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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 1.200 by root, Wed Jun 18 23:40:27 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,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
131
132 strcpy (subject, buf + 1);
133 strip_endline (subject);
134 size = 0;
135 news[0] = '\0';
136 }
137 else
138 {
139 if (size + strlen (buf) >= HUGE_BUF)
72 { 140 {
73 if ( found ) 141 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
74 return NULL; 142 break;
75
76 found = pl;
77 } 143 }
144 strncat (news + size, buf, HUGE_BUF - size);
145 size += strlen (buf);
78 } 146 }
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;
88 147 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 148
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 150 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); 151 close_and_delete (fp, comp);
103} 152}
104 153
105void send_rules(const object *op) { 154/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 155static void
107 char rules[HUGE_BUF]; 156set_first_map (object *op)
108 FILE *fp; 157{
109 int comp; 158 op->contr->maplevel = first_map_path;
110 int size; 159 op->x = -1;
111 160 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 161}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 162
163void
164player::activate ()
165{
166 if (active)
114 return; 167 return;
168
169 players.insert (this);
170 ob->remove ();
171 ob->map = 0;
172 ob->activate_recursive ();
173 CLEAR_FLAG (ob, FLAG_FRIENDLY);
174 add_friendly_object (ob);
175}
176
177void
178player::deactivate ()
179{
180 if (!active)
181 return;
182
183 terminate_all_pets (ob);
184 remove_friendly_object (ob);
185 ob->deactivate_recursive ();
186
187 if (ob->map)
188 maplevel = ob->map->path;
189
190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
192 ob->map = 0;
193 party = 0;
194
195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
196
197 players.erase (this);
198}
199
200// connect the player with a specific client
201// also changes, rationalises, and fixes some incorrect settings
202void
203player::connect (client *ns)
204{
205 this->ns = ns;
206 ns->pl = this;
207
208 run_on = 0;
209 fire_on = 0;
210 ob->close_container (); //TODO: client-specific
211
212 ns->update_look = 0;
213 ns->look_position = 0;
214
215 clear_los (this);
216
217 ns->reset_stats ();
218
219 /* make sure he's a player -- needed because of class change. */
220 ob->type = PLAYER; // we are paranoid
221 ob->race = ob->arch->race;
222
223 ob->update_weight ();
224 link_player_skills (ob);
225
226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
227
228 assign (title, ob->arch->object::name);
229
230 /* if it's a dragon player, set the correct title here */
231 if (is_dragon_pl (ob))
115 } 232 {
116 rules[0]='\0'; 233 object *tmp, *abil = 0, *skin = 0;
117 size=0; 234
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
119 if( *buf == '#') 236 if (tmp->type == FORCE)
120 continue; 237 if (tmp->arch->archname == shstr_dragon_ability_force)
121 if (size + strlen(buf)>=HUGE_BUF) 238 abil = tmp;
239 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 skin = tmp;
241
242 set_dragon_name (ob, abil, skin);
243 }
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this);
248
249 ob->update_stats ();
250
251 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0);
254
255 activate ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
274 if (ns)
275 {
276 if (active)
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278
279 INVOKE_PLAYER (DISCONNECT, this);
280
281 ns->reset_stats ();
282 ns->pl = 0;
283 ns = 0;
284 }
285
286 observe = ob;
287
288 deactivate ();
289}
290
291// the need for this function can be explained
292// by load_object not returning the object
293void
294player::set_object (object *op)
295{
296 ob = observe = op;
297 ob->contr = this; /* this aren't yet in archetype */
298
299 ob->speed = 1.0f;
300 ob->speed_left = 0.5f;
301
302 ob->direction = 5; /* So player faces south */
303
304 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false;
307
308 for (object *op = ob->inv; op; op = op->below)
309 if (op->flag [FLAG_APPLIED])
310 switch (op->type)
122 { 311 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 312 case SKILL:
124 break; 313 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; 314 break;
167 } 315
168 strncat(news+size,buf,HUGE_BUF-size); 316 case WAND:
169 size+=strlen(buf); 317 case ROD:
318 case HORN:
319 case BOW:
320 ranged_ob = op;
321 break;
322
323 case WEAPON:
324 combat_ob = op;
325 break;
170 } 326 }
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}
180 327
181int playername_ok(const char *cp) { 328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
182 /* Don't allow - or _ as first character in the name */ 329 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} 330}
190 331
191/* This no longer sets the player map. Also, it now updates 332void
192 * all the pointers so the caller doesn't need to do that. 333player::set_observe (object *op)
193 * Caller is responsible for setting the correct map. 334{
194 */ 335 observe = op ? op : ob;
336 do_los = 1;
337}
195 338
196/* Redo this to do both get_player_ob and get_player. 339player::player ()
197 * Hopefully this will be less bugfree and simpler. 340{
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 - 341 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 342 * we deal with that below this point.
236 */ 343 */
237 p->party=NULL; 344 outputs_sync = 4;
238 p->outputs_sync=16; /* Every 2 seconds */ 345 outputs_count = 4;
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 346 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 347
243#ifdef AUTOSAVE 348 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 349
245#endif 350 gen_sp_armour = 10;
351 bowtype = bow_normal;
352 petmode = pet_normal;
353 listening = 10;
354 usekeys = containers;
355 peaceful = 1; /* default peaceful */
356 do_los = 1;
357
358 weapon_sp = 1.0f;
359 weapon_sp_left = 0.5f;
360}
361
362void
363player::do_destroy ()
364{
365 disconnect ();
366
367 attachable::do_destroy ();
368
369 if (ob)
246 370 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 371 ob->destroy_inv (false);
372 ob->destroy ();
248 373 }
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 */
257 374
258 roll_stats(op); 375 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} 376}
300 377
301 378player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 379{
305 strcpy(op->contr->maplevel, first_map_path); 380 /* Clear item stack */
306 op->x = -1; 381 free (stack_items);
307 op->y = -1;
308 enter_exit(op, NULL);
309} 382}
310 383
311/* Tries to add player on the connection passwd in ns. 384/* 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 385 * All we can really get in this is some settings like host and display
313 * mode. 386 * mode.
314 */ 387 */
388player *
389player::create ()
390{
391 player *pl = new player;
315 392
316int add_player(NewSocket *ns) { 393 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318 394
319 p=get_player(NULL); 395 pl->ob->roll_stats ();
320 p->socket = *ns; 396 pl->ob->stats.wc = 2;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 397 pl->ob->run_away = 25; /* Then we panick... */
322 if(p->socket.faces_sent == NULL) 398
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); 399 set_first_map (pl->ob);
331 400
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; 401 return pl;
339} 402}
340 403
341/* 404/*
342 * get_player_archetype() return next player archetype from archetype 405 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 406 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 407 * Note: there MUST be at least one player archetype!
345 */ 408 */
409archetype *
346archetype *get_player_archetype(archetype* at) 410get_player_archetype (archetype *at)
347{ 411{
348 archetype *start = at; 412 // archetypes could have been reloaded
413 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
414
415 if (!nat)
416 return at;
417
418 archvec::iterator i = archetypes.find (nat);
419
349 for (;;) { 420 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 } 421 {
361} 422 if (++i == archetypes.end ())
423 i = archetypes.begin ();
424 else if (*i == at)
425 cleanup ("not a single player archetype found");
362 426
427 if ((*i)->type == PLAYER)
428 return *i;
429 }
430}
363 431
432object *
364object *get_nearest_player(object *mon) { 433get_nearest_player (object *mon)
434{
365 object *op = NULL; 435 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 436 objectlink *ol;
368 unsigned lastdist; 437 unsigned lastdist;
369 rv_vector rv; 438 rv_vector rv;
370 439
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 440 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
372 /* We should not find free objects on this friendly list, but it 441 {
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)) 442 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 443 continue;
398 444
399 if(lastdist>rv.distance) { 445 if (lastdist > rv.distance)
446 {
400 op=ol->ob; 447 op = ol->ob;
401 lastdist=rv.distance; 448 lastdist = rv.distance;
402 } 449 }
403 } 450 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 451
452 for_all_players (pl)
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 453 if (can_detect_enemy (mon, pl->ob, &rv))
406
407 if(lastdist>rv.distance) { 454 if (lastdist > rv.distance)
408 op=pl->ob;
409 lastdist=rv.distance;
410 }
411 } 455 {
412 } 456 op = pl->ob;
457 lastdist = rv.distance;
458 }
459
413#if 0 460#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 461 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 462#endif
416 return op; 463 return op;
417} 464}
418 465
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 466/* 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 467 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 468 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 482 * 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 483 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 484 * is probably not a good thing.
438 */ 485 */
439#define MAX_SPACES 50 486#define MAX_SPACES 50
440
441 487
442/* 488/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 489 * 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 490 * 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 491 * 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. 504 * 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, 505 * 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 506 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 507 * is blocking itself.
462 */ 508 */
509int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 510path_to_player (object *mon, object *pl, unsigned mindiff)
511{
464 rv_vector rv; 512 rv_vector rv;
465 sint16 x,y; 513 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 514 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 515 maptile *m, *lastmap;
468 516
469 get_rangevector(mon, pl, &rv, 0); 517 get_rangevector (mon, pl, &rv, 0);
470 518
471 if (rv.distance<mindiff) return 0; 519 if (rv.distance < mindiff)
520 return 0;
472 521
473 x=mon->x; 522 x = mon->x;
474 y=mon->y; 523 y = mon->y;
475 m=mon->map; 524 m = mon->map;
476 dir = rv.direction; 525 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 526 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); 527 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
528
479 /* If we can't solve it within the search distance, return now. */ 529 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 530 if (diff > max)
531 return 0;
532
481 while (diff >1 && max>0) { 533 while (diff > 1 && max > 0)
534 {
482 lastx = x; 535 lastx = x;
483 lasty = y; 536 lasty = y;
484 lastmap = m; 537 lastmap = m;
485 x = lastx + freearr_x[dir]; 538 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 539 y = lasty + freearr_y[dir];
487 540
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 541 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); 542 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
490 543
491 /* Space is blocked - try changing direction a little */ 544 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 545 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)))) { 546 && (m == mon->map && blocked_link (mon, m, x, y))))
547 {
494 /* recalculate direction from last good location. Possible 548 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 549 * we were not traversing ideal location before.
496 */ 550 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 551 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 552 if (rv.direction != dir)
553 {
499 /* OK - says direction should be different - lets reset the 554 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 555 * the values so it will try again.
501 */ 556 */
502 x = lastx; 557 x = lastx;
503 y = lasty; 558 y = lasty;
504 m = lastmap; 559 m = lastmap;
505 dir = firstdir = rv.direction; 560 dir = firstdir = rv.direction;
561 }
506 } else { 562 else
563 {
507 /* direct path is blocked - try taking a side step to 564 /* direct path is blocked - try taking a side step to
508 * either the left or right. 565 * either the left or right.
509 * Note increase the values in the loop below to be 566 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 567 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 568 * 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 569 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 570 * stepping back and forth
514 */ 571 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 572 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
573 {
574 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 575 continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 576 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 577 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 578 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 579 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 580 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 581 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 582 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 583 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 584 * the last direction the creature has successfully
526 * moved. 585 * moved.
527 */ 586 */
528 587
529 x = lastx + freearr_x[absdir(lastdir+i)]; 588 x = lastx + freearr_x[absdir (lastdir + i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 589 y = lasty + freearr_y[absdir (lastdir + i)];
531 m = lastmap; 590 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 591 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 592 if (mflags & P_OUT_OF_MAP)
593 continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 594 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 595 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
596 continue;
536 if (mflags & P_BLOCKSVIEW) continue; 597 if (mflags & P_BLOCKSVIEW)
598 continue;
537 599
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 600 if (m == mon->map && blocked_link (mon, m, x, y))
601 break;
539 } 602 }
540 /* go through entire loop without finding a valid 603 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 604 * sidestep to take - thus, no valid path.
542 */ 605 */
543 if (i==(DETOUR_AMOUNT+1)) 606 if (i == (DETOUR_AMOUNT + 1))
544 return 0; 607 return 0;
545 diff--; 608 diff--;
546 lastdir=dir; 609 lastdir = dir;
547 max--; 610 max--;
548 if (!firstdir) firstdir = dir+i; 611 if (!firstdir)
612 firstdir = dir + i;
549 } /* else check alternate directions */ 613 } /* else check alternate directions */
550 } /* if blocked */ 614 } /* if blocked */
551 else { 615 else
616 {
552 /* we moved towards creature, so diff is less */ 617 /* we moved towards creature, so diff is less */
553 diff--; 618 diff--;
554 max--; 619 max--;
555 lastdir=dir; 620 lastdir = dir;
621 if (!firstdir)
556 if (!firstdir) firstdir = dir; 622 firstdir = dir;
623 }
624
625 if (diff <= 1)
557 } 626 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 627 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 628 * headed toward player for entire distance.
561 */ 629 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 630 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); 631 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
564 } 632 }
565 if (diff>max) return 0; 633
634 if (diff > max)
635 return 0;
566 } 636 }
637
567 /* If we reached the max, didn't find a direction in time */ 638 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 639 if (!max)
640 return 0;
569 641
570 return firstdir; 642 return firstdir;
571} 643}
572 644
645void
573void give_initial_items(object *pl,treasurelist *items) { 646give_initial_items (object *pl, treasurelist *items)
574 object *op,*next=NULL; 647{
575
576 if(pl->randomitems!=NULL) 648 if (pl->randomitems)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 649 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 650
579 for (op=pl->inv; op; op=next) { 651 for (object *next, *op = pl->inv; op; op = next)
652 {
580 next = op->below; 653 next = op->below;
581 654
582 /* Forces get applied per default, unless they have the 655 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 656 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 657 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 658 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 659 SET_FLAG (op, FLAG_APPLIED);
587 660
588 /* we never give weapons/armour if these cannot be used 661 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 662 * by this player due to race restrictions
590 */ 663 */
591 if (pl->type == PLAYER) { 664 if (pl->type == PLAYER)
665 {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 666 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
667 &&
593 (op->type == ARMOUR || op->type == BOOTS || 668 (op->type == ARMOUR || op->type == BOOTS
594 op->type == CLOAK || op->type == HELMET || 669 || op->type == CLOAK || op->type == HELMET
595 op->type == SHIELD || op->type == GLOVES || 670 || op->type == SHIELD || op->type == GLOVES
596 op->type == BRACERS || op->type == GIRDLE)) || 671 || op->type == BRACERS || op->type == GIRDLE))
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 672 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
598 remove_ob (op);
599 free_object (op);
600 continue;
601 } 673 {
602 } 674 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; 675 continue;
622 } 676 }
623 if (op->nrof > 1) op->nrof = 1; 677 }
678
679 /* This really needs to be better - we should really give
680 * a substitute spellbook. The problem is that we don't really
681 * have a good idea what to replace it with (need something like
682 * a first level treasurelist for each skill.)
683 * remove duplicate skills also
684 */
685 if (op->type == SPELLBOOK || op->type == SKILL)
624 } 686 {
687 object *tmp;
625 688
689 for (tmp = op->below; tmp; tmp = tmp->below)
690 if (tmp->type == op->type && tmp->name == op->name)
691 break;
692
693 if (tmp)
694 {
695 op->destroy ();
696 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
697 continue;
698 }
699
700 if (op->nrof > 1)
701 op->nrof = 1;
702 }
703
626 if (op->type == SPELLBOOK && op->inv) { 704 if (op->type == SPELLBOOK && op->inv)
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 705 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
628 }
629 706
630 /* Give starting characters identified, uncursed, and undamned 707 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 708 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 709 * merged properly.
633 */ 710 */
634 if (need_identify(op)) { 711 if (need_identify (op))
712 {
635 SET_FLAG(op, FLAG_IDENTIFIED); 713 SET_FLAG (op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 714 CLEAR_FLAG (op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 715 CLEAR_FLAG (op, FLAG_DAMNED);
716 }
717
718 if (op->type == SPELL)
638 } 719 {
639 if(op->type==SPELL) { 720 op->destroy ();
640 remove_ob(op);
641 free_object(op);
642 continue; 721 continue;
722 }
723 else if (op->type == SKILL)
643 } 724 {
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 725 SET_FLAG (op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 726 op->stats.exp = 0;
647 op->level = 1; 727 op->level = 1;
648 } 728 }
649 /* lock all 'normal items by default */ 729 else /* lock all 'normal items by default */
650 else SET_FLAG(op, FLAG_INV_LOCKED); 730 SET_FLAG (op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 731 } /* for loop of objects in player inv */
652 732
653 /* Need to set up the skill pointers */ 733 /* Need to set up the skill pointers */
654 link_player_skills(pl); 734 link_player_skills (pl);
655} 735}
656 736
657void get_name(object *op) { 737void
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) { 738get_party_password (object *op, partylist *party)
739{
734 if (party == NULL) { 740 if (party == NULL)
741 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 742 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 743 return;
737 } 744 }
745
738 op->contr->write_buf[0]='\0'; 746 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 747 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 748 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 749 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 750}
743
744 751
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 752/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
753static int
746int roll_stat(void) { 754roll_stat (void)
755{
747 int a[4],i,j,k; 756 int a[4], i, j, k;
748 757
749 for(i=0;i<4;i++) 758 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 759 a[i] = (int) rndm (6) + 1;
751 760
752 for(i=0,j=0,k=7;i<4;i++) 761 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 762 if (a[i] < k)
754 k=a[i],j=i; 763 k = a[i], j = i;
755 764
756 for(i=0,k=0;i<4;i++) { 765 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 766 if (i != j)
758 k+=a[i]; 767 k += a[i];
759 } 768
760 return k; 769 return k;
761} 770}
762 771
763void roll_stats(object *op) { 772void
773object::roll_stats ()
774{
775 int statsort [NUM_STATS];
776
777 for (;;)
778 {
764 int sum=0; 779 int sum = 0;
765 int i = 0, j = 0; 780 for (int i = NUM_STATS; i--; )
766 int statsort[7]; 781 sum += statsort [i] = roll_stat ();
767 782
768 do { 783 if (sum >= 82 && sum <= 116)
769 op->stats.Str=roll_stat(); 784 break;
770 op->stats.Dex=roll_stat(); 785 }
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);
780 786
781 /* Sort the stats so that rerolling is easier... */ 787 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 788 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;
789 789
790 /* a quick and dirty bubblesort? */ 790 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]; 791 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];
809 792
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; 793 stats.exp = 0;
821 op->stats.ac=0; 794 stats.ac = 0;
822 795
796 stats.hp = stats.maxhp;
797 stats.sp = stats.maxsp;
798 stats.grace = stats.maxgrace;
799
800 if (contr)
801 {
823 op->contr->levhp[1] = 9; 802 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 803 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 804 contr->levgrace[1] = 3;
826 805
827 fix_player(op); 806 contr->orig_stats = stats;
807 }
808}
809
810void
811object::swap_stats (int a, int b)
812{
813 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
814
815 for (int i = 0; i < NUM_STATS; ++i)
816 stats.stat (i) = contr->orig_stats.stat (i);
817
818 //TODO: the following code looks so borked and should, at the very least,
819 // be merged with the similar code in roll_stats
820 stats.ac = 0;
821
822 level = 1;
823 stats.exp = 0;
824 stats.ac = 0;
825
828 op->stats.hp = op->stats.maxhp; 826 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 827 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 828 stats.grace = stats.maxgrace;
829
830 if (contr)
831 {
832 contr->levhp[1] = 9;
833 contr->levsp[1] = 6;
834 contr->levgrace[1] = 3;
835
831 op->contr->orig_stats=op->stats; 836 contr->orig_stats = stats;
837 }
832} 838}
833 839
834void Roll_Again(object *op) 840static void
841start_info (object *op)
835{ 842{
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]; 843 char buf[MAX_BUF];
844 844
845 if ( op->contr->Swap_First == -1 ) { 845 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); 846 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} 847}
953 848
954/* This function takes the key that is passed, and does the 849/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 850 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 851 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 852 * separate race and class; this actually changes the RACE,
958 * not the class. 853 * not the class.
959 */ 854 */
960 855void
961int key_change_class(object *op, char key) 856player::chargen_race_done ()
962{ 857{
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 */ 858 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 859 esrv_new_player (ob->contr);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 860
861 treasurelist *tl = treasurelist::find ("starting_wealth");
862 if (tl)
863 create_treasure (tl, ob, 0, 0, 0);
864
977 INVOKE_PLAYER (BIRTH, op->contr); 865 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 866 INVOKE_PLAYER (LOGIN, ob->contr);
979 867
980 op->contr->state=ST_PLAYING; 868 ob->contr->ns->state = ST_PLAYING;
981 869
982 if (op->msg) { 870 if (ob->msg)
983 free_string(op->msg); 871 ob->msg = 0;
984 op->msg=NULL;
985 }
986 872
987 /* We create this now because some of the unique maps will need it
988 * 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); 873 start_info (ob);
997 CLEAR_FLAG(op, FLAG_WIZ); 874 CLEAR_FLAG (ob, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 875 give_initial_items (ob, ob->randomitems);
999 link_player_skills(op); 876 link_player_skills (ob);
1000 esrv_send_inventory(op, op); 877 esrv_send_inventory (ob, ob);
1001 fix_player(op); 878 ob->update_stats ();
1002 879
1003 /* This moves the player to a different start map, if there 880 /* This moves the player to a different start map, if there
1004 * is one for this race 881 * is one for this race
1005 */ 882 */
1006 if(*first_map_ext_path) { 883 if (*first_map_ext_path)
1007 object *tmp; 884 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1008 mapstruct *oldmap = op->map; 885 else
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"); 886 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 887}
1023 return 0;
1024 }
1025 888
889void
890player::chargen_race_next ()
891{
1026 /* Following actually changes the race - this is the default command 892 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 893 * if we don't match with one of the options above.
1028 */ 894 */
1029 895
1030 tmp_loop = 0; 896 do
1031 while(!tmp_loop) { 897 {
1032 const char *name = add_string (op->name); 898 shstr name = ob->name;
1033 int x = op->x, y = op->y; 899 int x = ob->x, y = ob->y;
900
1034 remove_statbonus(op); 901 ob->remove_statbonus ();
1035 remove_ob (op); 902 ob->remove ();
1036 op->arch = get_player_archetype(op->arch); 903 ob->arch = get_player_archetype (ob->arch);
1037 copy_object (&op->arch->clone, op); 904 ob->arch->copy_to (ob);
1038 op->instantiate (); 905 ob->instantiate ();
1039 op->stats = op->contr->orig_stats; 906 ob->stats = ob->contr->orig_stats;
1040 free_string (op->name); 907 ob->name = ob->name_pl = name;
1041 op->name = name;
1042 free_string(op->name_pl);
1043 op->name_pl = add_string(name);
1044 op->x = x; 908 ob->x = x;
1045 op->y = y; 909 ob->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 910 SET_ANIMATION (ob, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 911 insert_ob_in_map (ob, ob->map, ob, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 912 assign (ob->contr->title, ob->arch->object::name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 913 ob->add_statbonus ();
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 } 914 }
915 while (!allowed_class (ob));
916
1055 update_object(op,UP_OBJ_FACE); 917 update_object (ob, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 918 esrv_update_item (UPD_FACE, ob, ob);
1057 fix_player(op); 919 ob->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 920 ob->stats.hp = ob->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 921 ob->stats.sp = ob->stats.maxsp;
1060 op->stats.grace=0; 922 ob->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} 923}
1066 924
1067int key_confirm_quit(object *op, char key) 925void
1068{
1069 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);
1100 for (mp=first_map; mp!=NULL; mp=next) {
1101 next = mp->next;
1102 if (!strncmp(mp->path, buf, strlen(buf)))
1103 delete_map(mp);
1104 }
1105
1106 delete_character(op->name, 1);
1107 }
1108 play_again(op);
1109 return 1;
1110}
1111
1112void flee_player(object *op) { 926flee_player (object *op)
927{
1113 int dir,diff; 928 int dir, diff;
1114 rv_vector rv; 929 rv_vector rv;
1115 930
1116 if(op->stats.hp < 0) { 931 if (op->stats.hp < 0)
932 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 933 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 934 CLEAR_FLAG (op, FLAG_SCARED);
935 return;
936 }
937
938 if (op->enemy == NULL)
939 {
940 LOG (llevDebug, "Fleeing player had no enemy.\n");
941 CLEAR_FLAG (op, FLAG_SCARED);
942 return;
943 }
944
945 /* Seen some crashes here. Since we don't store an
946 * op->enemy_count, it is possible that something destroys the
947 * actual enemy, and the object is recycled.
948 */
949 if (op->enemy->map == NULL)
950 {
951 CLEAR_FLAG (op, FLAG_SCARED);
952 op->enemy = NULL;
953 return;
954 }
955
956 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
957 {
958 op->enemy = NULL;
959 CLEAR_FLAG (op, FLAG_SCARED);
960 return;
961 }
962
963 get_rangevector (op, op->enemy, &rv, 0);
964
965 dir = absdir (4 + rv.direction);
966 for (diff = 0; diff < 3; diff++)
967 {
968 int m = 1 - (RANDOM () & 2);
969
970 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1119 return; 971 return;
1120 } 972 }
1121 973
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 */ 974 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 975 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 976 op->enemy = NULL;
1156} 977}
1157
1158 978
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 979/* 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 980 * It returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 981 * stop.
1162 */ 982 */
983int
1163int check_pick(object *op) { 984check_pick (object *op)
985{
1164 object *tmp, *next; 986 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 987 int stop = 0;
1167 int j, k, wvratio; 988 int wvratio;
1168 char putstring[128], tmpstr[16]; 989 char putstring[128];
1169
1170 990
1171 /* if you're flying, you cna't pick up anything */ 991 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 992 if (op->move_type & MOVE_FLYING)
1173 return 1; 993 return 1;
1174 994
1175 op_tag = op->count;
1176
1177 next = op->below; 995 next = op->below;
1178 if (next) 996
1179 next_tag = next->count; 997 int cnt = MAX_ITEM_PER_DROP;
998#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1180 999
1181 /* loop while there are items on the floor that are not marked as 1000 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1001 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1002 while (next && !next->destroyed ())
1184 { 1003 {
1185 tmp = next; 1004 tmp = next;
1186 next = tmp->below; 1005 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1006
1190 if (was_destroyed (op, op_tag)) 1007 if (cnt <= 0)
1008 {
1009 op->failmsg ("Couldn't pickup all items at once.");
1010 return 0;
1011 }
1012
1013 if (op->destroyed ())
1191 return 0; 1014 return 0;
1192 1015
1193 if ( ! can_pick (op, tmp)) 1016 if (!can_pick (op, tmp))
1194 continue; 1017 continue;
1195 1018
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1019 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1020 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1021 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1022 CHK_PICK_PICKUP;
1200 continue; 1023 continue;
1201 } 1024 }
1202 1025
1203 /* high not bit set? We're using the old autopickup model */ 1026 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1027 if (!(op->contr->mode & PU_NEWMODE))
1028 {
1205 switch (op->contr->mode) { 1029 switch (op->contr->mode)
1030 {
1031 case 0:
1206 case 0: return 1; /* don't pick up */ 1032 return 1; /* don't pick up */
1207 case 1: pick_up (op, tmp); 1033 case 1:
1034 CHK_PICK_PICKUP;
1208 return 1; 1035 return 1;
1209 case 2: pick_up (op, tmp); 1036 case 2:
1037 CHK_PICK_PICKUP;
1210 return 0; 1038 return 0;
1039 case 3:
1211 case 3: return 0; /* stop before pickup */ 1040 return 0; /* stop before pickup */
1212 case 4: pick_up (op, tmp); 1041 case 4:
1042 CHK_PICK_PICKUP;
1213 break; 1043 break;
1214 case 5: pick_up (op, tmp); 1044 case 5:
1045 CHK_PICK_PICKUP;
1215 stop = 1; 1046 stop = 1;
1216 break; 1047 break;
1217 case 6: 1048 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1049 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1050 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1220 pick_up(op, tmp); 1051 CHK_PICK_PICKUP;
1221 break; 1052 break;
1222 1053
1223 case 7: 1054 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1055 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1056 CHK_PICK_PICKUP;
1226 break; 1057 break;
1227 1058
1228 default: 1059 default:
1229 /* use value density */ 1060 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1061 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1062 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1063 CHK_PICK_PICKUP;
1233 >= op->contr->mode)
1234 pick_up(op,tmp);
1235 } 1064 }
1236 } 1065 }
1237 else { /* old model */ 1066 else
1067 { /* old model */
1238 /* NEW pickup handling */ 1068 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1069 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 { 1070 {
1259 sprintf(tmpstr,"%d ",k*32+j); 1071 /* some debugging code to figure out item information */
1260 strcat(putstring, tmpstr); 1072 if (tmp->name != NULL)
1073 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1074 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1075 else
1076 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1077 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1078
1079 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1261 } 1080 }
1081
1082 /* philosophy:
1083 * It's easy to grab an item type from a pile, as long as it's
1084 * generic. This takes no game-time. For more detailed pickups
1085 * and selections, select-items should be used. This is a
1086 * grab-as-you-run type mode that's really useful for arrows for
1087 * example.
1088 * The drawback: right now it has no frontend, so you need to
1089 * stick the bits you want into a calculator in hex mode and then
1090 * convert to decimal and then 'pickup <#>
1091 */
1092
1093 /* the first two modes are exclusive: if NOTHING we return, if
1094 * STOP then we stop. All the rest are applied sequentially,
1095 * meaning if any test passes, the item gets picked up. */
1096
1097 /* if mode is set to pick nothing up, return */
1098
1099 if (op->contr->mode & PU_NOTHING)
1100 return 1;
1101
1102 /* if mode is set to stop when encountering objects, return */
1103 /* take STOP before INHIBIT since it doesn't actually pick
1104 * anything up */
1105
1106 if (op->contr->mode & PU_STOP)
1107 return 0;
1108
1109 /* useful for going into stores and not losing your settings... */
1110 /* and for battles wher you don't want to get loaded down while
1111 * fighting */
1112 if (op->contr->mode & PU_INHIBIT)
1113 return 1;
1114
1115 /* prevent us from turning into auto-thieves :) */
1116 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1117 continue;
1118
1119 /* ignore known cursed objects */
1120 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1121 continue;
1122
1123 /* all food and drink if desired */
1124 /* question: don't pick up known-poisonous stuff? */
1125 if (op->contr->mode & PU_FOOD)
1126 if (tmp->type == FOOD)
1127 {
1128 CHK_PICK_PICKUP;
1129 continue;
1130 }
1131
1132 if (op->contr->mode & PU_DRINK)
1133 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1134 {
1135 CHK_PICK_PICKUP;
1136 continue;
1137 }
1138
1139 if (op->contr->mode & PU_POTION)
1140 if (tmp->type == POTION)
1141 {
1142 CHK_PICK_PICKUP;
1143 continue;
1144 }
1145
1146 /* spellbooks, skillscrolls and normal books/scrolls */
1147 if (op->contr->mode & PU_SPELLBOOK)
1148 if (tmp->type == SPELLBOOK)
1149 {
1150 CHK_PICK_PICKUP;
1151 continue;
1152 }
1153
1154 if (op->contr->mode & PU_SKILLSCROLL)
1155 if (tmp->type == SKILLSCROLL)
1156 {
1157 CHK_PICK_PICKUP;
1158 continue;
1159 }
1160
1161 if (op->contr->mode & PU_READABLES)
1162 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1163 {
1164 CHK_PICK_PICKUP;
1165 continue;
1166 }
1167
1168 /* wands/staves/rods/horns */
1169 if (op->contr->mode & PU_MAGIC_DEVICE)
1170 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1171 {
1172 CHK_PICK_PICKUP;
1173 continue;
1174 }
1175
1176 /* pick up all magical items */
1177 if (op->contr->mode & PU_MAGICAL)
1178 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1179 {
1180 CHK_PICK_PICKUP;
1181 continue;
1182 }
1183
1184 if (op->contr->mode & PU_VALUABLES)
1185 {
1186 if (tmp->type == MONEY || tmp->type == GEM)
1187 {
1188 CHK_PICK_PICKUP;
1189 continue;
1190 }
1262 } 1191 }
1192
1193 /* rings & amulets - talismans seems to be typed AMULET */
1194 if (op->contr->mode & PU_JEWELS)
1195 if (tmp->type == RING || tmp->type == AMULET)
1196 {
1197 CHK_PICK_PICKUP;
1198 continue;
1199 }
1200
1201 /* we don't forget dragon food */
1202 if (op->contr->mode & PU_FLESH)
1203 if (tmp->type == FLESH)
1204 {
1205 CHK_PICK_PICKUP;
1206 continue;
1207 }
1208
1209 /* bows and arrows. Bows are good for selling! */
1210 if (op->contr->mode & PU_BOW)
1211 if (tmp->type == BOW)
1212 {
1213 CHK_PICK_PICKUP;
1214 continue;
1215 }
1216
1217 if (op->contr->mode & PU_ARROW)
1218 if (tmp->type == ARROW)
1219 {
1220 CHK_PICK_PICKUP;
1221 continue;
1222 }
1223
1224 /* all kinds of armor etc. */
1225 if (op->contr->mode & PU_ARMOUR)
1226 if (tmp->type == ARMOUR)
1227 {
1228 CHK_PICK_PICKUP;
1229 continue;
1230 }
1231
1232 if (op->contr->mode & PU_HELMET)
1233 if (tmp->type == HELMET)
1234 {
1235 CHK_PICK_PICKUP;
1236 continue;
1237 }
1238
1239 if (op->contr->mode & PU_SHIELD)
1240 if (tmp->type == SHIELD)
1241 {
1242 CHK_PICK_PICKUP;
1243 continue;
1244 }
1245
1246 if (op->contr->mode & PU_BOOTS)
1247 if (tmp->type == BOOTS)
1248 {
1249 CHK_PICK_PICKUP;
1250 continue;
1251 }
1252
1253 if (op->contr->mode & PU_GLOVES)
1254 if (tmp->type == GLOVES)
1255 {
1256 CHK_PICK_PICKUP;
1257 continue;
1258 }
1259
1260 if (op->contr->mode & PU_CLOAK)
1261 if (tmp->type == CLOAK)
1262 {
1263 CHK_PICK_PICKUP;
1264 continue;
1265 }
1266
1267 /* hoping to catch throwing daggers here */
1268 if (op->contr->mode & PU_MISSILEWEAPON)
1269 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1270 {
1271 CHK_PICK_PICKUP;
1272 continue;
1273 }
1274
1275 /* careful: chairs and tables are weapons! */
1276 if (op->contr->mode & PU_ALLWEAPON)
1277 {
1278 if (tmp->type == WEAPON && tmp->name != NULL)
1279 {
1280 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1281 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1282 {
1283 CHK_PICK_PICKUP;
1284 continue;
1285 }
1286 }
1287
1288 if (tmp->type == WEAPON && tmp->name == NULL)
1289 {
1290 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1291 {
1292 CHK_PICK_PICKUP;
1293 continue;
1294 }
1295 }
1263 } 1296 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 1297
1298 /* misc stuff that's useful */
1299 if (op->contr->mode & PU_KEY)
1300 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1301 {
1302 CHK_PICK_PICKUP;
1303 continue;
1304 }
1305
1306 /* any of the last 4 bits set means we use the ratio for value
1307 * pickups */
1308 if (op->contr->mode & PU_RATIO)
1309 {
1310 /* use value density to decide what else to grab */
1311 /* >=7 was >= op->contr->mode */
1312 /* >=7 is the old standard setting. Now we take the last 4 bits
1313 * and multiply them by 5, giving 0..15*5== 5..75 */
1314 wvratio = (op->contr->mode & PU_RATIO) * 5;
1315 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1316 {
1317 CHK_PICK_PICKUP;
1266#if 0 1318#if 0
1267 /* print the flags too */ 1319 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1320 if (tmp->name != NULL)
1269 { 1321 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1322 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1323 }
1272 { 1324 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1325 fprintf (stderr, "%s", tmp->arch->archname);
1274 if(!((j+1)%4))fprintf(stderr," "); 1326 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1327 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 1328#endif
1279 } 1329 continue;
1280 /* philosophy: 1330 }
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 } 1331 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1332 } /* 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 } 1333 }
1440 } /* the new pickup model */ 1334
1441 }
1442 return ! stop; 1335 return !stop;
1443} 1336}
1444 1337
1445/* 1338/*
1446 * Find an arrow in the inventory and after that 1339 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1340 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1341 * found object is returned.
1449 */ 1342 */
1343object *
1450object *find_arrow(object *op, const char *type) 1344find_arrow (object *op, const char *type)
1451{ 1345{
1452 object *tmp = NULL; 1346 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1347 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1348 return splay (tmp);
1453 1349
1454 for(op=op->inv; op; op=op->below) 1350 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1351 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1456 QUERY_FLAG(op,FLAG_APPLIED)) 1352 if (object *arrow = find_arrow (tmp, type))
1457 tmp = find_arrow (op, type); 1353 {
1458 else if (op->type==ARROW && op->race==type) 1354 splay (tmp);
1459 return op; 1355 return arrow;
1356 }
1357
1460 return tmp; 1358 return 0;
1461} 1359}
1462 1360
1463/* 1361/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1362 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1465 * against the target. A full test is not performed, simply a basic test 1363 * against the target. A full test is not performed, simply a basic test
1466 * of resistances. The archer is making a quick guess at what he sees down 1364 * of resistances. The archer is making a quick guess at what he sees down
1467 * the hall. Failing that it does it's best to pick the highest plus arrow. 1365 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1366 */
1469 1367object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1368find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1369{
1472 object *tmp = NULL, *arrow, *ntmp; 1370 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1371 int attacknum, attacktype, betterby = 0, i;
1474 1372
1475 if (!type) 1373 if (!type)
1476 return NULL; 1374 return NULL;
1477 1375
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1376 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1377 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1378 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1379 {
1481 i = 0; 1380 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1381 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1382 if (i > betterby)
1383 {
1484 tmp = ntmp; 1384 tmp = ntmp;
1485 betterby = i; 1385 betterby = i;
1486 } 1386 }
1387 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1388 else if (arrow->type == ARROW && arrow->race == type)
1389 {
1488 /* allways prefer assasination/slaying */ 1390 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1391 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1392 {
1491 if (arrow->attacktype & AT_DEATH) { 1393 if (arrow->attacktype & AT_DEATH)
1394 {
1492 *better = 100; 1395 *better = 100;
1493 return arrow; 1396 return arrow;
1494 } else {
1495 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1397 }
1498 } else { 1398 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 } 1399 {
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1508 tmp = arrow; 1400 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1401 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 } 1402 }
1515 } 1403 }
1404 else
1405 {
1406 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1407 {
1408 attacktype = 1 << attacknum;
1409 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1410 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1411 {
1412 tmp = arrow;
1413 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1414 }
1415 }
1416 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1417 {
1418 tmp = arrow;
1419 betterby = 2 + arrow->magic + arrow->stats.dam;
1420 }
1421 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1422 {
1423 tmp = arrow;
1424 betterby = 1 + arrow->magic + arrow->stats.dam;
1425 }
1516 } 1426 }
1427 }
1517 } 1428 }
1429
1518 if (tmp == NULL && arrow == NULL) 1430 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1431 return find_arrow (op, type);
1520 1432
1521 *better = betterby; 1433 *better = betterby;
1522 return tmp; 1434 return tmp;
1523} 1435}
1524 1436
1525/* looks in a given direction, finds the first valid target, and calls 1437/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1438 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1439 * op = the shooter
1528 * type = bow->race 1440 * type = bow->race
1529 * dir = fire direction 1441 * dir = fire direction
1530 */ 1442 */
1531 1443object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1444pick_arrow_target (object *op, const char *type, int dir)
1533{ 1445{
1534 object *tmp = NULL; 1446 object *tmp = NULL;
1535 mapstruct *m; 1447 maptile *m;
1536 int i, mflags, found, number; 1448 int i, mflags, found, number;
1537 sint16 x, y; 1449 sint16 x, y;
1538 1450
1539 if (op->map == NULL) 1451 if (op->map == NULL)
1540 return find_arrow(op, type); 1452 return find_arrow (op, type);
1541 1453
1542 /* do a dex check */ 1454 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1455 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1544 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1456 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1457 return find_arrow (op, type);
1546 1458
1547 m = op->map; 1459 m = op->map;
1548 x = op->x; 1460 x = op->x;
1549 y = op->y; 1461 y = op->y;
1550 1462
1551 /* find the first target */ 1463 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1464 for (i = 0, found = 0; i < 20; i++)
1465 {
1553 x += freearr_x[dir]; 1466 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1467 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1468 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1469 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1470 {
1557 tmp = NULL; 1471 tmp = NULL;
1472 break;
1473 }
1474 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1475 {
1476 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1477 * perhaps a bad assumption.
1478 */
1479 tmp = NULL;
1480 break;
1481 }
1482 if (mflags & P_IS_ALIVE)
1483 {
1484 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1485 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1486 {
1487 found++;
1488 break;
1489 }
1490 if (found)
1558 break; 1491 break;
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption.
1562 */
1563 tmp = NULL;
1564 break;
1565 } 1492 }
1566 if (mflags & P_IS_ALIVE) {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1569 found++;
1570 break;
1571 }
1572 if (found)
1573 break;
1574 }
1575 } 1493 }
1576 if (tmp == NULL) 1494 if (tmp == NULL)
1577 return find_arrow(op, type); 1495 return find_arrow (op, type);
1578 1496
1579 if (tmp->head) 1497 if (tmp->head)
1580 tmp = tmp->head; 1498 tmp = tmp->head;
1581 1499
1582 return find_better_arrow(op, tmp, type, &i); 1500 return find_better_arrow (op, tmp, type, &i);
1583} 1501}
1584 1502
1585/* 1503/*
1586 * Creature fires a bow - op can be monster or player. Returns 1504 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1505 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1508 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1509 * wc_mod is any special modifier to give (used in special player fire modes)
1592 * sx, sy are coordinates to fire arrow from - also used in some of the special 1510 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1511 * player fire modes.
1594 */ 1512 */
1513int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1514fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1515{
1598 object *left, *bow; 1516 object *left, *bow;
1599 tag_t left_tag, tag; 1517 int mflags;
1600 int bowspeed, mflags; 1518 maptile *m;
1601 mapstruct *m;
1602 1519
1603 if (!dir) { 1520 if (!dir)
1521 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1522 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1523 return 0;
1524 }
1525
1526 if (op->contr)
1527 bow = op->current_weapon;
1528 else
1606 } 1529 {
1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow];
1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1530 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1531 /* Don't check for applied - monsters don't apply bows - in that way, they
1612 * don't need to switch back and forth between bows and weapons. 1532 * don't need to switch back and forth between bows and weapons.
1613 */ 1533 */
1614 if(bow->type==BOW) 1534 if (bow->type == BOW)
1615 break; 1535 break;
1616 1536
1617 if (!bow) { 1537 if (!bow)
1538 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1539 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1540 return 0;
1541 }
1542
1543 // optimisation: move object to top so we will find it quickly again
1544 if (bow->below)
1620 } 1545 {
1546 bow->remove ();
1547 op->insert (bow);
1548 }
1549
1621 } 1550 }
1551
1622 if( !bow->race || !bow->skill) { 1552 if (!bow->race || !bow->skill)
1553 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1554 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1555 return 0;
1625 } 1556 }
1626 1557
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628
1629 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1632 if (bowspeed < 1)
1633 bowspeed = 1;
1634
1635 if (arrow == NULL) { 1558 if (arrow == NULL)
1559 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1560 if ((arrow = find_arrow (op, bow->race)) == NULL)
1561 {
1637 if (op->type == PLAYER) 1562 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1563 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1639 "You have no %s left.", bow->race);
1640 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1564 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1565 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1566 CLEAR_FLAG (op, FLAG_READY_BOW);
1567
1643 return 0; 1568 return 0;
1644 } 1569 }
1645 } 1570 }
1571
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1572 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1573 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1574 return 0;
1649 } 1575
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1576 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1577 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1578 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1579 return 0;
1653 } 1580 }
1654 1581
1655 /* this should not happen, but sometimes does */ 1582 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1583 if (arrow->nrof == 0)
1657 remove_ob(arrow); 1584 {
1658 free_object(arrow); 1585 arrow->destroy ();
1659 return 0; 1586 return 0;
1660 } 1587 }
1661 1588
1662 left = arrow; /* these are arrows left to the player */ 1589 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count; 1590 arrow = arrow->split ();
1664 arrow = get_split_ob(arrow, 1); 1591 if (!arrow)
1665 if (arrow == NULL) { 1592 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race);
1668 return 0; 1594 return 0;
1669 } 1595 }
1670 set_owner(arrow, op); 1596
1671 if (arrow->skill) free_string(arrow->skill); 1597 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1598 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1599 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1600
1678 if (op->type == PLAYER) {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1680 fix_player(op);
1681 }
1682
1683 SET_ANIMATION(arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1601 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1602 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1603 arrow->stats.grace = arrow->attacktype;
1604
1687 if (arrow->slaying != NULL) 1605 if (arrow->slaying)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1606 arrow->spellarg = strdup (arrow->slaying);
1689 1607
1690 /* Note that this was different for monsters - they got their level 1608#if 0
1691 * added to the damage. I think the strength bonus is more proper. 1609 if (player *pl = op->contr)
1692 */
1693 1610 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1611 float speed = pl->weapon_sp;
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1612
1613 /* penalize ROF for bestarrow */
1614 if (pl->bowtype == bow_bestarrow)
1615 speed *= .9f;
1616 else
1617 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1618
1619 op->speed_left += speed - op->speed;
1620 }
1621#endif
1622
1623 SET_ANIMATION (arrow, arrow->direction);
1624
1698 /* update the speed */ 1625 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1626 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1700 0 : dam_bonus[op->stats.Str]) +
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0; 1627 + bow->stats.dam / 7.f;
1703 1628
1704 if (arrow->speed < 1.0) 1629 arrow->set_speed (max (arrow->speed, 2.f));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1630 arrow->speed_left = 0;
1708 1631
1632 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1633
1709 if (op->type == PLAYER) { 1634 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1635 {
1711 (op->chosen_skill?op->chosen_skill->level:op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1713 arrow->stats.wc - bow->stats.wc + wc_mod;
1714
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1636 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1637 wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1638
1639 if (!arrow->slaying)
1640 arrow->slaying = op->slaying;
1641
1642 arrow->attacktype |= op->attacktype;
1643 }
1644 else
1645 {
1720 arrow->level = op->level; 1646 arrow->level = op->level;
1721 } 1647 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1648
1649 if (!arrow->slaying)
1650 arrow->slaying = bow->slaying;
1651
1723 arrow->attacktype |= bow->attacktype; 1652 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1653 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1654
1727 arrow->map = m; 1655 wc -= arrow->level;
1656 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1657
1658 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1728 arrow->move_type = MOVE_FLY_LOW; 1659 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1661
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1662 op->play_sound (sound_find ("fire_arrow"));
1732 tag = arrow->count; 1663 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1664
1735 if (!was_destroyed(arrow, tag)) 1665 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1666 move_arrow (arrow);
1737 1667
1738 if (op->type == PLAYER) {
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; 1668 return 1;
1745} 1669}
1746 1670
1747/* Special fire code for players - this takes into 1671/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1672 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1673 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1674 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1675 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1676 * hence the function name.
1753 */ 1677 */
1678int
1754int player_fire_bow(object *op, int dir) 1679player_fire_bow (object *op, int dir)
1755{ 1680{
1756 int ret=0, wcmod=0; 1681 int ret = 0, wcmod = 0;
1757 1682
1758 if (op->contr->bowtype == bow_bestarrow) { 1683 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1684 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1685 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); 1686 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1687 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1688 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1689 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1690 wcmod = -1;
1691
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1692 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1693 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1694 else if (op->contr->bowtype == bow_threewide)
1695 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1696 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)]); 1697 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)]); 1698 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1699 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1700 else if (op->contr->bowtype == bow_spreadshot)
1701 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1702 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); 1703 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); 1704 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1705 }
1776 } else { 1706 else
1707 {
1777 /* Simple case */ 1708 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1709 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1710 }
1711
1780 return ret; 1712 return ret;
1781} 1713}
1782
1783 1714
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1715/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1716 * Broken apart from 'fire' to keep it more readable.
1786 */ 1717 */
1718void
1787void fire_misc_object(object *op, int dir) 1719fire_misc_object (object *op, int dir)
1788{ 1720{
1789 object *item; 1721 object *item = op->contr->ranged_ob;
1790 1722
1791 if (!op->contr->ranges[range_misc]) { 1723 if (!item)
1724 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1725 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1726 return;
1794 } 1727 }
1795 1728
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1729 if (!item->inv)
1730 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1731 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1732 return;
1800 } 1733 }
1734
1735 if (!op->change_weapon (item))
1736 return;
1737
1801 if (item->type == WAND) { 1738 if (item->type == WAND)
1739 {
1802 if(item->stats.food<=0) { 1740 if (item->stats.food <= 0)
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1741 {
1742 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)); 1743 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1744
1805 return; 1745 return;
1806 } 1746 }
1747 }
1807 } else if (item->type == ROD || item->type==HORN) { 1748 else if (item->type == ROD || item->type == HORN)
1749 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1750 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1751
1752 // using the maximum of the rods charge allows at least one spell cast
1753 // for a rod or horn, this fixes some broken rods.
1754 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1755 {
1756 op->contr->play_sound (sound_find ("wand_poof"));
1757
1810 if (item->type== ROD) 1758 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)); 1759 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 else 1760 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 1761 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)); 1762
1816 return; 1763 return;
1817 } 1764 }
1818 } 1765 }
1819 1766
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1767 if (cast_spell (op, item, dir, item->inv, NULL))
1768 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1769 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 1770 if (item->type == WAND)
1771 {
1823 if (!(--item->stats.food)) { 1772 if (!(--item->stats.food))
1773 {
1824 object *tmp; 1774 object *tmp;
1775
1825 if (item->arch) { 1776 if (item->arch)
1777 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1778 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1779 item->face = item->arch->face;
1828 item->speed = 0; 1780 item->set_speed (0);
1829 update_ob_speed(item);
1830 } 1781 }
1831 if ((tmp=is_player_inv(item))) 1782
1783 if (object *pl = item->visible_to ())
1832 esrv_update_item(UPD_ANIM, tmp, item); 1784 esrv_update_item (UPD_ANIM, pl, item);
1833 } 1785 }
1834 } 1786 }
1835 else if (item->type == ROD || item->type==HORN) { 1787 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1788 drain_rod_charge (item);
1837 }
1838 } 1789 }
1839} 1790}
1840 1791
1841/* Received a fire command for the player - go and do it. 1792/* Received a fire command for the player - go and do it.
1842 */ 1793 */
1794bool
1843void fire(object *op,int dir) { 1795fire (object *op, int dir)
1796{
1844 int spellcost=0; 1797 int spellcost = 0;
1845 1798
1846 /* check for loss of invisiblity/hide */ 1799 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1800 if (action_makes_visible (op))
1801 make_visible (op);
1848 1802
1849 switch(op->contr->shoottype) { 1803 player *pl = op->contr;
1850 case range_none:
1851 return;
1852 1804
1853 case range_bow: 1805 if (pl->golem)
1806 {
1807 control_golem (op->contr->golem, dir);
1808 return false;
1809 }
1810
1811 object *ob = pl->ranged_ob;
1812
1813 if (!ob)
1814 return false;
1815
1816 if (!op->change_weapon (ob))
1817 return false;
1818
1819 if (op->speed_left > 0.f)
1820 --op->speed_left;
1821 else
1822 return false;
1823
1824 switch (ob->type)
1825 {
1826 case BOW:
1854 player_fire_bow(op, dir); 1827 player_fire_bow (op, dir);
1855 return; 1828 break;
1856 1829
1857 case range_magic: /* Casting spells */ 1830 case SPELL:
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1831 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1859 return; 1832 break;
1860 1833
1861 case range_misc: 1834 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 ); 1835 apply_map_builder (op, dir);
1886 return; 1836 break;
1837
1838 case SKILL:
1839 do_skill (op, op, ob, dir, 0);
1840 break;
1841
1887 default: 1842 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1843 fire_misc_object (op, dir);
1889 return; 1844 break;
1890 } 1845 }
1891}
1892 1846
1893 1847 return true;
1848}
1894 1849
1895/* find_key 1850/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1851 * 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 1852 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1853 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1855 * pl is the player,
1901 * inv is the objects inventory to searched 1856 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1857 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1858 * This function can be called recursively to search containers.
1904 */ 1859 */
1905 1860object *
1906object * find_key(object *pl, object *container, object *door) 1861find_key (object *pl, object *container, object *door)
1907{ 1862{
1908 object *tmp,*key; 1863 object *tmp, *key;
1909 1864
1910 /* Should not happen, but sanity checking is never bad */ 1865 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1866 if (!container->inv)
1867 return 0;
1912 1868
1913 /* First, lets try to find a key in the top level inventory */ 1869 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1870 for (tmp = container->inv; tmp; tmp = tmp->below)
1871 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1872 if (door->type == DOOR && tmp->type == KEY)
1873 break;
1916 /* For sanity, we should really check door type, but other stuff 1874 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1875 * (like containers) can be locked with special keys
1918 */ 1876 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1877 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1878 break;
1921 } 1879 }
1880
1922 /* No key found - lets search inventories now */ 1881 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1882 /* 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 1883 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1884 * a key, return
1926 */ 1885 */
1927 if (!tmp) { 1886 if (!tmp)
1887 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1888 for (tmp = container->inv; tmp; tmp = tmp->below)
1889 {
1929 /* No reason to search empty containers */ 1890 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1891 if (tmp->type == CONTAINER && tmp->inv)
1892 {
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1893 if ((key = find_key (pl, tmp, door)))
1894 return key;
1932 } 1895 }
1933 } 1896 }
1897
1898 if (!tmp)
1934 if (!tmp) return NULL; 1899 return NULL;
1935 } 1900 }
1901
1936 /* We get down here if we have found a key. Now if its in a container, 1902 /* 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 1903 * see if we actually want to use it
1938 */ 1904 */
1939 if (pl!=container) { 1905 if (pl != container)
1906 {
1940 /* Only let players use keys in containers */ 1907 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1908 if (!pl->contr)
1909 return NULL;
1942 /* cases where this fails: 1910 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1911 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1912 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1913 * If the container is not active, return now since only active
1946 * containers can be used. 1914 * containers can be used.
1947 * If we only search keyrings and the container does not have 1915 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1916 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1917 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1918 * inv must have been an container and must have been active.
1951 * 1919 *
1952 * Change the color so that the message doesn't disappear with 1920 * Change the color so that the message doesn't disappear with
1953 * all the others. 1921 * all the others.
1954 */ 1922 */
1955 if (pl->contr->usekeys == key_inventory || 1923 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1924 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings &&
1958 (!container->race || strcmp(container->race, "keys"))) 1925 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 ) { 1926 {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1927 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 1928 "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; 1929 return NULL;
1964 } 1930 }
1965 } 1931 }
1932
1966 return tmp; 1933 return tmp;
1967} 1934}
1968 1935
1969/* moved door processing out of move_player_attack. 1936/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1937 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1938 * such that the caller should not do anything more,
1972 * 0 otherwise 1939 * 0 otherwise
1973 */ 1940 */
1941static int
1974static int player_attack_door(object *op, object *door) 1942player_attack_door (object *op, object *door)
1975{ 1943{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1944 /* 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 - 1945 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1946 * otherwise, we fall through to the rest of the code.
1980 */ 1947 */
1981 object *key=find_key(op, op, door); 1948 object *key = find_key (op, op, door);
1982 1949
1983 /* IF we found a key, do some extra work */ 1950 /* If we found a key, do some extra work */
1984 if (key) { 1951 if (key)
1952 {
1985 object *container=key->env; 1953 object *container = key->env;
1986 1954
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 1955 if (action_makes_visible (op))
1956 make_visible (op);
1957
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1958 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1959 spring_trap (door->inv, op);
1960
1990 if (door->type == DOOR) { 1961 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1962 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1963 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1964 {
1995 "You open the door with the %s", query_short_name(key)); 1965 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1996 remove_door2(door); /* remove door without violence ;-) */ 1966 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1967 }
1968
1998 /* Do this after we print the message */ 1969 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1970 key->decrease (); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1971
2001 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 1972 return 1; /* Nothing more to do below */
1973 }
2004 } else if (door->type==LOCKED_DOOR) { 1974 else if (door->type == LOCKED_DOOR)
1975 {
2005 /* Might as well return now - no other way to open this */ 1976 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1977 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2007 return 1; 1978 return 1;
2008 } 1979 }
1980
2009 return 0; 1981 return 0;
2010} 1982}
2011 1983
2012/* This function is just part of a breakup from move_player. 1984/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 1985 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 1986 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 1987 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 1988 * going to try and move (not fire weapons).
2017 */ 1989 */
2018 1990bool
2019void move_player_attack(object *op, int dir) 1991move_player_attack (object *op, int dir)
2020{ 1992{
2021 object *tmp, *mon;
2022 sint16 nx, ny;
2023 int on_battleground; 1993 int on_battleground;
2024 mapstruct *m;
2025 1994
2026 nx=freearr_x[dir]+op->x; 1995 sint16 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 1996 sint16 ny = freearr_y[dir] + op->y;
2028 1997
2029 on_battleground = op_on_battleground(op, NULL, NULL); 1998 on_battleground = op_on_battleground (op, 0, 0);
2030 1999
2000 if (out_of_map (op->map, nx, ny))
2001 return false;
2002
2003 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2004 {
2005 --op->speed_left;
2006 return true;
2007 }
2008
2031 /* If braced, or can't move to the square, and it is not out of the 2009 /* 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 2010 * 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 2011 * 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 2012 * 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 2013 * 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 2014 * 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 2015 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2016 * move_ob uses.
2039 */ 2017 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2018 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 2019
2052 mon = NULL;
2053 /* Go through all the objects, and find ones of interest. Only stop if 2020 /* 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. 2021 * 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 2022 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 2023 * on the space
2024 */
2025 object *mon;
2026 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2027 {
2028 if ((mon->flag [FLAG_ALIVE]
2029 || mon->type == LOCKED_DOOR
2030 || mon->flag [FLAG_CAN_ROLL])
2031 && mon != op)
2032 break;
2033 }
2034
2035 if (!mon) /* This happens anytime the player tries to move */
2036 return false; /* into a wall */
2037
2038 mon = mon->head_ ();
2039
2040 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2041 if (op->contr->weapon_sp_left > 0.f)
2042 if (player_attack_door (op, mon))
2057 */ 2043 {
2058 while (tmp!=NULL) { 2044 --op->contr->weapon_sp_left;
2059 if (tmp == op) { 2045 return true;
2060 tmp=tmp->above; 2046 }
2061 continue; 2047
2048 /* The following deals with possibly attacking peaceful
2049 * or friendly creatures. Basically, all players are considered
2050 * unaggressive. If the moving player has peaceful set, then the
2051 * object should be pushed instead of attacked. It is assumed that
2052 * if you are braced, you will not attack friends accidently,
2053 * and thus will not push them.
2054 */
2055
2056 /* If the creature is a pet, push it even if the player is not
2057 * peaceful. Our assumption is the creature is a pet if the
2058 * player owns it and it is either friendly or unagressive.
2059 */
2060 if (op->type == PLAYER
2061 && ((mon->owner && mon->owner->contr
2062 && same_party (mon->owner->contr->party, op->contr->party))
2063 || mon->owner == op)
2064 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2065 {
2066 /* If we're braced, we don't want to switch places with it */
2067 if (op->contr->braced)
2068 return false;
2069
2070 if (op->speed_left > 0.f)
2071 {
2072 --op->speed_left;
2073
2074 op->play_sound (sound_find ("push_player"));
2075 push_ob (mon, dir, op);
2076
2077 if (op->contr->tmp_invis || op->hide)
2078 make_visible (op);
2079
2080 return true;
2081 }
2082 else
2083 return false;
2084 }
2085
2086 /* in certain circumstances, you shouldn't attack friendly
2087 * creatures. Note that if you are braced, you can't push
2088 * someone, but put it inside this loop so that you won't
2089 * attack them either.
2090 */
2091 if ((mon->type == PLAYER || mon->enemy != op)
2092 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2093 && ((op->contr->peaceful
2094 || (mon->type == PLAYER && mon->contr->peaceful))
2095 && !on_battleground))
2096 {
2097 if (op->speed_left > 0.f)
2098 {
2099 --op->speed_left;
2100
2101 if (!op->contr->braced)
2102 {
2103 op->play_sound (sound_find ("push_player"));
2104 push_ob (mon, dir, op);
2062 } 2105 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2106 else
2064 mon = tmp; 2107 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 2108
2075 if(mon->head != NULL) 2109 if (op->contr->tmp_invis || op->hide)
2076 mon = mon->head; 2110 make_visible (op);
2077 2111
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2112 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 { 2113 }
2106 /* If we're braced, we don't want to switch places with it */ 2114 }
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 2115 /* 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. 2116 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2117 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2118 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2119 {
2120 if (op->speed_left > 0.f)
2121 {
2122 --op->speed_left;
2123
2142 recursive_roll(mon,dir,op); 2124 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 2125 if (action_makes_visible (op))
2144 } 2126 make_visible (op);
2145 2127
2128 return true;
2129 }
2130 }
2146 /* Any generic living creature. Including things like doors. 2131 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2132 * 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: 2133 * 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 2134 * 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. 2135 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2136 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2137 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2138 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2139 {
2156 2140 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 } 2141 {
2184 } /* if player should attack something */ 2142 --op->contr->weapon_sp_left;
2185}
2186 2143
2144 skill_attack (mon, op, 0, 0, 0);
2145
2146 if (action_makes_visible (op))
2147 make_visible (op);
2148
2149 return true;
2150 }
2151 }
2152
2153 return false;
2154}
2155
2156bool
2187int move_player(object *op,int dir) { 2157move_player (object *op, int dir)
2158{
2188 int pick; 2159 int pick;
2189 2160
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2161 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; 2162 return 0;
2163
2164 /* Sanity check: make sure dir is valid */
2165 if ((dir < 0) || (dir >= 9))
2166 {
2167 LOG (llevError, "move_player: invalid direction %d\n", dir);
2168 return 0;
2169 }
2170
2171 /* peterm: added following line */
2172 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2173 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2174
2175 op->facing = dir;
2176
2177 if (op->hide)
2178 do_hidden_move (op);
2179
2180 bool retval;
2181
2182 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2183 retval = RESULT_INT (0);
2184 else if (op->contr->fire_on)
2185 retval = fire (op, dir);
2186 else
2187 {
2188 retval = move_player_attack (op, dir);
2189 pick = check_pick (op);
2190 }
2191
2192 /* Add special check for newcs players and fire on - this way, the
2193 * server can handle repeat firing.
2194 */
2195 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2196 op->direction = dir;
2197 else
2198 op->direction = 0;
2199
2200 /* Update how the player looks. Use the facing, so direction may
2201 * get reset to zero. This allows for full animation capabilities
2202 * for players.
2203 */
2204 animate_object (op, op->facing);
2205
2206 return retval;
2231} 2207}
2232 2208
2233/* This is similar to handle_player, below, but is only used by the 2209/* This is similar to handle_player, below, but is only used by the
2234 * new client/server stuff. 2210 * new client/server stuff.
2235 * This is sort of special, in that the new client/server actually uses 2211 * This is sort of special, in that the new client/server actually uses
2236 * the new speed values for commands. 2212 * the new speed values for commands.
2237 * 2213 *
2238 * Returns true if there are more actions we can do. 2214 * Returns true if there are more actions we can do. Should not do
2215 * many actions in a row, as that would be too unfair to other
2216 * players.
2239 */ 2217 */
2218bool
2240int handle_newcs_player(object *op) 2219handle_newcs_player (object *op)
2241{ 2220{
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)) { 2221 if (QUERY_FLAG (op, FLAG_SCARED))
2222 {
2223 if (op->speed_left > 0.f)
2224 {
2225 --op->speed_left;
2259 flee_player(op); 2226 flee_player (op);
2260 /* If player is still scared, that is his action for this tick */ 2227
2261 if (QUERY_FLAG(op, FLAG_SCARED)) {
2262 op->speed_left--;
2263 return 0; 2228 return true;
2264 } 2229 }
2230 else
2231 return false;
2265 } 2232 }
2266 2233
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 2234 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2235 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2236 * called, so we recheck it here.
2282 */ 2237 */
2283 HandleClient(&op->contr->socket, op->contr); 2238 if (op->contr->ns->handle_command ())
2284 if (op->speed_left<0) return 0; 2239 return true;
2285 2240
2286 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2241 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); 2242 return move_player (op, op->direction);
2295 if (op->speed_left>0) return 1; 2243
2296 else return 0; 2244 return false;
2297 } 2245}
2246
2247int
2248save_life (object *op)
2249{
2250 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2298 return 0; 2251 return 0;
2299}
2300 2252
2301int save_life(object *op) { 2253 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2302 object *tmp; 2254 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2255 {
2256 op->play_sound (sound_find ("ob_evaporate"));
2257 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2303 2258
2259 tmp->destroy ();
2304 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2260 CLEAR_FLAG (op, FLAG_LIFESAVE);
2261
2262 if (op->stats.hp < 0)
2263 op->stats.hp = op->stats.maxhp;
2264
2265 if (op->stats.food < 0)
2266 op->stats.food = 999;
2267
2268 op->update_stats ();
2305 return 0; 2269 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 } 2270 }
2271
2325 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2272 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2326 CLEAR_FLAG(op, FLAG_LIFESAVE); 2273 CLEAR_FLAG (op, FLAG_LIFESAVE);
2327 enter_player_savebed(op); /* bring him home. */ 2274 enter_player_savebed (op); /* bring him home. */
2328 return 0; 2275 return 0;
2329} 2276}
2330 2277
2331/* This goes throws the inventory and removes unpaid objects, and puts them 2278/* 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 2279 * 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 2280 * function will descend into containers. op is the object to start the search
2334 * from. 2281 * from.
2335 */ 2282 */
2283static void
2336void remove_unpaid_objects(object *op, object *env) 2284drop_unpaid_items (object *op, object *env)
2337{ 2285{
2338 object *next;
2339
2340 while (op) { 2286 while (op)
2287 {
2341 next=op->below; /* Make sure we have a good value, in case 2288 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2342 * we remove object 'op' 2289
2343 */
2344 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2290 if (QUERY_FLAG (op, FLAG_UNPAID))
2345 remove_ob(op); 2291 op->insert_at (env);
2346 op->x = env->x; 2292 else if (op->inv)
2347 op->y = env->y; 2293 drop_unpaid_items (op->inv, env);
2348 if (env->type == PLAYER) 2294
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; 2295 op = next;
2354 } 2296 }
2355} 2297}
2356 2298
2299void
2300object::drop_unpaid_items ()
2301{
2302 if (!flag [FLAG_REMOVED])
2303 ::drop_unpaid_items (inv, this);
2304}
2357 2305
2358/* 2306/*
2359 * Returns pointer a static string containing gravestone text 2307 * Returns pointer a static string containing gravestone text
2360 * Moved from apply.c to player.c - player.c is what 2308 * Moved from apply.c to player.c - player.c is what
2361 * actually uses this function. player.c may not be quite the 2309 * actually uses this function. player.c may not be quite the
2362 * best, a misc file for object actions is probably better, 2310 * best, a misc file for object actions is probably better,
2363 * but there isn't one in the server directory. 2311 * but there isn't one in the server directory.
2364 */ 2312 */
2313const char *
2365char *gravestone_text (object *op) 2314gravestone_text (object *op)
2366{ 2315{
2316 static dynbuf_text buf;
2317
2318 buf << "---- R.I.P. ----\n\n";
2319 op->name;
2320
2321 if (op->type == PLAYER)
2322 buf << " the " << op->contr->title;
2323
2324 buf << "\n\n";
2325
2326 buf << "who was level ";
2327 buf << (sint32)op->level << "\n\n" // OO breakdown
2328 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2329
2330 if (op->type == PLAYER)
2331 buf << "by " << op->contr->killer_name () << ".\n\n";
2332
2333 {
2367 static char buf2[MAX_BUF]; 2334 static char buf2[128];
2368 char buf[MAX_BUF];
2369 time_t now = time (NULL); 2335 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)); 2336 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2390 strncat (buf2, " ", 20 - strlen (buf) / 2); 2337 buf << buf2;
2391 strcat (buf2, buf); 2338 }
2339
2392 return buf2; 2340 return buf;
2393} 2341}
2394 2342
2395 2343void
2396
2397void do_some_living(object *op) { 2344do_some_living (object *op)
2345{
2398 int last_food=op->stats.food; 2346 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2347 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace; 2348 int over_hp, over_sp, over_grace;
2401 int i; 2349 int i;
2402 int rate_hp = 1200; 2350 int rate_hp = 1200;
2403 int rate_sp = 2500; 2351 int rate_sp = 2500;
2404 int rate_grace = 2000; 2352 int rate_grace = 2000;
2405 const int max_hp = 1; 2353 const int max_hp = 1;
2406 const int max_sp = 1; 2354 const int max_sp = 1;
2407 const int max_grace = 1; 2355 const int max_grace = 1;
2408 2356
2409 if (op->contr->outputs_sync) { 2357 if (op->contr->hidden)
2410 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2358 {
2411 if (op->contr->outputs[i].buf!=NULL && 2359 op->invisible = 1000;
2412 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2360 /* the socket code flashes the player visible/invisible
2413 flush_output_element(op, &op->contr->outputs[i]); 2361 * depending on the value of invisible, so we need to
2362 * alternate it here for it to work correctly.
2363 */
2364 if (pticks & 2)
2365 op->invisible--;
2414 } 2366 }
2367 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2368 {
2369 if (!op->invisible--)
2370 {
2371 make_visible (op);
2372 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2373 }
2374 }
2415 2375
2416 if(op->contr->state==ST_PLAYING) { 2376 if (op->contr->ns->state == ST_PLAYING)
2417 2377 {
2418 /* these next three if clauses make it possible to SLOW DOWN 2378 /* these next three if clauses make it possible to SLOW DOWN
2419 hp/grace/spellpoint regeneration. */ 2379 hp/grace/spellpoint regeneration. */
2420 if(op->contr->gen_hp >= 0 ) 2380 if (op->contr->gen_hp >= 0)
2421 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2381 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2422 else { 2382 else
2383 {
2423 gen_hp = op->stats.maxhp; 2384 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2385 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425 } 2386 }
2387
2426 if(op->contr->gen_sp >= 0 ) 2388 if (op->contr->gen_sp >= 0)
2427 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2389 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else { 2390 else
2391 {
2429 gen_sp = op->stats.maxsp; 2392 gen_sp = op->stats.maxsp;
2430 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2393 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2431 } 2394 }
2395
2432 if(op->contr->gen_grace >= 0) 2396 if (op->contr->gen_grace >= 0)
2433 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2397 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2434 else { 2398 else
2399 {
2435 gen_grace = op->stats.maxgrace; 2400 gen_grace = op->stats.maxgrace;
2436 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2401 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 } 2402 }
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 2403
2473 /* Regenerate Grace */ 2404 /* Regenerate Grace */
2474 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2405 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2475 if(--op->last_grace<0) { 2406 if (--op->last_grace < 0)
2407 {
2476 if(op->stats.grace<op->stats.maxgrace/2) 2408 if (op->stats.grace < op->stats.maxgrace / 2)
2477 op->stats.grace++; /* no penalty in food for regaining grace */ 2409 op->stats.grace++; /* no penalty in food for regaining grace */
2410
2478 if(max_grace>1) { 2411 if (max_grace > 1)
2412 {
2479 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2413 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2480 if (over_grace > 0) { 2414 if (over_grace > 0)
2415 {
2481 op->stats.sp += over_grace 2416 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; 2417 + (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; 2418 op->last_grace = 0;
2419 }
2484 } else { 2420 else
2421 {
2485 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2422 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2423 }
2486 } 2424 }
2487 } else { 2425 else
2426 {
2488 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2427 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2489 } 2428 }
2490 /* wearing stuff doesn't detract from grace generation. */ 2429 /* 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 } 2430 }
2506 } 2431
2507 if(max_hp>1) { 2432 if (op->stats.food > 0)
2508 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2509 if (over_hp > 0) {
2510 op->stats.sp += over_hp
2511 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2512 op->last_heal=0;
2513 } else {
2514 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2515 } 2433 {
2516 } else { 2434 /* Regenerate Spell Points */
2517 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2435 if (!op->contr->golem && --op->last_sp < 0)
2518 } 2436 {
2519 } 2437 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2520 2438
2521 /* Digestion */ 2439 if (op->stats.sp < op->stats.maxsp)
2522 if(--op->last_eat<0) { 2440 {
2523#ifdef COZY_SERVER 2441 op->stats.sp++;
2524 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2525 int bonus=dg>0?dg:0,
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 2442
2532 if(op->contr->gen_hp > 0)
2533 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2534 else
2535 op->last_eat=25*(1+bonus)/(penalty +1);
2536 /* dms do not consume food */ 2443 /* dms do not consume food */
2537 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--;
2538 }
2539 }
2540
2541 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2542 object *tmp, *flesh=NULL;
2543
2544 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2545 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2444 if (!QUERY_FLAG (op, FLAG_WIZ))
2546 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2548 manual_apply(op,tmp,0);
2549 if(op->stats.food>=0||op->stats.hp<0)
2550 break; 2445 {
2446 op->stats.food--;
2447
2448 if (op->contr->digestion < 0)
2449 op->stats.food += op->contr->digestion;
2450 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2451 op->stats.food = last_food;
2452 }
2551 } 2453 }
2454
2455 if (max_sp > 1)
2456 {
2457 over_sp = (gen_sp + 10) / rate_sp;
2458 if (over_sp > 0)
2459 {
2460 if (op->stats.sp < op->stats.maxsp)
2461 {
2462 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2463
2464 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2465 op->stats.sp--;
2466
2467 if (op->stats.sp > op->stats.maxsp)
2468 op->stats.sp = op->stats.maxsp;
2469 }
2470
2471 op->last_sp = 0;
2472 }
2473 else
2474 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2475 }
2476 else
2477 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2478 }
2479
2480 /* Regenerate Hit Points */
2481 if (--op->last_heal < 0)
2482 {
2483 if (op->stats.hp < op->stats.maxhp)
2484 {
2485 op->stats.hp++;
2486
2487 /* dms do not consume food */
2488 if (!QUERY_FLAG (op, FLAG_WIZ))
2489 {
2490 op->stats.food--;
2491
2492 if (op->contr->digestion < 0)
2493 op->stats.food += op->contr->digestion;
2494 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2495 op->stats.food = last_food;
2496 }
2497 }
2498
2499 if (max_hp > 1)
2500 {
2501 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2502
2503 if (over_hp > 0)
2504 {
2505 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2506 op->last_heal = 0;
2507 }
2508 else
2509 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2510 }
2511 else
2512 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2513 }
2514 }
2515
2516 /* Digestion */
2517 if (--op->last_eat < 0)
2518 {
2519 int bonus = max (0, op->contr->digestion),
2520 penalty = max (0, -op->contr->digestion);
2521
2522 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2523
2524 /* dms do not consume food */
2525 if (!QUERY_FLAG (op, FLAG_WIZ))
2526 op->stats.food--;
2527 }
2528
2529 if (op->stats.food < 0 && op->stats.hp >= 0)
2530 {
2531 object *flesh = 0;
2532
2533 for_inv_removable (op, tmp)
2534 {
2535 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2536 continue;
2537
2538 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2539 {
2540 op->statusmsg ("You blindly grab for a bite of food. "
2541 "H<To prevent you from starving, you ate some random item from your backpack.>");
2542 manual_apply (op, tmp, 0);
2543
2544 if (op->stats.food >= 0 || op->stats.hp < 0)
2545 break;
2546 }
2552 else if (tmp->type==FLESH) flesh=tmp; 2547 else if (tmp->type == FLESH)
2553 } /* End if paid for object */ 2548 flesh = tmp;
2554 } /* end of for loop */ 2549 }
2550
2555 /* If player is still starving, it means they don't have any food, so 2551 /* If player is still starving, it means they don't have any food, so
2556 * eat flesh instead. 2552 * eat flesh instead.
2557 */ 2553 */
2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2554 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2559 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2555 {
2556 op->statusmsg ("You blindly grab for a bite of food. "
2557 "H<To prevent you from starving, you ate some random item from your backpack.>");
2560 manual_apply(op,flesh,0); 2558 manual_apply (op, flesh, 0);
2559 }
2560
2561 // If player is still starving, alert him!
2562 if (op->stats.food < 0)
2563 op->failmsg ("You are starving! "
2564 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2565 }
2566
2567 if (op->stats.food < 0)
2561 } 2568 {
2562 } /* end if player is starving */ 2569 op->stats.hp += op->stats.food;
2570 op->stats.food = 0;
2563 2571
2564 while(op->stats.food<0&&op->stats.hp>0) 2572 if (op->stats.hp < 0)
2565 op->stats.food++,op->stats.hp--; 2573 {
2574 op->contr->killer = archetype::get ("killer_starvation");
2575 op->contr->killer->destroy ();
2576 }
2577 }
2566 2578
2567 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2579 /* killer should be set here already */
2580 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2568 kill_player(op); 2581 kill_player (op);
2582 }
2569} 2583}
2570
2571
2572 2584
2573/* If the player should die (lack of hp, food, etc), we call this. 2585/* 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 2586 * 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 2587 * permadeath, no lifesave), this will take care of removing the player
2576 * file. 2588 * file.
2577 */ 2589 */
2590void
2578void kill_player(object *op) 2591kill_player (object *op)
2579{ 2592{
2593 int x, y;
2580 char buf[MAX_BUF]; 2594 char buf[MAX_BUF];
2581 int x,y,i;
2582 mapstruct *map; /* this is for resurrection */ 2595 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; 2596 int will_kill_again;
2589 archetype *at; 2597 archetype *at;
2590 object *tmp; 2598 object *tmp;
2591 2599
2592 if(save_life(op)) 2600 if (save_life (op))
2593 return; 2601 return;
2594 2602
2595
2596 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2603 /* 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. 2604 * in cities ONLY!!! It is very important that this doesn't get abused.
2598 * Look at op_on_battleground() for more info --AndreasV 2605 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2606 */
2600 if (op_on_battleground(op, &x, &y)) { 2607 if (op_on_battleground (op, &x, &y))
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2608 {
2602 "You have been defeated in combat!"); 2609 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, 2610 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2604 "Local medics have saved your life..."); 2611
2605
2606 /* restore player */ 2612 /* restore player */
2607 at = find_archetype("poisoning"); 2613 at = archetype::find ("poisoning");
2608 tmp=present_arch_in_ob(at,op); 2614 if (object *tmp = present_arch_in_ob (at, op))
2609 if (tmp) { 2615 {
2610 remove_ob(tmp); 2616 tmp->destroy ();
2611 free_object(tmp);
2612 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2617 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2618 }
2619
2620 at = archetype::find ("confusion");
2621 if (object *tmp = present_arch_in_ob (at, op))
2613 } 2622 {
2614 2623 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"); 2624 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2621 } 2625 }
2622 2626
2623 cure_disease(op,0); /* remove any disease */ 2627 cure_disease (op, 0, 0); /* remove any disease */
2624 op->stats.hp=op->stats.maxhp; 2628 op->stats.hp = op->stats.maxhp;
2625 if (op->stats.food<=0) op->stats.food=999; 2629 if (op->stats.food <= 0)
2626 2630 op->stats.food = 999;
2631
2627 /* create a bodypart-trophy to make the winner happy */ 2632 /* create a bodypart-trophy to make the winner happy */
2628 tmp=arch_to_object(find_archetype("finger")); 2633 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 } 2634 {
2635 tmp->name = format ("%s's finger" , &op->name);
2636 tmp->name_pl = format ("%s's fingers", &op->name);
2637 tmp->msg = format (
2638 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2639 &op->name, op->contr->title,
2640 (int)op->level,
2641 op->contr->killer_name ()
2642 );
2643 tmp->value = 0, tmp->type = 0;
2644 tmp->materialname = "organics";
2645 tmp->insert_at (op, tmp);
2643 2646 }
2647
2644 /* teleport defeated player to new destination*/ 2648 /* teleport defeated player to new destination */
2645 transfer_ob(op, x, y, 0, NULL); 2649 transfer_ob (op, x, y, 0, NULL);
2646 op->contr->braced=0; 2650 op->contr->braced = 0;
2647 return; 2651 return;
2648 } 2652 }
2649 2653
2650 INVOKE_PLAYER (DEATH, op->contr); 2654 INVOKE_PLAYER (DEATH, op->contr);
2651 2655
2652 command_kill_pets (op, 0); 2656 command_kill_pets (op, 0);
2653 2657
2654 if(op->stats.food<0) { 2658 op->contr->play_sound (sound_find ("player_dies"));
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 }
2664 else {
2665 if (op->contr->explore) {
2666 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2667 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2668 op->stats.hp=op->stats.maxhp;
2669 return;
2670 }
2671 sprintf(buf,"%s died.",op->name);
2672 }
2673 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2674 2659
2675 /* save the map location for corpse, gravestone*/ 2660 /* save the map location for corpse, gravestone */
2676 x=op->x;y=op->y;map=op->map; 2661 x = op->x;
2662 y = op->y;
2663 map = op->map;
2677 2664
2678
2679 if (settings.not_permadeth == TRUE) {
2680 /* NOT_PERMADEATH code. This basically brings the character back to 2665 /* NOT_PERMADEATH code. This basically brings the character back to
2681 * life if they are dead - it takes some exp and a random stat. 2666 * 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. 2667 * See the config.h file for a little more in depth detail about this.
2683 */ 2668 */
2684 2669
2685 /* Basically two ways to go - remove a stat permanently, or just 2670 /* Basically two ways to go - remove a stat permanently, or just
2686 * make it depletion. This bunch of code deals with that aspect 2671 * make it depletion. This bunch of code deals with that aspect
2687 * of death. 2672 * of death.
2688 */ 2673 */
2689#ifndef COZY_SERVER 2674#ifndef COZY_SERVER
2690 if (settings.balanced_stat_loss) { 2675 if (settings.balanced_stat_loss)
2676 {
2691 /* If stat loss is permanent, lose one stat only. */ 2677 /* If stat loss is permanent, lose one stat only. */
2692 /* Lower level chars don't lose as many stats because they suffer 2678 /* Lower level chars don't lose as many stats because they suffer
2693 more if they do. */ 2679 more if they do. */
2694 /* Higher level characters can afford things such as potions of 2680 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that 2681 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */ 2682 little bit harder. */
2697 /* GD */ 2683 /* GD */
2698 if (settings.stat_loss_on_death) 2684 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; 2685 num_stats_lose = 1;
2704 } 2686 else
2687 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2688 }
2689 else
2690 num_stats_lose = 1;
2691
2705 lost_a_stat = 0; 2692 lost_a_stat = 0;
2706 2693
2707 for (z=0; z<num_stats_lose; z++) { 2694 for (z = 0; z < num_stats_lose; z++)
2695 {
2708 i = RANDOM() % NUM_STATS; 2696 i = RANDOM () % NUM_STATS;
2709 2697
2710 if (settings.stat_loss_on_death) { 2698 if (settings.stat_loss_on_death)
2699 {
2711 /* Pick a random stat and take a point off it. Tell the player 2700 /* Pick a random stat and take a point off it. Tell the player
2712 * what he lost. 2701 * what he lost.
2713 */ 2702 */
2714 change_attr_value(&(op->stats), i,-1); 2703 change_attr_value (&(op->stats), i, -1);
2715 check_stat_bounds(&(op->stats)); 2704 check_stat_bounds (&(op->stats));
2716 change_attr_value(&(op->contr->orig_stats), i,-1); 2705 change_attr_value (&(op->contr->orig_stats), i, -1);
2717 check_stat_bounds(&(op->contr->orig_stats)); 2706 check_stat_bounds (&(op->contr->orig_stats));
2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2707 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2719 lost_a_stat = 1; 2708 lost_a_stat = 1;
2720 } else { 2709 }
2710 else
2711 {
2721 /* deplete a stat */ 2712 /* deplete a stat */
2722 archetype *deparch=find_archetype("depletion"); 2713 archetype *deparch = archetype::find ("depletion");
2723 object *dep; 2714 object *dep;
2715
2716 dep = present_arch_in_ob (deparch, op);
2717 if (!dep)
2724 2718 {
2725 dep = present_arch_in_ob(deparch,op);
2726 if(!dep) {
2727 dep = arch_to_object(deparch); 2719 dep = arch_to_object (deparch);
2728 insert_ob_in_ob(dep, op); 2720 insert_ob_in_ob (dep, op);
2729 } 2721 }
2730 lose_this_stat = 1; 2722 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) { 2723 if (settings.balanced_stat_loss)
2724 {
2732 /* GD */ 2725 /* GD */
2733 /* Get the stat that we're about to deplete. */ 2726 /* Get the stat that we're about to deplete. */
2734 this_stat = get_attr_value(&(dep->stats), i); 2727 this_stat = get_attr_value (&(dep->stats), i);
2735 if (this_stat < 0) { 2728 if (this_stat < 0)
2729 {
2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2730 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2737 int keep_chance = this_stat * this_stat; 2731 int keep_chance = this_stat * this_stat;
2732
2738 /* Yes, I am paranoid. Sue me. */ 2733 /* Yes, I am paranoid. Sue me. */
2739 if (keep_chance < 1) 2734 if (keep_chance < 1)
2740 keep_chance = 1; 2735 keep_chance = 1;
2741 2736
2742 /* There is a maximum depletion total per level. */ 2737 /* There is a maximum depletion total per level. */
2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2738 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2739 {
2744 lose_this_stat = 0; 2740 lose_this_stat = 0;
2745 /* Take loss chance vs keep chance to see if we 2741 /* Take loss chance vs keep chance to see if we
2746 retain the stat. */ 2742 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 } 2743 }
2756 } 2744 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 */ 2745 {
2766 if (this_stat>=-50) { 2746 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; 2747 lose_this_stat = 0;
2748 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2749 this_stat, keep_chance, loss_chance,
2750 lose_this_stat?"LOSE":"KEEP"); */
2772 } 2751 }
2773 } 2752 }
2774 } 2753 }
2775 } 2754
2776 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 2755 if (lose_this_stat)
2778 { 2756 {
2779 /* determine_god() seems to not work sometimes... why is this? 2757 this_stat = get_attr_value (&(dep->stats), i);
2780 Should I be using something else? GD */ 2758 /* We could try to do something clever like find another
2781 const char *god = determine_god(op); 2759 * stat to reduce if this fails. But chances are, if
2782 if (god && (strcmp(god, "none"))) 2760 * stats have been depleted to -50, all are pretty low
2783 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2761 * and should be roughly the same, so it shouldn't make a
2784 "moment you feel the holy presence of %s protecting" 2762 * difference.
2785 " you.", god); 2763 */
2764 if (this_stat >= -50)
2786 else 2765 {
2787 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2766 change_attr_value (&(dep->stats), i, -1);
2788 " feel a holy presence protecting you."); 2767 SET_FLAG (dep, FLAG_APPLIED);
2768 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2769 op->update_stats ();
2770 lost_a_stat = 1;
2771 }
2789 } 2772 }
2773 }
2774 }
2775
2776 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat)
2778 {
2779 /* determine_god() seems to not work sometimes... why is this?
2780 Should I be using something else? GD */
2781 const char *god = determine_god (op);
2782
2783 if (god && (strcmp (god, "none")))
2784 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2785 else
2786 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2787 }
2788#else
2789 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2790#endif 2790#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 2791
2794 /* Put a gravestone up where the character 'almost' died. List the 2792 /* Put a gravestone up where the character 'almost' died. List the
2795 * exp loss on the stone. 2793 * exp loss on the stone.
2796 */ 2794 */
2797 tmp=arch_to_object(find_archetype("gravestone")); 2795 tmp = arch_to_object (archetype::find ("gravestone"));
2798 sprintf(buf,"%s's gravestone",op->name); 2796 tmp->name = format ("%s's gravestone", &op->name);
2799 FREE_AND_COPY(tmp->name, buf); 2797 tmp->name_pl = format ("%s's gravestones", &op->name);
2800 sprintf(buf,"%s's gravestones",op->name); 2798 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; 2799 tmp->x = op->x, tmp->y = op->y;
2809 insert_ob_in_map (tmp, op->map, NULL,0); 2800 insert_ob_in_map (tmp, op->map, NULL, 0);
2810 2801
2811 /**************************************/ 2802 /**************************************/
2812 /* */ 2803 /* */
2813 /* Subtract the experience points, */ 2804 /* Subtract the experience points, */
2814 /* if we died cause of food, give us */ 2805 /* if we died cause of food, give us */
2815 /* food, and reset HP's... */ 2806 /* food, and reset HP's... */
2816 /* */ 2807 /* */
2817 /**************************************/ 2808 /**************************************/
2818 2809
2819 /* remove any poisoning and confusion the character may be suffering.*/ 2810 /* remove any poisoning and confusion the character may be suffering. */
2820 /* restore player */ 2811 /* restore player */
2821 at = find_archetype("poisoning"); 2812 at = archetype::find ("poisoning");
2822 tmp=present_arch_in_ob(at,op); 2813 tmp = present_arch_in_ob (at, op);
2823 if (tmp) { 2814
2824 remove_ob(tmp); 2815 if (tmp)
2825 free_object(tmp); 2816 {
2817 tmp->destroy ();
2826 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2818 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2827 } 2819 }
2828 2820
2829 at = find_archetype("confusion"); 2821 at = archetype::find ("confusion");
2830 tmp=present_arch_in_ob(at,op); 2822 tmp = present_arch_in_ob (at, op);
2831 if (tmp) { 2823 if (tmp)
2832 remove_ob(tmp); 2824 {
2833 free_object(tmp); 2825 tmp->destroy ();
2834 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2826 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2835 } 2827 }
2828
2836 cure_disease(op,0); /* remove any disease */ 2829 cure_disease (op, 0, 0); /* remove any disease */
2837 2830
2831 // remove all spell effects that are active
2832 // to avoid long-term effects such as word-of-recall
2833 for (object *item = op->inv; item; )
2834 {
2835 object *next = item->below;
2836
2837 if (item->type == SPELL_EFFECT && item->active)
2838 item->destroy ();
2839
2840 item = next;
2841 }
2842
2838 /*add_exp(op, (op->stats.exp * -0.20)); */ 2843 /*add_exp(op, (op->stats.exp * -0.20)); */
2839 apply_death_exp_penalty(op); 2844 apply_death_exp_penalty (op);
2840 if(op->stats.food < 100) op->stats.food = 900; 2845
2846 if (op->stats.food < 100)
2847 op->stats.food = 900;
2848
2841 op->stats.hp = op->stats.maxhp; 2849 op->stats.hp = op->stats.maxhp;
2842 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2850 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2843 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2851 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2844 2852
2845 /* 2853 /*
2846 * Check to see if the player is in a shop. IF so, then check to see if 2854 * 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 2855 * and put them back in the map.
2848 * in the map. 2856 */
2849 */ 2857 op->drop_unpaid_items ();
2850 2858
2851 if (is_in_shop (op))
2852 remove_unpaid_objects(op->inv, op);
2853
2854 /****************************************/ 2859 /****************************************/
2855 /* */ 2860 /* */
2856 /* Move player to his current respawn- */ 2861 /* Move player to his current respawn- */
2857 /* position (usually last savebed) */ 2862 /* position (usually last savebed) */
2858 /* */ 2863 /* */
2859 /****************************************/ 2864 /****************************************/
2860 2865
2861 enter_player_savebed(op); 2866 enter_player_savebed (op);
2862 2867
2863 /* Save the player before inserting the force to reduce
2864 * chance of abuse.
2865 */
2866 op->contr->braced=0; 2868 op->contr->braced = 0;
2867 save_player(op,1);
2868 2869
2869 /* it is possible that the player has blown something up 2870 /* it is possible that the player has blown something up
2870 * at his savebed location, and that can have long lasting 2871 * at his savebed location, and that can have long lasting
2871 * spell effects. So first see if there is a spell effect 2872 * spell effects. So first see if there is a spell effect
2872 * on the space that might harm the player. 2873 * on the space that might harm the player.
2873 */ 2874 */
2874 will_kill_again=0; 2875 will_kill_again = 0;
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2876 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2876 if (tmp->type ==SPELL_EFFECT) 2877 if (tmp->type == SPELL_EFFECT)
2877 will_kill_again|=tmp->attacktype; 2878 will_kill_again |= tmp->attacktype;
2878 } 2879
2879 if (will_kill_again) { 2880 if (will_kill_again)
2881 {
2880 object *force; 2882 object *force;
2881 int at; 2883 int at;
2882 2884
2883 force=get_archetype(FORCE_NAME); 2885 force = get_archetype (FORCE_NAME);
2884 /* 50 ticks should be enough time for the spell to abate */ 2886 /* 50 ticks should be enough time for the spell to abate */
2885 force->speed=0.1; 2887 force->speed = 0.1f;
2886 force->speed_left=-5.0; 2888 force->speed_left = -5.f;
2887 SET_FLAG(force, FLAG_APPLIED); 2889 SET_FLAG (force, FLAG_APPLIED);
2888 for (at=0; at<NROFATTACKS; at++) { 2890 for (at = 0; at < NROFATTACKS; at++)
2889 if (will_kill_again & (1 << at)) 2891 if (will_kill_again & (1 << at))
2890 force->resist[at] = 100; 2892 force->resist[at] = 100;
2893
2894 insert_ob_in_ob (force, op);
2895 op->update_stats ();
2896
2897 }
2898
2899 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2900}
2901
2902void
2903loot_object (object *op)
2904{ /* Grab and destroy some treasure */
2905 object *tmp, *tmp2, *next;
2906
2907 op->close_container (); /* close open sack first */
2908
2909 for (tmp = op->inv; tmp; tmp = next)
2910 {
2911 next = tmp->below;
2912
2913 if (tmp->invisible)
2914 continue;
2915
2916 tmp->remove ();
2917 tmp->x = op->x, tmp->y = op->y;
2918
2919 if (tmp->type == CONTAINER)
2920 loot_object (tmp); /* empty container to ground */
2921
2922 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2923 {
2924 if (tmp->nrof > 1)
2925 {
2926 tmp->decrease (rndm (1, tmp->nrof - 1));
2927 insert_ob_in_map (tmp, op->map, NULL, 0);
2891 } 2928 }
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 { 2929 else
2950 delete_character(op->name,1); 2930 tmp->destroy ();
2951 } 2931 }
2952 } 2932 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); 2933 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 } 2934 }
2997} 2935}
2998 2936
2999/* 2937/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 2938 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 2939 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 2940 * was changed.
3003 */ 2941 */
3004 2942void
3005void fix_weight(void) { 2943fix_weight (void)
3006 player *pl; 2944{
3007 for (pl = first_player; pl != NULL; pl = pl->next) { 2945 for_all_players (pl)
3008 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2946 {
3009 if(old == sum) 2947 sint32 old = pl->ob->carrying;
3010 continue; 2948
3011 fix_player(pl->ob); 2949 pl->ob->update_weight ();
3012 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2950
3013 pl->ob->name, old, sum); 2951 if (old != pl->ob->carrying)
2952 {
2953 pl->ob->update_stats ();
2954 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2955 }
3014 } 2956 }
3015} 2957}
3016 2958
2959void
3017void fix_luck(void) { 2960fix_luck (void)
3018 player *pl; 2961{
3019 for (pl = first_player; pl != NULL; pl = pl->next) 2962 for_all_players (pl)
3020 if (!pl->ob->contr->state) 2963 if (!pl->ob->contr->ns->state)
3021 change_luck(pl->ob, 0); 2964 pl->ob->change_luck (0);
3022} 2965}
3023
3024 2966
3025/* cast_dust() - handles op throwing objects of type 'DUST'. 2967/* cast_dust() - handles op throwing objects of type 'DUST'.
3026 * This is much simpler in the new spell code - we basically 2968 * This is much simpler in the new spell code - we basically
3027 * just treat this as any other spell casting object. 2969 * just treat this as any other spell casting object.
3028 */ 2970 */
3029
3030void 2971void
3031cast_dust (object * op, object * throw_ob, int dir) 2972cast_dust (object *op, object *throw_ob, int dir)
3032{ 2973{
3033 object *skop, *spob; 2974 object *skop, *spob;
3034 2975
3035 skop = find_skill_by_name (op, throw_ob->skill); 2976 skop = find_skill_by_name (op, throw_ob->skill);
3036 2977
3037 /* casting POTION 'dusts' is really a use_magic_item skill */ 2978 /* casting POTION 'dusts' is really a use_magic_item skill */
3038 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2979 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3039 { 2980 {
3040 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2981 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3041 op->name);
3042 return; 2982 return;
3043 } 2983 }
3044 2984
3045 spob = throw_ob->inv; 2985 spob = throw_ob->inv;
3046 2986
3047 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2987 // 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 2988 // not pass NULL to cast_spell (which did indeed check itself, but
3049 // errors should be reported as early as possible IMHO) 2989 // errors should be reported as early as possible IMHO)
3050 if (!spob) 2990 if (!spob)
3051 { 2991 {
3052 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2992 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; 2993 return;
3055 } 2994 }
3056 2995
3057 if (op->type == PLAYER) 2996 if (op->type == PLAYER)
3058 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2997 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3059 2998
3060 cast_spell (op, throw_ob, dir, spob, NULL); 2999 cast_spell (op, throw_ob, dir, spob, NULL);
3061 3000
3062 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3001 throw_ob->destroy ();
3063 remove_ob (throw_ob);
3064 free_object (throw_ob);
3065} 3002}
3066 3003
3004void
3067void make_visible (object *op) { 3005make_visible (object *op)
3006{
3068 op->hide = 0; 3007 op->hide = 0;
3069 op->invisible = 0; 3008 op->invisible = 0;
3009
3070 if(op->type==PLAYER) { 3010 if (op->type == PLAYER)
3011 {
3071 op->contr->tmp_invis = 0; 3012 op->contr->tmp_invis = 0;
3072 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3013 op->contr->invis_race = 0;
3073 } 3014 }
3015
3074 update_object(op,UP_OBJ_FACE); 3016 update_object (op, UP_OBJ_CHANGE);
3075} 3017}
3076 3018
3019int
3077int is_true_undead(object *op) { 3020is_true_undead (object *op)
3078 object *tmp=NULL; 3021{
3079
3080 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3022 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3023 return 1;
3081 3024
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; 3025 return 0;
3087} 3026}
3088 3027
3089/* look at the surrounding terrain to determine 3028/* look at the surrounding terrain to determine
3090 * the hideability of this object. Positive levels 3029 * the hideability of this object. Positive levels
3091 * indicate greater hideability. 3030 * indicate greater hideability.
3092 */ 3031 */
3093 3032int
3094int hideability(object *ob) { 3033hideability (object *ob)
3034{
3095 int i,level=0, mflag; 3035 int i, level = 0, mflag;
3096 sint16 x,y; 3036 sint16 x, y;
3097 3037
3098 if(!ob||!ob->map) return 0; 3038 if (!ob || !ob->map)
3039 return 0;
3099 3040
3100 /* so, on normal lighted maps, its hard to hide */ 3041 /* so, on normal lighted maps, its hard to hide */
3101 level=ob->map->darkness - 2; 3042 level = ob->map->darkness - 2;
3102 3043
3103 /* this also picks up whether the object is glowing. 3044 /* this also picks up whether the object is glowing.
3104 * If you carry a light on a non-dark map, its not 3045 * If you carry a light on a non-dark map, its not
3105 * as bad as carrying a light on a pitch dark map */ 3046 * as bad as carrying a light on a pitch dark map */
3106 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3047 if (has_carried_lights (ob))
3048 level = -(10 + (2 * ob->map->darkness));
3107 3049
3108 /* scan through all nearby squares for terrain to hide in */ 3050 /* 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]) { 3051 for (i = 0, x = ob->x, y = ob->y;
3052 i <= SIZEOFFREE1;
3053 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3054 {
3110 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3055 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3111 if (mflag & P_OUT_OF_MAP) { continue; } 3056 if (mflag & P_OUT_OF_MAP)
3057 continue;
3058
3112 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3059 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3113 level += 2; 3060 level += 2;
3114 else /* open terrain! */ 3061 else /* open terrain! */
3115 level -= 1; 3062 level -= 1;
3116 } 3063 }
3117 3064
3118#if 0 3065#if 0
3119 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3066 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3120#endif 3067#endif
3121 return level; 3068 return level;
3122} 3069}
3123 3070
3124/* For Hidden creatures - a chance of becoming 'unhidden' 3071/* For Hidden creatures - a chance of becoming 'unhidden'
3125 * every time they move - as we subtract off 'invisibility' 3072 * every time they move - as we subtract off 'invisibility'
3126 * AND, for players, if they move into a ridiculously unhideable 3073 * AND, for players, if they move into a ridiculously unhideable
3127 * spot (surrounded by clear terrain in broad daylight). -b.t. 3074 * spot (surrounded by clear terrain in broad daylight). -b.t.
3128 */ 3075 */
3129 3076void
3130void do_hidden_move (object *op) { 3077do_hidden_move (object *op)
3131 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3078{
3132 object *skop; 3079 int hide = 0;
3133 3080
3134 if(!op || !op->map) return; 3081 if (!op || !op->map)
3082 return;
3135 3083
3136 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3084 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3085 int num = random_roll (0, 19, op, PREFER_LOW);
3137 3086
3138 /* its *extremely* hard to run and sneak/hide at the same time! */ 3087 /* its *extremely* hard to run and sneak/hide at the same time! */
3139 if(op->type==PLAYER && op->contr->run_on) { 3088 if (op->type == PLAYER && op->contr->run_on)
3140 if(!skop || num >= skop->level) { 3089 if (!skop || num >= skop->level)
3090 {
3141 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3091 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); 3092 make_visible (op);
3151 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3093 return;
3152 "You moved out of hiding! You are visible!");
3153 } 3094 }
3095 else
3096 num += 20;
3097
3098 num += op->map->difficulty;
3099 hide = hideability (op); /* modify by terrain hidden level */
3100 num -= hide;
3101
3102 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3103 {
3104 make_visible (op);
3105
3106 if (op->type == PLAYER)
3107 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3108 }
3154 else if (op->type == PLAYER && skop) { 3109 else if (op->type == PLAYER && skop)
3155 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3110 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3156 }
3157} 3111}
3158 3112
3159/* determine if who is standing near a hostile creature. */ 3113/* determine if who is standing near a hostile creature. */
3160 3114
3115int
3161int stand_near_hostile( object *who ) { 3116stand_near_hostile (object *who)
3117{
3162 object *tmp=NULL; 3118 object *tmp = NULL;
3163 int i,friendly=0,player=0, mflags; 3119 int i, friendly = 0, player = 0, mflags;
3164 mapstruct *m; 3120 maptile *m;
3165 sint16 x,y; 3121 sint16 x, y;
3166 3122
3167 if(!who) return 0; 3123 if (!who)
3124 return 0;
3168 3125
3169 if(who->type==PLAYER) player=1; 3126 if (who->type == PLAYER)
3127 player = 1;
3128
3129 else
3170 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3130 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3171 3131
3172 /* search adjacent squares */ 3132 /* search adjacent squares */
3173 for(i=1;i<9;i++) { 3133 for (i = 1; i < 9; i++)
3134 {
3174 x = who->x+freearr_x[i]; 3135 x = who->x + freearr_x[i];
3175 y = who->y+freearr_y[i]; 3136 y = who->y + freearr_y[i];
3176 m = who->map; 3137 m = who->map;
3177 mflags = get_map_flags(m, &m, x, y, &x, &y); 3138 mflags = get_map_flags (m, &m, x, y, &x, &y);
3178 /* space must be blocked if there is a monster. If not 3139 /* space must be blocked if there is a monster. If not
3179 * blocked, don't need to check this space. 3140 * blocked, don't need to check this space.
3180 */ 3141 */
3181 if (mflags & P_OUT_OF_MAP) continue; 3142 if (mflags & P_OUT_OF_MAP)
3143 continue;
3182 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3144 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3183 3145 continue;
3184 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3146
3185 if((player||friendly) 3147 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3148 {
3186 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3149 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3150 return 1;
3151 else if (tmp->type == PLAYER)
3152 {
3153 /*don't let a hidden DM prevent you from hiding */
3154 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3187 return 1; 3155 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 } 3156 }
3194 } 3157 }
3195 } 3158 }
3196 return 0; 3159 return 0;
3197} 3160}
3198 3161
3199/* check the player los field for viewability of the 3162/* check the player los field for viewability of the
3200 * object op. This function works fine for monsters, 3163 * object op. This function works fine for monsters,
3201 * but we dont worry if the object isnt the top one in 3164 * but we dont worry if the object isnt the top one in
3202 * a pile (say a coin under a table would return "viewable" 3165 * a pile (say a coin under a table would return "viewable"
3203 * by this routine). Another question, should we be 3166 * by this routine). Another question, should we be
3204 * concerned with the direction the player is looking 3167 * concerned with the direction the player is looking
3205 * in? Realistically, most of use cant see stuff behind 3168 * in? Realistically, most of us can't see stuff behind
3206 * our backs...on the other hand, does the "facing" direction 3169 * our backs...on the other hand, does the "facing" direction
3207 * imply the way your head, or body is facing? Its possible 3170 * 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. 3171 * for them to differ. Sigh, this fctn could get a bit more complex.
3209 * -b.t. 3172 * -b.t.
3210 * This function is now map tiling safe. 3173 * This function is now map tiling safe.
3211 */ 3174 */
3212 3175int
3213int player_can_view (object *pl,object *op) { 3176player_can_view (object *pl, object *op)
3177{
3214 rv_vector rv; 3178 rv_vector rv;
3215 int dx,dy; 3179 int dx, dy;
3216 3180
3217 if(pl->type!=PLAYER) { 3181 if (pl->type != PLAYER)
3182 {
3218 LOG(llevError,"player_can_view() called for non-player object\n"); 3183 LOG (llevError, "player_can_view() called for non-player object\n");
3219 return -1; 3184 return -1;
3220 } 3185 }
3221 if (!pl || !op) return 0;
3222 3186
3223 if(op->head) { op = op->head; } 3187 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; 3188 return 0;
3189
3190 op = op->head_ ();
3191
3192 get_rangevector (pl, op, &rv, 0x1);
3193
3194 /* starting with the 'head' part, lets loop
3195 * through the object and find if it has any
3196 * part that is in the los array but isn't on
3197 * a blocked los square.
3198 * we use the archetype to figure out offsets.
3199 */
3200 while (op)
3201 {
3202 dx = rv.distance_x + op->arch->x;
3203 dy = rv.distance_y + op->arch->y;
3204
3205 /* only the viewable area the player sees is updated by LOS
3206 * code, so we need to restrict ourselves to that range of values
3207 * for any meaningful values.
3208 */
3209 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3210 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3211 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3212 return 1;
3213
3214 op = op->more;
3215 }
3216
3217 return 0;
3247} 3218}
3248 3219
3249/* routine for both players and monsters. We call this when 3220/* routine for both players and monsters. We call this when
3250 * there is a possibility for our action distrubing our hiding 3221 * there is a possibility for our action distrubing our hiding
3251 * place or invisiblity spell. Artefact invisiblity is not 3222 * place or invisiblity spell. Artefact invisiblity is not
3252 * effected by this. If we arent invisible to begin with, we 3223 * effected by this. If we arent invisible to begin with, we
3253 * return 0. 3224 * return 0.
3254 */ 3225 */
3226int
3255int action_makes_visible (object *op) { 3227action_makes_visible (object *op)
3256 3228{
3257 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3229 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3230 {
3258 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3231 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3259 return 0; 3232 return 0;
3260 3233
3261 if (op->contr && op->contr->tmp_invis == 0) return 0; 3234 if (op->contr && op->contr->tmp_invis == 0)
3235 return 0;
3262 3236
3263 /* If monsters, they should become visible */ 3237 /* If monsters, they should become visible */
3264 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3238 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3239 {
3265 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3240 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3266 return 1; 3241 return 1;
3267 } 3242 }
3268 } 3243 }
3244
3269 return 0; 3245 return 0;
3270} 3246}
3271 3247
3272/* op_on_battleground - checks if the given object op (usually 3248/* op_on_battleground - checks if the given object op (usually
3273 * a player) is standing on a valid battleground-tile, 3249 * a player) is standing on a valid battleground-tile,
3274 * function returns TRUE/FALSE. If true x, y returns the battleground 3250 * function returns TRUE/FALSE. If true x, y returns the battleground
3275 * -exit-coord. (and if x, y not NULL) 3251 * -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 3252 * 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 3253 * 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 3254 * Default is to do the same as before, so only people wanting to have different points need worry about this
3279 */ 3255 */
3256int
3280int op_on_battleground (object *op, int *x, int *y) { 3257op_on_battleground (object *op, int *x, int *y)
3281 object *tmp; 3258{
3282
3283 /* A battleground-tile needs the following attributes to be valid: 3259 /* 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), 3260 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3285 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3261 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3286 * and the exit-coordinates sp/hp must both be > 0. 3262 * and the exit-coordinates sp/hp must both be > 0.
3287 * => The intention here is to prevent abuse of the battleground- 3263 * => The intention here is to prevent abuse of the battleground-
3288 * feature (like pickable or hidden battleground tiles). */ 3264 * feature (like pickable or hidden battleground tiles). */
3289 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3265 for (object *tmp = op->below; tmp; tmp = tmp->below)
3266 {
3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3267 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3268 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3269 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3292 strcmp(tmp->name, "battleground")==0 && 3270 && tmp->type == BATTLEGROUND
3293 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3271 && tmp->name == shstr_battleground
3272 && EXIT_X (tmp) && EXIT_Y (tmp))
3273 {
3294 /*before we assign the exit, check if this is a teambattle*/ 3274 /* before we assign the exit, check if this is a teambattle */
3295 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3275 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3296 object *invtmp; 3276 {
3297 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3277 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3278 {
3298 if(invtmp->type==FORCE && invtmp->slaying && 3279 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3299 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3280 {
3300 if (x != NULL && y != NULL) 3281 if (x && y)
3301 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3282 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3283
3302 return 1; 3284 return 1;
3285 }
3303 } 3286 }
3304 } 3287 }
3305 } 3288
3306 if (x != NULL && y != NULL) 3289 if (x && y)
3307 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3290 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3291
3308 return 1; 3292 return 1;
3293 }
3309 } 3294 }
3310 }
3311 } 3295 }
3296
3312 /* If we got here, did not find a battleground */ 3297 /* If we got here, did not find a battleground */
3313 return 0; 3298 return 0;
3314} 3299}
3315 3300
3316/* 3301/*
3320 * attributes: 3305 * attributes:
3321 * object *who the dragon player 3306 * object *who the dragon player
3322 * int atnr the attack-number of the ability focus 3307 * int atnr the attack-number of the ability focus
3323 * int level ability level 3308 * int level ability level
3324 */ 3309 */
3310void
3325void dragon_ability_gain(object *who, int atnr, int level) { 3311dragon_ability_gain (object *who, int atnr, int level)
3312{
3326 treasurelist *trlist = NULL; /* treasurelist */ 3313 treasurelist *trlist = NULL; /* treasurelist */
3327 treasure *tr; /* treasure */ 3314 treasure *tr; /* treasure */
3328 object *tmp,*skop; /* tmp. object */ 3315 object *tmp, *skop; /* tmp. object */
3329 object *item; /* treasure object */ 3316 object *item; /* treasure object */
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3317 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i=0, j=0; 3318 int i = 0, j = 0;
3332 3319
3333 /* get the appropriate treasurelist */ 3320 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3321 if (atnr == ATNR_FIRE)
3335 trlist = find_treasurelist("dragon_ability_fire"); 3322 trlist = treasurelist::find (shstr_dragon_ability_fire);
3336 else if (atnr == ATNR_COLD) 3323 else if (atnr == ATNR_COLD)
3337 trlist = find_treasurelist("dragon_ability_cold"); 3324 trlist = treasurelist::find (shstr_dragon_ability_cold);
3338 else if (atnr == ATNR_ELECTRICITY) 3325 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = find_treasurelist("dragon_ability_elec"); 3326 trlist = treasurelist::find (shstr_dragon_ability_elec);
3340 else if (atnr == ATNR_POISON) 3327 else if (atnr == ATNR_POISON)
3341 trlist = find_treasurelist("dragon_ability_poison"); 3328 trlist = treasurelist::find (shstr_dragon_ability_poison);
3342 3329
3343 if (trlist == NULL || who->type != PLAYER) 3330 if (trlist == NULL || who->type != PLAYER)
3331 return;
3332
3333 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3334
3335 if (!tr || !tr->item)
3336 {
3337 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3338 return;
3339 }
3340
3341 /* everything seems okay - now bring on the gift: */
3342 item = tr->item;
3343
3344 if (item->type == SPELL)
3345 {
3346 if (check_spell_known (who, item->name))
3344 return; 3347 return;
3345 3348
3346 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3349 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3347 tr = tr->next, i++); 3350 do_learn_spell (who, item, 0);
3348 3351 return;
3349 if (tr == NULL || tr->item == NULL) { 3352 }
3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3353
3354 /* grant direct spell */
3355 if (item->type == SPELLBOOK)
3356 {
3357 if (!item->inv)
3358 {
3359 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3360 return;
3361 }
3362 if (check_spell_known (who, item->inv->name))
3351 return; 3363 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) { 3364 if (item->invisible)
3365 {
3376 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3366 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); 3367 do_learn_spell (who, item->inv, 0);
3378 return; 3368 return;
3379 } 3369 }
3380 } 3370 }
3381 else if (item->type == SKILL_TOOL && item->invisible) { 3371 else if (item->type == SKILL_TOOL && item->invisible)
3372 {
3382 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3373 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3374 {
3383 3375
3384 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3376 /* 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 3377 * 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, 3378 * them. As it is now, if the player has any that match the granted skill,
3387 * but not all of them, he gets nothing. 3379 * but not all of them, he gets nothing.
3388 */ 3380 */
3389 if (!(skop->attacktype & item->attacktype)) { 3381 if (!(skop->attacktype & item->attacktype))
3382 {
3390 /* Give new attacktype */ 3383 /* Give new attacktype */
3391 skop->attacktype |= item->attacktype; 3384 skop->attacktype |= item->attacktype;
3392 3385
3393 /* always add physical if there's none */ 3386 /* always add physical if there's none */
3394 skop->attacktype |= AT_PHYSICAL; 3387 skop->attacktype |= AT_PHYSICAL;
3395 3388
3396 if (item->msg != NULL) 3389 if (item->msg != NULL)
3397 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3390 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3398 3391
3399 /* Give player new face */ 3392 /* Give player new face */
3400 if (item->animation_id) { 3393 if (item->animation_id)
3394 {
3401 who->face = skop->face; 3395 who->face = skop->face;
3402 who->animation_id = item->animation_id; 3396 who->animation_id = item->animation_id;
3403 who->anim_speed = item->anim_speed; 3397 who->anim_speed = item->anim_speed;
3404 who->last_anim = 0; 3398 who->last_anim = 0;
3405 who->state = 0; 3399 who->state = 0;
3406 animate_object(who, who->direction); 3400 animate_object (who, who->direction);
3407 } 3401 }
3408 } 3402 }
3409 } 3403 }
3410 } 3404 }
3411 else if (item->type == FORCE) { 3405 else if (item->type == FORCE)
3406 {
3412 /* forces in the treasurelist can alter the player's stats */ 3407 /* forces in the treasurelist can alter the player's stats */
3413 object *skin; 3408 object *skin;
3409
3414 /* first get the dragon skin force */ 3410 /* first get the dragon skin force */
3415 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3411 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3416 skin=skin->below); 3412 ;
3417 if (skin == NULL) return; 3413
3418 3414 if (!skin)
3415 return;
3416
3419 /* adding new spellpath attunements */ 3417 /* adding new spellpath attunements */
3420 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3418 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3419 {
3421 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3420 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3422 3421
3423 /* print message */ 3422 /* print message */
3424 sprintf(buf, "You feel attuned to "); 3423 sprintf (buf, "You feel attuned to ");
3425 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3424 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3425 {
3426 if(item->path_attuned & (1<<i)) { 3426 if (item->path_attuned & (1 << i))
3427 {
3427 if (j) 3428 if (j)
3428 strcat(buf," and "); 3429 strcat (buf, " and ");
3429 else 3430 else
3430 j = 1; 3431 j = 1;
3431 strcat(buf, spellpathnames[i]); 3432 strcat (buf, spellpathnames[i]);
3432 } 3433 }
3433 } 3434 }
3434 strcat(buf,"."); 3435 strcat (buf, ".");
3435 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3436 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3436 } 3437 }
3437 3438
3438 /* evtl. adding flags: */ 3439 /* evtl. adding flags: */
3439 if(QUERY_FLAG(item, FLAG_XRAYS)) 3440 if (QUERY_FLAG (item, FLAG_XRAYS))
3440 SET_FLAG(skin, FLAG_XRAYS); 3441 SET_FLAG (skin, FLAG_XRAYS);
3441 if(QUERY_FLAG(item, FLAG_STEALTH)) 3442 if (QUERY_FLAG (item, FLAG_STEALTH))
3442 SET_FLAG(skin, FLAG_STEALTH); 3443 SET_FLAG (skin, FLAG_STEALTH);
3443 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3444 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3444 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3445 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3445 3446
3446 /* print message if there is one */ 3447 /* print message if there is one */
3447 if (item->msg != NULL) 3448 if (item->msg != NULL)
3448 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3449 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3450 }
3451 else
3449 } 3452 {
3450 else {
3451 /* generate misc. treasure */ 3453 /* generate misc. treasure */
3452 tmp = arch_to_object (tr->item); 3454 tmp = arch_to_object (tr->item);
3453 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3455 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); 3456 who->insert (tmp);
3455 if (who->type == PLAYER)
3456 esrv_send_item(who, tmp);
3457 } 3457 }
3458} 3458}
3459 3459
3460/** 3460/**
3461 * Unready an object for a player. This function does nothing if the object was 3461 * Unready an object for a player. This function does nothing if the object was
3462 * not readied. 3462 * not readied.
3463 */ 3463 */
3464void
3464void player_unready_range_ob(player *pl, object *ob) { 3465player_unready_range_ob (player *pl, object *ob)
3465 rangetype i; 3466{
3467 if (pl->ob->current_weapon == ob)
3468 pl->ob->current_weapon = 0;
3466 3469
3467 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3470 if (pl->combat_ob == ob)
3468 if (pl->ranges[i] == ob) { 3471 pl->combat_ob = 0;
3469 pl->ranges[i] = NULL; 3472
3470 if (pl->shoottype == i) { 3473 if (pl->ranged_ob == ob)
3471 pl->shoottype = range_none; 3474 pl->ranged_ob = 0;
3472 }
3473 }
3474 }
3475} 3475}
3476
3477sint8
3478player::visibility_at (maptile *map, int x, int y) const
3479{
3480 if (!ns)
3481 return 0;
3482
3483 int dx, dy;
3484 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3485 return 0;
3486
3487 x += dx - ns->current_x + ns->mapx / 2;
3488 y += dy - ns->current_y + ns->mapy / 2;
3489
3490 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3491 return 0;
3492
3493 return 100 - blocked_los [x][y];
3494}
3495
3496void
3497player::infobox (const char *title, const char *msg, int color)
3498{
3499 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3500}
3501
3502void
3503player::statusmsg (const char *msg, int color)
3504{
3505 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3506}
3507
3508void
3509player::failmsg (const char *msg, int color)
3510{
3511 play_sound (sound_find ("generic_failure"));
3512 statusmsg (msg, color);
3513}
3514

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