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Comparing deliantra/server/server/player.C (file contents):
Revision 1.12 by elmex, Tue Aug 29 10:51:43 2006 UTC vs.
Revision 1.195 by root, Mon May 5 15:21:50 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 (©) 2005,2006,2007,2008 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->update_weight ();
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);
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 // archetypes could have been reloaded
410 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
411
412 if (!nat)
413 return at;
414
415 archvec::iterator i = archetypes.find (nat);
416
349 for (;;) { 417 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 } 418 {
361} 419 if (++i == archetypes.end ())
420 i = archetypes.begin ();
421 else if (*i == at)
422 cleanup ("not a single player archetype found");
362 423
424 if ((*i)->type == PLAYER)
425 return *i;
426 }
427}
363 428
429object *
364object *get_nearest_player(object *mon) { 430get_nearest_player (object *mon)
431{
365 object *op = NULL; 432 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 433 objectlink *ol;
368 unsigned lastdist; 434 unsigned lastdist;
369 rv_vector rv; 435 rv_vector rv;
370 436
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
372 /* We should not find free objects on this friendly list, but it 438 {
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)) 439 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 440 continue;
398 441
399 if(lastdist>rv.distance) { 442 if (lastdist > rv.distance)
443 {
400 op=ol->ob; 444 op = ol->ob;
401 lastdist=rv.distance; 445 lastdist = rv.distance;
402 } 446 }
403 } 447 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 448
449 for_all_players (pl)
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 450 if (can_detect_enemy (mon, pl->ob, &rv))
406
407 if(lastdist>rv.distance) { 451 if (lastdist > rv.distance)
408 op=pl->ob;
409 lastdist=rv.distance;
410 }
411 } 452 {
412 } 453 op = pl->ob;
454 lastdist = rv.distance;
455 }
456
413#if 0 457#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 458 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 459#endif
416 return op; 460 return op;
417} 461}
418 462
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 463/* 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 464 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 465 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 479 * 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 480 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 481 * is probably not a good thing.
438 */ 482 */
439#define MAX_SPACES 50 483#define MAX_SPACES 50
440
441 484
442/* 485/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 486 * 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 487 * 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 488 * 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. 501 * 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, 502 * 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 503 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 504 * is blocking itself.
462 */ 505 */
506int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 507path_to_player (object *mon, object *pl, unsigned mindiff)
508{
464 rv_vector rv; 509 rv_vector rv;
465 sint16 x,y; 510 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 511 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 512 maptile *m, *lastmap;
468 513
469 get_rangevector(mon, pl, &rv, 0); 514 get_rangevector (mon, pl, &rv, 0);
470 515
471 if (rv.distance<mindiff) return 0; 516 if (rv.distance < mindiff)
517 return 0;
472 518
473 x=mon->x; 519 x = mon->x;
474 y=mon->y; 520 y = mon->y;
475 m=mon->map; 521 m = mon->map;
476 dir = rv.direction; 522 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 523 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); 524 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
525
479 /* If we can't solve it within the search distance, return now. */ 526 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 527 if (diff > max)
528 return 0;
529
481 while (diff >1 && max>0) { 530 while (diff > 1 && max > 0)
531 {
482 lastx = x; 532 lastx = x;
483 lasty = y; 533 lasty = y;
484 lastmap = m; 534 lastmap = m;
485 x = lastx + freearr_x[dir]; 535 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 536 y = lasty + freearr_y[dir];
487 537
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 538 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); 539 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
490 540
491 /* Space is blocked - try changing direction a little */ 541 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 542 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)))) { 543 && (m == mon->map && blocked_link (mon, m, x, y))))
544 {
494 /* recalculate direction from last good location. Possible 545 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 546 * we were not traversing ideal location before.
496 */ 547 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 548 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 549 if (rv.direction != dir)
550 {
499 /* OK - says direction should be different - lets reset the 551 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 552 * the values so it will try again.
501 */ 553 */
502 x = lastx; 554 x = lastx;
503 y = lasty; 555 y = lasty;
504 m = lastmap; 556 m = lastmap;
505 dir = firstdir = rv.direction; 557 dir = firstdir = rv.direction;
558 }
506 } else { 559 else
560 {
507 /* direct path is blocked - try taking a side step to 561 /* direct path is blocked - try taking a side step to
508 * either the left or right. 562 * either the left or right.
509 * Note increase the values in the loop below to be 563 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 564 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 565 * 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 566 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 567 * stepping back and forth
514 */ 568 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 569 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
570 {
571 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 572 continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 573 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 574 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 575 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 576 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 577 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 578 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 579 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 580 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 581 * the last direction the creature has successfully
526 * moved. 582 * moved.
527 */ 583 */
528 584
529 x = lastx + freearr_x[absdir(lastdir+i)]; 585 x = lastx + freearr_x[absdir (lastdir + i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 586 y = lasty + freearr_y[absdir (lastdir + i)];
531 m = lastmap; 587 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 588 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 589 if (mflags & P_OUT_OF_MAP)
590 continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 591 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 592 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
593 continue;
536 if (mflags & P_BLOCKSVIEW) continue; 594 if (mflags & P_BLOCKSVIEW)
595 continue;
537 596
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 597 if (m == mon->map && blocked_link (mon, m, x, y))
598 break;
539 } 599 }
540 /* go through entire loop without finding a valid 600 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 601 * sidestep to take - thus, no valid path.
542 */ 602 */
543 if (i==(DETOUR_AMOUNT+1)) 603 if (i == (DETOUR_AMOUNT + 1))
544 return 0; 604 return 0;
545 diff--; 605 diff--;
546 lastdir=dir; 606 lastdir = dir;
547 max--; 607 max--;
548 if (!firstdir) firstdir = dir+i; 608 if (!firstdir)
609 firstdir = dir + i;
549 } /* else check alternate directions */ 610 } /* else check alternate directions */
550 } /* if blocked */ 611 } /* if blocked */
551 else { 612 else
613 {
552 /* we moved towards creature, so diff is less */ 614 /* we moved towards creature, so diff is less */
553 diff--; 615 diff--;
554 max--; 616 max--;
555 lastdir=dir; 617 lastdir = dir;
618 if (!firstdir)
556 if (!firstdir) firstdir = dir; 619 firstdir = dir;
620 }
621
622 if (diff <= 1)
557 } 623 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 624 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 625 * headed toward player for entire distance.
561 */ 626 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 627 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); 628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
564 } 629 }
565 if (diff>max) return 0; 630
631 if (diff > max)
632 return 0;
566 } 633 }
634
567 /* If we reached the max, didn't find a direction in time */ 635 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 636 if (!max)
637 return 0;
569 638
570 return firstdir; 639 return firstdir;
571} 640}
572 641
642void
573void give_initial_items(object *pl,treasurelist *items) { 643give_initial_items (object *pl, treasurelist *items)
574 object *op,*next=NULL; 644{
575
576 if(pl->randomitems!=NULL) 645 if (pl->randomitems)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 647
579 for (op=pl->inv; op; op=next) { 648 for (object *next, *op = pl->inv; op; op = next)
649 {
580 next = op->below; 650 next = op->below;
581 651
582 /* Forces get applied per default, unless they have the 652 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 653 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 654 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 655 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 656 SET_FLAG (op, FLAG_APPLIED);
587 657
588 /* we never give weapons/armour if these cannot be used 658 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 659 * by this player due to race restrictions
590 */ 660 */
591 if (pl->type == PLAYER) { 661 if (pl->type == PLAYER)
662 {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
593 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS
594 op->type == CLOAK || op->type == HELMET || 666 || op->type == CLOAK || op->type == HELMET
595 op->type == SHIELD || op->type == GLOVES || 667 || op->type == SHIELD || op->type == GLOVES
596 op->type == BRACERS || op->type == GIRDLE)) || 668 || op->type == BRACERS || op->type == GIRDLE))
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 669 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
598 remove_ob (op);
599 free_object (op);
600 continue;
601 } 670 {
602 } 671 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; 672 continue;
622 } 673 }
623 if (op->nrof > 1) op->nrof = 1; 674 }
675
676 /* This really needs to be better - we should really give
677 * a substitute spellbook. The problem is that we don't really
678 * have a good idea what to replace it with (need something like
679 * a first level treasurelist for each skill.)
680 * remove duplicate skills also
681 */
682 if (op->type == SPELLBOOK || op->type == SKILL)
624 } 683 {
684 object *tmp;
625 685
686 for (tmp = op->below; tmp; tmp = tmp->below)
687 if (tmp->type == op->type && tmp->name == op->name)
688 break;
689
690 if (tmp)
691 {
692 op->destroy ();
693 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
694 continue;
695 }
696
697 if (op->nrof > 1)
698 op->nrof = 1;
699 }
700
626 if (op->type == SPELLBOOK && op->inv) { 701 if (op->type == SPELLBOOK && op->inv)
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
628 }
629 703
630 /* Give starting characters identified, uncursed, and undamned 704 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 705 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 706 * merged properly.
633 */ 707 */
634 if (need_identify(op)) { 708 if (need_identify (op))
709 {
635 SET_FLAG(op, FLAG_IDENTIFIED); 710 SET_FLAG (op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 711 CLEAR_FLAG (op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 712 CLEAR_FLAG (op, FLAG_DAMNED);
713 }
714
715 if (op->type == SPELL)
638 } 716 {
639 if(op->type==SPELL) { 717 op->destroy ();
640 remove_ob(op);
641 free_object(op);
642 continue; 718 continue;
719 }
720 else if (op->type == SKILL)
643 } 721 {
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 723 op->stats.exp = 0;
647 op->level = 1; 724 op->level = 1;
648 } 725 }
649 /* lock all 'normal items by default */ 726 else /* lock all 'normal items by default */
650 else SET_FLAG(op, FLAG_INV_LOCKED); 727 SET_FLAG (op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 728 } /* for loop of objects in player inv */
652 729
653 /* Need to set up the skill pointers */ 730 /* Need to set up the skill pointers */
654 link_player_skills(pl); 731 link_player_skills (pl);
655} 732}
656 733
657void get_name(object *op) { 734void
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) { 735get_party_password (object *op, partylist *party)
736{
734 if (party == NULL) { 737 if (party == NULL)
738 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 739 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 740 return;
737 } 741 }
742
738 op->contr->write_buf[0]='\0'; 743 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 744 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 745 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 746 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 747}
743
744 748
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 749/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
750static int
746int roll_stat(void) { 751roll_stat (void)
752{
747 int a[4],i,j,k; 753 int a[4], i, j, k;
748 754
749 for(i=0;i<4;i++) 755 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 756 a[i] = (int) rndm (6) + 1;
751 757
752 for(i=0,j=0,k=7;i<4;i++) 758 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 759 if (a[i] < k)
754 k=a[i],j=i; 760 k = a[i], j = i;
755 761
756 for(i=0,k=0;i<4;i++) { 762 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 763 if (i != j)
758 k+=a[i]; 764 k += a[i];
759 } 765
760 return k; 766 return k;
761} 767}
762 768
763void roll_stats(object *op) { 769void
770object::roll_stats ()
771{
772 int statsort [NUM_STATS];
773
774 for (;;)
775 {
764 int sum=0; 776 int sum = 0;
765 int i = 0, j = 0; 777 for (int i = NUM_STATS; i--; )
766 int statsort[7]; 778 sum += statsort [i] = roll_stat ();
767 779
768 do { 780 if (sum >= 82 && sum <= 116)
769 op->stats.Str=roll_stat(); 781 break;
770 op->stats.Dex=roll_stat(); 782 }
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);
780 783
781 /* Sort the stats so that rerolling is easier... */ 784 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 785 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;
789 786
790 /* a quick and dirty bubblesort? */ 787 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]; 788 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];
809 789
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; 790 stats.exp = 0;
821 op->stats.ac=0; 791 stats.ac = 0;
822 792
793 stats.hp = stats.maxhp;
794 stats.sp = stats.maxsp;
795 stats.grace = stats.maxgrace;
796
797 if (contr)
798 {
823 op->contr->levhp[1] = 9; 799 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 800 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 801 contr->levgrace[1] = 3;
826 802
827 fix_player(op); 803 contr->orig_stats = stats;
804 }
805}
806
807void
808object::swap_stats (int a, int b)
809{
810 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
811
812 for (int i = 0; i < NUM_STATS; ++i)
813 stats.stat (i) = contr->orig_stats.stat (i);
814
815 //TODO: the following code looks so borked and should, at the very least,
816 // be merged with the similar code in roll_stats
817 stats.ac = 0;
818
819 level = 1;
820 stats.exp = 0;
821 stats.ac = 0;
822
828 op->stats.hp = op->stats.maxhp; 823 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 824 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 825 stats.grace = stats.maxgrace;
826
827 if (contr)
828 {
829 contr->levhp[1] = 9;
830 contr->levsp[1] = 6;
831 contr->levgrace[1] = 3;
832
831 op->contr->orig_stats=op->stats; 833 contr->orig_stats = stats;
834 }
832} 835}
833 836
834void Roll_Again(object *op) 837static void
838start_info (object *op)
835{ 839{
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]; 840 char buf[MAX_BUF];
844 841
845 if ( op->contr->Swap_First == -1 ) { 842 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); 843 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} 844}
953 845
954/* This function takes the key that is passed, and does the 846/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 847 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 848 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 849 * separate race and class; this actually changes the RACE,
958 * not the class. 850 * not the class.
959 */ 851 */
960 852void
961int key_change_class(object *op, char key) 853player::chargen_race_done ()
962{ 854{
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 */ 855 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 856 esrv_new_player (ob->contr);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 857
858 treasurelist *tl = treasurelist::find ("starting_wealth");
859 if (tl)
860 create_treasure (tl, ob, 0, 0, 0);
861
977 INVOKE_PLAYER (BIRTH, op->contr); 862 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 863 INVOKE_PLAYER (LOGIN, ob->contr);
979 864
980 op->contr->state=ST_PLAYING; 865 ob->contr->ns->state = ST_PLAYING;
981 866
982 if (op->msg) { 867 if (ob->msg)
983 free_string(op->msg); 868 ob->msg = 0;
984 op->msg=NULL;
985 }
986 869
987 /* We create this now because some of the unique maps will need it 870 /* We create this now because some of the unique maps will need it
988 * to save here. 871 * 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 */ 872 */
1029 873 {
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]; 874 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); 875 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 876 make_path_to_file (buf);
1101 next = mp->next; 877 }
1102 if (!strncmp(mp->path, buf, strlen(buf))) 878
1103 delete_map(mp); 879 start_info (ob);
1104 } 880 CLEAR_FLAG (ob, FLAG_WIZ);
1105 881 give_initial_items (ob, ob->randomitems);
1106 delete_character(op->name, 1); 882 link_player_skills (ob);
883 esrv_send_inventory (ob, ob);
884 ob->update_stats ();
885
886 /* This moves the player to a different start map, if there
887 * is one for this race
888 */
889 if (*first_map_ext_path)
1107 } 890 {
1108 play_again(op); 891 object *tmp;
1109 return 1; 892 char mapname[MAX_BUF];
1110}
1111 893
894 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
895 tmp = object::create ();
896 EXIT_PATH (tmp) = mapname;
897 EXIT_X (tmp) = ob->x;
898 EXIT_Y (tmp) = ob->y;
899 ob->enter_exit (tmp); /* we don't really care if it succeeded;
900 * if the map isn't there, then stay on the
901 * default initial map */
902 tmp->destroy ();
903 }
904 else
905 LOG (llevDebug, "first_map_ext_path not set\n");
906}
907
908void
909player::chargen_race_next ()
910{
911 /* Following actually changes the race - this is the default command
912 * if we don't match with one of the options above.
913 */
914
915 do
916 {
917 shstr name = ob->name;
918 int x = ob->x, y = ob->y;
919
920 ob->remove_statbonus ();
921 ob->remove ();
922 ob->arch = get_player_archetype (ob->arch);
923 ob->arch->copy_to (ob);
924 ob->instantiate ();
925 ob->stats = ob->contr->orig_stats;
926 ob->name = ob->name_pl = name;
927 ob->x = x;
928 ob->y = y;
929 SET_ANIMATION (ob, 2); /* So player faces south */
930 insert_ob_in_map (ob, ob->map, ob, 0);
931 assign (ob->contr->title, ob->arch->object::name);
932 ob->add_statbonus ();
933 }
934 while (!allowed_class (ob));
935
936 update_object (ob, UP_OBJ_FACE);
937 esrv_update_item (UPD_FACE, ob, ob);
938 ob->update_stats ();
939 ob->stats.hp = ob->stats.maxhp;
940 ob->stats.sp = ob->stats.maxsp;
941 ob->stats.grace = 0;
942}
943
944void
1112void flee_player(object *op) { 945flee_player (object *op)
946{
1113 int dir,diff; 947 int dir, diff;
1114 rv_vector rv; 948 rv_vector rv;
1115 949
1116 if(op->stats.hp < 0) { 950 if (op->stats.hp < 0)
951 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 952 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 953 CLEAR_FLAG (op, FLAG_SCARED);
954 return;
955 }
956
957 if (op->enemy == NULL)
958 {
959 LOG (llevDebug, "Fleeing player had no enemy.\n");
960 CLEAR_FLAG (op, FLAG_SCARED);
961 return;
962 }
963
964 /* Seen some crashes here. Since we don't store an
965 * op->enemy_count, it is possible that something destroys the
966 * actual enemy, and the object is recycled.
967 */
968 if (op->enemy->map == NULL)
969 {
970 CLEAR_FLAG (op, FLAG_SCARED);
971 op->enemy = NULL;
972 return;
973 }
974
975 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
976 {
977 op->enemy = NULL;
978 CLEAR_FLAG (op, FLAG_SCARED);
979 return;
980 }
981
982 get_rangevector (op, op->enemy, &rv, 0);
983
984 dir = absdir (4 + rv.direction);
985 for (diff = 0; diff < 3; diff++)
986 {
987 int m = 1 - (RANDOM () & 2);
988
989 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1119 return; 990 return;
1120 } 991 }
1121 992
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 */ 993 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 994 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 995 op->enemy = NULL;
1156} 996}
1157
1158 997
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 998/* 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 999 * It returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1000 * stop.
1162 */ 1001 */
1002int
1163int check_pick(object *op) { 1003check_pick (object *op)
1004{
1164 object *tmp, *next; 1005 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1006 int stop = 0;
1167 int j, k, wvratio; 1007 int wvratio;
1168 char putstring[128], tmpstr[16]; 1008 char putstring[128];
1169
1170 1009
1171 /* if you're flying, you cna't pick up anything */ 1010 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1011 if (op->move_type & MOVE_FLYING)
1173 return 1; 1012 return 1;
1174 1013
1175 op_tag = op->count;
1176
1177 next = op->below; 1014 next = op->below;
1178 if (next) 1015
1179 next_tag = next->count; 1016 int cnt = MAX_ITEM_PER_DROP;
1017#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1180 1018
1181 /* loop while there are items on the floor that are not marked as 1019 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1020 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1021 while (next && !next->destroyed ())
1184 { 1022 {
1185 tmp = next; 1023 tmp = next;
1186 next = tmp->below; 1024 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1025
1190 if (was_destroyed (op, op_tag)) 1026 if (cnt <= 0)
1027 {
1028 op->failmsg ("Couldn't pickup all items at once.");
1029 return 0;
1030 }
1031
1032 if (op->destroyed ())
1191 return 0; 1033 return 0;
1192 1034
1193 if ( ! can_pick (op, tmp)) 1035 if (!can_pick (op, tmp))
1194 continue; 1036 continue;
1195 1037
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1038 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1039 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1040 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1041 CHK_PICK_PICKUP;
1200 continue; 1042 continue;
1201 } 1043 }
1202 1044
1203 /* high not bit set? We're using the old autopickup model */ 1045 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1046 if (!(op->contr->mode & PU_NEWMODE))
1047 {
1205 switch (op->contr->mode) { 1048 switch (op->contr->mode)
1049 {
1050 case 0:
1206 case 0: return 1; /* don't pick up */ 1051 return 1; /* don't pick up */
1207 case 1: pick_up (op, tmp); 1052 case 1:
1053 CHK_PICK_PICKUP;
1208 return 1; 1054 return 1;
1209 case 2: pick_up (op, tmp); 1055 case 2:
1056 CHK_PICK_PICKUP;
1210 return 0; 1057 return 0;
1058 case 3:
1211 case 3: return 0; /* stop before pickup */ 1059 return 0; /* stop before pickup */
1212 case 4: pick_up (op, tmp); 1060 case 4:
1061 CHK_PICK_PICKUP;
1213 break; 1062 break;
1214 case 5: pick_up (op, tmp); 1063 case 5:
1064 CHK_PICK_PICKUP;
1215 stop = 1; 1065 stop = 1;
1216 break; 1066 break;
1217 case 6: 1067 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1069 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1220 pick_up(op, tmp); 1070 CHK_PICK_PICKUP;
1221 break; 1071 break;
1222 1072
1223 case 7: 1073 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1074 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1075 CHK_PICK_PICKUP;
1226 break; 1076 break;
1227 1077
1228 default: 1078 default:
1229 /* use value density */ 1079 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1080 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1081 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1082 CHK_PICK_PICKUP;
1233 >= op->contr->mode)
1234 pick_up(op,tmp);
1235 } 1083 }
1236 } 1084 }
1237 else { /* old model */ 1085 else
1086 { /* old model */
1238 /* NEW pickup handling */ 1087 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1088 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 { 1089 {
1259 sprintf(tmpstr,"%d ",k*32+j); 1090 /* some debugging code to figure out item information */
1260 strcat(putstring, tmpstr); 1091 if (tmp->name != NULL)
1092 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1093 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1094 else
1095 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1096 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1097
1098 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1261 } 1099 }
1100
1101 /* philosophy:
1102 * It's easy to grab an item type from a pile, as long as it's
1103 * generic. This takes no game-time. For more detailed pickups
1104 * and selections, select-items should be used. This is a
1105 * grab-as-you-run type mode that's really useful for arrows for
1106 * example.
1107 * The drawback: right now it has no frontend, so you need to
1108 * stick the bits you want into a calculator in hex mode and then
1109 * convert to decimal and then 'pickup <#>
1110 */
1111
1112 /* the first two modes are exclusive: if NOTHING we return, if
1113 * STOP then we stop. All the rest are applied sequentially,
1114 * meaning if any test passes, the item gets picked up. */
1115
1116 /* if mode is set to pick nothing up, return */
1117
1118 if (op->contr->mode & PU_NOTHING)
1119 return 1;
1120
1121 /* if mode is set to stop when encountering objects, return */
1122 /* take STOP before INHIBIT since it doesn't actually pick
1123 * anything up */
1124
1125 if (op->contr->mode & PU_STOP)
1126 return 0;
1127
1128 /* useful for going into stores and not losing your settings... */
1129 /* and for battles wher you don't want to get loaded down while
1130 * fighting */
1131 if (op->contr->mode & PU_INHIBIT)
1132 return 1;
1133
1134 /* prevent us from turning into auto-thieves :) */
1135 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1136 continue;
1137
1138 /* ignore known cursed objects */
1139 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1140 continue;
1141
1142 /* all food and drink if desired */
1143 /* question: don't pick up known-poisonous stuff? */
1144 if (op->contr->mode & PU_FOOD)
1145 if (tmp->type == FOOD)
1146 {
1147 CHK_PICK_PICKUP;
1148 continue;
1149 }
1150
1151 if (op->contr->mode & PU_DRINK)
1152 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1153 {
1154 CHK_PICK_PICKUP;
1155 continue;
1156 }
1157
1158 if (op->contr->mode & PU_POTION)
1159 if (tmp->type == POTION)
1160 {
1161 CHK_PICK_PICKUP;
1162 continue;
1163 }
1164
1165 /* spellbooks, skillscrolls and normal books/scrolls */
1166 if (op->contr->mode & PU_SPELLBOOK)
1167 if (tmp->type == SPELLBOOK)
1168 {
1169 CHK_PICK_PICKUP;
1170 continue;
1171 }
1172
1173 if (op->contr->mode & PU_SKILLSCROLL)
1174 if (tmp->type == SKILLSCROLL)
1175 {
1176 CHK_PICK_PICKUP;
1177 continue;
1178 }
1179
1180 if (op->contr->mode & PU_READABLES)
1181 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1182 {
1183 CHK_PICK_PICKUP;
1184 continue;
1185 }
1186
1187 /* wands/staves/rods/horns */
1188 if (op->contr->mode & PU_MAGIC_DEVICE)
1189 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1190 {
1191 CHK_PICK_PICKUP;
1192 continue;
1193 }
1194
1195 /* pick up all magical items */
1196 if (op->contr->mode & PU_MAGICAL)
1197 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1198 {
1199 CHK_PICK_PICKUP;
1200 continue;
1201 }
1202
1203 if (op->contr->mode & PU_VALUABLES)
1204 {
1205 if (tmp->type == MONEY || tmp->type == GEM)
1206 {
1207 CHK_PICK_PICKUP;
1208 continue;
1209 }
1262 } 1210 }
1211
1212 /* rings & amulets - talismans seems to be typed AMULET */
1213 if (op->contr->mode & PU_JEWELS)
1214 if (tmp->type == RING || tmp->type == AMULET)
1215 {
1216 CHK_PICK_PICKUP;
1217 continue;
1218 }
1219
1220 /* we don't forget dragon food */
1221 if (op->contr->mode & PU_FLESH)
1222 if (tmp->type == FLESH)
1223 {
1224 CHK_PICK_PICKUP;
1225 continue;
1226 }
1227
1228 /* bows and arrows. Bows are good for selling! */
1229 if (op->contr->mode & PU_BOW)
1230 if (tmp->type == BOW)
1231 {
1232 CHK_PICK_PICKUP;
1233 continue;
1234 }
1235
1236 if (op->contr->mode & PU_ARROW)
1237 if (tmp->type == ARROW)
1238 {
1239 CHK_PICK_PICKUP;
1240 continue;
1241 }
1242
1243 /* all kinds of armor etc. */
1244 if (op->contr->mode & PU_ARMOUR)
1245 if (tmp->type == ARMOUR)
1246 {
1247 CHK_PICK_PICKUP;
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_HELMET)
1252 if (tmp->type == HELMET)
1253 {
1254 CHK_PICK_PICKUP;
1255 continue;
1256 }
1257
1258 if (op->contr->mode & PU_SHIELD)
1259 if (tmp->type == SHIELD)
1260 {
1261 CHK_PICK_PICKUP;
1262 continue;
1263 }
1264
1265 if (op->contr->mode & PU_BOOTS)
1266 if (tmp->type == BOOTS)
1267 {
1268 CHK_PICK_PICKUP;
1269 continue;
1270 }
1271
1272 if (op->contr->mode & PU_GLOVES)
1273 if (tmp->type == GLOVES)
1274 {
1275 CHK_PICK_PICKUP;
1276 continue;
1277 }
1278
1279 if (op->contr->mode & PU_CLOAK)
1280 if (tmp->type == CLOAK)
1281 {
1282 CHK_PICK_PICKUP;
1283 continue;
1284 }
1285
1286 /* hoping to catch throwing daggers here */
1287 if (op->contr->mode & PU_MISSILEWEAPON)
1288 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1289 {
1290 CHK_PICK_PICKUP;
1291 continue;
1292 }
1293
1294 /* careful: chairs and tables are weapons! */
1295 if (op->contr->mode & PU_ALLWEAPON)
1296 {
1297 if (tmp->type == WEAPON && tmp->name != NULL)
1298 {
1299 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1300 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1301 {
1302 CHK_PICK_PICKUP;
1303 continue;
1304 }
1305 }
1306
1307 if (tmp->type == WEAPON && tmp->name == NULL)
1308 {
1309 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1310 {
1311 CHK_PICK_PICKUP;
1312 continue;
1313 }
1314 }
1263 } 1315 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 1316
1317 /* misc stuff that's useful */
1318 if (op->contr->mode & PU_KEY)
1319 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1320 {
1321 CHK_PICK_PICKUP;
1322 continue;
1323 }
1324
1325 /* any of the last 4 bits set means we use the ratio for value
1326 * pickups */
1327 if (op->contr->mode & PU_RATIO)
1328 {
1329 /* use value density to decide what else to grab */
1330 /* >=7 was >= op->contr->mode */
1331 /* >=7 is the old standard setting. Now we take the last 4 bits
1332 * and multiply them by 5, giving 0..15*5== 5..75 */
1333 wvratio = (op->contr->mode & PU_RATIO) * 5;
1334 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1335 {
1336 CHK_PICK_PICKUP;
1266#if 0 1337#if 0
1267 /* print the flags too */ 1338 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1339 if (tmp->name != NULL)
1269 { 1340 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1341 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1342 }
1272 { 1343 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1344 fprintf (stderr, "%s", tmp->arch->archname);
1274 if(!((j+1)%4))fprintf(stderr," "); 1345 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1346 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 1347#endif
1279 } 1348 continue;
1280 /* philosophy: 1349 }
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 } 1350 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1351 } /* 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 } 1352 }
1440 } /* the new pickup model */ 1353
1441 }
1442 return ! stop; 1354 return !stop;
1443} 1355}
1444 1356
1445/* 1357/*
1446 * Find an arrow in the inventory and after that 1358 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1359 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1360 * found object is returned.
1449 */ 1361 */
1362object *
1450object *find_arrow(object *op, const char *type) 1363find_arrow (object *op, const char *type)
1451{ 1364{
1452 object *tmp = NULL; 1365 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1366 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1367 return splay (tmp);
1453 1368
1454 for(op=op->inv; op; op=op->below) 1369 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1370 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1456 QUERY_FLAG(op,FLAG_APPLIED)) 1371 if (object *arrow = find_arrow (tmp, type))
1457 tmp = find_arrow (op, type); 1372 {
1458 else if (op->type==ARROW && op->race==type) 1373 splay (tmp);
1459 return op; 1374 return arrow;
1375 }
1376
1460 return tmp; 1377 return 0;
1461} 1378}
1462 1379
1463/* 1380/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1381 * 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 1382 * 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 1383 * 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. 1384 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1385 */
1469 1386object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1387find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1388{
1472 object *tmp = NULL, *arrow, *ntmp; 1389 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1390 int attacknum, attacktype, betterby = 0, i;
1474 1391
1475 if (!type) 1392 if (!type)
1476 return NULL; 1393 return NULL;
1477 1394
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1395 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1396 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1397 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1398 {
1481 i = 0; 1399 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1400 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1401 if (i > betterby)
1402 {
1484 tmp = ntmp; 1403 tmp = ntmp;
1485 betterby = i; 1404 betterby = i;
1486 } 1405 }
1406 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1407 else if (arrow->type == ARROW && arrow->race == type)
1408 {
1488 /* allways prefer assasination/slaying */ 1409 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1410 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1411 {
1491 if (arrow->attacktype & AT_DEATH) { 1412 if (arrow->attacktype & AT_DEATH)
1413 {
1492 *better = 100; 1414 *better = 100;
1493 return arrow; 1415 return arrow;
1494 } else {
1495 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1416 }
1498 } else { 1417 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 } 1418 {
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1508 tmp = arrow; 1419 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1420 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 } 1421 }
1515 } 1422 }
1423 else
1424 {
1425 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1426 {
1427 attacktype = 1 << attacknum;
1428 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1429 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1430 {
1431 tmp = arrow;
1432 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1433 }
1434 }
1435 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1436 {
1437 tmp = arrow;
1438 betterby = 2 + arrow->magic + arrow->stats.dam;
1439 }
1440 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1441 {
1442 tmp = arrow;
1443 betterby = 1 + arrow->magic + arrow->stats.dam;
1444 }
1516 } 1445 }
1446 }
1517 } 1447 }
1448
1518 if (tmp == NULL && arrow == NULL) 1449 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1450 return find_arrow (op, type);
1520 1451
1521 *better = betterby; 1452 *better = betterby;
1522 return tmp; 1453 return tmp;
1523} 1454}
1524 1455
1525/* looks in a given direction, finds the first valid target, and calls 1456/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1457 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1458 * op = the shooter
1528 * type = bow->race 1459 * type = bow->race
1529 * dir = fire direction 1460 * dir = fire direction
1530 */ 1461 */
1531 1462object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1463pick_arrow_target (object *op, const char *type, int dir)
1533{ 1464{
1534 object *tmp = NULL; 1465 object *tmp = NULL;
1535 mapstruct *m; 1466 maptile *m;
1536 int i, mflags, found, number; 1467 int i, mflags, found, number;
1537 sint16 x, y; 1468 sint16 x, y;
1538 1469
1539 if (op->map == NULL) 1470 if (op->map == NULL)
1540 return find_arrow(op, type); 1471 return find_arrow (op, type);
1541 1472
1542 /* do a dex check */ 1473 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1474 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))) 1475 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1476 return find_arrow (op, type);
1546 1477
1547 m = op->map; 1478 m = op->map;
1548 x = op->x; 1479 x = op->x;
1549 y = op->y; 1480 y = op->y;
1550 1481
1551 /* find the first target */ 1482 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1483 for (i = 0, found = 0; i < 20; i++)
1484 {
1553 x += freearr_x[dir]; 1485 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1486 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1487 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1488 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1489 {
1557 tmp = NULL; 1490 tmp = NULL;
1491 break;
1492 }
1493 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1494 {
1495 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1496 * perhaps a bad assumption.
1497 */
1498 tmp = NULL;
1499 break;
1500 }
1501 if (mflags & P_IS_ALIVE)
1502 {
1503 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1504 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1505 {
1506 found++;
1507 break;
1508 }
1509 if (found)
1558 break; 1510 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 } 1511 }
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 } 1512 }
1576 if (tmp == NULL) 1513 if (tmp == NULL)
1577 return find_arrow(op, type); 1514 return find_arrow (op, type);
1578 1515
1579 if (tmp->head) 1516 if (tmp->head)
1580 tmp = tmp->head; 1517 tmp = tmp->head;
1581 1518
1582 return find_better_arrow(op, tmp, type, &i); 1519 return find_better_arrow (op, tmp, type, &i);
1583} 1520}
1584 1521
1585/* 1522/*
1586 * Creature fires a bow - op can be monster or player. Returns 1523 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1524 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1527 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1528 * 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 1529 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1530 * player fire modes.
1594 */ 1531 */
1532int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1533fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1534{
1598 object *left, *bow; 1535 object *left, *bow;
1599 tag_t left_tag, tag; 1536 int mflags;
1600 int bowspeed, mflags; 1537 maptile *m;
1601 mapstruct *m;
1602 1538
1603 if (!dir) { 1539 if (!dir)
1540 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1541 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1542 return 0;
1543 }
1544
1545 if (op->contr)
1546 bow = op->current_weapon;
1547 else
1606 } 1548 {
1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow];
1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1549 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1550 /* 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. 1551 * don't need to switch back and forth between bows and weapons.
1613 */ 1552 */
1614 if(bow->type==BOW) 1553 if (bow->type == BOW)
1615 break; 1554 break;
1616 1555
1617 if (!bow) { 1556 if (!bow)
1557 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1558 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1559 return 0;
1560 }
1561
1562 // optimisation: move object to top so we will find it quickly again
1563 if (bow->below)
1620 } 1564 {
1565 bow->remove ();
1566 op->insert (bow);
1567 }
1568
1621 } 1569 }
1570
1622 if( !bow->race || !bow->skill) { 1571 if (!bow->race || !bow->skill)
1572 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1574 return 0;
1625 } 1575 }
1626 1576
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) { 1577 if (arrow == NULL)
1578 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1579 if ((arrow = find_arrow (op, bow->race)) == NULL)
1580 {
1637 if (op->type == PLAYER) 1581 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1582 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 */ 1583 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1584 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1585 CLEAR_FLAG (op, FLAG_READY_BOW);
1586
1643 return 0; 1587 return 0;
1644 } 1588 }
1645 } 1589 }
1590
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1591 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1592 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1593 return 0;
1649 } 1594
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1595 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1596 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1597 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1598 return 0;
1653 } 1599 }
1654 1600
1655 /* this should not happen, but sometimes does */ 1601 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1602 if (arrow->nrof == 0)
1657 remove_ob(arrow); 1603 {
1658 free_object(arrow); 1604 arrow->destroy ();
1659 return 0; 1605 return 0;
1660 } 1606 }
1661 1607
1662 left = arrow; /* these are arrows left to the player */ 1608 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count; 1609 arrow = arrow->split ();
1664 arrow = get_split_ob(arrow, 1); 1610 if (!arrow)
1665 if (arrow == NULL) { 1611 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1612 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race);
1668 return 0; 1613 return 0;
1669 } 1614 }
1670 set_owner(arrow, op); 1615
1671 if (arrow->skill) free_string(arrow->skill); 1616 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1617 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1618 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1619
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 */ 1620 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1621 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1622 arrow->stats.grace = arrow->attacktype;
1623
1687 if (arrow->slaying != NULL) 1624 if (arrow->slaying)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1625 arrow->spellarg = strdup (arrow->slaying);
1689 1626
1690 /* Note that this was different for monsters - they got their level 1627#if 0
1691 * added to the damage. I think the strength bonus is more proper. 1628 if (player *pl = op->contr)
1692 */
1693 1629 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1630 float speed = pl->weapon_sp;
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1631
1632 /* penalize ROF for bestarrow */
1633 if (pl->bowtype == bow_bestarrow)
1634 speed *= .9f;
1635 else
1636 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1637
1638 op->speed_left += speed - op->speed;
1639 }
1640#endif
1641
1642 SET_ANIMATION (arrow, arrow->direction);
1643
1698 /* update the speed */ 1644 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1645 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; 1646 + bow->stats.dam / 7.f;
1703 1647
1704 if (arrow->speed < 1.0) 1648 arrow->set_speed (max (arrow->speed, 2.f));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1649 arrow->speed_left = 0;
1708 1650
1651 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1652
1709 if (op->type == PLAYER) { 1653 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1654 {
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; 1655 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1656 wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1657
1658 if (!arrow->slaying)
1659 arrow->slaying = op->slaying;
1660
1661 arrow->attacktype |= op->attacktype;
1662 }
1663 else
1664 {
1720 arrow->level = op->level; 1665 arrow->level = op->level;
1721 } 1666 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1667
1668 if (!arrow->slaying)
1669 arrow->slaying = bow->slaying;
1670
1723 arrow->attacktype |= bow->attacktype; 1671 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1672 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1673
1727 arrow->map = m; 1674 wc -= arrow->level;
1675 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1676
1677 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1728 arrow->move_type = MOVE_FLY_LOW; 1678 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1679 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1680
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1681 op->play_sound (sound_find ("fire_arrow"));
1732 tag = arrow->count; 1682 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1683
1735 if (!was_destroyed(arrow, tag)) 1684 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1685 move_arrow (arrow);
1737 1686
1738 if (op->type == PLAYER) {
1739 if (was_destroyed (left, left_tag))
1740 esrv_del_item(op->contr, left_tag);
1741 else
1742 esrv_send_item(op, left);
1743 }
1744 return 1; 1687 return 1;
1745} 1688}
1746 1689
1747/* Special fire code for players - this takes into 1690/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1691 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1692 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1693 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1694 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1695 * hence the function name.
1753 */ 1696 */
1697int
1754int player_fire_bow(object *op, int dir) 1698player_fire_bow (object *op, int dir)
1755{ 1699{
1756 int ret=0, wcmod=0; 1700 int ret = 0, wcmod = 0;
1757 1701
1758 if (op->contr->bowtype == bow_bestarrow) { 1702 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1703 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1704 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1761 dir, 0, op->x, op->y); 1705 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1706 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1707 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1708 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1709 wcmod = -1;
1710
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1711 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1712 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1713 else if (op->contr->bowtype == bow_threewide)
1714 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1715 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1769 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1716 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1717 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1718 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1719 else if (op->contr->bowtype == bow_spreadshot)
1720 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1721 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1773 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1722 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1723 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1724 }
1776 } else { 1725 else
1726 {
1777 /* Simple case */ 1727 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1728 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1729 }
1730
1780 return ret; 1731 return ret;
1781} 1732}
1782
1783 1733
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1734/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1735 * Broken apart from 'fire' to keep it more readable.
1786 */ 1736 */
1737void
1787void fire_misc_object(object *op, int dir) 1738fire_misc_object (object *op, int dir)
1788{ 1739{
1789 object *item; 1740 object *item = op->contr->ranged_ob;
1790 1741
1791 if (!op->contr->ranges[range_misc]) { 1742 if (!item)
1743 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1744 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1745 return;
1794 } 1746 }
1795 1747
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1748 if (!item->inv)
1749 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1750 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1751 return;
1800 } 1752 }
1753
1754 if (!op->change_weapon (item))
1755 return;
1756
1801 if (item->type == WAND) { 1757 if (item->type == WAND)
1758 {
1802 if(item->stats.food<=0) { 1759 if (item->stats.food <= 0)
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1760 {
1761 op->contr->play_sound (sound_find ("wand_poof"));
1804 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1762 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1763
1805 return; 1764 return;
1806 } 1765 }
1766 }
1807 } else if (item->type == ROD || item->type==HORN) { 1767 else if (item->type == ROD || item->type == HORN)
1768 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1769 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1770
1771 // using the maximum of the rods charge allows at least one spell cast
1772 // for a rod or horn, this fixes some broken rods.
1773 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1774 {
1775 op->contr->play_sound (sound_find ("wand_poof"));
1776
1810 if (item->type== ROD) 1777 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)); 1778 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 else 1779 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 1780 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)); 1781
1816 return; 1782 return;
1817 } 1783 }
1818 } 1784 }
1819 1785
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1786 if (cast_spell (op, item, dir, item->inv, NULL))
1787 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1788 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 1789 if (item->type == WAND)
1790 {
1823 if (!(--item->stats.food)) { 1791 if (!(--item->stats.food))
1792 {
1824 object *tmp; 1793 object *tmp;
1794
1825 if (item->arch) { 1795 if (item->arch)
1796 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1797 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1798 item->face = item->arch->face;
1828 item->speed = 0; 1799 item->set_speed (0);
1829 update_ob_speed(item);
1830 } 1800 }
1831 if ((tmp=is_player_inv(item))) 1801
1802 if (object *pl = item->visible_to ())
1832 esrv_update_item(UPD_ANIM, tmp, item); 1803 esrv_update_item (UPD_ANIM, pl, item);
1833 } 1804 }
1834 } 1805 }
1835 else if (item->type == ROD || item->type==HORN) { 1806 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1807 drain_rod_charge (item);
1837 }
1838 } 1808 }
1839} 1809}
1840 1810
1841/* Received a fire command for the player - go and do it. 1811/* Received a fire command for the player - go and do it.
1842 */ 1812 */
1813bool
1843void fire(object *op,int dir) { 1814fire (object *op, int dir)
1815{
1844 int spellcost=0; 1816 int spellcost = 0;
1845 1817
1846 /* check for loss of invisiblity/hide */ 1818 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1819 if (action_makes_visible (op))
1820 make_visible (op);
1848 1821
1849 switch(op->contr->shoottype) { 1822 player *pl = op->contr;
1850 case range_none:
1851 return;
1852 1823
1853 case range_bow: 1824 if (pl->golem)
1825 {
1826 control_golem (op->contr->golem, dir);
1827 return false;
1828 }
1829
1830 object *ob = pl->ranged_ob;
1831
1832 if (!ob)
1833 return false;
1834
1835 if (!op->change_weapon (ob))
1836 return false;
1837
1838 if (op->speed_left > 0.f)
1839 --op->speed_left;
1840 else
1841 return false;
1842
1843 switch (ob->type)
1844 {
1845 case BOW:
1854 player_fire_bow(op, dir); 1846 player_fire_bow (op, dir);
1855 return; 1847 break;
1856 1848
1857 case range_magic: /* Casting spells */ 1849 case SPELL:
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1850 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1859 return; 1851 break;
1860 1852
1861 case range_misc: 1853 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 ); 1854 apply_map_builder (op, dir);
1886 return; 1855 break;
1856
1857 case SKILL:
1858 do_skill (op, op, ob, dir, 0);
1859 break;
1860
1887 default: 1861 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1862 fire_misc_object (op, dir);
1889 return; 1863 break;
1890 } 1864 }
1891}
1892 1865
1893 1866 return true;
1867}
1894 1868
1895/* find_key 1869/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1870 * 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 1871 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1872 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1874 * pl is the player,
1901 * inv is the objects inventory to searched 1875 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1876 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1877 * This function can be called recursively to search containers.
1904 */ 1878 */
1905 1879object *
1906object * find_key(object *pl, object *container, object *door) 1880find_key (object *pl, object *container, object *door)
1907{ 1881{
1908 object *tmp,*key; 1882 object *tmp, *key;
1909 1883
1910 /* Should not happen, but sanity checking is never bad */ 1884 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1885 if (!container->inv)
1886 return 0;
1912 1887
1913 /* First, lets try to find a key in the top level inventory */ 1888 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1889 for (tmp = container->inv; tmp; tmp = tmp->below)
1890 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1891 if (door->type == DOOR && tmp->type == KEY)
1892 break;
1916 /* For sanity, we should really check door type, but other stuff 1893 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1894 * (like containers) can be locked with special keys
1918 */ 1895 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1897 break;
1921 } 1898 }
1899
1922 /* No key found - lets search inventories now */ 1900 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1901 /* 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 1902 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1903 * a key, return
1926 */ 1904 */
1927 if (!tmp) { 1905 if (!tmp)
1906 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1907 for (tmp = container->inv; tmp; tmp = tmp->below)
1908 {
1929 /* No reason to search empty containers */ 1909 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1910 if (tmp->type == CONTAINER && tmp->inv)
1911 {
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1912 if ((key = find_key (pl, tmp, door)))
1913 return key;
1932 } 1914 }
1933 } 1915 }
1916
1917 if (!tmp)
1934 if (!tmp) return NULL; 1918 return NULL;
1935 } 1919 }
1920
1936 /* We get down here if we have found a key. Now if its in a container, 1921 /* 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 1922 * see if we actually want to use it
1938 */ 1923 */
1939 if (pl!=container) { 1924 if (pl != container)
1925 {
1940 /* Only let players use keys in containers */ 1926 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1927 if (!pl->contr)
1928 return NULL;
1942 /* cases where this fails: 1929 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1930 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1931 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1932 * If the container is not active, return now since only active
1946 * containers can be used. 1933 * containers can be used.
1947 * If we only search keyrings and the container does not have 1934 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1935 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1936 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1937 * inv must have been an container and must have been active.
1951 * 1938 *
1952 * Change the color so that the message doesn't disappear with 1939 * Change the color so that the message doesn't disappear with
1953 * all the others. 1940 * all the others.
1954 */ 1941 */
1955 if (pl->contr->usekeys == key_inventory || 1942 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1943 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings &&
1958 (!container->race || strcmp(container->race, "keys"))) 1944 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 ) { 1945 {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 1947 "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; 1948 return NULL;
1964 } 1949 }
1965 } 1950 }
1951
1966 return tmp; 1952 return tmp;
1967} 1953}
1968 1954
1969/* moved door processing out of move_player_attack. 1955/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1956 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1957 * such that the caller should not do anything more,
1972 * 0 otherwise 1958 * 0 otherwise
1973 */ 1959 */
1960static int
1974static int player_attack_door(object *op, object *door) 1961player_attack_door (object *op, object *door)
1975{ 1962{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1963 /* 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 - 1964 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1965 * otherwise, we fall through to the rest of the code.
1980 */ 1966 */
1981 object *key=find_key(op, op, door); 1967 object *key = find_key (op, op, door);
1982 1968
1983 /* IF we found a key, do some extra work */ 1969 /* If we found a key, do some extra work */
1984 if (key) { 1970 if (key)
1971 {
1985 object *container=key->env; 1972 object *container = key->env;
1986 1973
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 1974 if (action_makes_visible (op))
1975 make_visible (op);
1976
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1978 spring_trap (door->inv, op);
1979
1990 if (door->type == DOOR) { 1980 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1982 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1983 {
1995 "You open the door with the %s", query_short_name(key)); 1984 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1996 remove_door2(door); /* remove door without violence ;-) */ 1985 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1986 }
1987
1998 /* Do this after we print the message */ 1988 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1989 key->decrease (); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1990
2001 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container);
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 tmp->destroy ();
2304 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2279 CLEAR_FLAG (op, FLAG_LIFESAVE);
2280
2281 if (op->stats.hp < 0)
2282 op->stats.hp = op->stats.maxhp;
2283
2284 if (op->stats.food < 0)
2285 op->stats.food = 999;
2286
2287 op->update_stats ();
2305 return 0; 2288 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 } 2289 }
2290
2325 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2291 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2326 CLEAR_FLAG(op, FLAG_LIFESAVE); 2292 CLEAR_FLAG (op, FLAG_LIFESAVE);
2327 enter_player_savebed(op); /* bring him home. */ 2293 enter_player_savebed (op); /* bring him home. */
2328 return 0; 2294 return 0;
2329} 2295}
2330 2296
2331/* This goes throws the inventory and removes unpaid objects, and puts them 2297/* 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 2298 * 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 2299 * function will descend into containers. op is the object to start the search
2334 * from. 2300 * from.
2335 */ 2301 */
2302static void
2336void remove_unpaid_objects(object *op, object *env) 2303drop_unpaid_items (object *op, object *env)
2337{ 2304{
2338 object *next;
2339
2340 while (op) { 2305 while (op)
2306 {
2341 next=op->below; /* Make sure we have a good value, in case 2307 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2342 * we remove object 'op' 2308
2343 */
2344 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2309 if (QUERY_FLAG (op, FLAG_UNPAID))
2345 remove_ob(op); 2310 op->insert_at (env);
2346 op->x = env->x; 2311 else if (op->inv)
2347 op->y = env->y; 2312 drop_unpaid_items (op->inv, env);
2348 if (env->type == PLAYER) 2313
2349 esrv_del_item(env->contr, op->count);
2350 insert_ob_in_map(op, env->map, NULL,0);
2351 }
2352 else if (op->inv) remove_unpaid_objects(op->inv, env);
2353 op=next; 2314 op = next;
2354 } 2315 }
2355} 2316}
2356 2317
2318void
2319object::drop_unpaid_items ()
2320{
2321 if (!flag [FLAG_REMOVED])
2322 ::drop_unpaid_items (inv, this);
2323}
2357 2324
2358/* 2325/*
2359 * Returns pointer a static string containing gravestone text 2326 * Returns pointer a static string containing gravestone text
2360 * Moved from apply.c to player.c - player.c is what 2327 * Moved from apply.c to player.c - player.c is what
2361 * actually uses this function. player.c may not be quite the 2328 * actually uses this function. player.c may not be quite the
2362 * best, a misc file for object actions is probably better, 2329 * best, a misc file for object actions is probably better,
2363 * but there isn't one in the server directory. 2330 * but there isn't one in the server directory.
2364 */ 2331 */
2332const char *
2365char *gravestone_text (object *op) 2333gravestone_text (object *op)
2366{ 2334{
2335 static dynbuf_text buf;
2336
2337 buf << "---- R.I.P. ----\n\n";
2338 op->name;
2339
2340 if (op->type == PLAYER)
2341 buf << " the " << op->contr->title;
2342
2343 buf << "\n\n";
2344
2345 buf << "who was level ";
2346 buf << (sint32)op->level << "\n\n" // OO breakdown
2347 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2348
2349 if (op->type == PLAYER)
2350 buf << "by " << op->contr->killer_name () << ".\n\n";
2351
2352 {
2367 static char buf2[MAX_BUF]; 2353 static char buf2[128];
2368 char buf[MAX_BUF];
2369 time_t now = time (NULL); 2354 time_t now = time (NULL);
2370
2371 strcpy (buf2, " R.I.P.\n\n");
2372 if (op->type == PLAYER)
2373 sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2374 else
2375 sprintf (buf, "%s\n", op->name);
2376 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377 strcat (buf2, buf);
2378 if (op->type == PLAYER)
2379 sprintf (buf, "who was in level %d when killed\n", op->level);
2380 else
2381 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2382 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf);
2384 if (op->type == PLAYER) {
2385 sprintf (buf, "by %s.\n\n", op->contr->killer);
2386 strncat (buf2, " ", 21 - strlen (buf) / 2);
2387 strcat (buf2, buf);
2388 }
2389 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2355 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2390 strncat (buf2, " ", 20 - strlen (buf) / 2); 2356 buf << buf2;
2391 strcat (buf2, buf); 2357 }
2358
2392 return buf2; 2359 return buf;
2393} 2360}
2394 2361
2395 2362void
2396
2397void do_some_living(object *op) { 2363do_some_living (object *op)
2364{
2398 int last_food=op->stats.food; 2365 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2366 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace; 2367 int over_hp, over_sp, over_grace;
2401 int i; 2368 int i;
2402 int rate_hp = 1200; 2369 int rate_hp = 1200;
2403 int rate_sp = 2500; 2370 int rate_sp = 2500;
2404 int rate_grace = 2000; 2371 int rate_grace = 2000;
2405 const int max_hp = 1; 2372 const int max_hp = 1;
2406 const int max_sp = 1; 2373 const int max_sp = 1;
2407 const int max_grace = 1; 2374 const int max_grace = 1;
2408 2375
2409 if (op->contr->outputs_sync) { 2376 if (op->contr->hidden)
2410 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2377 {
2411 if (op->contr->outputs[i].buf!=NULL && 2378 op->invisible = 1000;
2412 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2379 /* the socket code flashes the player visible/invisible
2413 flush_output_element(op, &op->contr->outputs[i]); 2380 * depending on the value of invisible, so we need to
2381 * alternate it here for it to work correctly.
2382 */
2383 if (pticks & 2)
2384 op->invisible--;
2414 } 2385 }
2386 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2387 {
2388 if (!op->invisible--)
2389 {
2390 make_visible (op);
2391 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2392 }
2393 }
2415 2394
2416 if(op->contr->state==ST_PLAYING) { 2395 if (op->contr->ns->state == ST_PLAYING)
2417 2396 {
2418 /* these next three if clauses make it possible to SLOW DOWN 2397 /* these next three if clauses make it possible to SLOW DOWN
2419 hp/grace/spellpoint regeneration. */ 2398 hp/grace/spellpoint regeneration. */
2420 if(op->contr->gen_hp >= 0 ) 2399 if (op->contr->gen_hp >= 0)
2421 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2400 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2422 else { 2401 else
2402 {
2423 gen_hp = op->stats.maxhp; 2403 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2404 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425 } 2405 }
2406
2426 if(op->contr->gen_sp >= 0 ) 2407 if (op->contr->gen_sp >= 0)
2427 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2408 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else { 2409 else
2410 {
2429 gen_sp = op->stats.maxsp; 2411 gen_sp = op->stats.maxsp;
2430 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2412 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2431 } 2413 }
2414
2432 if(op->contr->gen_grace >= 0) 2415 if (op->contr->gen_grace >= 0)
2433 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2416 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2434 else { 2417 else
2418 {
2435 gen_grace = op->stats.maxgrace; 2419 gen_grace = op->stats.maxgrace;
2436 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2420 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 } 2421 }
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 2422
2473 /* Regenerate Grace */ 2423 /* Regenerate Grace */
2474 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2424 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2475 if(--op->last_grace<0) { 2425 if (--op->last_grace < 0)
2426 {
2476 if(op->stats.grace<op->stats.maxgrace/2) 2427 if (op->stats.grace < op->stats.maxgrace / 2)
2477 op->stats.grace++; /* no penalty in food for regaining grace */ 2428 op->stats.grace++; /* no penalty in food for regaining grace */
2429
2478 if(max_grace>1) { 2430 if (max_grace > 1)
2431 {
2479 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2432 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2480 if (over_grace > 0) { 2433 if (over_grace > 0)
2434 {
2481 op->stats.sp += over_grace 2435 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; 2436 + (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; 2437 op->last_grace = 0;
2438 }
2484 } else { 2439 else
2440 {
2485 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2441 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2442 }
2486 } 2443 }
2487 } else { 2444 else
2445 {
2488 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2446 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2489 } 2447 }
2490 /* wearing stuff doesn't detract from grace generation. */ 2448 /* 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 } 2449 }
2450
2451 if (op->stats.food > 0)
2506 } 2452 {
2507 if(max_hp>1) { 2453 /* Regenerate Spell Points */
2454 if (!op->contr->golem && --op->last_sp < 0)
2455 {
2456 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2457
2458 if (op->stats.sp < op->stats.maxsp)
2459 {
2460 op->stats.sp++;
2461
2462 /* dms do not consume food */
2463 if (!QUERY_FLAG (op, FLAG_WIZ))
2464 {
2465 op->stats.food--;
2466
2467 if (op->contr->digestion < 0)
2468 op->stats.food += op->contr->digestion;
2469 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2470 op->stats.food = last_food;
2471 }
2472 }
2473
2474 if (max_sp > 1)
2475 {
2476 over_sp = (gen_sp + 10) / rate_sp;
2477 if (over_sp > 0)
2478 {
2479 if (op->stats.sp < op->stats.maxsp)
2480 {
2481 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2482
2483 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2484 op->stats.sp--;
2485
2486 if (op->stats.sp > op->stats.maxsp)
2487 op->stats.sp = op->stats.maxsp;
2488 }
2489
2490 op->last_sp = 0;
2491 }
2492 else
2493 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2494 }
2495 else
2496 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2497 }
2498
2499 /* Regenerate Hit Points */
2500 if (--op->last_heal < 0)
2501 {
2502 if (op->stats.hp < op->stats.maxhp)
2503 {
2504 op->stats.hp++;
2505
2506 /* dms do not consume food */
2507 if (!QUERY_FLAG (op, FLAG_WIZ))
2508 {
2509 op->stats.food--;
2510
2511 if (op->contr->digestion < 0)
2512 op->stats.food += op->contr->digestion;
2513 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2514 op->stats.food = last_food;
2515 }
2516 }
2517
2518 if (max_hp > 1)
2519 {
2508 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp; 2520 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2521
2509 if (over_hp > 0) { 2522 if (over_hp > 0)
2510 op->stats.sp += over_hp 2523 {
2511 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0; 2524 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2512 op->last_heal=0; 2525 op->last_heal = 0;
2526 }
2527 else
2528 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2529 }
2513 } else { 2530 else
2514 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2531 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2515 } 2532 }
2516 } else {
2517 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2518 } 2533 }
2519 }
2520 2534
2521 /* Digestion */ 2535 /* Digestion */
2522 if(--op->last_eat<0) { 2536 if (--op->last_eat < 0)
2523#ifdef COZY_SERVER 2537 {
2524 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2538 int bonus = max (0, op->contr->digestion),
2525 int bonus=dg>0?dg:0, 2539 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 2540
2532 if(op->contr->gen_hp > 0)
2533 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2541 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2534 else 2542
2535 op->last_eat=25*(1+bonus)/(penalty +1);
2536 /* dms do not consume food */ 2543 /* dms do not consume food */
2537 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2544 if (!QUERY_FLAG (op, FLAG_WIZ))
2538 } 2545 op->stats.food--;
2539 } 2546 }
2540 2547
2541 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2548 if (op->stats.food < 0 && op->stats.hp >= 0)
2549 {
2542 object *tmp, *flesh=NULL; 2550 object *tmp, *flesh = 0;
2543 2551
2544 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2552 for (tmp = op->inv; tmp; tmp = tmp->below)
2553 {
2545 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2554 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2555 {
2546 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2556 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2557 {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2558 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2548 manual_apply(op,tmp,0); 2559 manual_apply (op, tmp, 0);
2549 if(op->stats.food>=0||op->stats.hp<0) 2560 if (op->stats.food >= 0 || op->stats.hp < 0)
2550 break; 2561 break;
2551 } 2562 }
2552 else if (tmp->type==FLESH) flesh=tmp; 2563 else if (tmp->type == FLESH)
2564 flesh = tmp;
2553 } /* End if paid for object */ 2565 } /* End if paid for object */
2554 } /* end of for loop */ 2566 } /* end of for loop */
2567
2555 /* If player is still starving, it means they don't have any food, so 2568 /* If player is still starving, it means they don't have any food, so
2556 * eat flesh instead. 2569 * eat flesh instead.
2557 */ 2570 */
2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2571 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2572 {
2559 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2573 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2560 manual_apply(op,flesh,0); 2574 manual_apply (op, flesh, 0);
2575 }
2576 }
2577
2578 if (op->stats.food < 0 && op->stats.hp >= -op->stats.food)
2561 } 2579 {
2562 } /* end if player is starving */ 2580 op->stats.hp += op->stats.food;
2581 op->stats.food = 0;
2582 }
2563 2583
2564 while(op->stats.food<0&&op->stats.hp>0) 2584 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); 2585 kill_player (op);
2586 }
2569} 2587}
2570
2571
2572 2588
2573/* If the player should die (lack of hp, food, etc), we call this. 2589/* 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 2590 * 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 2591 * permadeath, no lifesave), this will take care of removing the player
2576 * file. 2592 * file.
2577 */ 2593 */
2594void
2578void kill_player(object *op) 2595kill_player (object *op)
2579{ 2596{
2597 int x, y;
2580 char buf[MAX_BUF]; 2598 char buf[MAX_BUF];
2581 int x,y,i;
2582 mapstruct *map; /* this is for resurrection */ 2599 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; 2600 int will_kill_again;
2589 archetype *at; 2601 archetype *at;
2590 object *tmp; 2602 object *tmp;
2591 2603
2592 if(save_life(op)) 2604 if (save_life (op))
2593 return; 2605 return;
2594 2606
2595
2596 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2607 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2597 * in cities ONLY!!! It is very important that this doesn't get abused. 2608 * in cities ONLY!!! It is very important that this doesn't get abused.
2598 * Look at op_on_battleground() for more info --AndreasV 2609 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2610 */
2600 if (op_on_battleground(op, &x, &y)) { 2611 if (op_on_battleground (op, &x, &y))
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2612 {
2602 "You have been defeated in combat!"); 2613 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, 2614 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2604 "Local medics have saved your life..."); 2615
2605
2606 /* restore player */ 2616 /* restore player */
2607 at = find_archetype("poisoning"); 2617 at = archetype::find ("poisoning");
2608 tmp=present_arch_in_ob(at,op); 2618 if (object *tmp = present_arch_in_ob (at, op))
2609 if (tmp) { 2619 {
2610 remove_ob(tmp); 2620 tmp->destroy ();
2611 free_object(tmp);
2612 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2621 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2622 }
2623
2624 at = archetype::find ("confusion");
2625 if (object *tmp = present_arch_in_ob (at, op))
2613 } 2626 {
2614 2627 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"); 2628 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2621 } 2629 }
2622 2630
2623 cure_disease(op,0); /* remove any disease */ 2631 cure_disease (op, 0, 0); /* remove any disease */
2624 op->stats.hp=op->stats.maxhp; 2632 op->stats.hp = op->stats.maxhp;
2625 if (op->stats.food<=0) op->stats.food=999; 2633 if (op->stats.food <= 0)
2626 2634 op->stats.food = 999;
2635
2627 /* create a bodypart-trophy to make the winner happy */ 2636 /* create a bodypart-trophy to make the winner happy */
2628 tmp=arch_to_object(find_archetype("finger")); 2637 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 } 2638 {
2639 tmp->name = format ("%s's finger" , &op->name);
2640 tmp->name_pl = format ("%s's fingers", &op->name);
2641 tmp->msg = format (
2642 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2643 &op->name, op->contr->title,
2644 (int)op->level,
2645 op->contr->killer_name ()
2646 );
2647 tmp->value = 0, tmp->type = 0;
2648 tmp->materialname = "organics";
2649 tmp->insert_at (op, tmp);
2643 2650 }
2651
2644 /* teleport defeated player to new destination*/ 2652 /* teleport defeated player to new destination */
2645 transfer_ob(op, x, y, 0, NULL); 2653 transfer_ob (op, x, y, 0, NULL);
2646 op->contr->braced=0; 2654 op->contr->braced = 0;
2647 return; 2655 return;
2648 } 2656 }
2649 2657
2650 INVOKE_PLAYER (DEATH, op->contr); 2658 INVOKE_PLAYER (DEATH, op->contr);
2651 2659
2652 command_kill_pets (op, 0); 2660 command_kill_pets (op, 0);
2653 2661
2654 if(op->stats.food<0) { 2662 if (op->stats.food < 0)
2655 if (op->contr->explore) {
2656 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2657 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2658 op->stats.food=999;
2659 return;
2660 }
2661 sprintf(buf,"%s starved to death.",op->name);
2662 strcpy(op->contr->killer,"starvation");
2663 } 2663 {
2664 else { 2664 op->contr->killer = archetype::get ("killer_starvation");
2665 if (op->contr->explore) { 2665 op->contr->killer->destroy ();
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 } 2666 }
2673 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2674 2667
2668 op->contr->play_sound (sound_find ("player_dies"));
2669
2675 /* save the map location for corpse, gravestone*/ 2670 /* save the map location for corpse, gravestone */
2676 x=op->x;y=op->y;map=op->map; 2671 x = op->x;
2672 y = op->y;
2673 map = op->map;
2677 2674
2678
2679 if (settings.not_permadeth == TRUE) {
2680 /* NOT_PERMADEATH code. This basically brings the character back to 2675 /* NOT_PERMADEATH code. This basically brings the character back to
2681 * life if they are dead - it takes some exp and a random stat. 2676 * life if they are dead - it takes some exp and a random stat.
2682 * See the config.h file for a little more in depth detail about this. 2677 * See the config.h file for a little more in depth detail about this.
2683 */ 2678 */
2684 2679
2685 /* Basically two ways to go - remove a stat permanently, or just 2680 /* Basically two ways to go - remove a stat permanently, or just
2686 * make it depletion. This bunch of code deals with that aspect 2681 * make it depletion. This bunch of code deals with that aspect
2687 * of death. 2682 * of death.
2688 */ 2683 */
2689#ifndef COZY_SERVER 2684#ifndef COZY_SERVER
2690 if (settings.balanced_stat_loss) { 2685 if (settings.balanced_stat_loss)
2686 {
2691 /* If stat loss is permanent, lose one stat only. */ 2687 /* If stat loss is permanent, lose one stat only. */
2692 /* Lower level chars don't lose as many stats because they suffer 2688 /* Lower level chars don't lose as many stats because they suffer
2693 more if they do. */ 2689 more if they do. */
2694 /* Higher level characters can afford things such as potions of 2690 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that 2691 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */ 2692 little bit harder. */
2697 /* GD */ 2693 /* GD */
2698 if (settings.stat_loss_on_death) 2694 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; 2695 num_stats_lose = 1;
2704 } 2696 else
2697 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2698 }
2699 else
2700 num_stats_lose = 1;
2701
2705 lost_a_stat = 0; 2702 lost_a_stat = 0;
2706 2703
2707 for (z=0; z<num_stats_lose; z++) { 2704 for (z = 0; z < num_stats_lose; z++)
2705 {
2708 i = RANDOM() % NUM_STATS; 2706 i = RANDOM () % NUM_STATS;
2709 2707
2710 if (settings.stat_loss_on_death) { 2708 if (settings.stat_loss_on_death)
2709 {
2711 /* Pick a random stat and take a point off it. Tell the player 2710 /* Pick a random stat and take a point off it. Tell the player
2712 * what he lost. 2711 * what he lost.
2713 */ 2712 */
2714 change_attr_value(&(op->stats), i,-1); 2713 change_attr_value (&(op->stats), i, -1);
2715 check_stat_bounds(&(op->stats)); 2714 check_stat_bounds (&(op->stats));
2716 change_attr_value(&(op->contr->orig_stats), i,-1); 2715 change_attr_value (&(op->contr->orig_stats), i, -1);
2717 check_stat_bounds(&(op->contr->orig_stats)); 2716 check_stat_bounds (&(op->contr->orig_stats));
2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2717 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2719 lost_a_stat = 1; 2718 lost_a_stat = 1;
2720 } else { 2719 }
2720 else
2721 {
2721 /* deplete a stat */ 2722 /* deplete a stat */
2722 archetype *deparch=find_archetype("depletion"); 2723 archetype *deparch = archetype::find ("depletion");
2723 object *dep; 2724 object *dep;
2725
2726 dep = present_arch_in_ob (deparch, op);
2727 if (!dep)
2724 2728 {
2725 dep = present_arch_in_ob(deparch,op);
2726 if(!dep) {
2727 dep = arch_to_object(deparch); 2729 dep = arch_to_object (deparch);
2728 insert_ob_in_ob(dep, op); 2730 insert_ob_in_ob (dep, op);
2729 } 2731 }
2730 lose_this_stat = 1; 2732 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) { 2733 if (settings.balanced_stat_loss)
2734 {
2732 /* GD */ 2735 /* GD */
2733 /* Get the stat that we're about to deplete. */ 2736 /* Get the stat that we're about to deplete. */
2734 this_stat = get_attr_value(&(dep->stats), i); 2737 this_stat = get_attr_value (&(dep->stats), i);
2735 if (this_stat < 0) { 2738 if (this_stat < 0)
2739 {
2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2740 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2737 int keep_chance = this_stat * this_stat; 2741 int keep_chance = this_stat * this_stat;
2742
2738 /* Yes, I am paranoid. Sue me. */ 2743 /* Yes, I am paranoid. Sue me. */
2739 if (keep_chance < 1) 2744 if (keep_chance < 1)
2740 keep_chance = 1; 2745 keep_chance = 1;
2741 2746
2742 /* There is a maximum depletion total per level. */ 2747 /* There is a maximum depletion total per level. */
2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2748 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2749 {
2744 lose_this_stat = 0; 2750 lose_this_stat = 0;
2745 /* Take loss chance vs keep chance to see if we 2751 /* Take loss chance vs keep chance to see if we
2746 retain the stat. */ 2752 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 } 2753 }
2756 } 2754 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 */ 2755 {
2766 if (this_stat>=-50) { 2756 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; 2757 lose_this_stat = 0;
2758 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2759 this_stat, keep_chance, loss_chance,
2760 lose_this_stat?"LOSE":"KEEP"); */
2772 } 2761 }
2773 } 2762 }
2774 } 2763 }
2775 } 2764
2776 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 2765 if (lose_this_stat)
2778 { 2766 {
2779 /* determine_god() seems to not work sometimes... why is this? 2767 this_stat = get_attr_value (&(dep->stats), i);
2780 Should I be using something else? GD */ 2768 /* We could try to do something clever like find another
2781 const char *god = determine_god(op); 2769 * stat to reduce if this fails. But chances are, if
2782 if (god && (strcmp(god, "none"))) 2770 * stats have been depleted to -50, all are pretty low
2783 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2771 * and should be roughly the same, so it shouldn't make a
2784 "moment you feel the holy presence of %s protecting" 2772 * difference.
2785 " you.", god); 2773 */
2774 if (this_stat >= -50)
2786 else 2775 {
2787 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2776 change_attr_value (&(dep->stats), i, -1);
2788 " feel a holy presence protecting you."); 2777 SET_FLAG (dep, FLAG_APPLIED);
2778 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2779 op->update_stats ();
2780 lost_a_stat = 1;
2781 }
2789 } 2782 }
2783 }
2784 }
2785
2786 /* If no stat lost, tell the player. */
2787 if (!lost_a_stat)
2788 {
2789 /* determine_god() seems to not work sometimes... why is this?
2790 Should I be using something else? GD */
2791 const char *god = determine_god (op);
2792
2793 if (god && (strcmp (god, "none")))
2794 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2795 else
2796 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2797 }
2798#else
2799 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2790#endif 2800#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 2801
2794 /* Put a gravestone up where the character 'almost' died. List the 2802 /* Put a gravestone up where the character 'almost' died. List the
2795 * exp loss on the stone. 2803 * exp loss on the stone.
2796 */ 2804 */
2797 tmp=arch_to_object(find_archetype("gravestone")); 2805 tmp = arch_to_object (archetype::find ("gravestone"));
2798 sprintf(buf,"%s's gravestone",op->name); 2806 tmp->name = format ("%s's gravestone", &op->name);
2799 FREE_AND_COPY(tmp->name, buf); 2807 tmp->name_pl = format ("%s's gravestones", &op->name);
2800 sprintf(buf,"%s's gravestones",op->name); 2808 tmp->msg = format ("RIP\nHere rests the hero %s the %s,\nwho was killed\nby %s.\n", &op->name, op->contr->title, op->contr->killer_name ());
2801 FREE_AND_COPY(tmp->name_pl, buf);
2802 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2803 "who was killed\n"
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; 2809 tmp->x = op->x, tmp->y = op->y;
2809 insert_ob_in_map (tmp, op->map, NULL,0); 2810 insert_ob_in_map (tmp, op->map, NULL, 0);
2810 2811
2811 /**************************************/ 2812 /**************************************/
2812 /* */ 2813 /* */
2813 /* Subtract the experience points, */ 2814 /* Subtract the experience points, */
2814 /* if we died cause of food, give us */ 2815 /* if we died cause of food, give us */
2815 /* food, and reset HP's... */ 2816 /* food, and reset HP's... */
2816 /* */ 2817 /* */
2817 /**************************************/ 2818 /**************************************/
2818 2819
2819 /* remove any poisoning and confusion the character may be suffering.*/ 2820 /* remove any poisoning and confusion the character may be suffering. */
2820 /* restore player */ 2821 /* restore player */
2821 at = find_archetype("poisoning"); 2822 at = archetype::find ("poisoning");
2822 tmp=present_arch_in_ob(at,op); 2823 tmp = present_arch_in_ob (at, op);
2823 if (tmp) { 2824
2824 remove_ob(tmp); 2825 if (tmp)
2825 free_object(tmp); 2826 {
2827 tmp->destroy ();
2826 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2828 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2827 } 2829 }
2828 2830
2829 at = find_archetype("confusion"); 2831 at = archetype::find ("confusion");
2830 tmp=present_arch_in_ob(at,op); 2832 tmp = present_arch_in_ob (at, op);
2831 if (tmp) { 2833 if (tmp)
2832 remove_ob(tmp); 2834 {
2833 free_object(tmp); 2835 tmp->destroy ();
2834 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2836 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2835 } 2837 }
2838
2836 cure_disease(op,0); /* remove any disease */ 2839 cure_disease (op, 0, 0); /* remove any disease */
2837 2840
2841 // remove all spell effects that are active
2842 // to avoid long-term effects such as word-of-recall
2843 for (object *item = op->inv; item; )
2844 {
2845 object *next = item->below;
2846
2847 if (item->type == SPELL_EFFECT && item->active)
2848 item->destroy ();
2849
2850 item = next;
2851 }
2852
2838 /*add_exp(op, (op->stats.exp * -0.20)); */ 2853 /*add_exp(op, (op->stats.exp * -0.20)); */
2839 apply_death_exp_penalty(op); 2854 apply_death_exp_penalty (op);
2840 if(op->stats.food < 100) op->stats.food = 900; 2855
2856 if (op->stats.food < 100)
2857 op->stats.food = 900;
2858
2841 op->stats.hp = op->stats.maxhp; 2859 op->stats.hp = op->stats.maxhp;
2842 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2860 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2843 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2861 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2844 2862
2845 /* 2863 /*
2846 * Check to see if the player is in a shop. IF so, then check to see if 2864 * 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 2865 * and put them back in the map.
2848 * in the map. 2866 */
2849 */ 2867 op->drop_unpaid_items ();
2850 2868
2851 if (is_in_shop (op))
2852 remove_unpaid_objects(op->inv, op);
2853
2854 /****************************************/ 2869 /****************************************/
2855 /* */ 2870 /* */
2856 /* Move player to his current respawn- */ 2871 /* Move player to his current respawn- */
2857 /* position (usually last savebed) */ 2872 /* position (usually last savebed) */
2858 /* */ 2873 /* */
2859 /****************************************/ 2874 /****************************************/
2860 2875
2861 enter_player_savebed(op); 2876 enter_player_savebed (op);
2862 2877
2863 /* Save the player before inserting the force to reduce
2864 * chance of abuse.
2865 */
2866 op->contr->braced=0; 2878 op->contr->braced = 0;
2867 save_player(op,1);
2868 2879
2869 /* it is possible that the player has blown something up 2880 /* it is possible that the player has blown something up
2870 * at his savebed location, and that can have long lasting 2881 * at his savebed location, and that can have long lasting
2871 * spell effects. So first see if there is a spell effect 2882 * spell effects. So first see if there is a spell effect
2872 * on the space that might harm the player. 2883 * on the space that might harm the player.
2873 */ 2884 */
2874 will_kill_again=0; 2885 will_kill_again = 0;
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2886 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2876 if (tmp->type ==SPELL_EFFECT) 2887 if (tmp->type == SPELL_EFFECT)
2877 will_kill_again|=tmp->attacktype; 2888 will_kill_again |= tmp->attacktype;
2878 } 2889
2879 if (will_kill_again) { 2890 if (will_kill_again)
2891 {
2880 object *force; 2892 object *force;
2881 int at; 2893 int at;
2882 2894
2883 force=get_archetype(FORCE_NAME); 2895 force = get_archetype (FORCE_NAME);
2884 /* 50 ticks should be enough time for the spell to abate */ 2896 /* 50 ticks should be enough time for the spell to abate */
2885 force->speed=0.1; 2897 force->speed = 0.1f;
2886 force->speed_left=-5.0; 2898 force->speed_left = -5.f;
2887 SET_FLAG(force, FLAG_APPLIED); 2899 SET_FLAG (force, FLAG_APPLIED);
2888 for (at=0; at<NROFATTACKS; at++) { 2900 for (at = 0; at < NROFATTACKS; at++)
2889 if (will_kill_again & (1 << at)) 2901 if (will_kill_again & (1 << at))
2890 force->resist[at] = 100; 2902 force->resist[at] = 100;
2903
2904 insert_ob_in_ob (force, op);
2905 op->update_stats ();
2906
2907 }
2908
2909 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2910}
2911
2912void
2913loot_object (object *op)
2914{ /* Grab and destroy some treasure */
2915 object *tmp, *tmp2, *next;
2916
2917 op->close_container (); /* close open sack first */
2918
2919 for (tmp = op->inv; tmp; tmp = next)
2920 {
2921 next = tmp->below;
2922
2923 if (tmp->invisible)
2924 continue;
2925
2926 tmp->remove ();
2927 tmp->x = op->x, tmp->y = op->y;
2928
2929 if (tmp->type == CONTAINER)
2930 loot_object (tmp); /* empty container to ground */
2931
2932 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2933 {
2934 if (tmp->nrof > 1)
2935 {
2936 tmp->decrease (rndm (1, tmp->nrof - 1));
2937 insert_ob_in_map (tmp, op->map, NULL, 0);
2891 } 2938 }
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 { 2939 else
2950 delete_character(op->name,1); 2940 tmp->destroy ();
2951 } 2941 }
2952 } 2942 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); 2943 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 } 2944 }
2997} 2945}
2998 2946
2999/* 2947/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 2948 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 2949 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 2950 * was changed.
3003 */ 2951 */
3004 2952void
3005void fix_weight(void) { 2953fix_weight (void)
3006 player *pl; 2954{
3007 for (pl = first_player; pl != NULL; pl = pl->next) { 2955 for_all_players (pl)
3008 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2956 {
3009 if(old == sum) 2957 sint32 old = pl->ob->carrying;
3010 continue; 2958
3011 fix_player(pl->ob); 2959 pl->ob->update_weight ();
3012 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2960
3013 pl->ob->name, old, sum); 2961 if (old != pl->ob->carrying)
2962 {
2963 pl->ob->update_stats ();
2964 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2965 }
3014 } 2966 }
3015} 2967}
3016 2968
2969void
3017void fix_luck(void) { 2970fix_luck (void)
3018 player *pl; 2971{
3019 for (pl = first_player; pl != NULL; pl = pl->next) 2972 for_all_players (pl)
3020 if (!pl->ob->contr->state) 2973 if (!pl->ob->contr->ns->state)
3021 change_luck(pl->ob, 0); 2974 pl->ob->change_luck (0);
3022} 2975}
3023
3024 2976
3025/* cast_dust() - handles op throwing objects of type 'DUST'. 2977/* cast_dust() - handles op throwing objects of type 'DUST'.
3026 * This is much simpler in the new spell code - we basically 2978 * This is much simpler in the new spell code - we basically
3027 * just treat this as any other spell casting object. 2979 * just treat this as any other spell casting object.
3028 */ 2980 */
3029
3030void 2981void
3031cast_dust (object * op, object * throw_ob, int dir) 2982cast_dust (object *op, object *throw_ob, int dir)
3032{ 2983{
3033 object *skop, *spob; 2984 object *skop, *spob;
3034 2985
3035 skop = find_skill_by_name (op, throw_ob->skill); 2986 skop = find_skill_by_name (op, throw_ob->skill);
3036 2987
3037 /* casting POTION 'dusts' is really a use_magic_item skill */ 2988 /* casting POTION 'dusts' is really a use_magic_item skill */
3038 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2989 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3039 { 2990 {
3040 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2991 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3041 op->name);
3042 return; 2992 return;
3043 } 2993 }
3044 2994
3045 spob = throw_ob->inv; 2995 spob = throw_ob->inv;
3046 2996
3047 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2997 // 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 2998 // not pass NULL to cast_spell (which did indeed check itself, but
3049 // errors should be reported as early as possible IMHO) 2999 // errors should be reported as early as possible IMHO)
3050 if (!spob) 3000 if (!spob)
3051 { 3001 {
3052 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3002 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; 3003 return;
3055 } 3004 }
3056 3005
3057 if (op->type == PLAYER) 3006 if (op->type == PLAYER)
3058 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3007 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3059 3008
3060 cast_spell (op, throw_ob, dir, spob, NULL); 3009 cast_spell (op, throw_ob, dir, spob, NULL);
3061 3010
3062 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3011 throw_ob->destroy ();
3063 remove_ob (throw_ob);
3064 free_object (throw_ob);
3065} 3012}
3066 3013
3014void
3067void make_visible (object *op) { 3015make_visible (object *op)
3016{
3068 op->hide = 0; 3017 op->hide = 0;
3069 op->invisible = 0; 3018 op->invisible = 0;
3019
3070 if(op->type==PLAYER) { 3020 if (op->type == PLAYER)
3021 {
3071 op->contr->tmp_invis = 0; 3022 op->contr->tmp_invis = 0;
3072 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3023 op->contr->invis_race = 0;
3073 } 3024 }
3025
3074 update_object(op,UP_OBJ_FACE); 3026 update_object (op, UP_OBJ_CHANGE);
3075} 3027}
3076 3028
3029int
3077int is_true_undead(object *op) { 3030is_true_undead (object *op)
3078 object *tmp=NULL; 3031{
3079
3080 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3032 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3033 return 1;
3081 3034
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; 3035 return 0;
3087} 3036}
3088 3037
3089/* look at the surrounding terrain to determine 3038/* look at the surrounding terrain to determine
3090 * the hideability of this object. Positive levels 3039 * the hideability of this object. Positive levels
3091 * indicate greater hideability. 3040 * indicate greater hideability.
3092 */ 3041 */
3093 3042int
3094int hideability(object *ob) { 3043hideability (object *ob)
3044{
3095 int i,level=0, mflag; 3045 int i, level = 0, mflag;
3096 sint16 x,y; 3046 sint16 x, y;
3097 3047
3098 if(!ob||!ob->map) return 0; 3048 if (!ob || !ob->map)
3049 return 0;
3099 3050
3100 /* so, on normal lighted maps, its hard to hide */ 3051 /* so, on normal lighted maps, its hard to hide */
3101 level=ob->map->darkness - 2; 3052 level = ob->map->darkness - 2;
3102 3053
3103 /* this also picks up whether the object is glowing. 3054 /* this also picks up whether the object is glowing.
3104 * If you carry a light on a non-dark map, its not 3055 * If you carry a light on a non-dark map, its not
3105 * as bad as carrying a light on a pitch dark map */ 3056 * as bad as carrying a light on a pitch dark map */
3106 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3057 if (has_carried_lights (ob))
3058 level = -(10 + (2 * ob->map->darkness));
3107 3059
3108 /* scan through all nearby squares for terrain to hide in */ 3060 /* 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]) { 3061 for (i = 0, x = ob->x, y = ob->y;
3062 i <= SIZEOFFREE1;
3063 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3064 {
3110 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3065 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3111 if (mflag & P_OUT_OF_MAP) { continue; } 3066 if (mflag & P_OUT_OF_MAP)
3067 continue;
3068
3112 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3069 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3113 level += 2; 3070 level += 2;
3114 else /* open terrain! */ 3071 else /* open terrain! */
3115 level -= 1; 3072 level -= 1;
3116 } 3073 }
3117 3074
3118#if 0 3075#if 0
3119 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3076 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3120#endif 3077#endif
3121 return level; 3078 return level;
3122} 3079}
3123 3080
3124/* For Hidden creatures - a chance of becoming 'unhidden' 3081/* For Hidden creatures - a chance of becoming 'unhidden'
3125 * every time they move - as we subtract off 'invisibility' 3082 * every time they move - as we subtract off 'invisibility'
3126 * AND, for players, if they move into a ridiculously unhideable 3083 * AND, for players, if they move into a ridiculously unhideable
3127 * spot (surrounded by clear terrain in broad daylight). -b.t. 3084 * spot (surrounded by clear terrain in broad daylight). -b.t.
3128 */ 3085 */
3129 3086void
3130void do_hidden_move (object *op) { 3087do_hidden_move (object *op)
3131 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3088{
3132 object *skop; 3089 int hide = 0;
3133 3090
3134 if(!op || !op->map) return; 3091 if (!op || !op->map)
3092 return;
3135 3093
3136 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3094 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3095 int num = random_roll (0, 19, op, PREFER_LOW);
3137 3096
3138 /* its *extremely* hard to run and sneak/hide at the same time! */ 3097 /* its *extremely* hard to run and sneak/hide at the same time! */
3139 if(op->type==PLAYER && op->contr->run_on) { 3098 if (op->type == PLAYER && op->contr->run_on)
3140 if(!skop || num >= skop->level) { 3099 if (!skop || num >= skop->level)
3100 {
3141 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3101 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); 3102 make_visible (op);
3151 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3103 return;
3152 "You moved out of hiding! You are visible!");
3153 } 3104 }
3105 else
3106 num += 20;
3107
3108 num += op->map->difficulty;
3109 hide = hideability (op); /* modify by terrain hidden level */
3110 num -= hide;
3111
3112 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3113 {
3114 make_visible (op);
3115
3116 if (op->type == PLAYER)
3117 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3118 }
3154 else if (op->type == PLAYER && skop) { 3119 else if (op->type == PLAYER && skop)
3155 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3120 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3156 }
3157} 3121}
3158 3122
3159/* determine if who is standing near a hostile creature. */ 3123/* determine if who is standing near a hostile creature. */
3160 3124
3125int
3161int stand_near_hostile( object *who ) { 3126stand_near_hostile (object *who)
3127{
3162 object *tmp=NULL; 3128 object *tmp = NULL;
3163 int i,friendly=0,player=0, mflags; 3129 int i, friendly = 0, player = 0, mflags;
3164 mapstruct *m; 3130 maptile *m;
3165 sint16 x,y; 3131 sint16 x, y;
3166 3132
3167 if(!who) return 0; 3133 if (!who)
3134 return 0;
3168 3135
3169 if(who->type==PLAYER) player=1; 3136 if (who->type == PLAYER)
3137 player = 1;
3138
3139 else
3170 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3140 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3171 3141
3172 /* search adjacent squares */ 3142 /* search adjacent squares */
3173 for(i=1;i<9;i++) { 3143 for (i = 1; i < 9; i++)
3144 {
3174 x = who->x+freearr_x[i]; 3145 x = who->x + freearr_x[i];
3175 y = who->y+freearr_y[i]; 3146 y = who->y + freearr_y[i];
3176 m = who->map; 3147 m = who->map;
3177 mflags = get_map_flags(m, &m, x, y, &x, &y); 3148 mflags = get_map_flags (m, &m, x, y, &x, &y);
3178 /* space must be blocked if there is a monster. If not 3149 /* space must be blocked if there is a monster. If not
3179 * blocked, don't need to check this space. 3150 * blocked, don't need to check this space.
3180 */ 3151 */
3181 if (mflags & P_OUT_OF_MAP) continue; 3152 if (mflags & P_OUT_OF_MAP)
3153 continue;
3182 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3154 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3183 3155 continue;
3184 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3156
3185 if((player||friendly) 3157 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3158 {
3186 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3159 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3160 return 1;
3161 else if (tmp->type == PLAYER)
3162 {
3163 /*don't let a hidden DM prevent you from hiding */
3164 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3187 return 1; 3165 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 } 3166 }
3194 } 3167 }
3195 } 3168 }
3196 return 0; 3169 return 0;
3197} 3170}
3198 3171
3199/* check the player los field for viewability of the 3172/* check the player los field for viewability of the
3200 * object op. This function works fine for monsters, 3173 * object op. This function works fine for monsters,
3201 * but we dont worry if the object isnt the top one in 3174 * but we dont worry if the object isnt the top one in
3202 * a pile (say a coin under a table would return "viewable" 3175 * a pile (say a coin under a table would return "viewable"
3203 * by this routine). Another question, should we be 3176 * by this routine). Another question, should we be
3204 * concerned with the direction the player is looking 3177 * concerned with the direction the player is looking
3205 * in? Realistically, most of use cant see stuff behind 3178 * in? Realistically, most of us can't see stuff behind
3206 * our backs...on the other hand, does the "facing" direction 3179 * our backs...on the other hand, does the "facing" direction
3207 * imply the way your head, or body is facing? Its possible 3180 * 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. 3181 * for them to differ. Sigh, this fctn could get a bit more complex.
3209 * -b.t. 3182 * -b.t.
3210 * This function is now map tiling safe. 3183 * This function is now map tiling safe.
3211 */ 3184 */
3212 3185int
3213int player_can_view (object *pl,object *op) { 3186player_can_view (object *pl, object *op)
3187{
3214 rv_vector rv; 3188 rv_vector rv;
3215 int dx,dy; 3189 int dx, dy;
3216 3190
3217 if(pl->type!=PLAYER) { 3191 if (pl->type != PLAYER)
3192 {
3218 LOG(llevError,"player_can_view() called for non-player object\n"); 3193 LOG (llevError, "player_can_view() called for non-player object\n");
3219 return -1; 3194 return -1;
3220 } 3195 }
3221 if (!pl || !op) return 0;
3222 3196
3223 if(op->head) { op = op->head; } 3197 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; 3198 return 0;
3199
3200 op = op->head_ ();
3201
3202 get_rangevector (pl, op, &rv, 0x1);
3203
3204 /* starting with the 'head' part, lets loop
3205 * through the object and find if it has any
3206 * part that is in the los array but isn't on
3207 * a blocked los square.
3208 * we use the archetype to figure out offsets.
3209 */
3210 while (op)
3211 {
3212 dx = rv.distance_x + op->arch->x;
3213 dy = rv.distance_y + op->arch->y;
3214
3215 /* only the viewable area the player sees is updated by LOS
3216 * code, so we need to restrict ourselves to that range of values
3217 * for any meaningful values.
3218 */
3219 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3220 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3221 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3222 return 1;
3223
3224 op = op->more;
3225 }
3226
3227 return 0;
3247} 3228}
3248 3229
3249/* routine for both players and monsters. We call this when 3230/* routine for both players and monsters. We call this when
3250 * there is a possibility for our action distrubing our hiding 3231 * there is a possibility for our action distrubing our hiding
3251 * place or invisiblity spell. Artefact invisiblity is not 3232 * place or invisiblity spell. Artefact invisiblity is not
3252 * effected by this. If we arent invisible to begin with, we 3233 * effected by this. If we arent invisible to begin with, we
3253 * return 0. 3234 * return 0.
3254 */ 3235 */
3236int
3255int action_makes_visible (object *op) { 3237action_makes_visible (object *op)
3256 3238{
3257 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3239 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3240 {
3258 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3241 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3259 return 0; 3242 return 0;
3260 3243
3261 if (op->contr && op->contr->tmp_invis == 0) return 0; 3244 if (op->contr && op->contr->tmp_invis == 0)
3245 return 0;
3262 3246
3263 /* If monsters, they should become visible */ 3247 /* If monsters, they should become visible */
3264 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3248 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3249 {
3265 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3250 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3266 return 1; 3251 return 1;
3267 } 3252 }
3268 } 3253 }
3254
3269 return 0; 3255 return 0;
3270} 3256}
3271 3257
3272/* op_on_battleground - checks if the given object op (usually 3258/* op_on_battleground - checks if the given object op (usually
3273 * a player) is standing on a valid battleground-tile, 3259 * a player) is standing on a valid battleground-tile,
3274 * function returns TRUE/FALSE. If true x, y returns the battleground 3260 * function returns TRUE/FALSE. If true x, y returns the battleground
3275 * -exit-coord. (and if x, y not NULL) 3261 * -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 3262 * 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 3263 * 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 3264 * Default is to do the same as before, so only people wanting to have different points need worry about this
3279 */ 3265 */
3266int
3280int op_on_battleground (object *op, int *x, int *y) { 3267op_on_battleground (object *op, int *x, int *y)
3281 object *tmp; 3268{
3282
3283 /* A battleground-tile needs the following attributes to be valid: 3269 /* 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), 3270 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3285 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3271 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3286 * and the exit-coordinates sp/hp must both be > 0. 3272 * and the exit-coordinates sp/hp must both be > 0.
3287 * => The intention here is to prevent abuse of the battleground- 3273 * => The intention here is to prevent abuse of the battleground-
3288 * feature (like pickable or hidden battleground tiles). */ 3274 * feature (like pickable or hidden battleground tiles). */
3289 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3275 for (object *tmp = op->below; tmp; tmp = tmp->below)
3276 {
3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3277 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3278 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3279 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3292 strcmp(tmp->name, "battleground")==0 && 3280 && tmp->type == BATTLEGROUND
3293 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3281 && tmp->name == shstr_battleground
3282 && EXIT_X (tmp) && EXIT_Y (tmp))
3283 {
3294 /*before we assign the exit, check if this is a teambattle*/ 3284 /* before we assign the exit, check if this is a teambattle */
3295 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3285 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3296 object *invtmp; 3286 {
3297 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3287 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3288 {
3298 if(invtmp->type==FORCE && invtmp->slaying && 3289 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3299 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3290 {
3300 if (x != NULL && y != NULL) 3291 if (x && y)
3301 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3292 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3293
3302 return 1; 3294 return 1;
3295 }
3303 } 3296 }
3304 } 3297 }
3305 } 3298
3306 if (x != NULL && y != NULL) 3299 if (x && y)
3307 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3300 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3301
3308 return 1; 3302 return 1;
3303 }
3309 } 3304 }
3310 }
3311 } 3305 }
3306
3312 /* If we got here, did not find a battleground */ 3307 /* If we got here, did not find a battleground */
3313 return 0; 3308 return 0;
3314} 3309}
3315 3310
3316/* 3311/*
3320 * attributes: 3315 * attributes:
3321 * object *who the dragon player 3316 * object *who the dragon player
3322 * int atnr the attack-number of the ability focus 3317 * int atnr the attack-number of the ability focus
3323 * int level ability level 3318 * int level ability level
3324 */ 3319 */
3320void
3325void dragon_ability_gain(object *who, int atnr, int level) { 3321dragon_ability_gain (object *who, int atnr, int level)
3322{
3326 treasurelist *trlist = NULL; /* treasurelist */ 3323 treasurelist *trlist = NULL; /* treasurelist */
3327 treasure *tr; /* treasure */ 3324 treasure *tr; /* treasure */
3328 object *tmp,*skop; /* tmp. object */ 3325 object *tmp, *skop; /* tmp. object */
3329 object *item; /* treasure object */ 3326 object *item; /* treasure object */
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3327 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i=0, j=0; 3328 int i = 0, j = 0;
3332 3329
3333 /* get the appropriate treasurelist */ 3330 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3331 if (atnr == ATNR_FIRE)
3335 trlist = find_treasurelist("dragon_ability_fire"); 3332 trlist = treasurelist::find (shstr_dragon_ability_fire);
3336 else if (atnr == ATNR_COLD) 3333 else if (atnr == ATNR_COLD)
3337 trlist = find_treasurelist("dragon_ability_cold"); 3334 trlist = treasurelist::find (shstr_dragon_ability_cold);
3338 else if (atnr == ATNR_ELECTRICITY) 3335 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = find_treasurelist("dragon_ability_elec"); 3336 trlist = treasurelist::find (shstr_dragon_ability_elec);
3340 else if (atnr == ATNR_POISON) 3337 else if (atnr == ATNR_POISON)
3341 trlist = find_treasurelist("dragon_ability_poison"); 3338 trlist = treasurelist::find (shstr_dragon_ability_poison);
3342 3339
3343 if (trlist == NULL || who->type != PLAYER) 3340 if (trlist == NULL || who->type != PLAYER)
3341 return;
3342
3343 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3344
3345 if (!tr || !tr->item)
3346 {
3347 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3348 return;
3349 }
3350
3351 /* everything seems okay - now bring on the gift: */
3352 item = tr->item;
3353
3354 if (item->type == SPELL)
3355 {
3356 if (check_spell_known (who, item->name))
3344 return; 3357 return;
3345 3358
3346 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3359 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3347 tr = tr->next, i++); 3360 do_learn_spell (who, item, 0);
3348 3361 return;
3349 if (tr == NULL || tr->item == NULL) { 3362 }
3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3363
3364 /* grant direct spell */
3365 if (item->type == SPELLBOOK)
3366 {
3367 if (!item->inv)
3368 {
3369 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3370 return;
3371 }
3372 if (check_spell_known (who, item->inv->name))
3351 return; 3373 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) { 3374 if (item->invisible)
3375 {
3376 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3376 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); 3377 do_learn_spell (who, item->inv, 0);
3378 return; 3378 return;
3379 } 3379 }
3380 } 3380 }
3381 else if (item->type == SKILL_TOOL && item->invisible) { 3381 else if (item->type == SKILL_TOOL && item->invisible)
3382 {
3382 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3383 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3384 {
3383 3385
3384 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3386 /* 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 3387 * 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, 3388 * them. As it is now, if the player has any that match the granted skill,
3387 * but not all of them, he gets nothing. 3389 * but not all of them, he gets nothing.
3388 */ 3390 */
3389 if (!(skop->attacktype & item->attacktype)) { 3391 if (!(skop->attacktype & item->attacktype))
3392 {
3390 /* Give new attacktype */ 3393 /* Give new attacktype */
3391 skop->attacktype |= item->attacktype; 3394 skop->attacktype |= item->attacktype;
3392 3395
3393 /* always add physical if there's none */ 3396 /* always add physical if there's none */
3394 skop->attacktype |= AT_PHYSICAL; 3397 skop->attacktype |= AT_PHYSICAL;
3395 3398
3396 if (item->msg != NULL) 3399 if (item->msg != NULL)
3397 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3400 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3398 3401
3399 /* Give player new face */ 3402 /* Give player new face */
3400 if (item->animation_id) { 3403 if (item->animation_id)
3404 {
3401 who->face = skop->face; 3405 who->face = skop->face;
3402 who->animation_id = item->animation_id; 3406 who->animation_id = item->animation_id;
3403 who->anim_speed = item->anim_speed; 3407 who->anim_speed = item->anim_speed;
3404 who->last_anim = 0; 3408 who->last_anim = 0;
3405 who->state = 0; 3409 who->state = 0;
3406 animate_object(who, who->direction); 3410 animate_object (who, who->direction);
3407 } 3411 }
3408 } 3412 }
3409 } 3413 }
3410 } 3414 }
3411 else if (item->type == FORCE) { 3415 else if (item->type == FORCE)
3416 {
3412 /* forces in the treasurelist can alter the player's stats */ 3417 /* forces in the treasurelist can alter the player's stats */
3413 object *skin; 3418 object *skin;
3419
3414 /* first get the dragon skin force */ 3420 /* first get the dragon skin force */
3415 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3421 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3416 skin=skin->below); 3422 ;
3417 if (skin == NULL) return; 3423
3418 3424 if (!skin)
3425 return;
3426
3419 /* adding new spellpath attunements */ 3427 /* adding new spellpath attunements */
3420 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3428 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3429 {
3421 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3430 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3422 3431
3423 /* print message */ 3432 /* print message */
3424 sprintf(buf, "You feel attuned to "); 3433 sprintf (buf, "You feel attuned to ");
3425 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3434 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3435 {
3426 if(item->path_attuned & (1<<i)) { 3436 if (item->path_attuned & (1 << i))
3437 {
3427 if (j) 3438 if (j)
3428 strcat(buf," and "); 3439 strcat (buf, " and ");
3429 else 3440 else
3430 j = 1; 3441 j = 1;
3431 strcat(buf, spellpathnames[i]); 3442 strcat (buf, spellpathnames[i]);
3432 } 3443 }
3433 } 3444 }
3434 strcat(buf,"."); 3445 strcat (buf, ".");
3435 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3446 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3436 } 3447 }
3437 3448
3438 /* evtl. adding flags: */ 3449 /* evtl. adding flags: */
3439 if(QUERY_FLAG(item, FLAG_XRAYS)) 3450 if (QUERY_FLAG (item, FLAG_XRAYS))
3440 SET_FLAG(skin, FLAG_XRAYS); 3451 SET_FLAG (skin, FLAG_XRAYS);
3441 if(QUERY_FLAG(item, FLAG_STEALTH)) 3452 if (QUERY_FLAG (item, FLAG_STEALTH))
3442 SET_FLAG(skin, FLAG_STEALTH); 3453 SET_FLAG (skin, FLAG_STEALTH);
3443 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3454 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3444 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3455 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3445 3456
3446 /* print message if there is one */ 3457 /* print message if there is one */
3447 if (item->msg != NULL) 3458 if (item->msg != NULL)
3448 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3459 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3460 }
3461 else
3449 } 3462 {
3450 else {
3451 /* generate misc. treasure */ 3463 /* generate misc. treasure */
3452 tmp = arch_to_object (tr->item); 3464 tmp = arch_to_object (tr->item);
3453 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3465 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); 3466 who->insert (tmp);
3455 if (who->type == PLAYER)
3456 esrv_send_item(who, tmp);
3457 } 3467 }
3458} 3468}
3459 3469
3460/** 3470/**
3461 * Unready an object for a player. This function does nothing if the object was 3471 * Unready an object for a player. This function does nothing if the object was
3462 * not readied. 3472 * not readied.
3463 */ 3473 */
3474void
3464void player_unready_range_ob(player *pl, object *ob) { 3475player_unready_range_ob (player *pl, object *ob)
3465 rangetype i; 3476{
3477 if (pl->ob->current_weapon == ob)
3478 pl->ob->current_weapon = 0;
3466 3479
3467 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3480 if (pl->combat_ob == ob)
3468 if (pl->ranges[i] == ob) { 3481 pl->combat_ob = 0;
3469 pl->ranges[i] = NULL; 3482
3470 if (pl->shoottype == i) { 3483 if (pl->ranged_ob == ob)
3471 pl->shoottype = range_none; 3484 pl->ranged_ob = 0;
3472 }
3473 }
3474 }
3475} 3485}
3486
3487sint8
3488player::visibility_at (maptile *map, int x, int y) const
3489{
3490 if (!ns)
3491 return 0;
3492
3493 int dx, dy;
3494 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3495 return 0;
3496
3497 x += dx - ns->current_x + ns->mapx / 2;
3498 y += dy - ns->current_y + ns->mapy / 2;
3499
3500 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3501 return 0;
3502
3503 return 100 - blocked_los [x][y];
3504}
3505
3506void
3507player::infobox (const char *title, const char *msg, int color)
3508{
3509 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3510}
3511
3512void
3513player::statusmsg (const char *msg, int color)
3514{
3515 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3516}
3517
3518void
3519player::failmsg (const char *msg, int color)
3520{
3521 play_sound (sound_find ("generic_failure"));
3522 statusmsg (msg, color);
3523}
3524

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