrow->move_type = MOVE_FLY_LOW; 1670 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1671 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1672
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1673 op->play_sound (sound_find ("fire_arrow"));
1732 tag = arrow->count; 1674 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1675
1735 if (!was_destroyed(arrow, tag)) 1676 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1677 move_arrow (arrow);
1737 1678
1738 if (op->type == PLAYER) { 1679 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1680 {
1681 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1682 esrv_del_item (op->contr, left->count);
1741 else 1683 else
1742 esrv_send_item(op, left); 1684 esrv_send_item (op, left);
1743 } 1685 }
1686
1744 return 1; 1687 return 1;
1745} 1688}
1746 1689
1747/* Special fire code for players - this takes into 1690/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1691 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1692 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1693 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1694 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1695 * hence the function name.
1753 */ 1696 */
1697int
1754int player_fire_bow(object *op, int dir) 1698player_fire_bow (object *op, int dir)
1755{ 1699{
1756 int ret=0, wcmod=0; 1700 int ret = 0, wcmod = 0;
1757 1701
1758 if (op->contr->bowtype == bow_bestarrow) { 1702 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1703 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1704 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); 1705 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1706 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1707 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1708 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1709 wcmod = -1;
1710
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1711 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1712 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1713 else if (op->contr->bowtype == bow_threewide)
1714 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1715 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)]); 1716 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)]); 1717 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1718 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1719 else if (op->contr->bowtype == bow_spreadshot)
1720 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1721 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); 1722 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); 1723 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1724 }
1776 } else { 1725 else
1726 {
1777 /* Simple case */ 1727 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1728 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1729 }
1730
1780 return ret; 1731 return ret;
1781} 1732}
1782
1783 1733
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1734/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1735 * Broken apart from 'fire' to keep it more readable.
1786 */ 1736 */
1737void
1787void fire_misc_object(object *op, int dir) 1738fire_misc_object (object *op, int dir)
1788{ 1739{
1789 object *item; 1740 object *item = op->contr->ranged_ob;
1790 1741
1791 if (!op->contr->ranges[range_misc]) { 1742 if (!item)
1743 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1744 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1745 return;
1794 } 1746 }
1795 1747
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1748 if (!item->inv)
1749 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1750 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1751 return;
1800 } 1752 }
1753
1754 if (!op->change_weapon (item))
1755 return;
1756
1801 if (item->type == WAND) { 1757 if (item->type == WAND)
1758 {
1802 if(item->stats.food<=0) { 1759 if (item->stats.food <= 0)
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1760 {
1761 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)); 1762 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1763
1805 return; 1764 return;
1806 } 1765 }
1766 }
1807 } else if (item->type == ROD || item->type==HORN) { 1767 else if (item->type == ROD || item->type == HORN)
1768 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1769 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); 1770 {
1771 op->contr->play_sound (sound_find ("wand_poof"));
1772
1810 if (item->type== ROD) 1773 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)); 1774 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 else 1775 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 1776 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)); 1777
1816 return; 1778 return;
1817 } 1779 }
1818 } 1780 }
1819 1781
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1782 if (cast_spell (op, item, dir, item->inv, NULL))
1783 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1784 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 1785 if (item->type == WAND)
1786 {
1823 if (!(--item->stats.food)) { 1787 if (!(--item->stats.food))
1788 {
1824 object *tmp; 1789 object *tmp;
1790
1825 if (item->arch) { 1791 if (item->arch)
1792 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1793 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1794 item->face = item->arch->face;
1828 item->speed = 0; 1795 item->set_speed (0);
1829 update_ob_speed(item);
1830 } 1796 }
1797
1831 if ((tmp=is_player_inv(item))) 1798 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1799 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1800 }
1834 } 1801 }
1835 else if (item->type == ROD || item->type==HORN) { 1802 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1803 drain_rod_charge (item);
1837 }
1838 } 1804 }
1839} 1805}
1840 1806
1841/* Received a fire command for the player - go and do it. 1807/* Received a fire command for the player - go and do it.
1842 */ 1808 */
1809bool
1843void fire(object *op,int dir) { 1810fire (object *op, int dir)
1811{
1844 int spellcost=0; 1812 int spellcost = 0;
1845 1813
1846 /* check for loss of invisiblity/hide */ 1814 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1815 if (action_makes_visible (op))
1816 make_visible (op);
1848 1817
1849 switch(op->contr->shoottype) { 1818 player *pl = op->contr;
1850 case range_none:
1851 return;
1852 1819
1853 case range_bow: 1820 if (pl->golem)
1821 {
1822 control_golem (op->contr->golem, dir);
1823 return false;
1824 }
1825
1826 object *ob = pl->ranged_ob;
1827
1828 if (!ob)
1829 return false;
1830
1831 if (!op->change_weapon (ob))
1832 return false;
1833
1834 if (op->speed_left > 0.f)
1835 --op->speed_left;
1836 else
1837 return false;
1838
1839 switch (ob->type)
1840 {
1841 case BOW:
1854 player_fire_bow(op, dir); 1842 player_fire_bow (op, dir);
1855 return; 1843 break;
1856 1844
1857 case range_magic: /* Casting spells */ 1845 case SPELL:
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1846 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1859 return; 1847 break;
1860 1848
1861 case range_misc: 1849 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 ); 1850 apply_map_builder (op, dir);
1886 return; 1851 break;
1852
1853 case SKILL:
1854 do_skill (op, op, ob, dir, 0);
1855 break;
1856
1887 default: 1857 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1858 fire_misc_object (op, dir);
1889 return; 1859 break;
1890 } 1860 }
1891}
1892 1861
1893 1862 return true;
1863}
1894 1864
1895/* find_key 1865/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1866 * 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 1867 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1868 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1870 * pl is the player,
1901 * inv is the objects inventory to searched 1871 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1872 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1873 * This function can be called recursively to search containers.
1904 */ 1874 */
1905 1875object *
1906object * find_key(object *pl, object *container, object *door) 1876find_key (object *pl, object *container, object *door)
1907{ 1877{
1908 object *tmp,*key; 1878 object *tmp, *key;
1909 1879
1910 /* Should not happen, but sanity checking is never bad */ 1880 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1881 if (!container->inv)
1882 return 0;
1912 1883
1913 /* First, lets try to find a key in the top level inventory */ 1884 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1885 for (tmp = container->inv; tmp; tmp = tmp->below)
1886 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1887 if (door->type == DOOR && tmp->type == KEY)
1888 break;
1916 /* For sanity, we should really check door type, but other stuff 1889 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1890 * (like containers) can be locked with special keys
1918 */ 1891 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1892 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1893 break;
1921 } 1894 }
1895
1922 /* No key found - lets search inventories now */ 1896 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1897 /* 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 1898 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1899 * a key, return
1926 */ 1900 */
1927 if (!tmp) { 1901 if (!tmp)
1902 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1903 for (tmp = container->inv; tmp; tmp = tmp->below)
1904 {
1929 /* No reason to search empty containers */ 1905 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1906 if (tmp->type == CONTAINER && tmp->inv)
1907 {
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1908 if ((key = find_key (pl, tmp, door)))
1909 return key;
1932 } 1910 }
1933 } 1911 }
1912
1913 if (!tmp)
1934 if (!tmp) return NULL; 1914 return NULL;
1935 } 1915 }
1916
1936 /* We get down here if we have found a key. Now if its in a container, 1917 /* 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 1918 * see if we actually want to use it
1938 */ 1919 */
1939 if (pl!=container) { 1920 if (pl != container)
1921 {
1940 /* Only let players use keys in containers */ 1922 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1923 if (!pl->contr)
1924 return NULL;
1942 /* cases where this fails: 1925 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1926 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1927 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1928 * If the container is not active, return now since only active
1946 * containers can be used. 1929 * containers can be used.
1947 * If we only search keyrings and the container does not have 1930 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1931 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1932 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1933 * inv must have been an container and must have been active.
1951 * 1934 *
1952 * Change the color so that the message doesn't disappear with 1935 * Change the color so that the message doesn't disappear with
1953 * all the others. 1936 * all the others.
1954 */ 1937 */
1955 if (pl->contr->usekeys == key_inventory || 1938 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1939 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings &&
1958 (!container->race || strcmp(container->race, "keys"))) 1940 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 ) { 1941 {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1942 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 1943 "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; 1944 return NULL;
1964 } 1945 }
1965 } 1946 }
1947
1966 return tmp; 1948 return tmp;
1967} 1949}
1968 1950
1969/* moved door processing out of move_player_attack. 1951/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1952 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1953 * such that the caller should not do anything more,
1972 * 0 otherwise 1954 * 0 otherwise
1973 */ 1955 */
1956static int
1974static int player_attack_door(object *op, object *door) 1957player_attack_door (object *op, object *door)
1975{ 1958{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1959 /* 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 - 1960 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1961 * otherwise, we fall through to the rest of the code.
1980 */ 1962 */
1981 object *key=find_key(op, op, door); 1963 object *key = find_key (op, op, door);
1982 1964
1983 /* IF we found a key, do some extra work */ 1965 /* If we found a key, do some extra work */
1984 if (key) { 1966 if (key)
1967 {
1985 object *container=key->env; 1968 object *container = key->env;
1986 1969
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 1970 if (action_makes_visible (op))
1971 make_visible (op);
1972
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1973 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1974 spring_trap (door->inv, op);
1975
1990 if (door->type == DOOR) { 1976 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1977 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1978 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1979 {
1995 "You open the door with the %s", query_short_name(key)); 1980 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1996 remove_door2(door); /* remove door without violence ;-) */ 1981 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1982 }
1983
1998 /* Do this after we print the message */ 1984 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1985 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1986 /* Need to update the weight the container the key was in */
2001 if (container != op) 1987 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 1988 esrv_update_item (UPD_WEIGHT, op, container);
1989
2003 return 1; /* Nothing more to do below */ 1990 return 1; /* Nothing more to do below */
1991 }
2004 } else if (door->type==LOCKED_DOOR) { 1992 else if (door->type == LOCKED_DOOR)
1993 {
2005 /* Might as well return now - no other way to open this */ 1994 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1995 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2007 return 1; 1996 return 1;
2008 } 1997 }
1998
2009 return 0; 1999 return 0;
2010} 2000}
2011 2001
2012/* This function is just part of a breakup from move_player. 2002/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2003 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2004 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2005 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2006 * going to try and move (not fire weapons).
2017 */ 2007 */
2018 2008bool
2019void move_player_attack(object *op, int dir) 2009move_player_attack (object *op, int dir)
2020{ 2010{
2021 object *tmp, *mon;
2022 sint16 nx, ny;
2023 int on_battleground; 2011 int on_battleground;
2024 mapstruct *m;
2025 2012
2026 nx=freearr_x[dir]+op->x; 2013 sint16 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2014 sint16 ny = freearr_y[dir] + op->y;
2028 2015
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2016 on_battleground = op_on_battleground (op, 0, 0);
2030 2017
2018 if (out_of_map (op->map, nx, ny))
2019 return false;
2020
2021 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2022 {
2023 --op->speed_left;
2024 return true;
2025 }
2026
2031 /* If braced, or can't move to the square, and it is not out of the 2027 /* 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 2028 * 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 2029 * 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 2030 * 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 2031 * 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 2032 * 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 2033 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2034 * move_ob uses.
2039 */ 2035 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2036 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 2037
2052 mon = NULL;
2053 /* Go through all the objects, and find ones of interest. Only stop if 2038 /* 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. 2039 * 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 2040 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 2041 * on the space
2042 */
2043 object *mon;
2044 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2045 {
2046 if ((mon->flag [FLAG_ALIVE]
2047 || mon->type == LOCKED_DOOR
2048 || mon->flag [FLAG_CAN_ROLL])
2049 && mon != op)
2050 break;
2051 }
2052
2053 if (!mon) /* This happens anytime the player tries to move */
2054 return false; /* into a wall */
2055
2056 mon = mon->head_ ();
2057
2058 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2059 if (op->contr->weapon_sp_left > 0.f)
2060 if (player_attack_door (op, mon))
2057 */ 2061 {
2058 while (tmp!=NULL) { 2062 --op->contr->weapon_sp_left;
2059 if (tmp == op) { 2063 return true;
2060 tmp=tmp->above; 2064 }
2061 continue; 2065
2066 /* The following deals with possibly attacking peaceful
2067 * or friendly creatures. Basically, all players are considered
2068 * unaggressive. If the moving player has peaceful set, then the
2069 * object should be pushed instead of attacked. It is assumed that
2070 * if you are braced, you will not attack friends accidently,
2071 * and thus will not push them.
2072 */
2073
2074 /* If the creature is a pet, push it even if the player is not
2075 * peaceful. Our assumption is the creature is a pet if the
2076 * player owns it and it is either friendly or unagressive.
2077 */
2078 if (op->type == PLAYER
2079 && ((mon->owner && mon->owner->contr
2080 && same_party (mon->owner->contr->party, op->contr->party))
2081 || mon->owner == op)
2082 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2083 {
2084 /* If we're braced, we don't want to switch places with it */
2085 if (op->contr->braced)
2086 return false;
2087
2088 if (op->speed_left > 0.f)
2089 {
2090 --op->speed_left;
2091
2092 op->play_sound (sound_find ("push_player"));
2093 push_ob (mon, dir, op);
2094
2095 if (op->contr->tmp_invis || op->hide)
2096 make_visible (op);
2097
2098 return true;
2099 }
2100 else
2101 return false;
2102 }
2103
2104 /* in certain circumstances, you shouldn't attack friendly
2105 * creatures. Note that if you are braced, you can't push
2106 * someone, but put it inside this loop so that you won't
2107 * attack them either.
2108 */
2109 if ((mon->type == PLAYER || mon->enemy != op)
2110 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2111 && ((op->contr->peaceful
2112 || (mon->type == PLAYER && mon->contr->peaceful))
2113 && !on_battleground))
2114 {
2115 if (op->speed_left > 0.f)
2116 {
2117 --op->speed_left;
2118
2119 if (!op->contr->braced)
2120 {
2121 op->play_sound (sound_find ("push_player"));
2122 push_ob (mon, dir, op);
2062 } 2123 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2124 else
2064 mon = tmp; 2125 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 2126
2075 if(mon->head != NULL) 2127 if (op->contr->tmp_invis || op->hide)
2076 mon = mon->head; 2128 make_visible (op);
2077 2129
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2130 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 { 2131 }
2106 /* If we're braced, we don't want to switch places with it */ 2132 }
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 2133 /* 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. 2134 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2135 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2136 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2137 {
2138 if (op->speed_left > 0.f)
2139 {
2140 --op->speed_left;
2141
2142 recursive_roll(mon,dir,op); 2142 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 2143 if (action_makes_visible (op))
2144 } 2144 make_visible (op);
2145 2145
2146 return true;
2147 }
2148 }
2146 /* Any generic living creature. Including things like doors. 2149 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2150 * 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: 2151 * 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 2152 * 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. 2153 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2154 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2155 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2156 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2157 {
2156 2158 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 } 2159 {
2184 } /* if player should attack something */ 2160 --op->contr->weapon_sp_left;
2185}
2186 2161
2162 skill_attack (mon, op, 0, 0, 0);
2163
2164 if (action_makes_visible (op))
2165 make_visible (op);
2166
2167 return true;
2168 }
2169 }
2170
2171 return false;
2172}
2173
2174bool
2187int move_player(object *op,int dir) { 2175move_player (object *op, int dir)
2176{
2188 int pick; 2177 int pick;
2189 2178
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2179 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; 2180 return 0;
2181
2182 /* Sanity check: make sure dir is valid */
2183 if ((dir < 0) || (dir >= 9))
2184 {
2185 LOG (llevError, "move_player: invalid direction %d\n", dir);
2186 return 0;
2187 }
2188
2189 /* peterm: added following line */
2190 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2191 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2192
2193 op->facing = dir;
2194
2195 if (op->hide)
2196 do_hidden_move (op);
2197
2198 bool retval;
2199
2200 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2201 retval = RESULT_INT (0);
2202 else if (op->contr->fire_on)
2203 retval = fire (op, dir);
2204 else
2205 {
2206 retval = move_player_attack (op, dir);
2207 pick = check_pick (op);
2208 }
2209
2210 /* Add special check for newcs players and fire on - this way, the
2211 * server can handle repeat firing.
2212 */
2213 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2214 op->direction = dir;
2215 else
2216 op->direction = 0;
2217
2218 /* Update how the player looks. Use the facing, so direction may
2219 * get reset to zero. This allows for full animation capabilities
2220 * for players.
2221 */
2222 animate_object (op, op->facing);
2223
2224 return retval;
2231} 2225}
2232 2226
2233/* This is similar to handle_player, below, but is only used by the 2227/* This is similar to handle_player, below, but is only used by the
2234 * new client/server stuff. 2228 * new client/server stuff.
2235 * This is sort of special, in that the new client/server actually uses 2229 * This is sort of special, in that the new client/server actually uses
2236 * the new speed values for commands. 2230 * the new speed values for commands.
2237 * 2231 *
2238 * Returns true if there are more actions we can do. 2232 * Returns true if there are more actions we can do. Should not do
2233 * many actions in a row, as that would be too unfair to other
2234 * players.
2239 */ 2235 */
2236bool
2240int handle_newcs_player(object *op) 2237handle_newcs_player (object *op)
2241{ 2238{
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)) { 2239 if (QUERY_FLAG (op, FLAG_SCARED))
2240 {
2241 if (op->speed_left > 0.f)
2242 {
2243 --op->speed_left;
2259 flee_player(op); 2244 flee_player (op);
2260 /* If player is still scared, that is his action for this tick */ 2245
2261 if (QUERY_FLAG(op, FLAG_SCARED)) {
2262 op->speed_left--;
2263 return 0; 2246 return true;
2264 } 2247 }
2248 else
2249 return false;
2265 } 2250 }
2266 2251
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 2252 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2253 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2254 * called, so we recheck it here.
2282 */ 2255 */
2283 HandleClient(&op->contr->socket, op->contr); 2256 if (op->contr->ns->handle_command ())
2284 if (op->speed_left<0) return 0; 2257 return true;
2285 2258
2286 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2259 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); 2260 return move_player (op, op->direction);
2295 if (op->speed_left>0) return 1; 2261
2296 else return 0; 2262 return false;
2297 } 2263}
2264
2265int
2266save_life (object *op)
2267{
2268 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2298 return 0; 2269 return 0;
2299}
2300 2270
2301int save_life(object *op) { 2271 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2302 object *tmp; 2272 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2273 {
2274 op->play_sound (sound_find ("ob_evaporate"));
2275 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2303 2276
2277 if (op->contr)
2278 esrv_del_item (op->contr, tmp->count);
2279
2280 tmp->destroy ();
2304 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2281 CLEAR_FLAG (op, FLAG_LIFESAVE);
2282
2283 if (op->stats.hp < 0)
2284 op->stats.hp = op->stats.maxhp;
2285
2286 if (op->stats.food < 0)
2287 op->stats.food = 999;
2288
2289 op->update_stats ();
2305 return 0; 2290 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 } 2291 }
2292
2325 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2293 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2326 CLEAR_FLAG(op, FLAG_LIFESAVE); 2294 CLEAR_FLAG (op, FLAG_LIFESAVE);
2327 enter_player_savebed(op); /* bring him home. */ 2295 enter_player_savebed (op); /* bring him home. */
2328 return 0; 2296 return 0;
2329} 2297}
2330 2298
2331/* This goes throws the inventory and removes unpaid objects, and puts them 2299/* 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 2300 * 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 2301 * function will descend into containers. op is the object to start the search
2334 * from. 2302 * from.
2335 */ 2303 */
2304static void
2336void remove_unpaid_objects(object *op, object *env) 2305drop_unpaid_items (object *op, object *env)
2337{ 2306{
2338 object *next;
2339
2340 while (op) { 2307 while (op)
2308 {
2341 next=op->below; /* Make sure we have a good value, in case 2309 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2342 * we remove object 'op' 2310
2343 */
2344 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2311 if (QUERY_FLAG (op, FLAG_UNPAID))
2345 remove_ob(op); 2312 {
2346 op->x = env->x;
2347 op->y = env->y;
2348 if (env->type == PLAYER) 2313 if (env->type == PLAYER)
2349 esrv_del_item(env->contr, op->count); 2314 esrv_del_item (env->contr, op->count);
2350 insert_ob_in_map(op, env->map, NULL,0); 2315
2316 op->insert_at (env);
2351 } 2317 }
2352 else if (op->inv) remove_unpaid_objects(op->inv, env); 2318 else if (op->inv)
2319 drop_unpaid_items (op->inv, env);
2320
2353 op=next; 2321 op = next;
2354 } 2322 }
2355} 2323}
2356 2324
2325void
2326object::drop_unpaid_items ()
2327{
2328 if (!flag [FLAG_REMOVED])
2329 ::drop_unpaid_items (inv, this);
2330}
2357 2331
2358/* 2332/*
2359 * Returns pointer a static string containing gravestone text 2333 * Returns pointer a static string containing gravestone text
2360 * Moved from apply.c to player.c - player.c is what 2334 * Moved from apply.c to player.c - player.c is what
2361 * actually uses this function. player.c may not be quite the 2335 * actually uses this function. player.c may not be quite the
2362 * best, a misc file for object actions is probably better, 2336 * best, a misc file for object actions is probably better,
2363 * but there isn't one in the server directory. 2337 * but there isn't one in the server directory.
2364 */ 2338 */
2339char *
2365char *gravestone_text (object *op) 2340gravestone_text (object *op)
2366{ 2341{
2367 static char buf2[MAX_BUF]; 2342 static char buf2[MAX_BUF];
2368 char buf[MAX_BUF]; 2343 char buf[MAX_BUF];
2369 time_t now = time (NULL); 2344 time_t now = time (NULL);
2370 2345
2371 strcpy (buf2, " R.I.P.\n\n"); 2346 strcpy (buf2, " R.I.P.\n\n");
2372 if (op->type == PLAYER) 2347 if (op->type == PLAYER)
2373 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2348 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2374 else 2349 else
2375 sprintf (buf, "%s\n", op->name); 2350 sprintf (buf, "%s\n", &op->name);
2351
2376 strncat (buf2, " ", 20 - strlen (buf) / 2); 2352 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377 strcat (buf2, buf); 2353 strcat (buf2, buf);
2378 if (op->type == PLAYER) 2354 if (op->type == PLAYER)
2379 sprintf (buf, "who was in level %d when killed\n", op->level); 2355 sprintf (buf, "who was in level %d when killed\n", op->level);
2380 else 2356 else
2381 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2357 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2358
2382 strncat (buf2, " ", 20 - strlen (buf) / 2); 2359 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf); 2360 strcat (buf2, buf);
2384 if (op->type == PLAYER) { 2361 if (op->type == PLAYER)
2362 {
2385 sprintf (buf, "by %s.\n\n", op->contr->killer); 2363 sprintf (buf, "by %s.\n\n", op->contr->killer);
2386 strncat (buf2, " ", 21 - strlen (buf) / 2); 2364 strncat (buf2, " ", 21 - strlen (buf) / 2);
2387 strcat (buf2, buf); 2365 strcat (buf2, buf);
2388 } 2366 }
2367
2389 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2368 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2390 strncat (buf2, " ", 20 - strlen (buf) / 2); 2369 strncat (buf2, " ", 20 - strlen (buf) / 2);
2391 strcat (buf2, buf); 2370 strcat (buf2, buf);
2371
2392 return buf2; 2372 return buf2;
2393} 2373}
2394 2374
2395 2375void
2396
2397void do_some_living(object *op) { 2376do_some_living (object *op)
2377{
2398 int last_food=op->stats.food; 2378 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2379 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace; 2380 int over_hp, over_sp, over_grace;
2401 int i; 2381 int i;
2402 int rate_hp = 1200; 2382 int rate_hp = 1200;
2403 int rate_sp = 2500; 2383 int rate_sp = 2500;
2404 int rate_grace = 2000; 2384 int rate_grace = 2000;
2405 const int max_hp = 1; 2385 const int max_hp = 1;
2406 const int max_sp = 1; 2386 const int max_sp = 1;
2407 const int max_grace = 1; 2387 const int max_grace = 1;
2408 2388
2409 if (op->contr->outputs_sync) { 2389 if (op->contr->hidden)
2410 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2390 {
2411 if (op->contr->outputs[i].buf!=NULL && 2391 op->invisible = 1000;
2412 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2392 /* the socket code flashes the player visible/invisible
2413 flush_output_element(op, &op->contr->outputs[i]); 2393 * depending on the value of invisible, so we need to
2394 * alternate it here for it to work correctly.
2395 */
2396 if (pticks & 2)
2397 op->invisible--;
2414 } 2398 }
2399 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2400 {
2401 if (!op->invisible--)
2402 {
2403 make_visible (op);
2404 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2405 }
2406 }
2415 2407
2416 if(op->contr->state==ST_PLAYING) { 2408 if (op->contr->ns->state == ST_PLAYING)
2417 2409 {
2418 /* these next three if clauses make it possible to SLOW DOWN 2410 /* these next three if clauses make it possible to SLOW DOWN
2419 hp/grace/spellpoint regeneration. */ 2411 hp/grace/spellpoint regeneration. */
2420 if(op->contr->gen_hp >= 0 ) 2412 if (op->contr->gen_hp >= 0)
2421 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2413 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2422 else { 2414 else
2415 {
2423 gen_hp = op->stats.maxhp; 2416 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2417 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425 } 2418 }
2419
2426 if(op->contr->gen_sp >= 0 ) 2420 if (op->contr->gen_sp >= 0)
2427 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2421 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else { 2422 else
2423 {
2429 gen_sp = op->stats.maxsp; 2424 gen_sp = op->stats.maxsp;
2430 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2425 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2431 } 2426 }
2427
2432 if(op->contr->gen_grace >= 0) 2428 if (op->contr->gen_grace >= 0)
2433 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2429 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2434 else { 2430 else
2431 {
2435 gen_grace = op->stats.maxgrace; 2432 gen_grace = op->stats.maxgrace;
2436 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2433 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 } 2434 }
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 2435
2473 /* Regenerate Grace */ 2436 /* Regenerate Grace */
2474 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2437 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2475 if(--op->last_grace<0) { 2438 if (--op->last_grace < 0)
2439 {
2476 if(op->stats.grace<op->stats.maxgrace/2) 2440 if (op->stats.grace < op->stats.maxgrace / 2)
2477 op->stats.grace++; /* no penalty in food for regaining grace */ 2441 op->stats.grace++; /* no penalty in food for regaining grace */
2442
2478 if(max_grace>1) { 2443 if (max_grace > 1)
2444 {
2479 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2445 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2480 if (over_grace > 0) { 2446 if (over_grace > 0)
2447 {
2481 op->stats.sp += over_grace 2448 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; 2449 + (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; 2450 op->last_grace = 0;
2451 }
2484 } else { 2452 else
2453 {
2485 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2454 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2455 }
2486 } 2456 }
2487 } else { 2457 else
2458 {
2488 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2459 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2489 } 2460 }
2490 /* wearing stuff doesn't detract from grace generation. */ 2461 /* 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 } 2462 }
2463
2464 if (op->stats.food > 0)
2506 } 2465 {
2507 if(max_hp>1) { 2466 /* Regenerate Spell Points */
2467 if (!op->contr->golem && --op->last_sp < 0)
2468 {
2469 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2470
2471 if (op->stats.sp < op->stats.maxsp)
2472 {
2473 op->stats.sp++;
2474
2475 /* dms do not consume food */
2476 if (!QUERY_FLAG (op, FLAG_WIZ))
2477 {
2478 op->stats.food--;
2479
2480 if (op->contr->digestion < 0)
2481 op->stats.food += op->contr->digestion;
2482 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2483 op->stats.food = last_food;
2484 }
2485 }
2486
2487 if (max_sp > 1)
2488 {
2489 over_sp = (gen_sp + 10) / rate_sp;
2490 if (over_sp > 0)
2491 {
2492 if (op->stats.sp < op->stats.maxsp)
2493 {
2494 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2495
2496 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2497 op->stats.sp--;
2498
2499 if (op->stats.sp > op->stats.maxsp)
2500 op->stats.sp = op->stats.maxsp;
2501 }
2502
2503 op->last_sp = 0;
2504 }
2505 else
2506 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2507 }
2508 else
2509 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2510 }
2511
2512 /* Regenerate Hit Points */
2513 if (--op->last_heal < 0)
2514 {
2515 if (op->stats.hp < op->stats.maxhp)
2516 {
2517 op->stats.hp++;
2518
2519 /* dms do not consume food */
2520 if (!QUERY_FLAG (op, FLAG_WIZ))
2521 {
2522 op->stats.food--;
2523
2524 if (op->contr->digestion < 0)
2525 op->stats.food += op->contr->digestion;
2526 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2527 op->stats.food = last_food;
2528 }
2529 }
2530
2531 if (max_hp > 1)
2532 {
2508 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp; 2533 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2534
2509 if (over_hp > 0) { 2535 if (over_hp > 0)
2510 op->stats.sp += over_hp 2536 {
2511 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0; 2537 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2512 op->last_heal=0; 2538 op->last_heal = 0;
2539 }
2540 else
2541 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2542 }
2513 } else { 2543 else
2514 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2544 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2515 } 2545 }
2516 } else {
2517 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2518 } 2546 }
2519 }
2520 2547
2521 /* Digestion */ 2548 /* Digestion */
2522 if(--op->last_eat<0) { 2549 if (--op->last_eat < 0)
2523#ifdef COZY_SERVER 2550 {
2524 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2551 int bonus = max (0, op->contr->digestion),
2525 int bonus=dg>0?dg:0, 2552 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 2553
2532 if(op->contr->gen_hp > 0)
2533 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2554 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2534 else 2555
2535 op->last_eat=25*(1+bonus)/(penalty +1);
2536 /* dms do not consume food */ 2556 /* dms do not consume food */
2537 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2557 if (!QUERY_FLAG (op, FLAG_WIZ))
2538 } 2558 op->stats.food--;
2539 } 2559 }
2540 2560
2541 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2561 if (op->stats.food < 0 && op->stats.hp >= 0)
2562 {
2542 object *tmp, *flesh=NULL; 2563 object *tmp, *flesh = 0;
2543 2564
2544 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2565 for (tmp = op->inv; tmp; tmp = tmp->below)
2566 {
2545 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2567 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2568 {
2546 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2569 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2570 {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2571 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2548 manual_apply(op,tmp,0); 2572 manual_apply (op, tmp, 0);
2549 if(op->stats.food>=0||op->stats.hp<0) 2573 if (op->stats.food >= 0 || op->stats.hp < 0)
2550 break; 2574 break;
2551 } 2575 }
2552 else if (tmp->type==FLESH) flesh=tmp; 2576 else if (tmp->type == FLESH)
2577 flesh = tmp;
2553 } /* End if paid for object */ 2578 } /* End if paid for object */
2554 } /* end of for loop */ 2579 } /* end of for loop */
2580
2555 /* If player is still starving, it means they don't have any food, so 2581 /* If player is still starving, it means they don't have any food, so
2556 * eat flesh instead. 2582 * eat flesh instead.
2557 */ 2583 */
2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2584 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2585 {
2559 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2586 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2560 manual_apply(op,flesh,0); 2587 manual_apply (op, flesh, 0);
2588 }
2589 }
2590
2591 if (op->stats.food < 0)
2561 } 2592 {
2562 } /* end if player is starving */ 2593 op->stats.hp += op->stats.food;
2594 op->stats.food = 0;
2595 }
2563 2596
2564 while(op->stats.food<0&&op->stats.hp>0) 2597 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); 2598 kill_player (op);
2599 }
2569} 2600}
2570
2571
2572 2601
2573/* If the player should die (lack of hp, food, etc), we call this. 2602/* 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 2603 * 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 2604 * permadeath, no lifesave), this will take care of removing the player
2576 * file. 2605 * file.
2577 */ 2606 */
2607void
2578void kill_player(object *op) 2608kill_player (object *op)
2579{ 2609{
2610 int x, y;
2580 char buf[MAX_BUF]; 2611 char buf[MAX_BUF];
2581 int x,y,i;
2582 mapstruct *map; /* this is for resurrection */ 2612 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; 2613 int will_kill_again;
2589 archetype *at; 2614 archetype *at;
2590 object *tmp; 2615 object *tmp;
2591 2616
2592 if(save_life(op)) 2617 if (save_life (op))
2593 return; 2618 return;
2594 2619
2595
2596 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2620 /* 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. 2621 * in cities ONLY!!! It is very important that this doesn't get abused.
2598 * Look at op_on_battleground() for more info --AndreasV 2622 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2623 */
2600 if (op_on_battleground(op, &x, &y)) { 2624 if (op_on_battleground (op, &x, &y))
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2625 {
2602 "You have been defeated in combat!"); 2626 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, 2627 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2604 "Local medics have saved your life..."); 2628
2605
2606 /* restore player */ 2629 /* restore player */
2607 at = find_archetype("poisoning"); 2630 at = archetype::find ("poisoning");
2608 tmp=present_arch_in_ob(at,op); 2631 if (object *tmp = present_arch_in_ob (at, op))
2609 if (tmp) { 2632 {
2610 remove_ob(tmp); 2633 tmp->destroy ();
2611 free_object(tmp);
2612 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2634 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2635 }
2636
2637 at = archetype::find ("confusion");
2638 if (object *tmp = present_arch_in_ob (at, op))
2613 } 2639 {
2614 2640 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"); 2641 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2621 } 2642 }
2622 2643
2623 cure_disease(op,0); /* remove any disease */ 2644 cure_disease (op, 0, 0); /* remove any disease */
2624 op->stats.hp=op->stats.maxhp; 2645 op->stats.hp = op->stats.maxhp;
2625 if (op->stats.food<=0) op->stats.food=999; 2646 if (op->stats.food <= 0)
2626 2647 op->stats.food = 999;
2648
2627 /* create a bodypart-trophy to make the winner happy */ 2649 /* create a bodypart-trophy to make the winner happy */
2628 tmp=arch_to_object(find_archetype("finger")); 2650 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 } 2651 {
2652 tmp->name = format ("%s's finger" , &op->name);
2653 tmp->name_pl = format ("%s's fingers", &op->name);
2654 tmp->msg = format (
2655 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2656 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2657 );
2658 tmp->value = 0, tmp->type = 0;
2659 tmp->materialname = "organics";
2660 tmp->insert_at (op, tmp);
2643 2661 }
2662
2644 /* teleport defeated player to new destination*/ 2663 /* teleport defeated player to new destination */
2645 transfer_ob(op, x, y, 0, NULL); 2664 transfer_ob (op, x, y, 0, NULL);
2646 op->contr->braced=0; 2665 op->contr->braced = 0;
2647 return; 2666 return;
2648 } 2667 }
2649 2668
2650 INVOKE_PLAYER (DEATH, op->contr); 2669 INVOKE_PLAYER (DEATH, op->contr);
2651 2670
2652 command_kill_pets (op, 0); 2671 command_kill_pets (op, 0);
2653 2672
2654 if(op->stats.food<0) { 2673 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"); 2674 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 2675
2676 op->contr->play_sound (sound_find ("player_dies"));
2677
2675 /* save the map location for corpse, gravestone*/ 2678 /* save the map location for corpse, gravestone */
2676 x=op->x;y=op->y;map=op->map; 2679 x = op->x;
2680 y = op->y;
2681 map = op->map;
2677 2682
2678
2679 if (settings.not_permadeth == TRUE) {
2680 /* NOT_PERMADEATH code. This basically brings the character back to 2683 /* NOT_PERMADEATH code. This basically brings the character back to
2681 * life if they are dead - it takes some exp and a random stat. 2684 * 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. 2685 * See the config.h file for a little more in depth detail about this.
2683 */ 2686 */
2684 2687
2685 /* Basically two ways to go - remove a stat permanently, or just 2688 /* Basically two ways to go - remove a stat permanently, or just
2686 * make it depletion. This bunch of code deals with that aspect 2689 * make it depletion. This bunch of code deals with that aspect
2687 * of death. 2690 * of death.
2688 */ 2691 */
2689#ifndef COZY_SERVER 2692#ifndef COZY_SERVER
2690 if (settings.balanced_stat_loss) { 2693 if (settings.balanced_stat_loss)
2694 {
2691 /* If stat loss is permanent, lose one stat only. */ 2695 /* If stat loss is permanent, lose one stat only. */
2692 /* Lower level chars don't lose as many stats because they suffer 2696 /* Lower level chars don't lose as many stats because they suffer
2693 more if they do. */ 2697 more if they do. */
2694 /* Higher level characters can afford things such as potions of 2698 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that 2699 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */ 2700 little bit harder. */
2697 /* GD */ 2701 /* GD */
2698 if (settings.stat_loss_on_death) 2702 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; 2703 num_stats_lose = 1;
2704 } 2704 else
2705 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2706 }
2707 else
2708 num_stats_lose = 1;
2709
2705 lost_a_stat = 0; 2710 lost_a_stat = 0;
2706 2711
2707 for (z=0; z<num_stats_lose; z++) { 2712 for (z = 0; z < num_stats_lose; z++)
2713 {
2708 i = RANDOM() % NUM_STATS; 2714 i = RANDOM () % NUM_STATS;
2709 2715
2710 if (settings.stat_loss_on_death) { 2716 if (settings.stat_loss_on_death)
2717 {
2711 /* Pick a random stat and take a point off it. Tell the player 2718 /* Pick a random stat and take a point off it. Tell the player
2712 * what he lost. 2719 * what he lost.
2713 */ 2720 */
2714 change_attr_value(&(op->stats), i,-1); 2721 change_attr_value (&(op->stats), i, -1);
2715 check_stat_bounds(&(op->stats)); 2722 check_stat_bounds (&(op->stats));
2716 change_attr_value(&(op->contr->orig_stats), i,-1); 2723 change_attr_value (&(op->contr->orig_stats), i, -1);
2717 check_stat_bounds(&(op->contr->orig_stats)); 2724 check_stat_bounds (&(op->contr->orig_stats));
2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2725 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2719 lost_a_stat = 1; 2726 lost_a_stat = 1;
2720 } else { 2727 }
2728 else
2729 {
2721 /* deplete a stat */ 2730 /* deplete a stat */
2722 archetype *deparch=find_archetype("depletion"); 2731 archetype *deparch = archetype::find ("depletion");
2723 object *dep; 2732 object *dep;
2733
2734 dep = present_arch_in_ob (deparch, op);
2735 if (!dep)
2724 2736 {
2725 dep = present_arch_in_ob(deparch,op);
2726 if(!dep) {
2727 dep = arch_to_object(deparch); 2737 dep = arch_to_object (deparch);
2728 insert_ob_in_ob(dep, op); 2738 insert_ob_in_ob (dep, op);
2729 } 2739 }
2730 lose_this_stat = 1; 2740 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) { 2741 if (settings.balanced_stat_loss)
2742 {
2732 /* GD */ 2743 /* GD */
2733 /* Get the stat that we're about to deplete. */ 2744 /* Get the stat that we're about to deplete. */
2734 this_stat = get_attr_value(&(dep->stats), i); 2745 this_stat = get_attr_value (&(dep->stats), i);
2735 if (this_stat < 0) { 2746 if (this_stat < 0)
2747 {
2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2748 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2737 int keep_chance = this_stat * this_stat; 2749 int keep_chance = this_stat * this_stat;
2750
2738 /* Yes, I am paranoid. Sue me. */ 2751 /* Yes, I am paranoid. Sue me. */
2739 if (keep_chance < 1) 2752 if (keep_chance < 1)
2740 keep_chance = 1; 2753 keep_chance = 1;
2741 2754
2742 /* There is a maximum depletion total per level. */ 2755 /* There is a maximum depletion total per level. */
2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2756 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2757 {
2744 lose_this_stat = 0; 2758 lose_this_stat = 0;
2745 /* Take loss chance vs keep chance to see if we 2759 /* Take loss chance vs keep chance to see if we
2746 retain the stat. */ 2760 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 } 2761 }
2756 } 2762 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 */ 2763 {
2766 if (this_stat>=-50) { 2764 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; 2765 lose_this_stat = 0;
2766 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2767 this_stat, keep_chance, loss_chance,
2768 lose_this_stat?"LOSE":"KEEP"); */
2772 } 2769 }
2773 } 2770 }
2774 } 2771 }
2775 } 2772
2776 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 2773 if (lose_this_stat)
2778 { 2774 {
2779 /* determine_god() seems to not work sometimes... why is this? 2775 this_stat = get_attr_value (&(dep->stats), i);
2780 Should I be using something else? GD */ 2776 /* We could try to do something clever like find another
2781 const char *god = determine_god(op); 2777 * stat to reduce if this fails. But chances are, if
2782 if (god && (strcmp(god, "none"))) 2778 * stats have been depleted to -50, all are pretty low
2783 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2779 * and should be roughly the same, so it shouldn't make a
2784 "moment you feel the holy presence of %s protecting" 2780 * difference.
2785 " you.", god); 2781 */
2782 if (this_stat >= -50)
2786 else 2783 {
2787 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2784 change_attr_value (&(dep->stats), i, -1);
2788 " feel a holy presence protecting you."); 2785 SET_FLAG (dep, FLAG_APPLIED);
2786 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2787 op->update_stats ();
2788 lost_a_stat = 1;
2789 }
2789 } 2790 }
2791 }
2792 }
2793 /* If no stat lost, tell the player. */
2794 if (!lost_a_stat)
2795 {
2796 /* determine_god() seems to not work sometimes... why is this?
2797 Should I be using something else? GD */
2798 const char *god = determine_god (op);
2799
2800 if (god && (strcmp (god, "none")))
2801 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2802 else
2803 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2804 }
2805#else
2806 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2790#endif 2807#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 2808
2794 /* Put a gravestone up where the character 'almost' died. List the 2809 /* Put a gravestone up where the character 'almost' died. List the
2795 * exp loss on the stone. 2810 * exp loss on the stone.
2796 */ 2811 */
2797 tmp=arch_to_object(find_archetype("gravestone")); 2812 tmp = arch_to_object (archetype::find ("gravestone"));
2798 sprintf(buf,"%s's gravestone",op->name); 2813 sprintf (buf, "%s's gravestone", &op->name);
2799 FREE_AND_COPY(tmp->name, buf); 2814 tmp->name = buf;
2800 sprintf(buf,"%s's gravestones",op->name); 2815 sprintf (buf, "%s's gravestones", &op->name);
2801 FREE_AND_COPY(tmp->name_pl, buf); 2816 tmp->name_pl = buf;
2802 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2817 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" 2818 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; 2819 tmp->x = op->x, tmp->y = op->y;
2809 insert_ob_in_map (tmp, op->map, NULL,0); 2820 insert_ob_in_map (tmp, op->map, NULL, 0);
2810 2821
2811 /**************************************/ 2822 /**************************************/
2812 /* */ 2823 /* */
2813 /* Subtract the experience points, */ 2824 /* Subtract the experience points, */
2814 /* if we died cause of food, give us */ 2825 /* if we died cause of food, give us */
2815 /* food, and reset HP's... */ 2826 /* food, and reset HP's... */
2816 /* */ 2827 /* */
2817 /**************************************/ 2828 /**************************************/
2818 2829
2819 /* remove any poisoning and confusion the character may be suffering.*/ 2830 /* remove any poisoning and confusion the character may be suffering. */
2820 /* restore player */ 2831 /* restore player */
2821 at = find_archetype("poisoning"); 2832 at = archetype::find ("poisoning");
2822 tmp=present_arch_in_ob(at,op); 2833 tmp = present_arch_in_ob (at, op);
2823 if (tmp) { 2834
2824 remove_ob(tmp); 2835 if (tmp)
2825 free_object(tmp); 2836 {
2837 tmp->destroy ();
2826 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2838 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2827 } 2839 }
2828 2840
2829 at = find_archetype("confusion"); 2841 at = archetype::find ("confusion");
2830 tmp=present_arch_in_ob(at,op); 2842 tmp = present_arch_in_ob (at, op);
2831 if (tmp) { 2843 if (tmp)
2832 remove_ob(tmp); 2844 {
2833 free_object(tmp); 2845 tmp->destroy ();
2834 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2846 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2835 } 2847 }
2848
2836 cure_disease(op,0); /* remove any disease */ 2849 cure_disease (op, 0, 0); /* remove any disease */
2837 2850
2838 /*add_exp(op, (op->stats.exp * -0.20)); */ 2851 /*add_exp(op, (op->stats.exp * -0.20)); */
2839 apply_death_exp_penalty(op); 2852 apply_death_exp_penalty (op);
2840 if(op->stats.food < 100) op->stats.food = 900; 2853 if (op->stats.food < 100)
2854 op->stats.food = 900;
2841 op->stats.hp = op->stats.maxhp; 2855 op->stats.hp = op->stats.maxhp;
2842 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2856 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2843 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2857 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2844 2858
2845 /* 2859 /*
2846 * Check to see if the player is in a shop. IF so, then check to see if 2860 * 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 2861 * and put them back in the map.
2848 * in the map. 2862 */
2849 */ 2863 op->drop_unpaid_items ();
2850 2864
2851 if (is_in_shop (op))
2852 remove_unpaid_objects(op->inv, op);
2853
2854 /****************************************/ 2865 /****************************************/
2855 /* */ 2866 /* */
2856 /* Move player to his current respawn- */ 2867 /* Move player to his current respawn- */
2857 /* position (usually last savebed) */ 2868 /* position (usually last savebed) */
2858 /* */ 2869 /* */
2859 /****************************************/ 2870 /****************************************/
2860 2871
2861 enter_player_savebed(op); 2872 enter_player_savebed (op);
2862 2873
2863 /* Save the player before inserting the force to reduce
2864 * chance of abuse.
2865 */
2866 op->contr->braced=0; 2874 op->contr->braced = 0;
2867 save_player(op,1);
2868 2875
2869 /* it is possible that the player has blown something up 2876 /* it is possible that the player has blown something up
2870 * at his savebed location, and that can have long lasting 2877 * at his savebed location, and that can have long lasting
2871 * spell effects. So first see if there is a spell effect 2878 * spell effects. So first see if there is a spell effect
2872 * on the space that might harm the player. 2879 * on the space that might harm the player.
2873 */ 2880 */
2874 will_kill_again=0; 2881 will_kill_again = 0;
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2882 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2876 if (tmp->type ==SPELL_EFFECT) 2883 if (tmp->type == SPELL_EFFECT)
2877 will_kill_again|=tmp->attacktype; 2884 will_kill_again |= tmp->attacktype;
2878 } 2885
2879 if (will_kill_again) { 2886 if (will_kill_again)
2887 {
2880 object *force; 2888 object *force;
2881 int at; 2889 int at;
2882 2890
2883 force=get_archetype(FORCE_NAME); 2891 force = get_archetype (FORCE_NAME);
2884 /* 50 ticks should be enough time for the spell to abate */ 2892 /* 50 ticks should be enough time for the spell to abate */
2885 force->speed=0.1; 2893 force->speed = 0.1f;
2886 force->speed_left=-5.0; 2894 force->speed_left = -5.f;
2887 SET_FLAG(force, FLAG_APPLIED); 2895 SET_FLAG (force, FLAG_APPLIED);
2888 for (at=0; at<NROFATTACKS; at++) { 2896 for (at = 0; at < NROFATTACKS; at++)
2889 if (will_kill_again & (1 << at)) 2897 if (will_kill_again & (1 << at))
2890 force->resist[at] = 100; 2898 force->resist[at] = 100;
2899
2900 insert_ob_in_ob (force, op);
2901 op->update_stats ();
2902
2903 }
2904
2905 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2906}
2907
2908void
2909loot_object (object *op)
2910{ /* Grab and destroy some treasure */
2911 object *tmp, *tmp2, *next;
2912
2913 op->close_container (); /* close open sack first */
2914
2915 for (tmp = op->inv; tmp; tmp = next)
2916 {
2917 next = tmp->below;
2918
2919 if (tmp->invisible)
2920 continue;
2921
2922 tmp->remove ();
2923 tmp->x = op->x, tmp->y = op->y;
2924
2925 if (tmp->type == CONTAINER)
2926 loot_object (tmp); /* empty container to ground */
2927
2928 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2929 {
2930 if (tmp->nrof > 1)
2931 {
2932 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2933 tmp2->destroy ();
2934 insert_ob_in_map (tmp, op->map, NULL, 0);
2891 } 2935 }
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 { 2936 else
2950 delete_character(op->name,1); 2937 tmp->destroy ();
2951 } 2938 }
2952 } 2939 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); 2940 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 } 2941 }
2997} 2942}
2998 2943
2999/* 2944/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 2945 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 2946 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 2947 * was changed.
3003 */ 2948 */
3004 2949void
3005void fix_weight(void) { 2950fix_weight (void)
3006 player *pl; 2951{
3007 for (pl = first_player; pl != NULL; pl = pl->next) { 2952 for_all_players (pl)
2953 {
3008 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2954 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2955
3009 if(old == sum) 2956 if (old == sum)
3010 continue; 2957 continue;
3011 fix_player(pl->ob); 2958 pl->ob->update_stats ();
3012 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2959 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3013 pl->ob->name, old, sum);
3014 } 2960 }
3015} 2961}
3016 2962
2963void
3017void fix_luck(void) { 2964fix_luck (void)
3018 player *pl; 2965{
3019 for (pl = first_player; pl != NULL; pl = pl->next) 2966 for_all_players (pl)
3020 if (!pl->ob->contr->state) 2967 if (!pl->ob->contr->ns->state)
3021 change_luck(pl->ob, 0); 2968 pl->ob->change_luck (0);
3022} 2969}
3023
3024 2970
3025/* cast_dust() - handles op throwing objects of type 'DUST'. 2971/* cast_dust() - handles op throwing objects of type 'DUST'.
3026 * This is much simpler in the new spell code - we basically 2972 * This is much simpler in the new spell code - we basically
3027 * just treat this as any other spell casting object. 2973 * just treat this as any other spell casting object.
3028 */ 2974 */
3029
3030void 2975void
3031cast_dust (object * op, object * throw_ob, int dir) 2976cast_dust (object *op, object *throw_ob, int dir)
3032{ 2977{
3033 object *skop, *spob; 2978 object *skop, *spob;
3034 2979
3035 skop = find_skill_by_name (op, throw_ob->skill); 2980 skop = find_skill_by_name (op, throw_ob->skill);
3036 2981
3037 /* casting POTION 'dusts' is really a use_magic_item skill */ 2982 /* casting POTION 'dusts' is really a use_magic_item skill */
3038 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2983 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3039 { 2984 {
3040 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2985 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3041 op->name);
3042 return; 2986 return;
3043 } 2987 }
3044 2988
3045 spob = throw_ob->inv; 2989 spob = throw_ob->inv;
3046 2990
3047 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2991 // 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 2992 // not pass NULL to cast_spell (which did indeed check itself, but
3049 // errors should be reported as early as possible IMHO) 2993 // errors should be reported as early as possible IMHO)
3050 if (!spob) 2994 if (!spob)
3051 { 2995 {
3052 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2996 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; 2997 return;
3055 } 2998 }
3056 2999
3057 if (op->type == PLAYER) 3000 if (op->type == PLAYER)
3058 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3001 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3059 3002
3060 cast_spell (op, throw_ob, dir, spob, NULL); 3003 cast_spell (op, throw_ob, dir, spob, NULL);
3061 3004
3062 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3005 throw_ob->destroy ();
3063 remove_ob (throw_ob);
3064 free_object (throw_ob);
3065} 3006}
3066 3007
3008void
3067void make_visible (object *op) { 3009make_visible (object *op)
3010{
3068 op->hide = 0; 3011 op->hide = 0;
3069 op->invisible = 0; 3012 op->invisible = 0;
3013
3070 if(op->type==PLAYER) { 3014 if (op->type == PLAYER)
3015 {
3071 op->contr->tmp_invis = 0; 3016 op->contr->tmp_invis = 0;
3072 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3017 op->contr->invis_race = 0;
3073 } 3018 }
3019
3074 update_object(op,UP_OBJ_FACE); 3020 update_object (op, UP_OBJ_CHANGE);
3075} 3021}
3076 3022
3023int
3077int is_true_undead(object *op) { 3024is_true_undead (object *op)
3078 object *tmp=NULL; 3025{
3079
3080 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3026 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3027 return 1;
3081 3028
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; 3029 return 0;
3087} 3030}
3088 3031
3089/* look at the surrounding terrain to determine 3032/* look at the surrounding terrain to determine
3090 * the hideability of this object. Positive levels 3033 * the hideability of this object. Positive levels
3091 * indicate greater hideability. 3034 * indicate greater hideability.
3092 */ 3035 */
3093 3036int
3094int hideability(object *ob) { 3037hideability (object *ob)
3038{
3095 int i,level=0, mflag; 3039 int i, level = 0, mflag;
3096 sint16 x,y; 3040 sint16 x, y;
3097 3041
3098 if(!ob||!ob->map) return 0; 3042 if (!ob || !ob->map)
3043 return 0;
3099 3044
3100 /* so, on normal lighted maps, its hard to hide */ 3045 /* so, on normal lighted maps, its hard to hide */
3101 level=ob->map->darkness - 2; 3046 level = ob->map->darkness - 2;
3102 3047
3103 /* this also picks up whether the object is glowing. 3048 /* this also picks up whether the object is glowing.
3104 * If you carry a light on a non-dark map, its not 3049 * If you carry a light on a non-dark map, its not
3105 * as bad as carrying a light on a pitch dark map */ 3050 * as bad as carrying a light on a pitch dark map */
3106 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3051 if (has_carried_lights (ob))
3052 level = -(10 + (2 * ob->map->darkness));
3107 3053
3108 /* scan through all nearby squares for terrain to hide in */ 3054 /* 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]) { 3055 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3056 {
3110 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3057 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3111 if (mflag & P_OUT_OF_MAP) { continue; } 3058 if (mflag & P_OUT_OF_MAP)
3059 {
3060 continue;
3061 }
3112 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3062 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3113 level += 2; 3063 level += 2;
3114 else /* open terrain! */ 3064 else /* open terrain! */
3115 level -= 1; 3065 level -= 1;
3116 } 3066 }
3117 3067
3118#if 0 3068#if 0
3119 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3069 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3120#endif 3070#endif
3121 return level; 3071 return level;
3122} 3072}
3123 3073
3124/* For Hidden creatures - a chance of becoming 'unhidden' 3074/* For Hidden creatures - a chance of becoming 'unhidden'
3125 * every time they move - as we subtract off 'invisibility' 3075 * every time they move - as we subtract off 'invisibility'
3126 * AND, for players, if they move into a ridiculously unhideable 3076 * AND, for players, if they move into a ridiculously unhideable
3127 * spot (surrounded by clear terrain in broad daylight). -b.t. 3077 * spot (surrounded by clear terrain in broad daylight). -b.t.
3128 */ 3078 */
3129 3079void
3130void do_hidden_move (object *op) { 3080do_hidden_move (object *op)
3081{
3131 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3082 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3132 object *skop; 3083 object *skop;
3133 3084
3134 if(!op || !op->map) return; 3085 if (!op || !op->map)
3086 return;
3135 3087
3136 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3088 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3137 3089
3138 /* its *extremely* hard to run and sneak/hide at the same time! */ 3090 /* its *extremely* hard to run and sneak/hide at the same time! */
3139 if(op->type==PLAYER && op->contr->run_on) { 3091 if (op->type == PLAYER && op->contr->run_on)
3140 if(!skop || num >= skop->level) { 3092 if (!skop || num >= skop->level)
3093 {
3141 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3094 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); 3095 make_visible (op);
3151 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3096 return;
3152 "You moved out of hiding! You are visible!");
3153 } 3097 }
3098 else
3099 num += 20;
3100
3101 num += op->map->difficulty;
3102 hide = hideability (op); /* modify by terrain hidden level */
3103 num -= hide;
3104
3105 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3106 {
3107 make_visible (op);
3108 if (op->type == PLAYER)
3109 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3110 }
3154 else if (op->type == PLAYER && skop) { 3111 else if (op->type == PLAYER && skop)
3155 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3112 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3156 }
3157} 3113}
3158 3114
3159/* determine if who is standing near a hostile creature. */ 3115/* determine if who is standing near a hostile creature. */
3160 3116
3117int
3161int stand_near_hostile( object *who ) { 3118stand_near_hostile (object *who)
3119{
3162 object *tmp=NULL; 3120 object *tmp = NULL;
3163 int i,friendly=0,player=0, mflags; 3121 int i, friendly = 0, player = 0, mflags;
3164 mapstruct *m; 3122 maptile *m;
3165 sint16 x,y; 3123 sint16 x, y;
3166 3124
3167 if(!who) return 0; 3125 if (!who)
3126 return 0;
3168 3127
3169 if(who->type==PLAYER) player=1; 3128 if (who->type == PLAYER)
3129 player = 1;
3130
3131 else
3170 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3132 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3171 3133
3172 /* search adjacent squares */ 3134 /* search adjacent squares */
3173 for(i=1;i<9;i++) { 3135 for (i = 1; i < 9; i++)
3136 {
3174 x = who->x+freearr_x[i]; 3137 x = who->x + freearr_x[i];
3175 y = who->y+freearr_y[i]; 3138 y = who->y + freearr_y[i];
3176 m = who->map; 3139 m = who->map;
3177 mflags = get_map_flags(m, &m, x, y, &x, &y); 3140 mflags = get_map_flags (m, &m, x, y, &x, &y);
3178 /* space must be blocked if there is a monster. If not 3141 /* space must be blocked if there is a monster. If not
3179 * blocked, don't need to check this space. 3142 * blocked, don't need to check this space.
3180 */ 3143 */
3181 if (mflags & P_OUT_OF_MAP) continue; 3144 if (mflags & P_OUT_OF_MAP)
3145 continue;
3182 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3146 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3183 3147 continue;
3184 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3148
3185 if((player||friendly) 3149 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3150 {
3186 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3151 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3152 return 1;
3153 else if (tmp->type == PLAYER)
3154 {
3155 /*don't let a hidden DM prevent you from hiding */
3156 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3187 return 1; 3157 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 } 3158 }
3194 } 3159 }
3195 } 3160 }
3196 return 0; 3161 return 0;
3197} 3162}
3198 3163
3199/* check the player los field for viewability of the 3164/* check the player los field for viewability of the
3200 * object op. This function works fine for monsters, 3165 * object op. This function works fine for monsters,
3201 * but we dont worry if the object isnt the top one in 3166 * but we dont worry if the object isnt the top one in
3202 * a pile (say a coin under a table would return "viewable" 3167 * a pile (say a coin under a table would return "viewable"
3203 * by this routine). Another question, should we be 3168 * by this routine). Another question, should we be
3204 * concerned with the direction the player is looking 3169 * concerned with the direction the player is looking
3205 * in? Realistically, most of use cant see stuff behind 3170 * in? Realistically, most of us can't see stuff behind
3206 * our backs...on the other hand, does the "facing" direction 3171 * our backs...on the other hand, does the "facing" direction
3207 * imply the way your head, or body is facing? Its possible 3172 * 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. 3173 * for them to differ. Sigh, this fctn could get a bit more complex.
3209 * -b.t. 3174 * -b.t.
3210 * This function is now map tiling safe. 3175 * This function is now map tiling safe.
3211 */ 3176 */
3212 3177int
3213int player_can_view (object *pl,object *op) { 3178player_can_view (object *pl, object *op)
3179{
3214 rv_vector rv; 3180 rv_vector rv;
3215 int dx,dy; 3181 int dx, dy;
3216 3182
3217 if(pl->type!=PLAYER) { 3183 if (pl->type != PLAYER)
3184 {
3218 LOG(llevError,"player_can_view() called for non-player object\n"); 3185 LOG (llevError, "player_can_view() called for non-player object\n");
3219 return -1; 3186 return -1;
3220 } 3187 }
3221 if (!pl || !op) return 0;
3222 3188
3223 if(op->head) { op = op->head; } 3189 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; 3190 return 0;
3191
3192 op = op->head_ ();
3193
3194 get_rangevector (pl, op, &rv, 0x1);
3195
3196 /* starting with the 'head' part, lets loop
3197 * through the object and find if it has any
3198 * part that is in the los array but isn't on
3199 * a blocked los square.
3200 * we use the archetype to figure out offsets.
3201 */
3202 while (op)
3203 {
3204 dx = rv.distance_x + op->arch->x;
3205 dy = rv.distance_y + op->arch->y;
3206
3207 /* only the viewable area the player sees is updated by LOS
3208 * code, so we need to restrict ourselves to that range of values
3209 * for any meaningful values.
3210 */
3211 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3212 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3213 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3214 return 1;
3215
3216 op = op->more;
3217 }
3218
3219 return 0;
3247} 3220}
3248 3221
3249/* routine for both players and monsters. We call this when 3222/* routine for both players and monsters. We call this when
3250 * there is a possibility for our action distrubing our hiding 3223 * there is a possibility for our action distrubing our hiding
3251 * place or invisiblity spell. Artefact invisiblity is not 3224 * place or invisiblity spell. Artefact invisiblity is not
3252 * effected by this. If we arent invisible to begin with, we 3225 * effected by this. If we arent invisible to begin with, we
3253 * return 0. 3226 * return 0.
3254 */ 3227 */
3228int
3255int action_makes_visible (object *op) { 3229action_makes_visible (object *op)
3256 3230{
3257 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3231 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3232 {
3258 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3233 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3259 return 0; 3234 return 0;
3260 3235
3261 if (op->contr && op->contr->tmp_invis == 0) return 0; 3236 if (op->contr && op->contr->tmp_invis == 0)
3237 return 0;
3262 3238
3263 /* If monsters, they should become visible */ 3239 /* If monsters, they should become visible */
3264 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3240 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3241 {
3265 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3242 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3266 return 1; 3243 return 1;
3267 } 3244 }
3268 } 3245 }
3246
3269 return 0; 3247 return 0;
3270} 3248}
3271 3249
3272/* op_on_battleground - checks if the given object op (usually 3250/* op_on_battleground - checks if the given object op (usually
3273 * a player) is standing on a valid battleground-tile, 3251 * a player) is standing on a valid battleground-tile,
3274 * function returns TRUE/FALSE. If true x, y returns the battleground 3252 * function returns TRUE/FALSE. If true x, y returns the battleground
3275 * -exit-coord. (and if x, y not NULL) 3253 * -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 3254 * 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 3255 * 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 3256 * Default is to do the same as before, so only people wanting to have different points need worry about this
3279 */ 3257 */
3258int
3280int op_on_battleground (object *op, int *x, int *y) { 3259op_on_battleground (object *op, int *x, int *y)
3281 object *tmp; 3260{
3282
3283 /* A battleground-tile needs the following attributes to be valid: 3261 /* 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), 3262 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3285 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3263 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3286 * and the exit-coordinates sp/hp must both be > 0. 3264 * and the exit-coordinates sp/hp must both be > 0.
3287 * => The intention here is to prevent abuse of the battleground- 3265 * => The intention here is to prevent abuse of the battleground-
3288 * feature (like pickable or hidden battleground tiles). */ 3266 * feature (like pickable or hidden battleground tiles). */
3289 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3267 for (object *tmp = op->below; tmp; tmp = tmp->below)
3268 {
3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3269 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3270 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3271 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3292 strcmp(tmp->name, "battleground")==0 && 3272 && tmp->type == BATTLEGROUND
3293 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3273 && tmp->name == shstr_battleground
3274 && EXIT_X (tmp) && EXIT_Y (tmp))
3275 {
3294 /*before we assign the exit, check if this is a teambattle*/ 3276 /* before we assign the exit, check if this is a teambattle */
3295 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3277 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3296 object *invtmp; 3278 {
3297 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3279 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3280 {
3298 if(invtmp->type==FORCE && invtmp->slaying && 3281 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3299 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3282 {
3300 if (x != NULL && y != NULL) 3283 if (x && y)
3301 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3284 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3285
3302 return 1; 3286 return 1;
3287 }
3303 } 3288 }
3304 } 3289 }
3305 } 3290
3306 if (x != NULL && y != NULL) 3291 if (x && y)
3307 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3292 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3293
3308 return 1; 3294 return 1;
3295 }
3309 } 3296 }
3310 }
3311 } 3297 }
3298
3312 /* If we got here, did not find a battleground */ 3299 /* If we got here, did not find a battleground */
3313 return 0; 3300 return 0;
3314} 3301}
3315 3302
3316/* 3303/*
3320 * attributes: 3307 * attributes:
3321 * object *who the dragon player 3308 * object *who the dragon player
3322 * int atnr the attack-number of the ability focus 3309 * int atnr the attack-number of the ability focus
3323 * int level ability level 3310 * int level ability level
3324 */ 3311 */
3312void
3325void dragon_ability_gain(object *who, int atnr, int level) { 3313dragon_ability_gain (object *who, int atnr, int level)
3314{
3326 treasurelist *trlist = NULL; /* treasurelist */ 3315 treasurelist *trlist = NULL; /* treasurelist */
3327 treasure *tr; /* treasure */ 3316 treasure *tr; /* treasure */
3328 object *tmp,*skop; /* tmp. object */ 3317 object *tmp, *skop; /* tmp. object */
3329 object *item; /* treasure object */ 3318 object *item; /* treasure object */
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3319 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i=0, j=0; 3320 int i = 0, j = 0;
3332 3321
3333 /* get the appropriate treasurelist */ 3322 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3323 if (atnr == ATNR_FIRE)
3335 trlist = find_treasurelist("dragon_ability_fire"); 3324 trlist = treasurelist::find (shstr_dragon_ability_fire);
3336 else if (atnr == ATNR_COLD) 3325 else if (atnr == ATNR_COLD)
3337 trlist = find_treasurelist("dragon_ability_cold"); 3326 trlist = treasurelist::find (shstr_dragon_ability_cold);
3338 else if (atnr == ATNR_ELECTRICITY) 3327 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = find_treasurelist("dragon_ability_elec"); 3328 trlist = treasurelist::find (shstr_dragon_ability_elec);
3340 else if (atnr == ATNR_POISON) 3329 else if (atnr == ATNR_POISON)
3341 trlist = find_treasurelist("dragon_ability_poison"); 3330 trlist = treasurelist::find (shstr_dragon_ability_poison);
3342 3331
3343 if (trlist == NULL || who->type != PLAYER) 3332 if (trlist == NULL || who->type != PLAYER)
3333 return;
3334
3335 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3336
3337 if (!tr || !tr->item)
3338 {
3339 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3340 return;
3341 }
3342
3343 /* everything seems okay - now bring on the gift: */
3344 item = tr->item;
3345
3346 if (item->type == SPELL)
3347 {
3348 if (check_spell_known (who, item->name))
3344 return; 3349 return;
3345 3350
3346 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3351 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3347 tr = tr->next, i++); 3352 do_learn_spell (who, item, 0);
3348 3353 return;
3349 if (tr == NULL || tr->item == NULL) { 3354 }
3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3355
3356 /* grant direct spell */
3357 if (item->type == SPELLBOOK)
3358 {
3359 if (!item->inv)
3360 {
3361 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3362 return;
3363 }
3364 if (check_spell_known (who, item->inv->name))
3351 return; 3365 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) { 3366 if (item->invisible)
3367 {
3376 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3368 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); 3369 do_learn_spell (who, item->inv, 0);
3378 return; 3370 return;
3379 } 3371 }
3380 } 3372 }
3381 else if (item->type == SKILL_TOOL && item->invisible) { 3373 else if (item->type == SKILL_TOOL && item->invisible)
3374 {
3382 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3375 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3376 {
3383 3377
3384 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3378 /* 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 3379 * 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, 3380 * them. As it is now, if the player has any that match the granted skill,
3387 * but not all of them, he gets nothing. 3381 * but not all of them, he gets nothing.
3388 */ 3382 */
3389 if (!(skop->attacktype & item->attacktype)) { 3383 if (!(skop->attacktype & item->attacktype))
3384 {
3390 /* Give new attacktype */ 3385 /* Give new attacktype */
3391 skop->attacktype |= item->attacktype; 3386 skop->attacktype |= item->attacktype;
3392 3387
3393 /* always add physical if there's none */ 3388 /* always add physical if there's none */
3394 skop->attacktype |= AT_PHYSICAL; 3389 skop->attacktype |= AT_PHYSICAL;
3395 3390
3396 if (item->msg != NULL) 3391 if (item->msg != NULL)
3397 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3392 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3398 3393
3399 /* Give player new face */ 3394 /* Give player new face */
3400 if (item->animation_id) { 3395 if (item->animation_id)
3396 {
3401 who->face = skop->face; 3397 who->face = skop->face;
3402 who->animation_id = item->animation_id; 3398 who->animation_id = item->animation_id;
3403 who->anim_speed = item->anim_speed; 3399 who->anim_speed = item->anim_speed;
3404 who->last_anim = 0; 3400 who->last_anim = 0;
3405 who->state = 0; 3401 who->state = 0;
3406 animate_object(who, who->direction); 3402 animate_object (who, who->direction);
3407 } 3403 }
3408 } 3404 }
3409 } 3405 }
3410 } 3406 }
3411 else if (item->type == FORCE) { 3407 else if (item->type == FORCE)
3408 {
3412 /* forces in the treasurelist can alter the player's stats */ 3409 /* forces in the treasurelist can alter the player's stats */
3413 object *skin; 3410 object *skin;
3411
3414 /* first get the dragon skin force */ 3412 /* first get the dragon skin force */
3415 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3413 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3416 skin=skin->below); 3414 ;
3417 if (skin == NULL) return; 3415
3418 3416 if (!skin)
3417 return;
3418
3419 /* adding new spellpath attunements */ 3419 /* adding new spellpath attunements */
3420 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3420 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3421 {
3421 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3422 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3422 3423
3423 /* print message */ 3424 /* print message */
3424 sprintf(buf, "You feel attuned to "); 3425 sprintf (buf, "You feel attuned to ");
3425 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3426 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3427 {
3426 if(item->path_attuned & (1<<i)) { 3428 if (item->path_attuned & (1 << i))
3429 {
3427 if (j) 3430 if (j)
3428 strcat(buf," and "); 3431 strcat (buf, " and ");
3429 else 3432 else
3430 j = 1; 3433 j = 1;
3431 strcat(buf, spellpathnames[i]); 3434 strcat (buf, spellpathnames[i]);
3432 } 3435 }
3433 } 3436 }
3434 strcat(buf,"."); 3437 strcat (buf, ".");
3435 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3438 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3436 } 3439 }
3437 3440
3438 /* evtl. adding flags: */ 3441 /* evtl. adding flags: */
3439 if(QUERY_FLAG(item, FLAG_XRAYS)) 3442 if (QUERY_FLAG (item, FLAG_XRAYS))
3440 SET_FLAG(skin, FLAG_XRAYS); 3443 SET_FLAG (skin, FLAG_XRAYS);
3441 if(QUERY_FLAG(item, FLAG_STEALTH)) 3444 if (QUERY_FLAG (item, FLAG_STEALTH))
3442 SET_FLAG(skin, FLAG_STEALTH); 3445 SET_FLAG (skin, FLAG_STEALTH);
3443 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3446 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3444 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3447 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3445 3448
3446 /* print message if there is one */ 3449 /* print message if there is one */
3447 if (item->msg != NULL) 3450 if (item->msg != NULL)
3448 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3451 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3452 }
3453 else
3449 } 3454 {
3450 else {
3451 /* generate misc. treasure */ 3455 /* generate misc. treasure */
3452 tmp = arch_to_object (tr->item); 3456 tmp = arch_to_object (tr->item);
3453 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3457 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); 3458 tmp = insert_ob_in_ob (tmp, who);
3455 if (who->type == PLAYER) 3459 if (who->type == PLAYER)
3456 esrv_send_item(who, tmp); 3460 esrv_send_item (who, tmp);
3457 } 3461 }
3458} 3462}
3459 3463
3460/** 3464/**
3461 * Unready an object for a player. This function does nothing if the object was 3465 * Unready an object for a player. This function does nothing if the object was
3462 * not readied. 3466 * not readied.
3463 */ 3467 */
3468void
3464void player_unready_range_ob(player *pl, object *ob) { 3469player_unready_range_ob (player *pl, object *ob)
3465 rangetype i; 3470{
3471 if (pl->ob->current_weapon == ob)
3472 pl->ob->current_weapon = 0;
3466 3473
3467 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3474 if (pl->combat_ob == ob)
3468 if (pl->ranges[i] == ob) { 3475 pl->combat_ob = 0;
3469 pl->ranges[i] = NULL; 3476
3470 if (pl->shoottype == i) { 3477 if (pl->ranged_ob == ob)
3471 pl->shoottype = range_none; 3478 pl->ranged_ob = 0;
3472 }
3473 }
3474 }
3475} 3479}
3480
3481sint8
3482player::visibility_at (maptile *map, int x, int y) const
3483{
3484 if (!ns)
3485 return 0;
3486
3487 int dx, dy;
3488 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3489 return 0;
3490
3491 x += dx - ns->current_x + ns->mapx / 2;
3492 y += dy - ns->current_y + ns->mapy / 2;
3493
3494 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3495 return 0;
3496
3497 return 100 - blocked_los [x][y];
3498}
3499
3500void
3501player::infobox (const char *title, const char *msg, int color)
3502{
3503 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3504}
3505
3506void
3507player::statusmsg (const char *msg, int color)
3508{
3509 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3510}
3511
3512void
3513player::failmsg (const char *msg, int color)
3514{
3515 play_sound (sound_find ("generic_failure"));
3516 statusmsg (msg, color);
3517}
3518

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