ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.12 by elmex, Tue Aug 29 10:51:43 2006 UTC vs.
Revision 1.182 by root, Thu Apr 17 14:06:03 2008 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 */ 326 ob->deactivate (); // change_Weapon activates, fix this better
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} 327}
190 328
191/* This no longer sets the player map. Also, it now updates 329void
192 * all the pointers so the caller doesn't need to do that. 330player::set_observe (object *op)
193 * Caller is responsible for setting the correct map. 331{
194 */ 332 observe = op ? op : ob;
333 do_los = 1;
334}
195 335
196/* Redo this to do both get_player_ob and get_player. 336player::player ()
197 * Hopefully this will be less bugfree and simpler. 337{
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 - 338 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 339 * we deal with that below this point.
236 */ 340 */
237 p->party=NULL; 341 outputs_sync = 4;
238 p->outputs_sync=16; /* Every 2 seconds */ 342 outputs_count = 4;
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 343 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 344
243#ifdef AUTOSAVE 345 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 346
245#endif 347 gen_sp_armour = 10;
348 bowtype = bow_normal;
349 petmode = pet_normal;
350 listening = 10;
351 usekeys = containers;
352 peaceful = 1; /* default peaceful */
353 do_los = 1;
354
355 weapon_sp = 1.0f;
356 weapon_sp_left = 0.5f;
357}
358
359void
360player::do_destroy ()
361{
362 disconnect ();
363
364 attachable::do_destroy ();
365
366 if (ob)
246 367 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 368 ob->destroy_inv (false);
369 ob->destroy ();
248 370 }
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 */
257 371
258 roll_stats(op); 372 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} 373}
300 374
301 375player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 376{
305 strcpy(op->contr->maplevel, first_map_path); 377 /* Clear item stack */
306 op->x = -1; 378 free (stack_items);
307 op->y = -1;
308 enter_exit(op, NULL);
309} 379}
310 380
311/* Tries to add player on the connection passwd in ns. 381/* 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 382 * All we can really get in this is some settings like host and display
313 * mode. 383 * mode.
314 */ 384 */
385player *
386player::create ()
387{
388 player *pl = new player;
315 389
316int add_player(NewSocket *ns) { 390 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318 391
319 p=get_player(NULL); 392 pl->ob->roll_stats ();
320 p->socket = *ns; 393 pl->ob->stats.wc = 2;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 394 pl->ob->run_away = 25; /* Then we panick... */
322 if(p->socket.faces_sent == NULL) 395
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); 396 set_first_map (pl->ob);
331 397
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; 398 return pl;
339} 399}
340 400
341/* 401/*
342 * get_player_archetype() return next player archetype from archetype 402 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 403 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 404 * Note: there MUST be at least one player archetype!
345 */ 405 */
406archetype *
346archetype *get_player_archetype(archetype* at) 407get_player_archetype (archetype *at)
347{ 408{
348 archetype *start = at; 409 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
410
349 for (;;) { 411 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 } 412 {
361} 413 if (++i == archetypes.end ())
414 i = archetypes.begin ();
415 else if (*i == at)
416 cleanup ("not a single player archetype found");
362 417
418 if ((*i)->type == PLAYER)
419 return *i;
420 }
421}
363 422
423object *
364object *get_nearest_player(object *mon) { 424get_nearest_player (object *mon)
425{
365 object *op = NULL; 426 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 427 objectlink *ol;
368 unsigned lastdist; 428 unsigned lastdist;
369 rv_vector rv; 429 rv_vector rv;
370 430
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
372 /* We should not find free objects on this friendly list, but it 432 {
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)) 433 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 434 continue;
398 435
399 if(lastdist>rv.distance) { 436 if (lastdist > rv.distance)
437 {
400 op=ol->ob; 438 op = ol->ob;
401 lastdist=rv.distance; 439 lastdist = rv.distance;
402 } 440 }
403 } 441 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 442
443 for_all_players (pl)
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 444 if (can_detect_enemy (mon, pl->ob, &rv))
406
407 if(lastdist>rv.distance) { 445 if (lastdist > rv.distance)
408 op=pl->ob;
409 lastdist=rv.distance;
410 }
411 } 446 {
412 } 447 op = pl->ob;
448 lastdist = rv.distance;
449 }
450
413#if 0 451#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 452 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 453#endif
416 return op; 454 return op;
417} 455}
418 456
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 457/* 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 458 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 459 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 473 * 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 474 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 475 * is probably not a good thing.
438 */ 476 */
439#define MAX_SPACES 50 477#define MAX_SPACES 50
440
441 478
442/* 479/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 480 * 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 481 * 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 482 * 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. 495 * 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, 496 * 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 497 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 498 * is blocking itself.
462 */ 499 */
500int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 501path_to_player (object *mon, object *pl, unsigned mindiff)
502{
464 rv_vector rv; 503 rv_vector rv;
465 sint16 x,y; 504 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 505 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 506 maptile *m, *lastmap;
468 507
469 get_rangevector(mon, pl, &rv, 0); 508 get_rangevector (mon, pl, &rv, 0);
470 509
471 if (rv.distance<mindiff) return 0; 510 if (rv.distance < mindiff)
511 return 0;
472 512
473 x=mon->x; 513 x = mon->x;
474 y=mon->y; 514 y = mon->y;
475 m=mon->map; 515 m = mon->map;
476 dir = rv.direction; 516 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 517 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); 518 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
519
479 /* If we can't solve it within the search distance, return now. */ 520 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 521 if (diff > max)
522 return 0;
523
481 while (diff >1 && max>0) { 524 while (diff > 1 && max > 0)
525 {
482 lastx = x; 526 lastx = x;
483 lasty = y; 527 lasty = y;
484 lastmap = m; 528 lastmap = m;
485 x = lastx + freearr_x[dir]; 529 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 530 y = lasty + freearr_y[dir];
487 531
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 532 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); 533 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
490 534
491 /* Space is blocked - try changing direction a little */ 535 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 536 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)))) { 537 && (m == mon->map && blocked_link (mon, m, x, y))))
538 {
494 /* recalculate direction from last good location. Possible 539 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 540 * we were not traversing ideal location before.
496 */ 541 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 542 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 543 if (rv.direction != dir)
544 {
499 /* OK - says direction should be different - lets reset the 545 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 546 * the values so it will try again.
501 */ 547 */
502 x = lastx; 548 x = lastx;
503 y = lasty; 549 y = lasty;
504 m = lastmap; 550 m = lastmap;
505 dir = firstdir = rv.direction; 551 dir = firstdir = rv.direction;
552 }
506 } else { 553 else
554 {
507 /* direct path is blocked - try taking a side step to 555 /* direct path is blocked - try taking a side step to
508 * either the left or right. 556 * either the left or right.
509 * Note increase the values in the loop below to be 557 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 558 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 559 * 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 560 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 561 * stepping back and forth
514 */ 562 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 563 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
564 {
565 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 566 continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 567 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 568 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 569 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 570 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 571 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 572 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 573 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 574 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 575 * the last direction the creature has successfully
526 * moved. 576 * moved.
527 */ 577 */
528 578
529 x = lastx + freearr_x[absdir(lastdir+i)]; 579 x = lastx + freearr_x[absdir (lastdir + i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 580 y = lasty + freearr_y[absdir (lastdir + i)];
531 m = lastmap; 581 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 582 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 583 if (mflags & P_OUT_OF_MAP)
584 continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 585 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 586 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
587 continue;
536 if (mflags & P_BLOCKSVIEW) continue; 588 if (mflags & P_BLOCKSVIEW)
589 continue;
537 590
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 591 if (m == mon->map && blocked_link (mon, m, x, y))
592 break;
539 } 593 }
540 /* go through entire loop without finding a valid 594 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 595 * sidestep to take - thus, no valid path.
542 */ 596 */
543 if (i==(DETOUR_AMOUNT+1)) 597 if (i == (DETOUR_AMOUNT + 1))
544 return 0; 598 return 0;
545 diff--; 599 diff--;
546 lastdir=dir; 600 lastdir = dir;
547 max--; 601 max--;
548 if (!firstdir) firstdir = dir+i; 602 if (!firstdir)
603 firstdir = dir + i;
549 } /* else check alternate directions */ 604 } /* else check alternate directions */
550 } /* if blocked */ 605 } /* if blocked */
551 else { 606 else
607 {
552 /* we moved towards creature, so diff is less */ 608 /* we moved towards creature, so diff is less */
553 diff--; 609 diff--;
554 max--; 610 max--;
555 lastdir=dir; 611 lastdir = dir;
612 if (!firstdir)
556 if (!firstdir) firstdir = dir; 613 firstdir = dir;
614 }
615
616 if (diff <= 1)
557 } 617 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 618 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 619 * headed toward player for entire distance.
561 */ 620 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 621 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); 622 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
564 } 623 }
565 if (diff>max) return 0; 624
625 if (diff > max)
626 return 0;
566 } 627 }
628
567 /* If we reached the max, didn't find a direction in time */ 629 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 630 if (!max)
631 return 0;
569 632
570 return firstdir; 633 return firstdir;
571} 634}
572 635
636void
573void give_initial_items(object *pl,treasurelist *items) { 637give_initial_items (object *pl, treasurelist *items)
574 object *op,*next=NULL; 638{
575
576 if(pl->randomitems!=NULL) 639 if (pl->randomitems)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 640 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 641
579 for (op=pl->inv; op; op=next) { 642 for (object *next, *op = pl->inv; op; op = next)
643 {
580 next = op->below; 644 next = op->below;
581 645
582 /* Forces get applied per default, unless they have the 646 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 647 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 648 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 649 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 650 SET_FLAG (op, FLAG_APPLIED);
587 651
588 /* we never give weapons/armour if these cannot be used 652 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 653 * by this player due to race restrictions
590 */ 654 */
591 if (pl->type == PLAYER) { 655 if (pl->type == PLAYER)
656 {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 657 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
658 &&
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))
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 663 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
598 remove_ob (op);
599 free_object (op);
600 continue;
601 } 664 {
602 } 665 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; 666 continue;
622 } 667 }
623 if (op->nrof > 1) op->nrof = 1; 668 }
669
670 /* This really needs to be better - we should really give
671 * a substitute spellbook. The problem is that we don't really
672 * have a good idea what to replace it with (need something like
673 * a first level treasurelist for each skill.)
674 * remove duplicate skills also
675 */
676 if (op->type == SPELLBOOK || op->type == SKILL)
624 } 677 {
678 object *tmp;
625 679
680 for (tmp = op->below; tmp; tmp = tmp->below)
681 if (tmp->type == op->type && tmp->name == op->name)
682 break;
683
684 if (tmp)
685 {
686 op->destroy ();
687 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
688 continue;
689 }
690
691 if (op->nrof > 1)
692 op->nrof = 1;
693 }
694
626 if (op->type == SPELLBOOK && op->inv) { 695 if (op->type == SPELLBOOK && op->inv)
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 696 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
628 }
629 697
630 /* Give starting characters identified, uncursed, and undamned 698 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 699 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 700 * merged properly.
633 */ 701 */
634 if (need_identify(op)) { 702 if (need_identify (op))
703 {
635 SET_FLAG(op, FLAG_IDENTIFIED); 704 SET_FLAG (op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 705 CLEAR_FLAG (op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 706 CLEAR_FLAG (op, FLAG_DAMNED);
707 }
708
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 else /* lock all 'normal items by default */
650 else SET_FLAG(op, FLAG_INV_LOCKED); 721 SET_FLAG (op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 722 } /* for loop of objects in player inv */
652 723
653 /* Need to set up the skill pointers */ 724 /* Need to set up the skill pointers */
654 link_player_skills(pl); 725 link_player_skills (pl);
655} 726}
656 727
657void get_name(object *op) { 728void
658 op->contr->write_buf[0]='\0';
659 op->contr->state=ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:");
661}
662
663void get_password(object *op) {
664 op->contr->write_buf[0]='\0';
665 op->contr->state=ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
667}
668
669void play_again(object *op)
670{
671 op->contr->state=ST_PLAY_AGAIN;
672 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all
680 * cases.
681 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED))
683 remove_ob(op);
684 /* Need to set this to null - otherwise, it could point to garbage,
685 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out.
687 */
688 op->map = NULL;
689}
690
691
692int receive_play_again(object *op, char key)
693{
694 if(key=='q'||key=='Q') {
695 remove_friendly_object(op);
696 leave(op->contr,0); /* ericserver will draw the message */
697 return 2;
698 }
699 else if(key=='a'||key=='A') {
700 player *pl = op->contr;
701 const char *name = op->name;
702
703 add_refcount(name);
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 FREE_AND_CLEAR_STR(op->name);
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n");
715 get_name(op);
716 op->name = name; /* Alrady added a refcount above */
717 op->name_pl = add_string(name);
718 set_first_map(op);
719 } else {
720 /* user pressed something else so just ask again... */
721 play_again(op);
722 }
723 return 0;
724}
725
726void confirm_password(object *op) {
727
728 op->contr->write_buf[0]='\0';
729 op->contr->state=ST_CONFIRM_PASSWORD;
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731}
732
733void get_party_password(object *op, partylist *party) { 729get_party_password (object *op, partylist *party)
730{
734 if (party == NULL) { 731 if (party == NULL)
732 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 733 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 734 return;
737 } 735 }
736
738 op->contr->write_buf[0]='\0'; 737 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 738 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 739 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 740 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 741}
743
744 742
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 743/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
744static int
746int roll_stat(void) { 745roll_stat (void)
746{
747 int a[4],i,j,k; 747 int a[4], i, j, k;
748 748
749 for(i=0;i<4;i++) 749 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 750 a[i] = (int) rndm (6) + 1;
751 751
752 for(i=0,j=0,k=7;i<4;i++) 752 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 753 if (a[i] < k)
754 k=a[i],j=i; 754 k = a[i], j = i;
755 755
756 for(i=0,k=0;i<4;i++) { 756 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 757 if (i != j)
758 k+=a[i]; 758 k += a[i];
759 } 759
760 return k; 760 return k;
761} 761}
762 762
763void roll_stats(object *op) { 763void
764object::roll_stats ()
765{
766 int statsort [NUM_STATS];
767
768 for (;;)
769 {
764 int sum=0; 770 int sum = 0;
765 int i = 0, j = 0; 771 for (int i = NUM_STATS; i--; )
766 int statsort[7]; 772 sum += statsort [i] = roll_stat ();
767 773
768 do { 774 if (sum >= 82 && sum <= 116)
769 op->stats.Str=roll_stat(); 775 break;
770 op->stats.Dex=roll_stat(); 776 }
771 op->stats.Int=roll_stat();
772 op->stats.Con=roll_stat();
773 op->stats.Wis=roll_stat();
774 op->stats.Pow=roll_stat();
775 op->stats.Cha=roll_stat();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
777 op->stats.Con+op->stats.Wis+op->stats.Pow+
778 op->stats.Cha;
779 } while(sum<82||sum>116);
780 777
781 /* Sort the stats so that rerolling is easier... */ 778 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 779 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
783 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha;
789 780
790 /* a quick and dirty bubblesort? */ 781 for (int i = 0; i < NUM_STATS; ++i)
791 do {
792 if (statsort[i] < statsort[i + 1]) {
793 j = statsort[i];
794 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j;
796 i = 0;
797 } else {
798 i++;
799 }
800 } while (i < 6);
801
802 op->stats.Str = statsort[0]; 782 stats.stat (i) = statsort [i];
803 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2];
805 op->stats.Int = statsort[3];
806 op->stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6];
809 783
810
811 op->contr->orig_stats.Str=op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha;
818
819 op->level=1;
820 op->stats.exp=0; 784 stats.exp = 0;
821 op->stats.ac=0; 785 stats.ac = 0;
822 786
787 stats.hp = stats.maxhp;
788 stats.sp = stats.maxsp;
789 stats.grace = stats.maxgrace;
790
791 if (contr)
792 {
823 op->contr->levhp[1] = 9; 793 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 794 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 795 contr->levgrace[1] = 3;
826 796
827 fix_player(op); 797 contr->orig_stats = stats;
798 }
799}
800
801void
802object::swap_stats (int a, int b)
803{
804 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
805
806 for (int i = 0; i < NUM_STATS; ++i)
807 stats.stat (i) = contr->orig_stats.stat (i);
808
809 //TODO: the following code looks so borked and should, at the very least,
810 // be merged with the similar code in roll_stats
811 stats.ac = 0;
812
813 level = 1;
814 stats.exp = 0;
815 stats.ac = 0;
816
828 op->stats.hp = op->stats.maxhp; 817 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 818 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 819 stats.grace = stats.maxgrace;
820
821 if (contr)
822 {
823 contr->levhp[1] = 9;
824 contr->levsp[1] = 6;
825 contr->levgrace[1] = 3;
826
831 op->contr->orig_stats=op->stats; 827 contr->orig_stats = stats;
828 }
832} 829}
833 830
834void Roll_Again(object *op) 831static void
832start_info (object *op)
835{ 833{
836 esrv_new_player(op->contr, 0);
837 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
838}
839
840void Swap_Stat(object *op,int Swap_Second)
841{
842 signed char tmp;
843 char buf[MAX_BUF]; 834 char buf[MAX_BUF];
844 835
845 if ( op->contr->Swap_First == -1 ) { 836 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
849 return;
850 }
851
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
853
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
858
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 837 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str;
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);
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} 838}
953 839
954/* This function takes the key that is passed, and does the 840/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 841 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 842 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 843 * separate race and class; this actually changes the RACE,
958 * not the class. 844 * not the class.
959 */ 845 */
960 846void
961int key_change_class(object *op, char key) 847player::chargen_race_done ()
962{ 848{
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 */ 849 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 850 esrv_new_player (ob->contr, ob->weight + ob->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 851
852 treasurelist *tl = treasurelist::find ("starting_wealth");
853 if (tl)
854 create_treasure (tl, ob, 0, 0, 0);
855
977 INVOKE_PLAYER (BIRTH, op->contr); 856 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 857 INVOKE_PLAYER (LOGIN, ob->contr);
979 858
980 op->contr->state=ST_PLAYING; 859 ob->contr->ns->state = ST_PLAYING;
981 860
982 if (op->msg) { 861 if (ob->msg)
983 free_string(op->msg); 862 ob->msg = 0;
984 op->msg=NULL;
985 }
986 863
987 /* We create this now because some of the unique maps will need it 864 /* We create this now because some of the unique maps will need it
988 * to save here. 865 * 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 */ 866 */
1029 867 {
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]; 868 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); 869 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 870 make_path_to_file (buf);
1101 next = mp->next; 871 }
1102 if (!strncmp(mp->path, buf, strlen(buf))) 872
1103 delete_map(mp); 873 start_info (ob);
1104 } 874 CLEAR_FLAG (ob, FLAG_WIZ);
1105 875 give_initial_items (ob, ob->randomitems);
1106 delete_character(op->name, 1); 876 link_player_skills (ob);
877 esrv_send_inventory (ob, ob);
878 ob->update_stats ();
879
880 /* This moves the player to a different start map, if there
881 * is one for this race
882 */
883 if (*first_map_ext_path)
1107 } 884 {
1108 play_again(op); 885 object *tmp;
1109 return 1; 886 char mapname[MAX_BUF];
1110}
1111 887
888 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
889 tmp = object::create ();
890 EXIT_PATH (tmp) = mapname;
891 EXIT_X (tmp) = ob->x;
892 EXIT_Y (tmp) = ob->y;
893 ob->enter_exit (tmp); /* we don't really care if it succeeded;
894 * if the map isn't there, then stay on the
895 * default initial map */
896 tmp->destroy ();
897 }
898 else
899 LOG (llevDebug, "first_map_ext_path not set\n");
900}
901
902void
903player::chargen_race_next ()
904{
905 /* Following actually changes the race - this is the default command
906 * if we don't match with one of the options above.
907 */
908
909 do
910 {
911 shstr name = ob->name;
912 int x = ob->x, y = ob->y;
913
914 ob->remove_statbonus ();
915 ob->remove ();
916 ob->arch = get_player_archetype (ob->arch);
917 ob->arch->copy_to (ob);
918 ob->instantiate ();
919 ob->stats = ob->contr->orig_stats;
920 ob->name = ob->name_pl = name;
921 ob->x = x;
922 ob->y = y;
923 SET_ANIMATION (ob, 2); /* So player faces south */
924 insert_ob_in_map (ob, ob->map, ob, 0);
925 assign (ob->contr->title, ob->arch->object::name);
926 ob->add_statbonus ();
927 }
928 while (!allowed_class (ob));
929
930 update_object (ob, UP_OBJ_FACE);
931 esrv_update_item (UPD_FACE, ob, ob);
932 ob->update_stats ();
933 ob->stats.hp = ob->stats.maxhp;
934 ob->stats.sp = ob->stats.maxsp;
935 ob->stats.grace = 0;
936}
937
938void
1112void flee_player(object *op) { 939flee_player (object *op)
940{
1113 int dir,diff; 941 int dir, diff;
1114 rv_vector rv; 942 rv_vector rv;
1115 943
1116 if(op->stats.hp < 0) { 944 if (op->stats.hp < 0)
945 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 946 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 947 CLEAR_FLAG (op, FLAG_SCARED);
948 return;
949 }
950
951 if (op->enemy == NULL)
952 {
953 LOG (llevDebug, "Fleeing player had no enemy.\n");
954 CLEAR_FLAG (op, FLAG_SCARED);
955 return;
956 }
957
958 /* Seen some crashes here. Since we don't store an
959 * op->enemy_count, it is possible that something destroys the
960 * actual enemy, and the object is recycled.
961 */
962 if (op->enemy->map == NULL)
963 {
964 CLEAR_FLAG (op, FLAG_SCARED);
965 op->enemy = NULL;
966 return;
967 }
968
969 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
970 {
971 op->enemy = NULL;
972 CLEAR_FLAG (op, FLAG_SCARED);
973 return;
974 }
975
976 get_rangevector (op, op->enemy, &rv, 0);
977
978 dir = absdir (4 + rv.direction);
979 for (diff = 0; diff < 3; diff++)
980 {
981 int m = 1 - (RANDOM () & 2);
982
983 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1119 return; 984 return;
1120 } 985 }
1121 986
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 */ 987 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 988 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 989 op->enemy = NULL;
1156} 990}
1157
1158 991
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 992/* 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 993 * It returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 994 * stop.
1162 */ 995 */
996int
1163int check_pick(object *op) { 997check_pick (object *op)
998{
1164 object *tmp, *next; 999 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1000 int stop = 0;
1167 int j, k, wvratio; 1001 int wvratio;
1168 char putstring[128], tmpstr[16]; 1002 char putstring[128];
1169
1170 1003
1171 /* if you're flying, you cna't pick up anything */ 1004 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1005 if (op->move_type & MOVE_FLYING)
1173 return 1; 1006 return 1;
1174 1007
1175 op_tag = op->count;
1176
1177 next = op->below; 1008 next = op->below;
1178 if (next) 1009
1179 next_tag = next->count; 1010 int cnt = MAX_ITEM_PER_DROP;
1011#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1180 1012
1181 /* loop while there are items on the floor that are not marked as 1013 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1014 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1015 while (next && !next->destroyed ())
1184 { 1016 {
1185 tmp = next; 1017 tmp = next;
1186 next = tmp->below; 1018 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1019
1190 if (was_destroyed (op, op_tag)) 1020 if (cnt <= 0)
1021 {
1022 op->failmsg ("Couldn't pickup all items at once.");
1023 return 0;
1024 }
1025
1026 if (op->destroyed ())
1191 return 0; 1027 return 0;
1192 1028
1193 if ( ! can_pick (op, tmp)) 1029 if (!can_pick (op, tmp))
1194 continue; 1030 continue;
1195 1031
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1032 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1033 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1034 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1035 CHK_PICK_PICKUP;
1200 continue; 1036 continue;
1201 } 1037 }
1202 1038
1203 /* high not bit set? We're using the old autopickup model */ 1039 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1040 if (!(op->contr->mode & PU_NEWMODE))
1041 {
1205 switch (op->contr->mode) { 1042 switch (op->contr->mode)
1043 {
1044 case 0:
1206 case 0: return 1; /* don't pick up */ 1045 return 1; /* don't pick up */
1207 case 1: pick_up (op, tmp); 1046 case 1:
1047 CHK_PICK_PICKUP;
1208 return 1; 1048 return 1;
1209 case 2: pick_up (op, tmp); 1049 case 2:
1050 CHK_PICK_PICKUP;
1210 return 0; 1051 return 0;
1052 case 3:
1211 case 3: return 0; /* stop before pickup */ 1053 return 0; /* stop before pickup */
1212 case 4: pick_up (op, tmp); 1054 case 4:
1055 CHK_PICK_PICKUP;
1213 break; 1056 break;
1214 case 5: pick_up (op, tmp); 1057 case 5:
1058 CHK_PICK_PICKUP;
1215 stop = 1; 1059 stop = 1;
1216 break; 1060 break;
1217 case 6: 1061 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1062 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1063 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1220 pick_up(op, tmp); 1064 CHK_PICK_PICKUP;
1221 break; 1065 break;
1222 1066
1223 case 7: 1067 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1068 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1069 CHK_PICK_PICKUP;
1226 break; 1070 break;
1227 1071
1228 default: 1072 default:
1229 /* use value density */ 1073 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1074 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1075 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1076 CHK_PICK_PICKUP;
1233 >= op->contr->mode)
1234 pick_up(op,tmp);
1235 } 1077 }
1236 } 1078 }
1237 else { /* old model */ 1079 else
1080 { /* old model */
1238 /* NEW pickup handling */ 1081 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1082 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 { 1083 {
1259 sprintf(tmpstr,"%d ",k*32+j); 1084 /* some debugging code to figure out item information */
1260 strcat(putstring, tmpstr); 1085 if (tmp->name != NULL)
1086 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1087 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1088 else
1089 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1090 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1091
1092 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1261 } 1093 }
1094
1095 /* philosophy:
1096 * It's easy to grab an item type from a pile, as long as it's
1097 * generic. This takes no game-time. For more detailed pickups
1098 * and selections, select-items should be used. This is a
1099 * grab-as-you-run type mode that's really useful for arrows for
1100 * example.
1101 * The drawback: right now it has no frontend, so you need to
1102 * stick the bits you want into a calculator in hex mode and then
1103 * convert to decimal and then 'pickup <#>
1104 */
1105
1106 /* the first two modes are exclusive: if NOTHING we return, if
1107 * STOP then we stop. All the rest are applied sequentially,
1108 * meaning if any test passes, the item gets picked up. */
1109
1110 /* if mode is set to pick nothing up, return */
1111
1112 if (op->contr->mode & PU_NOTHING)
1113 return 1;
1114
1115 /* if mode is set to stop when encountering objects, return */
1116 /* take STOP before INHIBIT since it doesn't actually pick
1117 * anything up */
1118
1119 if (op->contr->mode & PU_STOP)
1120 return 0;
1121
1122 /* useful for going into stores and not losing your settings... */
1123 /* and for battles wher you don't want to get loaded down while
1124 * fighting */
1125 if (op->contr->mode & PU_INHIBIT)
1126 return 1;
1127
1128 /* prevent us from turning into auto-thieves :) */
1129 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1130 continue;
1131
1132 /* ignore known cursed objects */
1133 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1134 continue;
1135
1136 /* all food and drink if desired */
1137 /* question: don't pick up known-poisonous stuff? */
1138 if (op->contr->mode & PU_FOOD)
1139 if (tmp->type == FOOD)
1140 {
1141 CHK_PICK_PICKUP;
1142 continue;
1143 }
1144
1145 if (op->contr->mode & PU_DRINK)
1146 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1147 {
1148 CHK_PICK_PICKUP;
1149 continue;
1150 }
1151
1152 if (op->contr->mode & PU_POTION)
1153 if (tmp->type == POTION)
1154 {
1155 CHK_PICK_PICKUP;
1156 continue;
1157 }
1158
1159 /* spellbooks, skillscrolls and normal books/scrolls */
1160 if (op->contr->mode & PU_SPELLBOOK)
1161 if (tmp->type == SPELLBOOK)
1162 {
1163 CHK_PICK_PICKUP;
1164 continue;
1165 }
1166
1167 if (op->contr->mode & PU_SKILLSCROLL)
1168 if (tmp->type == SKILLSCROLL)
1169 {
1170 CHK_PICK_PICKUP;
1171 continue;
1172 }
1173
1174 if (op->contr->mode & PU_READABLES)
1175 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1176 {
1177 CHK_PICK_PICKUP;
1178 continue;
1179 }
1180
1181 /* wands/staves/rods/horns */
1182 if (op->contr->mode & PU_MAGIC_DEVICE)
1183 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1184 {
1185 CHK_PICK_PICKUP;
1186 continue;
1187 }
1188
1189 /* pick up all magical items */
1190 if (op->contr->mode & PU_MAGICAL)
1191 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1192 {
1193 CHK_PICK_PICKUP;
1194 continue;
1195 }
1196
1197 if (op->contr->mode & PU_VALUABLES)
1198 {
1199 if (tmp->type == MONEY || tmp->type == GEM)
1200 {
1201 CHK_PICK_PICKUP;
1202 continue;
1203 }
1262 } 1204 }
1205
1206 /* rings & amulets - talismans seems to be typed AMULET */
1207 if (op->contr->mode & PU_JEWELS)
1208 if (tmp->type == RING || tmp->type == AMULET)
1209 {
1210 CHK_PICK_PICKUP;
1211 continue;
1212 }
1213
1214 /* we don't forget dragon food */
1215 if (op->contr->mode & PU_FLESH)
1216 if (tmp->type == FLESH)
1217 {
1218 CHK_PICK_PICKUP;
1219 continue;
1220 }
1221
1222 /* bows and arrows. Bows are good for selling! */
1223 if (op->contr->mode & PU_BOW)
1224 if (tmp->type == BOW)
1225 {
1226 CHK_PICK_PICKUP;
1227 continue;
1228 }
1229
1230 if (op->contr->mode & PU_ARROW)
1231 if (tmp->type == ARROW)
1232 {
1233 CHK_PICK_PICKUP;
1234 continue;
1235 }
1236
1237 /* all kinds of armor etc. */
1238 if (op->contr->mode & PU_ARMOUR)
1239 if (tmp->type == ARMOUR)
1240 {
1241 CHK_PICK_PICKUP;
1242 continue;
1243 }
1244
1245 if (op->contr->mode & PU_HELMET)
1246 if (tmp->type == HELMET)
1247 {
1248 CHK_PICK_PICKUP;
1249 continue;
1250 }
1251
1252 if (op->contr->mode & PU_SHIELD)
1253 if (tmp->type == SHIELD)
1254 {
1255 CHK_PICK_PICKUP;
1256 continue;
1257 }
1258
1259 if (op->contr->mode & PU_BOOTS)
1260 if (tmp->type == BOOTS)
1261 {
1262 CHK_PICK_PICKUP;
1263 continue;
1264 }
1265
1266 if (op->contr->mode & PU_GLOVES)
1267 if (tmp->type == GLOVES)
1268 {
1269 CHK_PICK_PICKUP;
1270 continue;
1271 }
1272
1273 if (op->contr->mode & PU_CLOAK)
1274 if (tmp->type == CLOAK)
1275 {
1276 CHK_PICK_PICKUP;
1277 continue;
1278 }
1279
1280 /* hoping to catch throwing daggers here */
1281 if (op->contr->mode & PU_MISSILEWEAPON)
1282 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1283 {
1284 CHK_PICK_PICKUP;
1285 continue;
1286 }
1287
1288 /* careful: chairs and tables are weapons! */
1289 if (op->contr->mode & PU_ALLWEAPON)
1290 {
1291 if (tmp->type == WEAPON && tmp->name != NULL)
1292 {
1293 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1294 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1295 {
1296 CHK_PICK_PICKUP;
1297 continue;
1298 }
1299 }
1300
1301 if (tmp->type == WEAPON && tmp->name == NULL)
1302 {
1303 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1304 {
1305 CHK_PICK_PICKUP;
1306 continue;
1307 }
1308 }
1263 } 1309 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 1310
1311 /* misc stuff that's useful */
1312 if (op->contr->mode & PU_KEY)
1313 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1314 {
1315 CHK_PICK_PICKUP;
1316 continue;
1317 }
1318
1319 /* any of the last 4 bits set means we use the ratio for value
1320 * pickups */
1321 if (op->contr->mode & PU_RATIO)
1322 {
1323 /* use value density to decide what else to grab */
1324 /* >=7 was >= op->contr->mode */
1325 /* >=7 is the old standard setting. Now we take the last 4 bits
1326 * and multiply them by 5, giving 0..15*5== 5..75 */
1327 wvratio = (op->contr->mode & PU_RATIO) * 5;
1328 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1329 {
1330 CHK_PICK_PICKUP;
1266#if 0 1331#if 0
1267 /* print the flags too */ 1332 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1333 if (tmp->name != NULL)
1269 { 1334 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1335 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1336 }
1272 { 1337 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1338 fprintf (stderr, "%s", tmp->arch->archname);
1274 if(!((j+1)%4))fprintf(stderr," "); 1339 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1340 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 1341#endif
1279 } 1342 continue;
1280 /* philosophy: 1343 }
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 } 1344 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1345 } /* 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 } 1346 }
1440 } /* the new pickup model */ 1347
1441 }
1442 return ! stop; 1348 return !stop;
1443} 1349}
1444 1350
1445/* 1351/*
1446 * Find an arrow in the inventory and after that 1352 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1353 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1354 * found object is returned.
1449 */ 1355 */
1356object *
1450object *find_arrow(object *op, const char *type) 1357find_arrow (object *op, const char *type)
1451{ 1358{
1452 object *tmp = NULL; 1359 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1360 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1361 return splay (tmp);
1453 1362
1454 for(op=op->inv; op; op=op->below) 1363 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1364 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1456 QUERY_FLAG(op,FLAG_APPLIED)) 1365 if (object *arrow = find_arrow (tmp, type))
1457 tmp = find_arrow (op, type); 1366 {
1458 else if (op->type==ARROW && op->race==type) 1367 splay (tmp);
1459 return op; 1368 return arrow;
1369 }
1370
1460 return tmp; 1371 return 0;
1461} 1372}
1462 1373
1463/* 1374/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1375 * 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 1376 * 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 1377 * 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. 1378 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1379 */
1469 1380object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1381find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1382{
1472 object *tmp = NULL, *arrow, *ntmp; 1383 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1384 int attacknum, attacktype, betterby = 0, i;
1474 1385
1475 if (!type) 1386 if (!type)
1476 return NULL; 1387 return NULL;
1477 1388
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1389 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1390 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1391 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1392 {
1481 i = 0; 1393 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1394 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1395 if (i > betterby)
1396 {
1484 tmp = ntmp; 1397 tmp = ntmp;
1485 betterby = i; 1398 betterby = i;
1486 } 1399 }
1400 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1401 else if (arrow->type == ARROW && arrow->race == type)
1402 {
1488 /* allways prefer assasination/slaying */ 1403 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1404 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1405 {
1491 if (arrow->attacktype & AT_DEATH) { 1406 if (arrow->attacktype & AT_DEATH)
1407 {
1492 *better = 100; 1408 *better = 100;
1493 return arrow; 1409 return arrow;
1494 } else {
1495 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1410 }
1498 } else { 1411 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 } 1412 {
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1508 tmp = arrow; 1413 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1414 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 } 1415 }
1515 } 1416 }
1417 else
1418 {
1419 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1420 {
1421 attacktype = 1 << attacknum;
1422 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1423 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1424 {
1425 tmp = arrow;
1426 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1427 }
1428 }
1429 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1430 {
1431 tmp = arrow;
1432 betterby = 2 + arrow->magic + arrow->stats.dam;
1433 }
1434 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1435 {
1436 tmp = arrow;
1437 betterby = 1 + arrow->magic + arrow->stats.dam;
1438 }
1516 } 1439 }
1440 }
1517 } 1441 }
1518 if (tmp == NULL && arrow == NULL) 1442 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1443 return find_arrow (op, type);
1520 1444
1521 *better = betterby; 1445 *better = betterby;
1522 return tmp; 1446 return tmp;
1523} 1447}
1524 1448
1525/* looks in a given direction, finds the first valid target, and calls 1449/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1450 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1451 * op = the shooter
1528 * type = bow->race 1452 * type = bow->race
1529 * dir = fire direction 1453 * dir = fire direction
1530 */ 1454 */
1531 1455object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1456pick_arrow_target (object *op, const char *type, int dir)
1533{ 1457{
1534 object *tmp = NULL; 1458 object *tmp = NULL;
1535 mapstruct *m; 1459 maptile *m;
1536 int i, mflags, found, number; 1460 int i, mflags, found, number;
1537 sint16 x, y; 1461 sint16 x, y;
1538 1462
1539 if (op->map == NULL) 1463 if (op->map == NULL)
1540 return find_arrow(op, type); 1464 return find_arrow (op, type);
1541 1465
1542 /* do a dex check */ 1466 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1467 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))) 1468 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1469 return find_arrow (op, type);
1546 1470
1547 m = op->map; 1471 m = op->map;
1548 x = op->x; 1472 x = op->x;
1549 y = op->y; 1473 y = op->y;
1550 1474
1551 /* find the first target */ 1475 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1476 for (i = 0, found = 0; i < 20; i++)
1477 {
1553 x += freearr_x[dir]; 1478 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1479 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1480 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1481 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1482 {
1557 tmp = NULL; 1483 tmp = NULL;
1484 break;
1485 }
1486 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1487 {
1488 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1489 * perhaps a bad assumption.
1490 */
1491 tmp = NULL;
1492 break;
1493 }
1494 if (mflags & P_IS_ALIVE)
1495 {
1496 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1497 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1498 {
1499 found++;
1500 break;
1501 }
1502 if (found)
1558 break; 1503 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 } 1504 }
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 } 1505 }
1576 if (tmp == NULL) 1506 if (tmp == NULL)
1577 return find_arrow(op, type); 1507 return find_arrow (op, type);
1578 1508
1579 if (tmp->head) 1509 if (tmp->head)
1580 tmp = tmp->head; 1510 tmp = tmp->head;
1581 1511
1582 return find_better_arrow(op, tmp, type, &i); 1512 return find_better_arrow (op, tmp, type, &i);
1583} 1513}
1584 1514
1585/* 1515/*
1586 * Creature fires a bow - op can be monster or player. Returns 1516 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1517 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1520 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1521 * 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 1522 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1523 * player fire modes.
1594 */ 1524 */
1525int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1526fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1527{
1598 object *left, *bow; 1528 object *left, *bow;
1599 tag_t left_tag, tag; 1529 int mflags;
1600 int bowspeed, mflags; 1530 maptile *m;
1601 mapstruct *m;
1602 1531
1603 if (!dir) { 1532 if (!dir)
1533 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1534 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1535 return 0;
1536 }
1537
1538 if (op->contr)
1539 bow = op->current_weapon;
1540 else
1606 } 1541 {
1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow];
1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1542 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1543 /* 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. 1544 * don't need to switch back and forth between bows and weapons.
1613 */ 1545 */
1614 if(bow->type==BOW) 1546 if (bow->type == BOW)
1615 break; 1547 break;
1616 1548
1617 if (!bow) { 1549 if (!bow)
1550 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1551 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1552 return 0;
1553 }
1554
1555 // optimisation: move object to top so we will find it quickly again
1556 if (bow->below)
1620 } 1557 {
1558 bow->remove ();
1559 op->insert (bow);
1560 }
1561
1621 } 1562 }
1563
1622 if( !bow->race || !bow->skill) { 1564 if (!bow->race || !bow->skill)
1565 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1566 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1567 return 0;
1625 } 1568 }
1626 1569
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) { 1570 if (arrow == NULL)
1571 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1572 if ((arrow = find_arrow (op, bow->race)) == NULL)
1573 {
1637 if (op->type == PLAYER) 1574 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1575 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 */ 1576 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1577 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1578 CLEAR_FLAG (op, FLAG_READY_BOW);
1579
1643 return 0; 1580 return 0;
1644 } 1581 }
1645 } 1582 }
1583
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1584 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1585 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1586 return 0;
1649 } 1587
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1588 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1589 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1590 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1591 return 0;
1653 } 1592 }
1654 1593
1655 /* this should not happen, but sometimes does */ 1594 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1595 if (arrow->nrof == 0)
1657 remove_ob(arrow); 1596 {
1658 free_object(arrow); 1597 arrow->destroy ();
1659 return 0; 1598 return 0;
1660 } 1599 }
1661 1600
1662 left = arrow; /* these are arrows left to the player */ 1601 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1602 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1603 if (!arrow)
1604 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1605 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race);
1668 return 0; 1606 return 0;
1669 } 1607 }
1670 set_owner(arrow, op); 1608
1671 if (arrow->skill) free_string(arrow->skill); 1609 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1610 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1611 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1612
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 */ 1613 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1614 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1615 arrow->stats.grace = arrow->attacktype;
1616
1687 if (arrow->slaying != NULL) 1617 if (arrow->slaying)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1618 arrow->spellarg = strdup (arrow->slaying);
1689 1619
1690 /* Note that this was different for monsters - they got their level 1620#if 0
1691 * added to the damage. I think the strength bonus is more proper. 1621 if (player *pl = op->contr)
1692 */
1693 1622 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1623 float speed = pl->weapon_sp;
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1624
1625 /* penalize ROF for bestarrow */
1626 if (pl->bowtype == bow_bestarrow)
1627 speed *= .9f;
1628 else
1629 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1630
1631 op->speed_left += speed - op->speed;
1632 }
1633#endif
1634
1635 SET_ANIMATION (arrow, arrow->direction);
1636
1698 /* update the speed */ 1637 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1638 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; 1639 + bow->stats.dam / 7.f;
1703 1640
1704 if (arrow->speed < 1.0) 1641 arrow->set_speed (max (arrow->speed, 2.f));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1642 arrow->speed_left = 0;
1708 1643
1644 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1645
1709 if (op->type == PLAYER) { 1646 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1647 {
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; 1648 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1649 wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1650
1651 if (!arrow->slaying)
1652 arrow->slaying = op->slaying;
1653
1654 arrow->attacktype |= op->attacktype;
1655 }
1656 else
1657 {
1720 arrow->level = op->level; 1658 arrow->level = op->level;
1721 } 1659 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1660
1661 if (!arrow->slaying)
1662 arrow->slaying = bow->slaying;
1663
1723 arrow->attacktype |= bow->attacktype; 1664 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1665 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1666
1727 arrow->map = m; 1667 wc -= arrow->level;
1668 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1669
1670 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1728 arrow->move_type = MOVE_FLY_LOW; 1671 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1672 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1673
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1674 op->play_sound (sound_find ("fire_arrow"));
1732 tag = arrow->count; 1675 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1676
1735 if (!was_destroyed(arrow, tag)) 1677 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1678 move_arrow (arrow);
1737 1679
1738 if (op->type == PLAYER) { 1680 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1681 {
1682 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1683 esrv_del_item (op->contr, left->count);
1741 else 1684 else
1742 esrv_send_item(op, left); 1685 esrv_send_item (op, left);
1743 } 1686 }
1687
1744 return 1; 1688 return 1;
1745} 1689}
1746 1690
1747/* Special fire code for players - this takes into 1691/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1692 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1693 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1694 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1695 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1696 * hence the function name.
1753 */ 1697 */
1698int
1754int player_fire_bow(object *op, int dir) 1699player_fire_bow (object *op, int dir)
1755{ 1700{
1756 int ret=0, wcmod=0; 1701 int ret = 0, wcmod = 0;
1757 1702
1758 if (op->contr->bowtype == bow_bestarrow) { 1703 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1704 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1705 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); 1706 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1707 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1708 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1709 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1710 wcmod = -1;
1711
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1712 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1713 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1714 else if (op->contr->bowtype == bow_threewide)
1715 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1716 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1769 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)]);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1718 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1719 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1720 else if (op->contr->bowtype == bow_spreadshot)
1721 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1722 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); 1723 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); 1724 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1725 }
1776 } else { 1726 else
1727 {
1777 /* Simple case */ 1728 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1729 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1730 }
1731
1780 return ret; 1732 return ret;
1781} 1733}
1782
1783 1734
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1735/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1736 * Broken apart from 'fire' to keep it more readable.
1786 */ 1737 */
1738void
1787void fire_misc_object(object *op, int dir) 1739fire_misc_object (object *op, int dir)
1788{ 1740{
1789 object *item; 1741 object *item = op->contr->ranged_ob;
1790 1742
1791 if (!op->contr->ranges[range_misc]) { 1743 if (!item)
1744 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1745 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1746 return;
1794 } 1747 }
1795 1748
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1749 if (!item->inv)
1750 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1751 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1752 return;
1800 } 1753 }
1754
1755 if (!op->change_weapon (item))
1756 return;
1757
1801 if (item->type == WAND) { 1758 if (item->type == WAND)
1759 {
1802 if(item->stats.food<=0) { 1760 if (item->stats.food <= 0)
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1761 {
1762 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)); 1763 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1764
1805 return; 1765 return;
1806 } 1766 }
1767 }
1807 } else if (item->type == ROD || item->type==HORN) { 1768 else if (item->type == ROD || item->type == HORN)
1769 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1770 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); 1771 {
1772 op->contr->play_sound (sound_find ("wand_poof"));
1773
1810 if (item->type== ROD) 1774 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)); 1775 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 else 1776 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 1777 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)); 1778
1816 return; 1779 return;
1817 } 1780 }
1818 } 1781 }
1819 1782
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1783 if (cast_spell (op, item, dir, item->inv, NULL))
1784 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1785 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 1786 if (item->type == WAND)
1787 {
1823 if (!(--item->stats.food)) { 1788 if (!(--item->stats.food))
1789 {
1824 object *tmp; 1790 object *tmp;
1791
1825 if (item->arch) { 1792 if (item->arch)
1793 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1794 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1795 item->face = item->arch->face;
1828 item->speed = 0; 1796 item->set_speed (0);
1829 update_ob_speed(item);
1830 } 1797 }
1798
1831 if ((tmp=is_player_inv(item))) 1799 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1800 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1801 }
1834 } 1802 }
1835 else if (item->type == ROD || item->type==HORN) { 1803 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1804 drain_rod_charge (item);
1837 }
1838 } 1805 }
1839} 1806}
1840 1807
1841/* Received a fire command for the player - go and do it. 1808/* Received a fire command for the player - go and do it.
1842 */ 1809 */
1810bool
1843void fire(object *op,int dir) { 1811fire (object *op, int dir)
1812{
1844 int spellcost=0; 1813 int spellcost = 0;
1845 1814
1846 /* check for loss of invisiblity/hide */ 1815 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1816 if (action_makes_visible (op))
1817 make_visible (op);
1848 1818
1849 switch(op->contr->shoottype) { 1819 player *pl = op->contr;
1850 case range_none:
1851 return;
1852 1820
1853 case range_bow: 1821 if (pl->golem)
1822 {
1823 control_golem (op->contr->golem, dir);
1824 return false;
1825 }
1826
1827 object *ob = pl->ranged_ob;
1828
1829 if (!ob)
1830 return false;
1831
1832 if (!op->change_weapon (ob))
1833 return false;
1834
1835 if (op->speed_left > 0.f)
1836 --op->speed_left;
1837 else
1838 return false;
1839
1840 switch (ob->type)
1841 {
1842 case BOW:
1854 player_fire_bow(op, dir); 1843 player_fire_bow (op, dir);
1855 return; 1844 break;
1856 1845
1857 case range_magic: /* Casting spells */ 1846 case SPELL:
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1847 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1859 return; 1848 break;
1860 1849
1861 case range_misc: 1850 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 ); 1851 apply_map_builder (op, dir);
1886 return; 1852 break;
1853
1854 case SKILL:
1855 do_skill (op, op, ob, dir, 0);
1856 break;
1857
1887 default: 1858 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1859 fire_misc_object (op, dir);
1889 return; 1860 break;
1890 } 1861 }
1891}
1892 1862
1893 1863 return true;
1864}
1894 1865
1895/* find_key 1866/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1867 * 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 1868 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1869 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1871 * pl is the player,
1901 * inv is the objects inventory to searched 1872 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1873 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1874 * This function can be called recursively to search containers.
1904 */ 1875 */
1905 1876object *
1906object * find_key(object *pl, object *container, object *door) 1877find_key (object *pl, object *container, object *door)
1907{ 1878{
1908 object *tmp,*key; 1879 object *tmp, *key;
1909 1880
1910 /* Should not happen, but sanity checking is never bad */ 1881 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1882 if (!container->inv)
1883 return 0;
1912 1884
1913 /* First, lets try to find a key in the top level inventory */ 1885 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1886 for (tmp = container->inv; tmp; tmp = tmp->below)
1887 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1888 if (door->type == DOOR && tmp->type == KEY)
1889 break;
1916 /* For sanity, we should really check door type, but other stuff 1890 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1891 * (like containers) can be locked with special keys
1918 */ 1892 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1893 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1894 break;
1921 } 1895 }
1896
1922 /* No key found - lets search inventories now */ 1897 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1898 /* 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 1899 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1900 * a key, return
1926 */ 1901 */
1927 if (!tmp) { 1902 if (!tmp)
1903 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1904 for (tmp = container->inv; tmp; tmp = tmp->below)
1905 {
1929 /* No reason to search empty containers */ 1906 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1907 if (tmp->type == CONTAINER && tmp->inv)
1908 {
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1909 if ((key = find_key (pl, tmp, door)))
1910 return key;
1932 } 1911 }
1933 } 1912 }
1913
1914 if (!tmp)
1934 if (!tmp) return NULL; 1915 return NULL;
1935 } 1916 }
1917
1936 /* We get down here if we have found a key. Now if its in a container, 1918 /* 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 1919 * see if we actually want to use it
1938 */ 1920 */
1939 if (pl!=container) { 1921 if (pl != container)
1922 {
1940 /* Only let players use keys in containers */ 1923 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1924 if (!pl->contr)
1925 return NULL;
1942 /* cases where this fails: 1926 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1927 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1928 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1929 * If the container is not active, return now since only active
1946 * containers can be used. 1930 * containers can be used.
1947 * If we only search keyrings and the container does not have 1931 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1932 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1933 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1934 * inv must have been an container and must have been active.
1951 * 1935 *
1952 * Change the color so that the message doesn't disappear with 1936 * Change the color so that the message doesn't disappear with
1953 * all the others. 1937 * all the others.
1954 */ 1938 */
1955 if (pl->contr->usekeys == key_inventory || 1939 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1940 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings &&
1958 (!container->race || strcmp(container->race, "keys"))) 1941 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 ) { 1942 {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1943 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 1944 "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; 1945 return NULL;
1964 } 1946 }
1965 } 1947 }
1948
1966 return tmp; 1949 return tmp;
1967} 1950}
1968 1951
1969/* moved door processing out of move_player_attack. 1952/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1953 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1954 * such that the caller should not do anything more,
1972 * 0 otherwise 1955 * 0 otherwise
1973 */ 1956 */
1957static int
1974static int player_attack_door(object *op, object *door) 1958player_attack_door (object *op, object *door)
1975{ 1959{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1960 /* 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 - 1961 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1962 * otherwise, we fall through to the rest of the code.
1980 */ 1963 */
1981 object *key=find_key(op, op, door); 1964 object *key = find_key (op, op, door);
1982 1965
1983 /* IF we found a key, do some extra work */ 1966 /* If we found a key, do some extra work */
1984 if (key) { 1967 if (key)
1968 {
1985 object *container=key->env; 1969 object *container = key->env;
1986 1970
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 1971 if (action_makes_visible (op))
1972 make_visible (op);
1973
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1974 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1975 spring_trap (door->inv, op);
1976
1990 if (door->type == DOOR) { 1977 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1978 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1979 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1980 {
1995 "You open the door with the %s", query_short_name(key)); 1981 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1996 remove_door2(door); /* remove door without violence ;-) */ 1982 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1983 }
1984
1998 /* Do this after we print the message */ 1985 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1986 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1987 /* Need to update the weight the container the key was in */
2001 if (container != op) 1988 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 1989 esrv_update_item (UPD_WEIGHT, op, container);
1990
2003 return 1; /* Nothing more to do below */ 1991 return 1; /* Nothing more to do below */
1992 }
2004 } else if (door->type==LOCKED_DOOR) { 1993 else if (door->type == LOCKED_DOOR)
1994 {
2005 /* Might as well return now - no other way to open this */ 1995 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1996 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2007 return 1; 1997 return 1;
2008 } 1998 }
1999
2009 return 0; 2000 return 0;
2010} 2001}
2011 2002
2012/* This function is just part of a breakup from move_player. 2003/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2004 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2005 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2006 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2007 * going to try and move (not fire weapons).
2017 */ 2008 */
2018 2009bool
2019void move_player_attack(object *op, int dir) 2010move_player_attack (object *op, int dir)
2020{ 2011{
2021 object *tmp, *mon;
2022 sint16 nx, ny;
2023 int on_battleground; 2012 int on_battleground;
2024 mapstruct *m;
2025 2013
2026 nx=freearr_x[dir]+op->x; 2014 sint16 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2015 sint16 ny = freearr_y[dir] + op->y;
2028 2016
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2017 on_battleground = op_on_battleground (op, 0, 0);
2030 2018
2019 if (out_of_map (op->map, nx, ny))
2020 return false;
2021
2022 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2023 {
2024 --op->speed_left;
2025 return true;
2026 }
2027
2031 /* If braced, or can't move to the square, and it is not out of the 2028 /* 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 2029 * 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 2030 * 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 2031 * 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 2032 * 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 2033 * 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 2034 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2035 * move_ob uses.
2039 */ 2036 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2037 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 2038
2052 mon = NULL;
2053 /* Go through all the objects, and find ones of interest. Only stop if 2039 /* 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. 2040 * 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 2041 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 2042 * on the space
2043 */
2044 object *mon;
2045 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2046 {
2047 if ((mon->flag [FLAG_ALIVE]
2048 || mon->type == LOCKED_DOOR
2049 || mon->flag [FLAG_CAN_ROLL])
2050 && mon != op)
2051 break;
2052 }
2053
2054 if (!mon) /* This happens anytime the player tries to move */
2055 return false; /* into a wall */
2056
2057 mon = mon->head_ ();
2058
2059 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2060 if (op->contr->weapon_sp_left > 0.f)
2061 if (player_attack_door (op, mon))
2057 */ 2062 {
2058 while (tmp!=NULL) { 2063 --op->contr->weapon_sp_left;
2059 if (tmp == op) { 2064 return true;
2060 tmp=tmp->above; 2065 }
2061 continue; 2066
2067 /* The following deals with possibly attacking peaceful
2068 * or friendly creatures. Basically, all players are considered
2069 * unaggressive. If the moving player has peaceful set, then the
2070 * object should be pushed instead of attacked. It is assumed that
2071 * if you are braced, you will not attack friends accidently,
2072 * and thus will not push them.
2073 */
2074
2075 /* If the creature is a pet, push it even if the player is not
2076 * peaceful. Our assumption is the creature is a pet if the
2077 * player owns it and it is either friendly or unagressive.
2078 */
2079 if (op->type == PLAYER
2080 && ((mon->owner && mon->owner->contr
2081 && same_party (mon->owner->contr->party, op->contr->party))
2082 || mon->owner == op)
2083 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2084 {
2085 /* If we're braced, we don't want to switch places with it */
2086 if (op->contr->braced)
2087 return false;
2088
2089 if (op->speed_left > 0.f)
2090 {
2091 --op->speed_left;
2092
2093 op->play_sound (sound_find ("push_player"));
2094 push_ob (mon, dir, op);
2095
2096 if (op->contr->tmp_invis || op->hide)
2097 make_visible (op);
2098
2099 return true;
2100 }
2101 else
2102 return false;
2103 }
2104
2105 /* in certain circumstances, you shouldn't attack friendly
2106 * creatures. Note that if you are braced, you can't push
2107 * someone, but put it inside this loop so that you won't
2108 * attack them either.
2109 */
2110 if ((mon->type == PLAYER || mon->enemy != op)
2111 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2112 && ((op->contr->peaceful
2113 || (mon->type == PLAYER && mon->contr->peaceful))
2114 && !on_battleground))
2115 {
2116 if (op->speed_left > 0.f)
2117 {
2118 --op->speed_left;
2119
2120 if (!op->contr->braced)
2121 {
2122 op->play_sound (sound_find ("push_player"));
2123 push_ob (mon, dir, op);
2062 } 2124 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2125 else
2064 mon = tmp; 2126 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 2127
2075 if(mon->head != NULL) 2128 if (op->contr->tmp_invis || op->hide)
2076 mon = mon->head; 2129 make_visible (op);
2077 2130
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2131 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 { 2132 }
2106 /* If we're braced, we don't want to switch places with it */ 2133 }
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 2134 /* 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. 2135 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2136 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2137 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2138 {
2139 if (op->speed_left > 0.f)
2140 {
2141 --op->speed_left;
2142
2142 recursive_roll(mon,dir,op); 2143 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 2144 if (action_makes_visible (op))
2144 } 2145 make_visible (op);
2145 2146
2147 return true;
2148 }
2149 }
2146 /* Any generic living creature. Including things like doors. 2150 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2151 * 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: 2152 * 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 2153 * 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. 2154 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2155 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2156 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2157 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2158 {
2156 2159 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 } 2160 {
2184 } /* if player should attack something */ 2161 --op->contr->weapon_sp_left;
2185}
2186 2162
2163 skill_attack (mon, op, 0, 0, 0);
2164
2165 if (action_makes_visible (op))
2166 make_visible (op);
2167
2168 return true;
2169 }
2170 }
2171
2172 return false;
2173}
2174
2175bool
2187int move_player(object *op,int dir) { 2176move_player (object *op, int dir)
2177{
2188 int pick; 2178 int pick;
2189 2179
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2180 if (!op->map || op->map->in_memory != MAP_ACTIVE)
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; 2181 return 0;
2182
2183 /* Sanity check: make sure dir is valid */
2184 if ((dir < 0) || (dir >= 9))
2185 {
2186 LOG (llevError, "move_player: invalid direction %d\n", dir);
2187 return 0;
2188 }
2189
2190 /* peterm: added following line */
2191 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2192 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2193
2194 op->facing = dir;
2195
2196 if (op->hide)
2197 do_hidden_move (op);
2198
2199 bool retval;
2200
2201 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2202 retval = RESULT_INT (0);
2203 else if (op->contr->fire_on)
2204 retval = fire (op, dir);
2205 else
2206 {
2207 retval = move_player_attack (op, dir);
2208 pick = check_pick (op);
2209 }
2210
2211 /* Add special check for newcs players and fire on - this way, the
2212 * server can handle repeat firing.
2213 */
2214 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2215 op->direction = dir;
2216 else
2217 op->direction = 0;
2218
2219 /* Update how the player looks. Use the facing, so direction may
2220 * get reset to zero. This allows for full animation capabilities
2221 * for players.
2222 */
2223 animate_object (op, op->facing);
2224
2225 return retval;
2231} 2226}
2232 2227
2233/* This is similar to handle_player, below, but is only used by the 2228/* This is similar to handle_player, below, but is only used by the
2234 * new client/server stuff. 2229 * new client/server stuff.
2235 * This is sort of special, in that the new client/server actually uses 2230 * This is sort of special, in that the new client/server actually uses
2236 * the new speed values for commands. 2231 * the new speed values for commands.
2237 * 2232 *
2238 * Returns true if there are more actions we can do. 2233 * Returns true if there are more actions we can do. Should not do
2234 * many actions in a row, as that would be too unfair to other
2235 * players.
2239 */ 2236 */
2237bool
2240int handle_newcs_player(object *op) 2238handle_newcs_player (object *op)
2241{ 2239{
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)) { 2240 if (QUERY_FLAG (op, FLAG_SCARED))
2241 {
2242 if (op->speed_left > 0.f)
2243 {
2244 --op->speed_left;
2259 flee_player(op); 2245 flee_player (op);
2260 /* If player is still scared, that is his action for this tick */ 2246
2261 if (QUERY_FLAG(op, FLAG_SCARED)) {
2262 op->speed_left--;
2263 return 0; 2247 return true;
2264 } 2248 }
2249 else
2250 return false;
2265 } 2251 }
2266 2252
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 2253 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2254 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2255 * called, so we recheck it here.
2282 */ 2256 */
2283 HandleClient(&op->contr->socket, op->contr); 2257 if (op->contr->ns->handle_command ())
2284 if (op->speed_left<0) return 0; 2258 return true;
2285 2259
2286 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2260 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); 2261 return move_player (op, op->direction);
2295 if (op->speed_left>0) return 1; 2262
2296 else return 0; 2263 return false;
2297 } 2264}
2265
2266int
2267save_life (object *op)
2268{
2269 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2298 return 0; 2270 return 0;
2299}
2300 2271
2301int save_life(object *op) { 2272 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2302 object *tmp; 2273 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2274 {
2275 op->play_sound (sound_find ("ob_evaporate"));
2276 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2303 2277
2278 if (op->contr)
2279 esrv_del_item (op->contr, tmp->count);
2280
2281 tmp->destroy ();
2304 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2282 CLEAR_FLAG (op, FLAG_LIFESAVE);
2283
2284 if (op->stats.hp < 0)
2285 op->stats.hp = op->stats.maxhp;
2286
2287 if (op->stats.food < 0)
2288 op->stats.food = 999;
2289
2290 op->update_stats ();
2305 return 0; 2291 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 } 2292 }
2293
2325 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2294 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2326 CLEAR_FLAG(op, FLAG_LIFESAVE); 2295 CLEAR_FLAG (op, FLAG_LIFESAVE);
2327 enter_player_savebed(op); /* bring him home. */ 2296 enter_player_savebed (op); /* bring him home. */
2328 return 0; 2297 return 0;
2329} 2298}
2330 2299
2331/* This goes throws the inventory and removes unpaid objects, and puts them 2300/* 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 2301 * 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 2302 * function will descend into containers. op is the object to start the search
2334 * from. 2303 * from.
2335 */ 2304 */
2305static void
2336void remove_unpaid_objects(object *op, object *env) 2306drop_unpaid_items (object *op, object *env)
2337{ 2307{
2338 object *next;
2339
2340 while (op) { 2308 while (op)
2309 {
2341 next=op->below; /* Make sure we have a good value, in case 2310 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2342 * we remove object 'op' 2311
2343 */
2344 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2312 if (QUERY_FLAG (op, FLAG_UNPAID))
2345 remove_ob(op); 2313 {
2346 op->x = env->x;
2347 op->y = env->y;
2348 if (env->type == PLAYER) 2314 if (env->type == PLAYER)
2349 esrv_del_item(env->contr, op->count); 2315 esrv_del_item (env->contr, op->count);
2350 insert_ob_in_map(op, env->map, NULL,0); 2316
2317 op->insert_at (env);
2351 } 2318 }
2352 else if (op->inv) remove_unpaid_objects(op->inv, env); 2319 else if (op->inv)
2320 drop_unpaid_items (op->inv, env);
2321
2353 op=next; 2322 op = next;
2354 } 2323 }
2355} 2324}
2356 2325
2326void
2327object::drop_unpaid_items ()
2328{
2329 if (!flag [FLAG_REMOVED])
2330 ::drop_unpaid_items (inv, this);
2331}
2357 2332
2358/* 2333/*
2359 * Returns pointer a static string containing gravestone text 2334 * Returns pointer a static string containing gravestone text
2360 * Moved from apply.c to player.c - player.c is what 2335 * Moved from apply.c to player.c - player.c is what
2361 * actually uses this function. player.c may not be quite the 2336 * actually uses this function. player.c may not be quite the
2362 * best, a misc file for object actions is probably better, 2337 * best, a misc file for object actions is probably better,
2363 * but there isn't one in the server directory. 2338 * but there isn't one in the server directory.
2364 */ 2339 */
2340char *
2365char *gravestone_text (object *op) 2341gravestone_text (object *op)
2366{ 2342{
2367 static char buf2[MAX_BUF]; 2343 static char buf2[MAX_BUF];
2368 char buf[MAX_BUF]; 2344 char buf[MAX_BUF];
2369 time_t now = time (NULL); 2345 time_t now = time (NULL);
2370 2346
2371 strcpy (buf2, " R.I.P.\n\n"); 2347 strcpy (buf2, " R.I.P.\n\n");
2372 if (op->type == PLAYER) 2348 if (op->type == PLAYER)
2373 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2349 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2374 else 2350 else
2375 sprintf (buf, "%s\n", op->name); 2351 sprintf (buf, "%s\n", &op->name);
2352
2376 strncat (buf2, " ", 20 - strlen (buf) / 2); 2353 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377 strcat (buf2, buf); 2354 strcat (buf2, buf);
2378 if (op->type == PLAYER) 2355 if (op->type == PLAYER)
2379 sprintf (buf, "who was in level %d when killed\n", op->level); 2356 sprintf (buf, "who was in level %d when killed\n", op->level);
2380 else 2357 else
2381 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2358 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2359
2382 strncat (buf2, " ", 20 - strlen (buf) / 2); 2360 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf); 2361 strcat (buf2, buf);
2384 if (op->type == PLAYER) { 2362 if (op->type == PLAYER)
2363 {
2385 sprintf (buf, "by %s.\n\n", op->contr->killer); 2364 sprintf (buf, "by %s.\n\n", op->contr->killer);
2386 strncat (buf2, " ", 21 - strlen (buf) / 2); 2365 strncat (buf2, " ", 21 - strlen (buf) / 2);
2387 strcat (buf2, buf); 2366 strcat (buf2, buf);
2388 } 2367 }
2368
2389 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2369 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2390 strncat (buf2, " ", 20 - strlen (buf) / 2); 2370 strncat (buf2, " ", 20 - strlen (buf) / 2);
2391 strcat (buf2, buf); 2371 strcat (buf2, buf);
2372
2392 return buf2; 2373 return buf2;
2393} 2374}
2394 2375
2395 2376void
2396
2397void do_some_living(object *op) { 2377do_some_living (object *op)
2378{
2398 int last_food=op->stats.food; 2379 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2380 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace; 2381 int over_hp, over_sp, over_grace;
2401 int i; 2382 int i;
2402 int rate_hp = 1200; 2383 int rate_hp = 1200;
2403 int rate_sp = 2500; 2384 int rate_sp = 2500;
2404 int rate_grace = 2000; 2385 int rate_grace = 2000;
2405 const int max_hp = 1; 2386 const int max_hp = 1;
2406 const int max_sp = 1; 2387 const int max_sp = 1;
2407 const int max_grace = 1; 2388 const int max_grace = 1;
2408 2389
2409 if (op->contr->outputs_sync) { 2390 if (op->contr->hidden)
2410 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2391 {
2411 if (op->contr->outputs[i].buf!=NULL && 2392 op->invisible = 1000;
2412 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2393 /* the socket code flashes the player visible/invisible
2413 flush_output_element(op, &op->contr->outputs[i]); 2394 * depending on the value of invisible, so we need to
2395 * alternate it here for it to work correctly.
2396 */
2397 if (pticks & 2)
2398 op->invisible--;
2414 } 2399 }
2400 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2401 {
2402 if (!op->invisible--)
2403 {
2404 make_visible (op);
2405 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2406 }
2407 }
2415 2408
2416 if(op->contr->state==ST_PLAYING) { 2409 if (op->contr->ns->state == ST_PLAYING)
2417 2410 {
2418 /* these next three if clauses make it possible to SLOW DOWN 2411 /* these next three if clauses make it possible to SLOW DOWN
2419 hp/grace/spellpoint regeneration. */ 2412 hp/grace/spellpoint regeneration. */
2420 if(op->contr->gen_hp >= 0 ) 2413 if (op->contr->gen_hp >= 0)
2421 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2414 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2422 else { 2415 else
2416 {
2423 gen_hp = op->stats.maxhp; 2417 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2418 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425 } 2419 }
2420
2426 if(op->contr->gen_sp >= 0 ) 2421 if (op->contr->gen_sp >= 0)
2427 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2422 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else { 2423 else
2424 {
2429 gen_sp = op->stats.maxsp; 2425 gen_sp = op->stats.maxsp;
2430 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2426 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2431 } 2427 }
2428
2432 if(op->contr->gen_grace >= 0) 2429 if (op->contr->gen_grace >= 0)
2433 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2430 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2434 else { 2431 else
2432 {
2435 gen_grace = op->stats.maxgrace; 2433 gen_grace = op->stats.maxgrace;
2436 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2434 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 } 2435 }
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 2436
2473 /* Regenerate Grace */ 2437 /* Regenerate Grace */
2474 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2438 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2475 if(--op->last_grace<0) { 2439 if (--op->last_grace < 0)
2440 {
2476 if(op->stats.grace<op->stats.maxgrace/2) 2441 if (op->stats.grace < op->stats.maxgrace / 2)
2477 op->stats.grace++; /* no penalty in food for regaining grace */ 2442 op->stats.grace++; /* no penalty in food for regaining grace */
2443
2478 if(max_grace>1) { 2444 if (max_grace > 1)
2445 {
2479 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2446 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2480 if (over_grace > 0) { 2447 if (over_grace > 0)
2448 {
2481 op->stats.sp += over_grace 2449 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; 2450 + (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; 2451 op->last_grace = 0;
2452 }
2484 } else { 2453 else
2454 {
2485 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2455 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2456 }
2486 } 2457 }
2487 } else { 2458 else
2459 {
2488 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2460 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2489 } 2461 }
2490 /* wearing stuff doesn't detract from grace generation. */ 2462 /* 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 } 2463 }
2464
2465 if (op->stats.food > 0)
2506 } 2466 {
2507 if(max_hp>1) { 2467 /* Regenerate Spell Points */
2468 if (!op->contr->golem && --op->last_sp < 0)
2469 {
2470 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2471
2472 if (op->stats.sp < op->stats.maxsp)
2473 {
2474 op->stats.sp++;
2475
2476 /* dms do not consume food */
2477 if (!QUERY_FLAG (op, FLAG_WIZ))
2478 {
2479 op->stats.food--;
2480
2481 if (op->contr->digestion < 0)
2482 op->stats.food += op->contr->digestion;
2483 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2484 op->stats.food = last_food;
2485 }
2486 }
2487
2488 if (max_sp > 1)
2489 {
2490 over_sp = (gen_sp + 10) / rate_sp;
2491 if (over_sp > 0)
2492 {
2493 if (op->stats.sp < op->stats.maxsp)
2494 {
2495 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2496
2497 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2498 op->stats.sp--;
2499
2500 if (op->stats.sp > op->stats.maxsp)
2501 op->stats.sp = op->stats.maxsp;
2502 }
2503
2504 op->last_sp = 0;
2505 }
2506 else
2507 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2508 }
2509 else
2510 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2511 }
2512
2513 /* Regenerate Hit Points */
2514 if (--op->last_heal < 0)
2515 {
2516 if (op->stats.hp < op->stats.maxhp)
2517 {
2518 op->stats.hp++;
2519
2520 /* dms do not consume food */
2521 if (!QUERY_FLAG (op, FLAG_WIZ))
2522 {
2523 op->stats.food--;
2524
2525 if (op->contr->digestion < 0)
2526 op->stats.food += op->contr->digestion;
2527 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2528 op->stats.food = last_food;
2529 }
2530 }
2531
2532 if (max_hp > 1)
2533 {
2508 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp; 2534 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2535
2509 if (over_hp > 0) { 2536 if (over_hp > 0)
2510 op->stats.sp += over_hp 2537 {
2511 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0; 2538 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2512 op->last_heal=0; 2539 op->last_heal = 0;
2540 }
2541 else
2542 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2543 }
2513 } else { 2544 else
2514 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2545 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2515 } 2546 }
2516 } else {
2517 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2518 } 2547 }
2519 }
2520 2548
2521 /* Digestion */ 2549 /* Digestion */
2522 if(--op->last_eat<0) { 2550 if (--op->last_eat < 0)
2523#ifdef COZY_SERVER 2551 {
2524 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2552 int bonus = max (0, op->contr->digestion),
2525 int bonus=dg>0?dg:0, 2553 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 2554
2532 if(op->contr->gen_hp > 0)
2533 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2555 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2534 else 2556
2535 op->last_eat=25*(1+bonus)/(penalty +1);
2536 /* dms do not consume food */ 2557 /* dms do not consume food */
2537 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2558 if (!QUERY_FLAG (op, FLAG_WIZ))
2538 } 2559 op->stats.food--;
2539 } 2560 }
2540 2561
2541 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2562 if (op->stats.food < 0 && op->stats.hp >= 0)
2563 {
2542 object *tmp, *flesh=NULL; 2564 object *tmp, *flesh = 0;
2543 2565
2544 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2566 for (tmp = op->inv; tmp; tmp = tmp->below)
2567 {
2545 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2568 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2569 {
2546 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2570 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2571 {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2572 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2548 manual_apply(op,tmp,0); 2573 manual_apply (op, tmp, 0);
2549 if(op->stats.food>=0||op->stats.hp<0) 2574 if (op->stats.food >= 0 || op->stats.hp < 0)
2550 break; 2575 break;
2551 } 2576 }
2552 else if (tmp->type==FLESH) flesh=tmp; 2577 else if (tmp->type == FLESH)
2578 flesh = tmp;
2553 } /* End if paid for object */ 2579 } /* End if paid for object */
2554 } /* end of for loop */ 2580 } /* end of for loop */
2581
2555 /* If player is still starving, it means they don't have any food, so 2582 /* If player is still starving, it means they don't have any food, so
2556 * eat flesh instead. 2583 * eat flesh instead.
2557 */ 2584 */
2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2585 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2586 {
2559 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2587 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2560 manual_apply(op,flesh,0); 2588 manual_apply (op, flesh, 0);
2589 }
2590 }
2591
2592 if (op->stats.food < 0)
2561 } 2593 {
2562 } /* end if player is starving */ 2594 op->stats.hp += op->stats.food;
2595 op->stats.food = 0;
2596 }
2563 2597
2564 while(op->stats.food<0&&op->stats.hp>0) 2598 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); 2599 kill_player (op);
2600 }
2569} 2601}
2570
2571
2572 2602
2573/* If the player should die (lack of hp, food, etc), we call this. 2603/* 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 2604 * 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 2605 * permadeath, no lifesave), this will take care of removing the player
2576 * file. 2606 * file.
2577 */ 2607 */
2608void
2578void kill_player(object *op) 2609kill_player (object *op)
2579{ 2610{
2611 int x, y;
2580 char buf[MAX_BUF]; 2612 char buf[MAX_BUF];
2581 int x,y,i;
2582 mapstruct *map; /* this is for resurrection */ 2613 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; 2614 int will_kill_again;
2589 archetype *at; 2615 archetype *at;
2590 object *tmp; 2616 object *tmp;
2591 2617
2592 if(save_life(op)) 2618 if (save_life (op))
2593 return; 2619 return;
2594 2620
2595
2596 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2621 /* 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. 2622 * in cities ONLY!!! It is very important that this doesn't get abused.
2598 * Look at op_on_battleground() for more info --AndreasV 2623 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2624 */
2600 if (op_on_battleground(op, &x, &y)) { 2625 if (op_on_battleground (op, &x, &y))
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2626 {
2602 "You have been defeated in combat!"); 2627 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, 2628 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2604 "Local medics have saved your life..."); 2629
2605
2606 /* restore player */ 2630 /* restore player */
2607 at = find_archetype("poisoning"); 2631 at = archetype::find ("poisoning");
2608 tmp=present_arch_in_ob(at,op); 2632 if (object *tmp = present_arch_in_ob (at, op))
2609 if (tmp) { 2633 {
2610 remove_ob(tmp); 2634 tmp->destroy ();
2611 free_object(tmp);
2612 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2635 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2636 }
2637
2638 at = archetype::find ("confusion");
2639 if (object *tmp = present_arch_in_ob (at, op))
2613 } 2640 {
2614 2641 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"); 2642 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2621 } 2643 }
2622 2644
2623 cure_disease(op,0); /* remove any disease */ 2645 cure_disease (op, 0, 0); /* remove any disease */
2624 op->stats.hp=op->stats.maxhp; 2646 op->stats.hp = op->stats.maxhp;
2625 if (op->stats.food<=0) op->stats.food=999; 2647 if (op->stats.food <= 0)
2626 2648 op->stats.food = 999;
2649
2627 /* create a bodypart-trophy to make the winner happy */ 2650 /* create a bodypart-trophy to make the winner happy */
2628 tmp=arch_to_object(find_archetype("finger")); 2651 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 } 2652 {
2653 tmp->name = format ("%s's finger" , &op->name);
2654 tmp->name_pl = format ("%s's fingers", &op->name);
2655 tmp->msg = format (
2656 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2657 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2658 );
2659 tmp->value = 0, tmp->type = 0;
2660 tmp->materialname = "organics";
2661 tmp->insert_at (op, tmp);
2643 2662 }
2663
2644 /* teleport defeated player to new destination*/ 2664 /* teleport defeated player to new destination */
2645 transfer_ob(op, x, y, 0, NULL); 2665 transfer_ob (op, x, y, 0, NULL);
2646 op->contr->braced=0; 2666 op->contr->braced = 0;
2647 return; 2667 return;
2648 } 2668 }
2649 2669
2650 INVOKE_PLAYER (DEATH, op->contr); 2670 INVOKE_PLAYER (DEATH, op->contr);
2651 2671
2652 command_kill_pets (op, 0); 2672 command_kill_pets (op, 0);
2653 2673
2654 if(op->stats.food<0) { 2674 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"); 2675 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 2676
2677 op->contr->play_sound (sound_find ("player_dies"));
2678
2675 /* save the map location for corpse, gravestone*/ 2679 /* save the map location for corpse, gravestone */
2676 x=op->x;y=op->y;map=op->map; 2680 x = op->x;
2681 y = op->y;
2682 map = op->map;
2677 2683
2678
2679 if (settings.not_permadeth == TRUE) {
2680 /* NOT_PERMADEATH code. This basically brings the character back to 2684 /* NOT_PERMADEATH code. This basically brings the character back to
2681 * life if they are dead - it takes some exp and a random stat. 2685 * 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. 2686 * See the config.h file for a little more in depth detail about this.
2683 */ 2687 */
2684 2688
2685 /* Basically two ways to go - remove a stat permanently, or just 2689 /* Basically two ways to go - remove a stat permanently, or just
2686 * make it depletion. This bunch of code deals with that aspect 2690 * make it depletion. This bunch of code deals with that aspect
2687 * of death. 2691 * of death.
2688 */ 2692 */
2689#ifndef COZY_SERVER 2693#ifndef COZY_SERVER
2690 if (settings.balanced_stat_loss) { 2694 if (settings.balanced_stat_loss)
2695 {
2691 /* If stat loss is permanent, lose one stat only. */ 2696 /* If stat loss is permanent, lose one stat only. */
2692 /* Lower level chars don't lose as many stats because they suffer 2697 /* Lower level chars don't lose as many stats because they suffer
2693 more if they do. */ 2698 more if they do. */
2694 /* Higher level characters can afford things such as potions of 2699 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that 2700 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */ 2701 little bit harder. */
2697 /* GD */ 2702 /* GD */
2698 if (settings.stat_loss_on_death) 2703 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; 2704 num_stats_lose = 1;
2704 } 2705 else
2706 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2707 }
2708 else
2709 num_stats_lose = 1;
2710
2705 lost_a_stat = 0; 2711 lost_a_stat = 0;
2706 2712
2707 for (z=0; z<num_stats_lose; z++) { 2713 for (z = 0; z < num_stats_lose; z++)
2714 {
2708 i = RANDOM() % NUM_STATS; 2715 i = RANDOM () % NUM_STATS;
2709 2716
2710 if (settings.stat_loss_on_death) { 2717 if (settings.stat_loss_on_death)
2718 {
2711 /* Pick a random stat and take a point off it. Tell the player 2719 /* Pick a random stat and take a point off it. Tell the player
2712 * what he lost. 2720 * what he lost.
2713 */ 2721 */
2714 change_attr_value(&(op->stats), i,-1); 2722 change_attr_value (&(op->stats), i, -1);
2715 check_stat_bounds(&(op->stats)); 2723 check_stat_bounds (&(op->stats));
2716 change_attr_value(&(op->contr->orig_stats), i,-1); 2724 change_attr_value (&(op->contr->orig_stats), i, -1);
2717 check_stat_bounds(&(op->contr->orig_stats)); 2725 check_stat_bounds (&(op->contr->orig_stats));
2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2726 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2719 lost_a_stat = 1; 2727 lost_a_stat = 1;
2720 } else { 2728 }
2729 else
2730 {
2721 /* deplete a stat */ 2731 /* deplete a stat */
2722 archetype *deparch=find_archetype("depletion"); 2732 archetype *deparch = archetype::find ("depletion");
2723 object *dep; 2733 object *dep;
2734
2735 dep = present_arch_in_ob (deparch, op);
2736 if (!dep)
2724 2737 {
2725 dep = present_arch_in_ob(deparch,op);
2726 if(!dep) {
2727 dep = arch_to_object(deparch); 2738 dep = arch_to_object (deparch);
2728 insert_ob_in_ob(dep, op); 2739 insert_ob_in_ob (dep, op);
2729 } 2740 }
2730 lose_this_stat = 1; 2741 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) { 2742 if (settings.balanced_stat_loss)
2743 {
2732 /* GD */ 2744 /* GD */
2733 /* Get the stat that we're about to deplete. */ 2745 /* Get the stat that we're about to deplete. */
2734 this_stat = get_attr_value(&(dep->stats), i); 2746 this_stat = get_attr_value (&(dep->stats), i);
2735 if (this_stat < 0) { 2747 if (this_stat < 0)
2748 {
2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2749 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2737 int keep_chance = this_stat * this_stat; 2750 int keep_chance = this_stat * this_stat;
2751
2738 /* Yes, I am paranoid. Sue me. */ 2752 /* Yes, I am paranoid. Sue me. */
2739 if (keep_chance < 1) 2753 if (keep_chance < 1)
2740 keep_chance = 1; 2754 keep_chance = 1;
2741 2755
2742 /* There is a maximum depletion total per level. */ 2756 /* There is a maximum depletion total per level. */
2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2757 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2758 {
2744 lose_this_stat = 0; 2759 lose_this_stat = 0;
2745 /* Take loss chance vs keep chance to see if we 2760 /* Take loss chance vs keep chance to see if we
2746 retain the stat. */ 2761 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 } 2762 }
2756 } 2763 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 */ 2764 {
2766 if (this_stat>=-50) { 2765 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; 2766 lose_this_stat = 0;
2767 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2768 this_stat, keep_chance, loss_chance,
2769 lose_this_stat?"LOSE":"KEEP"); */
2772 } 2770 }
2773 } 2771 }
2774 } 2772 }
2775 } 2773
2776 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 2774 if (lose_this_stat)
2778 { 2775 {
2779 /* determine_god() seems to not work sometimes... why is this? 2776 this_stat = get_attr_value (&(dep->stats), i);
2780 Should I be using something else? GD */ 2777 /* We could try to do something clever like find another
2781 const char *god = determine_god(op); 2778 * stat to reduce if this fails. But chances are, if
2782 if (god && (strcmp(god, "none"))) 2779 * stats have been depleted to -50, all are pretty low
2783 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2780 * and should be roughly the same, so it shouldn't make a
2784 "moment you feel the holy presence of %s protecting" 2781 * difference.
2785 " you.", god); 2782 */
2783 if (this_stat >= -50)
2786 else 2784 {
2787 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2785 change_attr_value (&(dep->stats), i, -1);
2788 " feel a holy presence protecting you."); 2786 SET_FLAG (dep, FLAG_APPLIED);
2787 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2788 op->update_stats ();
2789 lost_a_stat = 1;
2790 }
2789 } 2791 }
2792 }
2793 }
2794 /* If no stat lost, tell the player. */
2795 if (!lost_a_stat)
2796 {
2797 /* determine_god() seems to not work sometimes... why is this?
2798 Should I be using something else? GD */
2799 const char *god = determine_god (op);
2800
2801 if (god && (strcmp (god, "none")))
2802 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2803 else
2804 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2805 }
2806#else
2807 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2790#endif 2808#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 2809
2794 /* Put a gravestone up where the character 'almost' died. List the 2810 /* Put a gravestone up where the character 'almost' died. List the
2795 * exp loss on the stone. 2811 * exp loss on the stone.
2796 */ 2812 */
2797 tmp=arch_to_object(find_archetype("gravestone")); 2813 tmp = arch_to_object (archetype::find ("gravestone"));
2798 sprintf(buf,"%s's gravestone",op->name); 2814 sprintf (buf, "%s's gravestone", &op->name);
2799 FREE_AND_COPY(tmp->name, buf); 2815 tmp->name = buf;
2800 sprintf(buf,"%s's gravestones",op->name); 2816 sprintf (buf, "%s's gravestones", &op->name);
2801 FREE_AND_COPY(tmp->name_pl, buf); 2817 tmp->name_pl = buf;
2802 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2818 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" 2819 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; 2820 tmp->x = op->x, tmp->y = op->y;
2809 insert_ob_in_map (tmp, op->map, NULL,0); 2821 insert_ob_in_map (tmp, op->map, NULL, 0);
2810 2822
2811 /**************************************/ 2823 /**************************************/
2812 /* */ 2824 /* */
2813 /* Subtract the experience points, */ 2825 /* Subtract the experience points, */
2814 /* if we died cause of food, give us */ 2826 /* if we died cause of food, give us */
2815 /* food, and reset HP's... */ 2827 /* food, and reset HP's... */
2816 /* */ 2828 /* */
2817 /**************************************/ 2829 /**************************************/
2818 2830
2819 /* remove any poisoning and confusion the character may be suffering.*/ 2831 /* remove any poisoning and confusion the character may be suffering. */
2820 /* restore player */ 2832 /* restore player */
2821 at = find_archetype("poisoning"); 2833 at = archetype::find ("poisoning");
2822 tmp=present_arch_in_ob(at,op); 2834 tmp = present_arch_in_ob (at, op);
2823 if (tmp) { 2835
2824 remove_ob(tmp); 2836 if (tmp)
2825 free_object(tmp); 2837 {
2838 tmp->destroy ();
2826 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2839 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2827 } 2840 }
2828 2841
2829 at = find_archetype("confusion"); 2842 at = archetype::find ("confusion");
2830 tmp=present_arch_in_ob(at,op); 2843 tmp = present_arch_in_ob (at, op);
2831 if (tmp) { 2844 if (tmp)
2832 remove_ob(tmp); 2845 {
2833 free_object(tmp); 2846 tmp->destroy ();
2834 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2847 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2835 } 2848 }
2849
2836 cure_disease(op,0); /* remove any disease */ 2850 cure_disease (op, 0, 0); /* remove any disease */
2837 2851
2838 /*add_exp(op, (op->stats.exp * -0.20)); */ 2852 /*add_exp(op, (op->stats.exp * -0.20)); */
2839 apply_death_exp_penalty(op); 2853 apply_death_exp_penalty (op);
2840 if(op->stats.food < 100) op->stats.food = 900; 2854 if (op->stats.food < 100)
2855 op->stats.food = 900;
2841 op->stats.hp = op->stats.maxhp; 2856 op->stats.hp = op->stats.maxhp;
2842 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2857 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2843 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2858 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2844 2859
2845 /* 2860 /*
2846 * Check to see if the player is in a shop. IF so, then check to see if 2861 * 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 2862 * and put them back in the map.
2848 * in the map. 2863 */
2849 */ 2864 op->drop_unpaid_items ();
2850 2865
2851 if (is_in_shop (op))
2852 remove_unpaid_objects(op->inv, op);
2853
2854 /****************************************/ 2866 /****************************************/
2855 /* */ 2867 /* */
2856 /* Move player to his current respawn- */ 2868 /* Move player to his current respawn- */
2857 /* position (usually last savebed) */ 2869 /* position (usually last savebed) */
2858 /* */ 2870 /* */
2859 /****************************************/ 2871 /****************************************/
2860 2872
2861 enter_player_savebed(op); 2873 enter_player_savebed (op);
2862 2874
2863 /* Save the player before inserting the force to reduce
2864 * chance of abuse.
2865 */
2866 op->contr->braced=0; 2875 op->contr->braced = 0;
2867 save_player(op,1);
2868 2876
2869 /* it is possible that the player has blown something up 2877 /* it is possible that the player has blown something up
2870 * at his savebed location, and that can have long lasting 2878 * at his savebed location, and that can have long lasting
2871 * spell effects. So first see if there is a spell effect 2879 * spell effects. So first see if there is a spell effect
2872 * on the space that might harm the player. 2880 * on the space that might harm the player.
2873 */ 2881 */
2874 will_kill_again=0; 2882 will_kill_again = 0;
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2883 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2876 if (tmp->type ==SPELL_EFFECT) 2884 if (tmp->type == SPELL_EFFECT)
2877 will_kill_again|=tmp->attacktype; 2885 will_kill_again |= tmp->attacktype;
2878 } 2886
2879 if (will_kill_again) { 2887 if (will_kill_again)
2888 {
2880 object *force; 2889 object *force;
2881 int at; 2890 int at;
2882 2891
2883 force=get_archetype(FORCE_NAME); 2892 force = get_archetype (FORCE_NAME);
2884 /* 50 ticks should be enough time for the spell to abate */ 2893 /* 50 ticks should be enough time for the spell to abate */
2885 force->speed=0.1; 2894 force->speed = 0.1f;
2886 force->speed_left=-5.0; 2895 force->speed_left = -5.f;
2887 SET_FLAG(force, FLAG_APPLIED); 2896 SET_FLAG (force, FLAG_APPLIED);
2888 for (at=0; at<NROFATTACKS; at++) { 2897 for (at = 0; at < NROFATTACKS; at++)
2889 if (will_kill_again & (1 << at)) 2898 if (will_kill_again & (1 << at))
2890 force->resist[at] = 100; 2899 force->resist[at] = 100;
2900
2901 insert_ob_in_ob (force, op);
2902 op->update_stats ();
2903
2904 }
2905
2906 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2907}
2908
2909void
2910loot_object (object *op)
2911{ /* Grab and destroy some treasure */
2912 object *tmp, *tmp2, *next;
2913
2914 op->close_container (); /* close open sack first */
2915
2916 for (tmp = op->inv; tmp; tmp = next)
2917 {
2918 next = tmp->below;
2919
2920 if (tmp->invisible)
2921 continue;
2922
2923 tmp->remove ();
2924 tmp->x = op->x, tmp->y = op->y;
2925
2926 if (tmp->type == CONTAINER)
2927 loot_object (tmp); /* empty container to ground */
2928
2929 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2930 {
2931 if (tmp->nrof > 1)
2932 {
2933 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2934 tmp2->destroy ();
2935 insert_ob_in_map (tmp, op->map, NULL, 0);
2891 } 2936 }
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 { 2937 else
2950 delete_character(op->name,1); 2938 tmp->destroy ();
2951 } 2939 }
2952 } 2940 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); 2941 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 } 2942 }
2997} 2943}
2998 2944
2999/* 2945/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 2946 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 2947 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 2948 * was changed.
3003 */ 2949 */
3004 2950void
3005void fix_weight(void) { 2951fix_weight (void)
3006 player *pl; 2952{
3007 for (pl = first_player; pl != NULL; pl = pl->next) { 2953 for_all_players (pl)
2954 {
3008 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2955 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2956
3009 if(old == sum) 2957 if (old == sum)
3010 continue; 2958 continue;
3011 fix_player(pl->ob); 2959 pl->ob->update_stats ();
3012 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2960 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3013 pl->ob->name, old, sum);
3014 } 2961 }
3015} 2962}
3016 2963
2964void
3017void fix_luck(void) { 2965fix_luck (void)
3018 player *pl; 2966{
3019 for (pl = first_player; pl != NULL; pl = pl->next) 2967 for_all_players (pl)
3020 if (!pl->ob->contr->state) 2968 if (!pl->ob->contr->ns->state)
3021 change_luck(pl->ob, 0); 2969 pl->ob->change_luck (0);
3022} 2970}
3023
3024 2971
3025/* cast_dust() - handles op throwing objects of type 'DUST'. 2972/* cast_dust() - handles op throwing objects of type 'DUST'.
3026 * This is much simpler in the new spell code - we basically 2973 * This is much simpler in the new spell code - we basically
3027 * just treat this as any other spell casting object. 2974 * just treat this as any other spell casting object.
3028 */ 2975 */
3029
3030void 2976void
3031cast_dust (object * op, object * throw_ob, int dir) 2977cast_dust (object *op, object *throw_ob, int dir)
3032{ 2978{
3033 object *skop, *spob; 2979 object *skop, *spob;
3034 2980
3035 skop = find_skill_by_name (op, throw_ob->skill); 2981 skop = find_skill_by_name (op, throw_ob->skill);
3036 2982
3037 /* casting POTION 'dusts' is really a use_magic_item skill */ 2983 /* casting POTION 'dusts' is really a use_magic_item skill */
3038 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2984 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3039 { 2985 {
3040 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2986 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3041 op->name);
3042 return; 2987 return;
3043 } 2988 }
3044 2989
3045 spob = throw_ob->inv; 2990 spob = throw_ob->inv;
3046 2991
3047 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2992 // 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 2993 // not pass NULL to cast_spell (which did indeed check itself, but
3049 // errors should be reported as early as possible IMHO) 2994 // errors should be reported as early as possible IMHO)
3050 if (!spob) 2995 if (!spob)
3051 { 2996 {
3052 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2997 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; 2998 return;
3055 } 2999 }
3056 3000
3057 if (op->type == PLAYER) 3001 if (op->type == PLAYER)
3058 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3002 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3059 3003
3060 cast_spell (op, throw_ob, dir, spob, NULL); 3004 cast_spell (op, throw_ob, dir, spob, NULL);
3061 3005
3062 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3006 throw_ob->destroy ();
3063 remove_ob (throw_ob);
3064 free_object (throw_ob);
3065} 3007}
3066 3008
3009void
3067void make_visible (object *op) { 3010make_visible (object *op)
3011{
3068 op->hide = 0; 3012 op->hide = 0;
3069 op->invisible = 0; 3013 op->invisible = 0;
3014
3070 if(op->type==PLAYER) { 3015 if (op->type == PLAYER)
3016 {
3071 op->contr->tmp_invis = 0; 3017 op->contr->tmp_invis = 0;
3072 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3018 op->contr->invis_race = 0;
3073 } 3019 }
3020
3074 update_object(op,UP_OBJ_FACE); 3021 update_object (op, UP_OBJ_CHANGE);
3075} 3022}
3076 3023
3024int
3077int is_true_undead(object *op) { 3025is_true_undead (object *op)
3078 object *tmp=NULL; 3026{
3079
3080 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3027 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3028 return 1;
3081 3029
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; 3030 return 0;
3087} 3031}
3088 3032
3089/* look at the surrounding terrain to determine 3033/* look at the surrounding terrain to determine
3090 * the hideability of this object. Positive levels 3034 * the hideability of this object. Positive levels
3091 * indicate greater hideability. 3035 * indicate greater hideability.
3092 */ 3036 */
3093 3037int
3094int hideability(object *ob) { 3038hideability (object *ob)
3039{
3095 int i,level=0, mflag; 3040 int i, level = 0, mflag;
3096 sint16 x,y; 3041 sint16 x, y;
3097 3042
3098 if(!ob||!ob->map) return 0; 3043 if (!ob || !ob->map)
3044 return 0;
3099 3045
3100 /* so, on normal lighted maps, its hard to hide */ 3046 /* so, on normal lighted maps, its hard to hide */
3101 level=ob->map->darkness - 2; 3047 level = ob->map->darkness - 2;
3102 3048
3103 /* this also picks up whether the object is glowing. 3049 /* this also picks up whether the object is glowing.
3104 * If you carry a light on a non-dark map, its not 3050 * If you carry a light on a non-dark map, its not
3105 * as bad as carrying a light on a pitch dark map */ 3051 * as bad as carrying a light on a pitch dark map */
3106 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3052 if (has_carried_lights (ob))
3053 level = -(10 + (2 * ob->map->darkness));
3107 3054
3108 /* scan through all nearby squares for terrain to hide in */ 3055 /* 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]) { 3056 for (i = 0, x = ob->x, y = ob->y;
3057 i <= SIZEOFFREE1;
3058 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3059 {
3110 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3060 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3111 if (mflag & P_OUT_OF_MAP) { continue; } 3061 if (mflag & P_OUT_OF_MAP)
3062 continue;
3063
3112 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3064 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3113 level += 2; 3065 level += 2;
3114 else /* open terrain! */ 3066 else /* open terrain! */
3115 level -= 1; 3067 level -= 1;
3116 } 3068 }
3117 3069
3118#if 0 3070#if 0
3119 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3071 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3120#endif 3072#endif
3121 return level; 3073 return level;
3122} 3074}
3123 3075
3124/* For Hidden creatures - a chance of becoming 'unhidden' 3076/* For Hidden creatures - a chance of becoming 'unhidden'
3125 * every time they move - as we subtract off 'invisibility' 3077 * every time they move - as we subtract off 'invisibility'
3126 * AND, for players, if they move into a ridiculously unhideable 3078 * AND, for players, if they move into a ridiculously unhideable
3127 * spot (surrounded by clear terrain in broad daylight). -b.t. 3079 * spot (surrounded by clear terrain in broad daylight). -b.t.
3128 */ 3080 */
3129 3081void
3130void do_hidden_move (object *op) { 3082do_hidden_move (object *op)
3083{
3131 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3084 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3132 object *skop; 3085 object *skop;
3133 3086
3134 if(!op || !op->map) return; 3087 if (!op || !op->map)
3088 return;
3135 3089
3136 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3090 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3137 3091
3138 /* its *extremely* hard to run and sneak/hide at the same time! */ 3092 /* its *extremely* hard to run and sneak/hide at the same time! */
3139 if(op->type==PLAYER && op->contr->run_on) { 3093 if (op->type == PLAYER && op->contr->run_on)
3140 if(!skop || num >= skop->level) { 3094 if (!skop || num >= skop->level)
3095 {
3141 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3096 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); 3097 make_visible (op);
3151 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3098 return;
3152 "You moved out of hiding! You are visible!");
3153 } 3099 }
3100 else
3101 num += 20;
3102
3103 num += op->map->difficulty;
3104 hide = hideability (op); /* modify by terrain hidden level */
3105 num -= hide;
3106
3107 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3108 {
3109 make_visible (op);
3110 if (op->type == PLAYER)
3111 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3112 }
3154 else if (op->type == PLAYER && skop) { 3113 else if (op->type == PLAYER && skop)
3155 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3114 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3156 }
3157} 3115}
3158 3116
3159/* determine if who is standing near a hostile creature. */ 3117/* determine if who is standing near a hostile creature. */
3160 3118
3119int
3161int stand_near_hostile( object *who ) { 3120stand_near_hostile (object *who)
3121{
3162 object *tmp=NULL; 3122 object *tmp = NULL;
3163 int i,friendly=0,player=0, mflags; 3123 int i, friendly = 0, player = 0, mflags;
3164 mapstruct *m; 3124 maptile *m;
3165 sint16 x,y; 3125 sint16 x, y;
3166 3126
3167 if(!who) return 0; 3127 if (!who)
3128 return 0;
3168 3129
3169 if(who->type==PLAYER) player=1; 3130 if (who->type == PLAYER)
3131 player = 1;
3132
3133 else
3170 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3134 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3171 3135
3172 /* search adjacent squares */ 3136 /* search adjacent squares */
3173 for(i=1;i<9;i++) { 3137 for (i = 1; i < 9; i++)
3138 {
3174 x = who->x+freearr_x[i]; 3139 x = who->x + freearr_x[i];
3175 y = who->y+freearr_y[i]; 3140 y = who->y + freearr_y[i];
3176 m = who->map; 3141 m = who->map;
3177 mflags = get_map_flags(m, &m, x, y, &x, &y); 3142 mflags = get_map_flags (m, &m, x, y, &x, &y);
3178 /* space must be blocked if there is a monster. If not 3143 /* space must be blocked if there is a monster. If not
3179 * blocked, don't need to check this space. 3144 * blocked, don't need to check this space.
3180 */ 3145 */
3181 if (mflags & P_OUT_OF_MAP) continue; 3146 if (mflags & P_OUT_OF_MAP)
3147 continue;
3182 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3148 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3183 3149 continue;
3184 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3150
3185 if((player||friendly) 3151 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3152 {
3186 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3153 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3154 return 1;
3155 else if (tmp->type == PLAYER)
3156 {
3157 /*don't let a hidden DM prevent you from hiding */
3158 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3187 return 1; 3159 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 } 3160 }
3194 } 3161 }
3195 } 3162 }
3196 return 0; 3163 return 0;
3197} 3164}
3198 3165
3199/* check the player los field for viewability of the 3166/* check the player los field for viewability of the
3200 * object op. This function works fine for monsters, 3167 * object op. This function works fine for monsters,
3201 * but we dont worry if the object isnt the top one in 3168 * but we dont worry if the object isnt the top one in
3202 * a pile (say a coin under a table would return "viewable" 3169 * a pile (say a coin under a table would return "viewable"
3203 * by this routine). Another question, should we be 3170 * by this routine). Another question, should we be
3204 * concerned with the direction the player is looking 3171 * concerned with the direction the player is looking
3205 * in? Realistically, most of use cant see stuff behind 3172 * in? Realistically, most of us can't see stuff behind
3206 * our backs...on the other hand, does the "facing" direction 3173 * our backs...on the other hand, does the "facing" direction
3207 * imply the way your head, or body is facing? Its possible 3174 * 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. 3175 * for them to differ. Sigh, this fctn could get a bit more complex.
3209 * -b.t. 3176 * -b.t.
3210 * This function is now map tiling safe. 3177 * This function is now map tiling safe.
3211 */ 3178 */
3212 3179int
3213int player_can_view (object *pl,object *op) { 3180player_can_view (object *pl, object *op)
3181{
3214 rv_vector rv; 3182 rv_vector rv;
3215 int dx,dy; 3183 int dx, dy;
3216 3184
3217 if(pl->type!=PLAYER) { 3185 if (pl->type != PLAYER)
3186 {
3218 LOG(llevError,"player_can_view() called for non-player object\n"); 3187 LOG (llevError, "player_can_view() called for non-player object\n");
3219 return -1; 3188 return -1;
3220 } 3189 }
3221 if (!pl || !op) return 0;
3222 3190
3223 if(op->head) { op = op->head; } 3191 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; 3192 return 0;
3193
3194 op = op->head_ ();
3195
3196 get_rangevector (pl, op, &rv, 0x1);
3197
3198 /* starting with the 'head' part, lets loop
3199 * through the object and find if it has any
3200 * part that is in the los array but isn't on
3201 * a blocked los square.
3202 * we use the archetype to figure out offsets.
3203 */
3204 while (op)
3205 {
3206 dx = rv.distance_x + op->arch->x;
3207 dy = rv.distance_y + op->arch->y;
3208
3209 /* only the viewable area the player sees is updated by LOS
3210 * code, so we need to restrict ourselves to that range of values
3211 * for any meaningful values.
3212 */
3213 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3214 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3215 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3216 return 1;
3217
3218 op = op->more;
3219 }
3220
3221 return 0;
3247} 3222}
3248 3223
3249/* routine for both players and monsters. We call this when 3224/* routine for both players and monsters. We call this when
3250 * there is a possibility for our action distrubing our hiding 3225 * there is a possibility for our action distrubing our hiding
3251 * place or invisiblity spell. Artefact invisiblity is not 3226 * place or invisiblity spell. Artefact invisiblity is not
3252 * effected by this. If we arent invisible to begin with, we 3227 * effected by this. If we arent invisible to begin with, we
3253 * return 0. 3228 * return 0.
3254 */ 3229 */
3230int
3255int action_makes_visible (object *op) { 3231action_makes_visible (object *op)
3256 3232{
3257 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3233 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3234 {
3258 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3235 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3259 return 0; 3236 return 0;
3260 3237
3261 if (op->contr && op->contr->tmp_invis == 0) return 0; 3238 if (op->contr && op->contr->tmp_invis == 0)
3239 return 0;
3262 3240
3263 /* If monsters, they should become visible */ 3241 /* If monsters, they should become visible */
3264 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3242 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3243 {
3265 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3244 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3266 return 1; 3245 return 1;
3267 } 3246 }
3268 } 3247 }
3248
3269 return 0; 3249 return 0;
3270} 3250}
3271 3251
3272/* op_on_battleground - checks if the given object op (usually 3252/* op_on_battleground - checks if the given object op (usually
3273 * a player) is standing on a valid battleground-tile, 3253 * a player) is standing on a valid battleground-tile,
3274 * function returns TRUE/FALSE. If true x, y returns the battleground 3254 * function returns TRUE/FALSE. If true x, y returns the battleground
3275 * -exit-coord. (and if x, y not NULL) 3255 * -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 3256 * 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 3257 * 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 3258 * Default is to do the same as before, so only people wanting to have different points need worry about this
3279 */ 3259 */
3260int
3280int op_on_battleground (object *op, int *x, int *y) { 3261op_on_battleground (object *op, int *x, int *y)
3281 object *tmp; 3262{
3282
3283 /* A battleground-tile needs the following attributes to be valid: 3263 /* 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), 3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3285 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3286 * and the exit-coordinates sp/hp must both be > 0. 3266 * and the exit-coordinates sp/hp must both be > 0.
3287 * => The intention here is to prevent abuse of the battleground- 3267 * => The intention here is to prevent abuse of the battleground-
3288 * feature (like pickable or hidden battleground tiles). */ 3268 * feature (like pickable or hidden battleground tiles). */
3289 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3269 for (object *tmp = op->below; tmp; tmp = tmp->below)
3270 {
3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3271 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3272 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3273 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3292 strcmp(tmp->name, "battleground")==0 && 3274 && tmp->type == BATTLEGROUND
3293 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3275 && tmp->name == shstr_battleground
3276 && EXIT_X (tmp) && EXIT_Y (tmp))
3277 {
3294 /*before we assign the exit, check if this is a teambattle*/ 3278 /* before we assign the exit, check if this is a teambattle */
3295 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3279 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3296 object *invtmp; 3280 {
3297 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3281 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3282 {
3298 if(invtmp->type==FORCE && invtmp->slaying && 3283 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3299 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3284 {
3300 if (x != NULL && y != NULL) 3285 if (x && y)
3301 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3286 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3287
3302 return 1; 3288 return 1;
3289 }
3303 } 3290 }
3304 } 3291 }
3305 } 3292
3306 if (x != NULL && y != NULL) 3293 if (x && y)
3307 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3294 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3295
3308 return 1; 3296 return 1;
3297 }
3309 } 3298 }
3310 }
3311 } 3299 }
3300
3312 /* If we got here, did not find a battleground */ 3301 /* If we got here, did not find a battleground */
3313 return 0; 3302 return 0;
3314} 3303}
3315 3304
3316/* 3305/*
3320 * attributes: 3309 * attributes:
3321 * object *who the dragon player 3310 * object *who the dragon player
3322 * int atnr the attack-number of the ability focus 3311 * int atnr the attack-number of the ability focus
3323 * int level ability level 3312 * int level ability level
3324 */ 3313 */
3314void
3325void dragon_ability_gain(object *who, int atnr, int level) { 3315dragon_ability_gain (object *who, int atnr, int level)
3316{
3326 treasurelist *trlist = NULL; /* treasurelist */ 3317 treasurelist *trlist = NULL; /* treasurelist */
3327 treasure *tr; /* treasure */ 3318 treasure *tr; /* treasure */
3328 object *tmp,*skop; /* tmp. object */ 3319 object *tmp, *skop; /* tmp. object */
3329 object *item; /* treasure object */ 3320 object *item; /* treasure object */
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3321 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i=0, j=0; 3322 int i = 0, j = 0;
3332 3323
3333 /* get the appropriate treasurelist */ 3324 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3325 if (atnr == ATNR_FIRE)
3335 trlist = find_treasurelist("dragon_ability_fire"); 3326 trlist = treasurelist::find (shstr_dragon_ability_fire);
3336 else if (atnr == ATNR_COLD) 3327 else if (atnr == ATNR_COLD)
3337 trlist = find_treasurelist("dragon_ability_cold"); 3328 trlist = treasurelist::find (shstr_dragon_ability_cold);
3338 else if (atnr == ATNR_ELECTRICITY) 3329 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = find_treasurelist("dragon_ability_elec"); 3330 trlist = treasurelist::find (shstr_dragon_ability_elec);
3340 else if (atnr == ATNR_POISON) 3331 else if (atnr == ATNR_POISON)
3341 trlist = find_treasurelist("dragon_ability_poison"); 3332 trlist = treasurelist::find (shstr_dragon_ability_poison);
3342 3333
3343 if (trlist == NULL || who->type != PLAYER) 3334 if (trlist == NULL || who->type != PLAYER)
3335 return;
3336
3337 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3338
3339 if (!tr || !tr->item)
3340 {
3341 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3342 return;
3343 }
3344
3345 /* everything seems okay - now bring on the gift: */
3346 item = tr->item;
3347
3348 if (item->type == SPELL)
3349 {
3350 if (check_spell_known (who, item->name))
3344 return; 3351 return;
3345 3352
3346 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3353 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3347 tr = tr->next, i++); 3354 do_learn_spell (who, item, 0);
3348 3355 return;
3349 if (tr == NULL || tr->item == NULL) { 3356 }
3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3357
3358 /* grant direct spell */
3359 if (item->type == SPELLBOOK)
3360 {
3361 if (!item->inv)
3362 {
3363 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3364 return;
3365 }
3366 if (check_spell_known (who, item->inv->name))
3351 return; 3367 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) { 3368 if (item->invisible)
3369 {
3376 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3370 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); 3371 do_learn_spell (who, item->inv, 0);
3378 return; 3372 return;
3379 } 3373 }
3380 } 3374 }
3381 else if (item->type == SKILL_TOOL && item->invisible) { 3375 else if (item->type == SKILL_TOOL && item->invisible)
3376 {
3382 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3377 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3378 {
3383 3379
3384 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3380 /* 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 3381 * 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, 3382 * them. As it is now, if the player has any that match the granted skill,
3387 * but not all of them, he gets nothing. 3383 * but not all of them, he gets nothing.
3388 */ 3384 */
3389 if (!(skop->attacktype & item->attacktype)) { 3385 if (!(skop->attacktype & item->attacktype))
3386 {
3390 /* Give new attacktype */ 3387 /* Give new attacktype */
3391 skop->attacktype |= item->attacktype; 3388 skop->attacktype |= item->attacktype;
3392 3389
3393 /* always add physical if there's none */ 3390 /* always add physical if there's none */
3394 skop->attacktype |= AT_PHYSICAL; 3391 skop->attacktype |= AT_PHYSICAL;
3395 3392
3396 if (item->msg != NULL) 3393 if (item->msg != NULL)
3397 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3394 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3398 3395
3399 /* Give player new face */ 3396 /* Give player new face */
3400 if (item->animation_id) { 3397 if (item->animation_id)
3398 {
3401 who->face = skop->face; 3399 who->face = skop->face;
3402 who->animation_id = item->animation_id; 3400 who->animation_id = item->animation_id;
3403 who->anim_speed = item->anim_speed; 3401 who->anim_speed = item->anim_speed;
3404 who->last_anim = 0; 3402 who->last_anim = 0;
3405 who->state = 0; 3403 who->state = 0;
3406 animate_object(who, who->direction); 3404 animate_object (who, who->direction);
3407 } 3405 }
3408 } 3406 }
3409 } 3407 }
3410 } 3408 }
3411 else if (item->type == FORCE) { 3409 else if (item->type == FORCE)
3410 {
3412 /* forces in the treasurelist can alter the player's stats */ 3411 /* forces in the treasurelist can alter the player's stats */
3413 object *skin; 3412 object *skin;
3413
3414 /* first get the dragon skin force */ 3414 /* first get the dragon skin force */
3415 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3415 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3416 skin=skin->below); 3416 ;
3417 if (skin == NULL) return; 3417
3418 3418 if (!skin)
3419 return;
3420
3419 /* adding new spellpath attunements */ 3421 /* adding new spellpath attunements */
3420 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3422 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3423 {
3421 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3424 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3422 3425
3423 /* print message */ 3426 /* print message */
3424 sprintf(buf, "You feel attuned to "); 3427 sprintf (buf, "You feel attuned to ");
3425 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3428 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3429 {
3426 if(item->path_attuned & (1<<i)) { 3430 if (item->path_attuned & (1 << i))
3431 {
3427 if (j) 3432 if (j)
3428 strcat(buf," and "); 3433 strcat (buf, " and ");
3429 else 3434 else
3430 j = 1; 3435 j = 1;
3431 strcat(buf, spellpathnames[i]); 3436 strcat (buf, spellpathnames[i]);
3432 } 3437 }
3433 } 3438 }
3434 strcat(buf,"."); 3439 strcat (buf, ".");
3435 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3440 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3436 } 3441 }
3437 3442
3438 /* evtl. adding flags: */ 3443 /* evtl. adding flags: */
3439 if(QUERY_FLAG(item, FLAG_XRAYS)) 3444 if (QUERY_FLAG (item, FLAG_XRAYS))
3440 SET_FLAG(skin, FLAG_XRAYS); 3445 SET_FLAG (skin, FLAG_XRAYS);
3441 if(QUERY_FLAG(item, FLAG_STEALTH)) 3446 if (QUERY_FLAG (item, FLAG_STEALTH))
3442 SET_FLAG(skin, FLAG_STEALTH); 3447 SET_FLAG (skin, FLAG_STEALTH);
3443 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3448 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3444 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3449 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3445 3450
3446 /* print message if there is one */ 3451 /* print message if there is one */
3447 if (item->msg != NULL) 3452 if (item->msg != NULL)
3448 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3453 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3454 }
3455 else
3449 } 3456 {
3450 else {
3451 /* generate misc. treasure */ 3457 /* generate misc. treasure */
3452 tmp = arch_to_object (tr->item); 3458 tmp = arch_to_object (tr->item);
3453 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3459 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); 3460 tmp = insert_ob_in_ob (tmp, who);
3455 if (who->type == PLAYER) 3461 if (who->type == PLAYER)
3456 esrv_send_item(who, tmp); 3462 esrv_send_item (who, tmp);
3457 } 3463 }
3458} 3464}
3459 3465
3460/** 3466/**
3461 * Unready an object for a player. This function does nothing if the object was 3467 * Unready an object for a player. This function does nothing if the object was
3462 * not readied. 3468 * not readied.
3463 */ 3469 */
3470void
3464void player_unready_range_ob(player *pl, object *ob) { 3471player_unready_range_ob (player *pl, object *ob)
3465 rangetype i; 3472{
3473 if (pl->ob->current_weapon == ob)
3474 pl->ob->current_weapon = 0;
3466 3475
3467 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3476 if (pl->combat_ob == ob)
3468 if (pl->ranges[i] == ob) { 3477 pl->combat_ob = 0;
3469 pl->ranges[i] = NULL; 3478
3470 if (pl->shoottype == i) { 3479 if (pl->ranged_ob == ob)
3471 pl->shoottype = range_none; 3480 pl->ranged_ob = 0;
3472 }
3473 }
3474 }
3475} 3481}
3482
3483sint8
3484player::visibility_at (maptile *map, int x, int y) const
3485{
3486 if (!ns)
3487 return 0;
3488
3489 int dx, dy;
3490 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3491 return 0;
3492
3493 x += dx - ns->current_x + ns->mapx / 2;
3494 y += dy - ns->current_y + ns->mapy / 2;
3495
3496 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3497 return 0;
3498
3499 return 100 - blocked_los [x][y];
3500}
3501
3502void
3503player::infobox (const char *title, const char *msg, int color)
3504{
3505 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3506}
3507
3508void
3509player::statusmsg (const char *msg, int color)
3510{
3511 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3512}
3513
3514void
3515player::failmsg (const char *msg, int color)
3516{
3517 play_sound (sound_find ("generic_failure"));
3518 statusmsg (msg, color);
3519}
3520

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines