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Comparing deliantra/server/server/player.C (file contents):
Revision 1.14 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.171 by root, Sat Sep 8 07:06:51 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: player.C,v 1.14 2006/09/03 00:18:42 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
4 */ 22 */
5 23
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 25#include <sproto.h>
35#endif
36#include <sounds.h> 26#include <sounds.h>
37#include <living.h> 27#include <living.h>
38#include <object.h> 28#include <object.h>
39#include <spells.h> 29#include <spells.h>
40#include <skills.h> 30#include <skills.h>
41#include <newclient.h>
42 31
43#ifdef COZY_SERVER 32#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 33#include <functional>
45#endif
46 34
47player *find_player(const char *plname) 35playervec players;
36
37void
38display_motd (const object *op)
48{ 39{
49 player *pl; 40 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 41 char motd[HUGE_BUF];
51 { 42 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 48 return;
54 };
55 return NULL;
56}
57 49
58player* find_player_partial_name( const char* plname ) 50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
59 { 54 {
60 player* pl; 55 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 56 continue;
67 57
68 if ( !strcmp( pl->ob->name, plname) ) 58 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 59 size += strlen (buf);
60 }
70 61
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
72 { 137 {
73 if ( found ) 138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
74 return NULL; 139 break;
75
76 found = pl;
77 } 140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
78 } 143 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88 144 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 145
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 148 close_and_delete (fp, comp);
103} 149}
104 150
105void send_rules(const object *op) { 151/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 152static void
107 char rules[HUGE_BUF]; 153set_first_map (object *op)
108 FILE *fp; 154{
109 int comp; 155 op->contr->maplevel = first_map_path;
110 int size; 156 op->x = -1;
111 157 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 158}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 159
160void
161player::activate ()
162{
163 if (active)
114 return; 164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172}
173
174void
175player::deactivate ()
176{
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195}
196
197// connect the player with a specific client
198// also changes, rationalises, and fixes some incorrect settings
199void
200player::connect (client *ns)
201{
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (this);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race;
219
220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->object::name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
115 } 229 {
116 rules[0]='\0'; 230 object *tmp, *abil = 0, *skin = 0;
117 size=0; 231
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 232 for (tmp = ob->inv; tmp; tmp = tmp->below)
119 if( *buf == '#') 233 if (tmp->type == FORCE)
120 continue; 234 if (tmp->arch->archname == shstr_dragon_ability_force)
121 if (size + strlen(buf)>=HUGE_BUF) 235 abil = tmp;
236 else if (tmp->arch->archname == shstr_dragon_skin_force)
237 skin = tmp;
238
239 set_dragon_name (ob, abil, skin);
240 }
241
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243
244 esrv_new_player (this, ob->weight + ob->carrying);
245
246 ob->flag [FLAG_READY_WEAPON] = false;
247 ob->flag [FLAG_READY_SKILL] = false;
248 ob->flag [FLAG_READY_BOW] = false;
249
250 for (object *op = ob->inv; op; op = op->below)
251 if (op->flag [FLAG_APPLIED])
252 switch (op->type)
122 { 253 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 254 case SKILL:
124 break; 255 ob->flag [FLAG_APPLIED] = false;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break; 256 break;
167 } 257
168 strncat(news+size,buf,HUGE_BUF-size); 258 case WAND:
169 size+=strlen(buf); 259 case ROD:
260 case HORN:
261 case BOW:
262 ranged_ob = op;
263 break;
264
265 case WEAPON:
266 combat_ob = op;
267 break;
170 } 268 }
171 } 269
270 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
271 ob->update_stats ();
272
273 ns->floorbox_update ();
274 esrv_send_inventory (ob, ob);
275 esrv_add_spells (this, 0);
276
277 activate ();
278
279 send_rules (ob);
280 send_news (ob);
281 display_motd (ob);
282
283 INVOKE_PLAYER (CONNECT, this);
284 INVOKE_PLAYER (LOGIN, this);
285}
286
287void
288player::disconnect ()
289{
290 if (ob)
172 291 {
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 292 ob->close_container (); //TODO: client-specific
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 293 ob->drop_unpaid_items ();
175 "INFORMATION: %s\n%s\n", 294 }
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179}
180 295
181int playername_ok(const char *cp) { 296 if (ns)
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1;
189}
190
191/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map.
194 */
195
196/* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 p = new player;
208
209 /* This adds the player in the linked list. There is extra
210 * complexity here because we want to add the new player at the
211 * end of the list - there is in fact no compelling reason that
212 * that needs to be done except for things like output of
213 * 'who'.
214 */
215 player *tmp = first_player;
216 while(tmp!=NULL&&tmp->next!=NULL)
217 tmp=tmp->next;
218 if(tmp!=NULL)
219 tmp->next=p;
220 else
221 first_player=p;
222
223 p->next = NULL;
224 } 297 {
298 if (active)
299 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
225 300
226 /* Clears basically the entire player structure except 301 INVOKE_PLAYER (DISCONNECT, this);
227 * for next and socket.
228 */
229 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
230 p->attachable_init (); //HACK
231 302
303 ns->reset_stats ();
304 ns->pl = 0;
305 ns = 0;
306 }
307
308 observe = ob;
309
310 deactivate ();
311}
312
313// the need for this function can be explained
314// by load_object not returning the object
315void
316player::set_object (object *op)
317{
318 ob = observe = op;
319 ob->contr = this; /* this aren't yet in archetype */
320
321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
324 ob->direction = 5; /* So player faces south */
325}
326
327void
328player::set_observe (object *op)
329{
330 observe = op ? op : ob;
331 do_los = 1;
332}
333
334player::player ()
335{
232 /* There are some elements we want initialized to non zero value - 336 /* There are some elements we want initialised to non zero value -
233 * we deal with that below this point. 337 * we deal with that below this point.
234 */ 338 */
235 p->party=NULL; 339 outputs_sync = 4;
236 p->outputs_sync=16; /* Every 2 seconds */ 340 outputs_count = 4;
237 p->outputs_count=8; /* Keeps present behaviour */
238 p->unapply = unapply_nochoice; 341 unapply = unapply_nochoice;
239 p->Swap_First = -1;
240 342
241#ifdef AUTOSAVE 343 savebed_map = first_map_path; /* Init. respawn position */
242 p->last_save_tick = 9999999; 344
243#endif 345 gen_sp_armour = 10;
346 bowtype = bow_normal;
347 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers;
350 peaceful = 1; /* default peaceful */
351 do_los = 1;
352
353 weapon_sp = 1.0f;
354 weapon_sp_left = 0.5f;
355}
356
357void
358player::do_destroy ()
359{
360 disconnect ();
361
362 attachable::do_destroy ();
363
364 if (ob)
244 365 {
245 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 366 ob->destroy_inv (false);
367 ob->destroy ();
246 368 }
247 op->contr=p; /* this aren't yet in archetype */
248 p->ob = op;
249 op->speed_left=0.5;
250 op->speed=1.0;
251 op->direction=5; /* So player faces south */
252 op->stats.wc=2;
253 op->run_away = 25; /* Then we panick... */
254 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
255 369
256 roll_stats(op); 370 ob = observe = 0;
257 p->state=ST_ROLL_STAT;
258 clear_los(op);
259
260 p->gen_sp_armour=10;
261 p->last_speed= -1;
262 p->shoottype=range_none;
263 p->bowtype=bow_normal;
264 p->petmode=pet_normal;
265 p->listening=10;
266 p->usekeys=containers;
267 p->last_weapon_sp= -1;
268 p->peaceful=1; /* default peaceful */
269 p->do_los=1;
270 p->explore=0;
271 p->no_shout=0; /* default can shout */
272
273 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
274 p->title[sizeof(p->title)-1] = '\0';
275 op->race = op->arch->clone.race;
276
277 CLEAR_FLAG(op,FLAG_READY_SKILL);
278
279 /* we need to clear these to -1 and not zero - otherwise,
280 * if a player quits and starts a new character, we wont
281 * send new values to the client, as things like exp start
282 * at zero.
283 */
284 for (i=0; i < NUM_SKILLS; i++) {
285 p->last_skill_exp[i] = -1;
286 p->last_skill_ob[i] = NULL;
287 }
288 for (i=0; i < NROFATTACKS; i++) {
289 p->last_resist[i] = -1;
290 }
291 p->last_stats.exp = -1;
292 p->last_weight = (uint32)-1;
293
294 p->socket.update_look=0;
295 p->socket.look_position=0;
296 return p;
297} 371}
298 372
299 373player::~player ()
300/* This loads the first map an puts the player on it. */
301static void set_first_map(object *op)
302{ 374{
303 strcpy(op->contr->maplevel, first_map_path); 375 /* Clear item stack */
304 op->x = -1; 376 free (stack_items);
305 op->y = -1;
306 enter_exit(op, NULL);
307} 377}
308 378
309/* Tries to add player on the connection passwd in ns. 379/* Tries to add player on the connection passed in ns.
310 * All we can really get in this is some settings like host and display 380 * All we can really get in this is some settings like host and display
311 * mode. 381 * mode.
312 */ 382 */
383player *
384player::create ()
385{
386 player *pl = new player;
313 387
314int add_player(NewSocket *ns) { 388 pl->set_object (arch_to_object (get_player_archetype (0)));
315 player *p;
316 389
317 p=get_player(NULL); 390 pl->ob->roll_stats ();
318 p->socket = *ns; 391 pl->ob->stats.wc = 2;
319 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 392 pl->ob->run_away = 25; /* Then we panick... */
320 if(p->socket.faces_sent == NULL) 393
321 fatal(OUT_OF_MEMORY);
322 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
323 /* Needed because the socket we just copied over needs to be cleared.
324 * Note that this can result in a client reset if there is partial data
325 * on the uncoming socket.
326 */
327 p->socket.inbuf.len = 0;
328 set_first_map(p->ob); 394 set_first_map (pl->ob);
329 395
330 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
331 add_friendly_object(p->ob);
332 send_rules(p->ob);
333 send_news(p->ob);
334 display_motd(p->ob);
335 get_name(p->ob);
336 return 0; 396 return pl;
337} 397}
338 398
339/* 399/*
340 * get_player_archetype() return next player archetype from archetype 400 * get_player_archetype() return next player archetype from archetype
341 * list. Not very efficient routine, but used only creating new players. 401 * list. Not very efficient routine, but used only creating new players.
342 * Note: there MUST be at least one player archetype! 402 * Note: there MUST be at least one player archetype!
343 */ 403 */
404archetype *
344archetype *get_player_archetype(archetype* at) 405get_player_archetype (archetype *at)
345{ 406{
346 archetype *start = at; 407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
408
347 for (;;) { 409 for (;;)
348 if (at==NULL || at->next==NULL)
349 at=first_archetype;
350 else
351 at=at->next;
352 if(at->clone.type==PLAYER)
353 return at;
354 if (at == start) {
355 LOG (llevError, "No Player archetypes\n");
356 exit (-1);
357 }
358 } 410 {
359} 411 if (++i == archetypes.end ())
412 i = archetypes.begin ();
413 else if (*i == at)
414 cleanup ("not a single player archetype found");
360 415
416 if ((*i)->type == PLAYER)
417 return *i;
418 }
419}
361 420
421object *
362object *get_nearest_player(object *mon) { 422get_nearest_player (object *mon)
423{
363 object *op = NULL; 424 object *op = NULL;
364 player *pl = NULL;
365 objectlink *ol; 425 objectlink *ol;
366 unsigned lastdist; 426 unsigned lastdist;
367 rv_vector rv; 427 rv_vector rv;
368 428
369 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 429 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
370 /* We should not find free objects on this friendly list, but it 430 {
371 * does periodically happen. Given that, lets deal with it.
372 * While unlikely, it is possible the next object on the friendly
373 * list is also free, so encapsulate this in a while loop.
374 */
375 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
376 object *tmp=ol->ob;
377
378 /* Can't do much more other than log the fact, because the object
379 * itself will have been cleared.
380 */
381 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
382 ol = ol->next;
383 remove_friendly_object(tmp);
384 if (!ol) return op;
385 }
386
387 /* Remove special check for player from this. First, it looks to cause
388 * some crashes (ol->ob->contr not set properly?), but secondly, a more
389 * complicated method of state checking would be needed in any case -
390 * as it was, a clever player could type quit, and the function would
391 * skip them over while waiting for confirmation. Remove
392 * on_same_map check, as can_detect_enemy also does this
393 */
394 if (!can_detect_enemy(mon,ol->ob,&rv)) 431 if (!can_detect_enemy (mon, ol->ob, &rv))
395 continue; 432 continue;
396 433
397 if(lastdist>rv.distance) { 434 if (lastdist > rv.distance)
435 {
398 op=ol->ob; 436 op = ol->ob;
399 lastdist=rv.distance; 437 lastdist = rv.distance;
400 } 438 }
401 } 439 }
402 for (pl=first_player; pl != NULL; pl=pl->next) { 440
441 for_all_players (pl)
403 if (can_detect_enemy(mon, pl->ob,&rv)) { 442 if (can_detect_enemy (mon, pl->ob, &rv))
404
405 if(lastdist>rv.distance) { 443 if (lastdist > rv.distance)
406 op=pl->ob;
407 lastdist=rv.distance;
408 }
409 } 444 {
410 } 445 op = pl->ob;
446 lastdist = rv.distance;
447 }
448
411#if 0 449#if 0
412 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)"); 450 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
413#endif 451#endif
414 return op; 452 return op;
415} 453}
416 454
417/* I believe this can safely go to 2, 3 is questionable, 4 will likely 455/* I believe this can safely go to 2, 3 is questionable, 4 will likely
418 * result in a monster paths backtracking. It basically determines how large a 456 * result in a monster paths backtracking. It basically determines how large a
419 * detour a monster will take from the direction path when looking 457 * detour a monster will take from the direction path when looking
433 * circling behaviour. Unfortunately, this function is also used to determined 471 * circling behaviour. Unfortunately, this function is also used to determined
434 * if the creature should cast a spell, so returning a direction in that case 472 * if the creature should cast a spell, so returning a direction in that case
435 * is probably not a good thing. 473 * is probably not a good thing.
436 */ 474 */
437#define MAX_SPACES 50 475#define MAX_SPACES 50
438
439 476
440/* 477/*
441 * Returns the direction to the player, if valid. Returns 0 otherwise. 478 * Returns the direction to the player, if valid. Returns 0 otherwise.
442 * modified to verify there is a path to the player. Does this by stepping towards 479 * modified to verify there is a path to the player. Does this by stepping towards
443 * player and if path is blocked then see if blockage is close enough to player that 480 * player and if path is blocked then see if blockage is close enough to player that
456 * monster can in fact move one space in that direction. 493 * monster can in fact move one space in that direction.
457 * 3) I'm not sure how good this code will be for moving multipart monsters, 494 * 3) I'm not sure how good this code will be for moving multipart monsters,
458 * since only simple checks to blocked are being called, which could mean the monster 495 * since only simple checks to blocked are being called, which could mean the monster
459 * is blocking itself. 496 * is blocking itself.
460 */ 497 */
498int
461int path_to_player(object *mon, object *pl, unsigned mindiff) { 499path_to_player (object *mon, object *pl, unsigned mindiff)
500{
462 rv_vector rv; 501 rv_vector rv;
463 sint16 x,y; 502 sint16 x, y;
464 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 503 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
465 mapstruct *m ,*lastmap; 504 maptile *m, *lastmap;
466 505
467 get_rangevector(mon, pl, &rv, 0); 506 get_rangevector (mon, pl, &rv, 0);
468 507
469 if (rv.distance<mindiff) return 0; 508 if (rv.distance < mindiff)
509 return 0;
470 510
471 x=mon->x; 511 x = mon->x;
472 y=mon->y; 512 y = mon->y;
473 m=mon->map; 513 m = mon->map;
474 dir = rv.direction; 514 dir = rv.direction;
475 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 515 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
476 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 516 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
517
477 /* If we can't solve it within the search distance, return now. */ 518 /* If we can't solve it within the search distance, return now. */
478 if (diff>max) return 0; 519 if (diff > max)
520 return 0;
521
479 while (diff >1 && max>0) { 522 while (diff > 1 && max > 0)
523 {
480 lastx = x; 524 lastx = x;
481 lasty = y; 525 lasty = y;
482 lastmap = m; 526 lastmap = m;
483 x = lastx + freearr_x[dir]; 527 x = lastx + freearr_x[dir];
484 y = lasty + freearr_y[dir]; 528 y = lasty + freearr_y[dir];
485 529
486 mflags = get_map_flags(m, &m, x, y, &x, &y); 530 mflags = get_map_flags (m, &m, x, y, &x, &y);
487 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 531 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
488 532
489 /* Space is blocked - try changing direction a little */ 533 /* Space is blocked - try changing direction a little */
490 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 534 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
491 && (m == mon->map && blocked_link(mon, m, x, y)))) { 535 && (m == mon->map && blocked_link (mon, m, x, y))))
536 {
492 /* recalculate direction from last good location. Possible 537 /* recalculate direction from last good location. Possible
493 * we were not traversing ideal location before. 538 * we were not traversing ideal location before.
494 */ 539 */
495 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 540 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
496 if (rv.direction != dir) { 541 if (rv.direction != dir)
542 {
497 /* OK - says direction should be different - lets reset the 543 /* OK - says direction should be different - lets reset the
498 * the values so it will try again. 544 * the values so it will try again.
499 */ 545 */
500 x = lastx; 546 x = lastx;
501 y = lasty; 547 y = lasty;
502 m = lastmap; 548 m = lastmap;
503 dir = firstdir = rv.direction; 549 dir = firstdir = rv.direction;
550 }
504 } else { 551 else
552 {
505 /* direct path is blocked - try taking a side step to 553 /* direct path is blocked - try taking a side step to
506 * either the left or right. 554 * either the left or right.
507 * Note increase the values in the loop below to be 555 * Note increase the values in the loop below to be
508 * more than -1/1 respectively will mean the monster takes 556 * more than -1/1 respectively will mean the monster takes
509 * bigger detour. Have to be careful about these values getting 557 * bigger detour. Have to be careful about these values getting
510 * too big (3 or maybe 4 or higher) as the monster may just try 558 * too big (3 or maybe 4 or higher) as the monster may just try
511 * stepping back and forth 559 * stepping back and forth
512 */ 560 */
513 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 561 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
562 {
563 if (i == 0)
514 if (i==0) continue; /* already did this, so skip it */ 564 continue; /* already did this, so skip it */
515 /* Use lastdir here - otherwise, 565 /* Use lastdir here - otherwise,
516 * since the direction that the creature should move in 566 * since the direction that the creature should move in
517 * may change, you could get infinite loops. 567 * may change, you could get infinite loops.
518 * ie, player is northwest, but monster can only 568 * ie, player is northwest, but monster can only
519 * move west, so it does that. It goes some distance, 569 * move west, so it does that. It goes some distance,
520 * gets blocked, finds that it should move north, 570 * gets blocked, finds that it should move north,
521 * can't do that, but now finds it can move east, and 571 * can't do that, but now finds it can move east, and
522 * gets back to its original point. lastdir contains 572 * gets back to its original point. lastdir contains
523 * the last direction the creature has successfully 573 * the last direction the creature has successfully
524 * moved. 574 * moved.
525 */ 575 */
526 576
527 x = lastx + freearr_x[absdir(lastdir+i)]; 577 x = lastx + freearr_x[absdir (lastdir + i)];
528 y = lasty + freearr_y[absdir(lastdir+i)]; 578 y = lasty + freearr_y[absdir (lastdir + i)];
529 m = lastmap; 579 m = lastmap;
530 mflags = get_map_flags(m, &m, x, y, &x, &y); 580 mflags = get_map_flags (m, &m, x, y, &x, &y);
531 if (mflags & P_OUT_OF_MAP) continue; 581 if (mflags & P_OUT_OF_MAP)
582 continue;
532 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 583 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
533 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 584 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
585 continue;
534 if (mflags & P_BLOCKSVIEW) continue; 586 if (mflags & P_BLOCKSVIEW)
587 continue;
535 588
536 if (m == mon->map && blocked_link(mon, m, x, y)) break; 589 if (m == mon->map && blocked_link (mon, m, x, y))
590 break;
537 } 591 }
538 /* go through entire loop without finding a valid 592 /* go through entire loop without finding a valid
539 * sidestep to take - thus, no valid path. 593 * sidestep to take - thus, no valid path.
540 */ 594 */
541 if (i==(DETOUR_AMOUNT+1)) 595 if (i == (DETOUR_AMOUNT + 1))
542 return 0; 596 return 0;
543 diff--; 597 diff--;
544 lastdir=dir; 598 lastdir = dir;
545 max--; 599 max--;
546 if (!firstdir) firstdir = dir+i; 600 if (!firstdir)
601 firstdir = dir + i;
547 } /* else check alternate directions */ 602 } /* else check alternate directions */
548 } /* if blocked */ 603 } /* if blocked */
549 else { 604 else
605 {
550 /* we moved towards creature, so diff is less */ 606 /* we moved towards creature, so diff is less */
551 diff--; 607 diff--;
552 max--; 608 max--;
553 lastdir=dir; 609 lastdir = dir;
610 if (!firstdir)
554 if (!firstdir) firstdir = dir; 611 firstdir = dir;
612 }
613
614 if (diff <= 1)
555 } 615 {
556 if (diff<=1) {
557 /* Recalculate diff (distance) because we may not have actually 616 /* Recalculate diff (distance) because we may not have actually
558 * headed toward player for entire distance. 617 * headed toward player for entire distance.
559 */ 618 */
560 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 619 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
561 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 620 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
562 } 621 }
563 if (diff>max) return 0; 622
623 if (diff > max)
624 return 0;
564 } 625 }
626
565 /* If we reached the max, didn't find a direction in time */ 627 /* If we reached the max, didn't find a direction in time */
566 if (!max) return 0; 628 if (!max)
629 return 0;
567 630
568 return firstdir; 631 return firstdir;
569} 632}
570 633
634void
571void give_initial_items(object *pl,treasurelist *items) { 635give_initial_items (object *pl, treasurelist * items)
636{
572 object *op,*next=NULL; 637 object *op, *next = NULL;
573 638
574 if(pl->randomitems!=NULL) 639 if (pl->randomitems != NULL)
575 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 640 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
576 641
577 for (op=pl->inv; op; op=next) { 642 for (op = pl->inv; op; op = next)
643 {
578 next = op->below; 644 next = op->below;
579 645
580 /* Forces get applied per default, unless they have the 646 /* Forces get applied per default, unless they have the
581 * flag "neutral" set. Sorry but I can't think of a better way 647 * flag "neutral" set. Sorry but I can't think of a better way
582 */ 648 */
583 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 649 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
584 SET_FLAG(op,FLAG_APPLIED); 650 SET_FLAG (op, FLAG_APPLIED);
585 651
586 /* we never give weapons/armour if these cannot be used 652 /* we never give weapons/armour if these cannot be used
587 * by this player due to race restrictions 653 * by this player due to race restrictions
588 */ 654 */
589 if (pl->type == PLAYER) { 655 if (pl->type == PLAYER)
656 {
590 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 657 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
591 (op->type == ARMOUR || op->type == BOOTS || 658 (op->type == ARMOUR || op->type == BOOTS ||
592 op->type == CLOAK || op->type == HELMET || 659 op->type == CLOAK || op->type == HELMET ||
593 op->type == SHIELD || op->type == GLOVES || 660 op->type == SHIELD || op->type == GLOVES ||
594 op->type == BRACERS || op->type == GIRDLE)) || 661 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
595 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
596 remove_ob (op);
597 free_object (op);
598 continue;
599 } 662 {
600 } 663 op->destroy ();
601
602 /* This really needs to be better - we should really give
603 * a substitute spellbook. The problem is that we don't really
604 * have a good idea what to replace it with (need something like
605 * a first level treasurelist for each skill.)
606 * remove duplicate skills also
607 */
608 if(op->type==SPELLBOOK || op->type == SKILL) {
609 object *tmp;
610
611 for (tmp=op->below; tmp; tmp=tmp->below)
612 if (tmp->type == op->type && tmp->name == op->name) break;
613
614 if (tmp) {
615 remove_ob(op);
616 free_object(op);
617 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
618 &tmp->name);
619 continue; 664 continue;
620 } 665 }
621 if (op->nrof > 1) op->nrof = 1; 666 }
667
668 /* This really needs to be better - we should really give
669 * a substitute spellbook. The problem is that we don't really
670 * have a good idea what to replace it with (need something like
671 * a first level treasurelist for each skill.)
672 * remove duplicate skills also
673 */
674 if (op->type == SPELLBOOK || op->type == SKILL)
622 } 675 {
676 object *tmp;
623 677
678 for (tmp = op->below; tmp; tmp = tmp->below)
679 if (tmp->type == op->type && tmp->name == op->name)
680 break;
681
682 if (tmp)
683 {
684 op->destroy ();
685 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
686 continue;
687 }
688
689 if (op->nrof > 1)
690 op->nrof = 1;
691 }
692
624 if (op->type == SPELLBOOK && op->inv) { 693 if (op->type == SPELLBOOK && op->inv)
694 {
625 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 695 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
626 } 696 }
627 697
628 /* Give starting characters identified, uncursed, and undamned 698 /* Give starting characters identified, uncursed, and undamned
629 * items. Just don't identify gold or silver, or it won't be 699 * items. Just don't identify gold or silver, or it won't be
630 * merged properly. 700 * merged properly.
631 */ 701 */
632 if (need_identify(op)) { 702 if (need_identify (op))
703 {
633 SET_FLAG(op, FLAG_IDENTIFIED); 704 SET_FLAG (op, FLAG_IDENTIFIED);
634 CLEAR_FLAG(op, FLAG_CURSED); 705 CLEAR_FLAG (op, FLAG_CURSED);
635 CLEAR_FLAG(op, FLAG_DAMNED); 706 CLEAR_FLAG (op, FLAG_DAMNED);
707 }
708 if (op->type == SPELL)
636 } 709 {
637 if(op->type==SPELL) { 710 op->destroy ();
638 remove_ob(op);
639 free_object(op);
640 continue; 711 continue;
712 }
713 else if (op->type == SKILL)
641 } 714 {
642 else if(op->type==SKILL) {
643 SET_FLAG(op, FLAG_CAN_USE_SKILL); 715 SET_FLAG (op, FLAG_CAN_USE_SKILL);
644 op->stats.exp = 0; 716 op->stats.exp = 0;
645 op->level = 1; 717 op->level = 1;
646 } 718 }
647 /* lock all 'normal items by default */ 719 /* lock all 'normal items by default */
720 else
648 else SET_FLAG(op, FLAG_INV_LOCKED); 721 SET_FLAG (op, FLAG_INV_LOCKED);
649 } /* for loop of objects in player inv */ 722 } /* for loop of objects in player inv */
650 723
651 /* Need to set up the skill pointers */ 724 /* Need to set up the skill pointers */
652 link_player_skills(pl); 725 link_player_skills (pl);
653} 726}
654 727
655void get_name(object *op) { 728void
656 op->contr->write_buf[0]='\0';
657 op->contr->state=ST_GET_NAME;
658 send_query(&op->contr->socket,0,"What is your name?\n:");
659}
660
661void get_password(object *op) {
662 op->contr->write_buf[0]='\0';
663 op->contr->state=ST_GET_PASSWORD;
664 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
665}
666
667void play_again(object *op)
668{
669 op->contr->state=ST_PLAY_AGAIN;
670 op->chosen_skill = NULL;
671 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
672 /* a bit of a hack, but there are various places early in th
673 * player creation process that a user can quit (eg, roll
674 * stats) that isn't removing the player. Taking a quick
675 * look, there are many places that call play_again without
676 * removing the player - it probably makes more sense
677 * to leave it to play_again to remove the object in all
678 * cases.
679 */
680 if (!QUERY_FLAG(op, FLAG_REMOVED))
681 remove_ob(op);
682 /* Need to set this to null - otherwise, it could point to garbage,
683 * and draw() doesn't check to see if the player is removed, only if
684 * the map is null or not swapped out.
685 */
686 op->map = NULL;
687}
688
689
690int receive_play_again(object *op, char key)
691{
692 if(key=='q'||key=='Q') {
693 remove_friendly_object(op);
694 leave(op->contr,0); /* ericserver will draw the message */
695 return 2;
696 }
697 else if(key=='a'||key=='A') {
698 player *pl = op->contr;
699 shstr name = op->name;
700
701 remove_friendly_object(op);
702 free_object(op);
703 pl = get_player(pl);
704 op = pl->ob;
705 add_friendly_object(op);
706 op->contr->password[0]='~';
707 op->name = op->name_pl = 0;
708 /* Lets put a space in here */
709 new_draw_info(NDI_UNIQUE, 0, op, "\n");
710 get_name(op);
711 op->name = op->name_pl = name;
712 set_first_map(op);
713 } else {
714 /* user pressed something else so just ask again... */
715 play_again(op);
716 }
717 return 0;
718}
719
720void confirm_password(object *op) {
721
722 op->contr->write_buf[0]='\0';
723 op->contr->state=ST_CONFIRM_PASSWORD;
724 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
725}
726
727void get_party_password(object *op, partylist *party) { 729get_party_password (object *op, partylist *party)
730{
728 if (party == NULL) { 731 if (party == NULL)
732 {
729 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 733 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
730 return; 734 return;
731 } 735 }
736
732 op->contr->write_buf[0]='\0'; 737 op->contr->write_buf[0] = '\0';
733 op->contr->state=ST_GET_PARTY_PASSWORD; 738 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
734 op->contr->party_to_join = party; 739 op->contr->party_to_join = party;
735 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 740 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
736} 741}
737
738 742
739/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 743/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
744static int
740int roll_stat(void) { 745roll_stat (void)
746{
741 int a[4],i,j,k; 747 int a[4], i, j, k;
742 748
743 for(i=0;i<4;i++) 749 for (i = 0; i < 4; i++)
744 a[i]=(int)RANDOM()%6+1; 750 a[i] = (int) rndm (6) + 1;
745 751
746 for(i=0,j=0,k=7;i<4;i++) 752 for (i = 0, j = 0, k = 7; i < 4; i++)
747 if(a[i]<k) 753 if (a[i] < k)
748 k=a[i],j=i; 754 k = a[i], j = i;
749 755
750 for(i=0,k=0;i<4;i++) { 756 for (i = 0, k = 0; i < 4; i++)
751 if(i!=j) 757 if (i != j)
752 k+=a[i]; 758 k += a[i];
753 } 759
754 return k; 760 return k;
755} 761}
756 762
757void roll_stats(object *op) { 763void
764object::roll_stats ()
765{
766 int statsort [NUM_STATS];
767
768 for (;;)
769 {
758 int sum=0; 770 int sum = 0;
759 int i = 0, j = 0; 771 for (int i = NUM_STATS; i--; )
760 int statsort[7]; 772 sum += statsort [i] = roll_stat ();
761 773
762 do { 774 if (sum >= 82 && sum <= 116)
763 op->stats.Str=roll_stat(); 775 break;
764 op->stats.Dex=roll_stat(); 776 }
765 op->stats.Int=roll_stat();
766 op->stats.Con=roll_stat();
767 op->stats.Wis=roll_stat();
768 op->stats.Pow=roll_stat();
769 op->stats.Cha=roll_stat();
770 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
771 op->stats.Con+op->stats.Wis+op->stats.Pow+
772 op->stats.Cha;
773 } while(sum<82||sum>116);
774 777
775 /* Sort the stats so that rerolling is easier... */ 778 // Sort the stats so that rerolling is easier...
776 statsort[0] = op->stats.Str; 779 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
777 statsort[1] = op->stats.Dex;
778 statsort[2] = op->stats.Int;
779 statsort[3] = op->stats.Con;
780 statsort[4] = op->stats.Wis;
781 statsort[5] = op->stats.Pow;
782 statsort[6] = op->stats.Cha;
783 780
784 /* a quick and dirty bubblesort? */ 781 for (int i = 0; i < NUM_STATS; ++i)
785 do {
786 if (statsort[i] < statsort[i + 1]) {
787 j = statsort[i];
788 statsort[i] = statsort[i + 1];
789 statsort[i + 1] = j;
790 i = 0;
791 } else {
792 i++;
793 }
794 } while (i < 6);
795
796 op->stats.Str = statsort[0]; 782 stats.stat (i) = statsort [i];
797 op->stats.Dex = statsort[1];
798 op->stats.Con = statsort[2];
799 op->stats.Int = statsort[3];
800 op->stats.Wis = statsort[4];
801 op->stats.Pow = statsort[5];
802 op->stats.Cha = statsort[6];
803 783
804
805 op->contr->orig_stats.Str=op->stats.Str;
806 op->contr->orig_stats.Dex=op->stats.Dex;
807 op->contr->orig_stats.Int=op->stats.Int;
808 op->contr->orig_stats.Con=op->stats.Con;
809 op->contr->orig_stats.Wis=op->stats.Wis;
810 op->contr->orig_stats.Pow=op->stats.Pow;
811 op->contr->orig_stats.Cha=op->stats.Cha;
812
813 op->level=1;
814 op->stats.exp=0; 784 stats.exp = 0;
815 op->stats.ac=0; 785 stats.ac = 0;
816 786
787 stats.hp = stats.maxhp;
788 stats.sp = stats.maxsp;
789 stats.grace = stats.maxgrace;
790
791 if (contr)
792 {
817 op->contr->levhp[1] = 9; 793 contr->levhp[1] = 9;
818 op->contr->levsp[1] = 6; 794 contr->levsp[1] = 6;
819 op->contr->levgrace[1] = 3; 795 contr->levgrace[1] = 3;
820 796
821 fix_player(op); 797 contr->orig_stats = stats;
798 }
799}
800
801void
802object::swap_stats (int a, int b)
803{
804 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
805
806 for (int i = 0; i < NUM_STATS; ++i)
807 stats.stat (i) = contr->orig_stats.stat (i);
808
809 //TODO: the following code looks so borked and should, at the very least,
810 // be merged with the similar code in roll_stats
811 stats.ac = 0;
812
813 level = 1;
814 stats.exp = 0;
815 stats.ac = 0;
816
822 op->stats.hp = op->stats.maxhp; 817 stats.hp = stats.maxhp;
823 op->stats.sp = op->stats.maxsp; 818 stats.sp = stats.maxsp;
824 op->stats.grace = op->stats.maxgrace; 819 stats.grace = stats.maxgrace;
820
821 if (contr)
822 {
823 contr->levhp[1] = 9;
824 contr->levsp[1] = 6;
825 contr->levgrace[1] = 3;
826
825 op->contr->orig_stats=op->stats; 827 contr->orig_stats = stats;
828 }
826} 829}
827 830
828void Roll_Again(object *op) 831static void
832start_info (object *op)
829{ 833{
830 esrv_new_player(op->contr, 0);
831 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)? ");
832}
833
834void Swap_Stat(object *op,int Swap_Second)
835{
836 signed char tmp;
837 char buf[MAX_BUF]; 834 char buf[MAX_BUF];
838 835
839 if ( op->contr->Swap_First == -1 ) { 836 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
840 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
841 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
842 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
843 return;
844 }
845
846 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
847
848 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
849 get_attr_value(&op->contr->orig_stats, Swap_Second));
850
851 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
852
853 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
854 new_draw_info(NDI_UNIQUE, 0,op, buf); 837 new_draw_info (NDI_UNIQUE, 0, op, buf);
855 op->stats.Str = op->contr->orig_stats.Str; 838 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
856 op->stats.Dex = op->contr->orig_stats.Dex;
857 op->stats.Con = op->contr->orig_stats.Con;
858 op->stats.Int = op->contr->orig_stats.Int;
859 op->stats.Wis = op->contr->orig_stats.Wis;
860 op->stats.Pow = op->contr->orig_stats.Pow;
861 op->stats.Cha = op->contr->orig_stats.Cha;
862 op->stats.ac=0;
863
864 op->level=1;
865 op->stats.exp=0;
866 op->stats.ac=0;
867
868 op->contr->levhp[1] = 9;
869 op->contr->levsp[1] = 6;
870 op->contr->levgrace[1] = 3;
871
872 fix_player(op);
873 op->stats.hp = op->stats.maxhp;
874 op->stats.sp = op->stats.maxsp;
875 op->stats.grace = op->stats.maxgrace;
876 op->contr->orig_stats=op->stats;
877 op->contr->Swap_First=-1;
878}
879
880
881/* This code has been greatly reduced, because with set_attr_value
882 * and get_attr_value, the stats can be accessed just numeric
883 * ids. stat_trans is a table that translate the number entered
884 * into the actual stat. It is needed because the order the stats
885 * are displayed in the stat window is not the same as how
886 * the number's access that stat. The table does that translation.
887 */
888int key_roll_stat(object *op, char key)
889{
890 int keynum = key -'0';
891 char buf[MAX_BUF];
892 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
893
894 if (keynum>0 && keynum<=7) {
895 if (op->contr->Swap_First==-1) {
896 op->contr->Swap_First=stat_trans[keynum];
897 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
898 new_draw_info(NDI_UNIQUE, 0,op,buf); 839 //new_draw_info (NDI_UNIQUE, 0, op, " ");
899 }
900 else
901 Swap_Stat(op,stat_trans[keynum]);
902
903 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
904 return 1;
905 }
906 switch (key) {
907 case 'n':
908 case 'N': {
909 SET_FLAG(op, FLAG_WIZ);
910 if(op->map==NULL) {
911 LOG(llevError,"Map == NULL in state 2\n");
912 break;
913 }
914
915#if 0
916 /* So that enter_exit will put us at startx/starty */
917 op->x= -1;
918
919 enter_exit(op,NULL);
920#endif
921 SET_ANIMATION(op, 2); /* So player faces south */
922 /* Enter exit adds a player otherwise */
923 add_statbonus(op);
924 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");
925 op->contr->state = ST_CHANGE_CLASS;
926 if (op->msg)
927 new_draw_info(NDI_BLUE, 0, op, op->msg);
928 return 0;
929 }
930 case 'y':
931 case 'Y':
932 roll_stats(op);
933 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
934 return 1;
935
936 case 'q':
937 case 'Q':
938 play_again(op);
939 return 1;
940
941 default:
942 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
943 return 0;
944 }
945 return 0;
946} 840}
947 841
948/* This function takes the key that is passed, and does the 842/* This function takes the key that is passed, and does the
949 * appropriate action with it (change race, or other things). 843 * appropriate action with it (change race, or other things).
950 * The function name is for historical reasons - now we have 844 * The function name is for historical reasons - now we have
951 * separate race and class; this actually changes the RACE, 845 * separate race and class; this actually changes the RACE,
952 * not the class. 846 * not the class.
953 */ 847 */
954 848void
955int key_change_class(object *op, char key) 849player::chargen_race_done ()
956{ 850{
957 int tmp_loop;
958
959 if(key=='q'||key=='Q') {
960 remove_ob(op);
961 play_again(op);
962 return 0;
963 }
964 if(key=='d'||key=='D') {
965 char buf[MAX_BUF];
966
967 /* this must before then initial items are given */ 851 /* this must before then initial items are given */
968 esrv_new_player(op->contr, op->weight+op->carrying); 852 esrv_new_player (ob->contr, ob->weight + ob->carrying);
969 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
970 853
854 treasurelist *tl = treasurelist::find ("starting_wealth");
855 if (tl)
856 create_treasure (tl, ob, 0, 0, 0);
857
971 INVOKE_PLAYER (BIRTH, op->contr); 858 INVOKE_PLAYER (BIRTH, ob->contr);
972 INVOKE_PLAYER (LOGIN, op->contr); 859 INVOKE_PLAYER (LOGIN, ob->contr);
973 860
974 op->contr->state=ST_PLAYING; 861 ob->contr->ns->state = ST_PLAYING;
975 862
976 if (op->msg) 863 if (ob->msg)
977 op->msg=NULL; 864 ob->msg = 0;
978 865
979 /* We create this now because some of the unique maps will need it 866 /* We create this now because some of the unique maps will need it
980 * to save here. 867 * to save here.
981 */
982 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
983 make_path_to_file(buf);
984
985#ifdef AUTOSAVE
986 op->contr->last_save_tick = pticks;
987#endif
988 start_info(op);
989 CLEAR_FLAG(op, FLAG_WIZ);
990 give_initial_items(op,op->randomitems);
991 link_player_skills(op);
992 esrv_send_inventory(op, op);
993 fix_player(op);
994
995 /* This moves the player to a different start map, if there
996 * is one for this race
997 */
998 if(*first_map_ext_path) {
999 object *tmp;
1000 mapstruct *oldmap = op->map;
1001 char mapname[MAX_BUF];
1002 snprintf(mapname, MAX_BUF-1, "%s/%s",
1003 first_map_ext_path, &op->arch->name);
1004 tmp=get_object();
1005 EXIT_PATH(tmp) = mapname;
1006 EXIT_X(tmp) = op->x;
1007 EXIT_Y(tmp) = op->y;
1008 enter_exit(op,tmp); /* we don't really care if it succeeded;
1009 * if the map isn't there, then stay on the
1010 * default initial map */
1011 free_object(tmp);
1012 } else {
1013 LOG(llevDebug,"first_map_ext_path not set\n");
1014 }
1015 return 0;
1016 }
1017
1018 /* Following actually changes the race - this is the default command
1019 * if we don't match with one of the options above.
1020 */ 868 */
1021 869 {
1022 tmp_loop = 0;
1023 while(!tmp_loop) {
1024 shstr name = op->name;
1025 int x = op->x, y = op->y;
1026 remove_statbonus(op);
1027 remove_ob (op);
1028 op->arch = get_player_archetype(op->arch);
1029 copy_object (&op->arch->clone, op);
1030 op->instantiate ();
1031 op->stats = op->contr->orig_stats;
1032 op->name = op->name_pl = name;
1033 op->x = x;
1034 op->y = y;
1035 SET_ANIMATION(op, 2); /* So player faces south */
1036 insert_ob_in_map (op, op->map, op,0);
1037 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1);
1038 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1039 add_statbonus(op);
1040 tmp_loop=allowed_class(op);
1041 }
1042 update_object(op,UP_OBJ_FACE);
1043 esrv_update_item(UPD_FACE,op,op);
1044 fix_player(op);
1045 op->stats.hp=op->stats.maxhp;
1046 op->stats.sp=op->stats.maxsp;
1047 op->stats.grace=0;
1048 if (op->msg)
1049 new_draw_info(NDI_BLUE, 0, op, op->msg);
1050 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1051 return 0;
1052}
1053
1054int key_confirm_quit(object *op, char key)
1055{
1056 char buf[MAX_BUF]; 870 char buf[MAX_BUF];
1057
1058 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1059 op->contr->state=ST_PLAYING;
1060 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1061 return 1;
1062 }
1063
1064 INVOKE_PLAYER (LOGOUT, op->contr);
1065 INVOKE_PLAYER (QUIT , op->contr);
1066
1067 terminate_all_pets(op);
1068 leave_map(op);
1069 op->direction=0;
1070 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1071 "%s quits the game.", &op->name);
1072
1073 strcpy(op->contr->killer,"quit");
1074 check_score(op);
1075 op->contr->party=NULL;
1076 if (settings.set_title == TRUE)
1077 op->contr->own_title[0]='\0';
1078
1079 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1080 mapstruct *mp, *next;
1081
1082 /* We need to hunt for any per player unique maps in memory and
1083 * get rid of them. The trailing slash in the path is intentional,
1084 * so that players named 'Ab' won't match against players 'Abe' pathname
1085 */
1086 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); 871 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
1087 for (mp=first_map; mp!=NULL; mp=next) { 872 make_path_to_file (buf);
1088 next = mp->next; 873 }
1089 if (!strncmp(mp->path, buf, strlen(buf))) 874
1090 delete_map(mp); 875 start_info (ob);
1091 } 876 CLEAR_FLAG (ob, FLAG_WIZ);
1092 877 give_initial_items (ob, ob->randomitems);
1093 delete_character(op->name, 1); 878 link_player_skills (ob);
879 esrv_send_inventory (ob, ob);
880 ob->update_stats ();
881
882 /* This moves the player to a different start map, if there
883 * is one for this race
884 */
885 if (*first_map_ext_path)
1094 } 886 {
1095 play_again(op); 887 object *tmp;
1096 return 1; 888 char mapname[MAX_BUF];
1097}
1098 889
890 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
891 tmp = object::create ();
892 EXIT_PATH (tmp) = mapname;
893 EXIT_X (tmp) = ob->x;
894 EXIT_Y (tmp) = ob->y;
895 ob->enter_exit (tmp); /* we don't really care if it succeeded;
896 * if the map isn't there, then stay on the
897 * default initial map */
898 tmp->destroy ();
899 }
900 else
901 LOG (llevDebug, "first_map_ext_path not set\n");
902}
903
904void
905player::chargen_race_next ()
906{
907 /* Following actually changes the race - this is the default command
908 * if we don't match with one of the options above.
909 */
910
911 do
912 {
913 shstr name = ob->name;
914 int x = ob->x, y = ob->y;
915
916 ob->remove_statbonus ();
917 ob->remove ();
918 ob->arch = get_player_archetype (ob->arch);
919 ob->arch->copy_to (ob);
920 ob->instantiate ();
921 ob->stats = ob->contr->orig_stats;
922 ob->name = ob->name_pl = name;
923 ob->x = x;
924 ob->y = y;
925 SET_ANIMATION (ob, 2); /* So player faces south */
926 insert_ob_in_map (ob, ob->map, ob, 0);
927 assign (ob->contr->title, ob->arch->object::name);
928 ob->add_statbonus ();
929 }
930 while (!allowed_class (ob));
931
932 update_object (ob, UP_OBJ_FACE);
933 esrv_update_item (UPD_FACE, ob, ob);
934 ob->update_stats ();
935 ob->stats.hp = ob->stats.maxhp;
936 ob->stats.sp = ob->stats.maxsp;
937 ob->stats.grace = 0;
938}
939
940void
1099void flee_player(object *op) { 941flee_player (object *op)
942{
1100 int dir,diff; 943 int dir, diff;
1101 rv_vector rv; 944 rv_vector rv;
1102 945
1103 if(op->stats.hp < 0) { 946 if (op->stats.hp < 0)
947 {
1104 LOG(llevDebug, "Fleeing player is dead.\n"); 948 LOG (llevDebug, "Fleeing player is dead.\n");
1105 CLEAR_FLAG(op, FLAG_SCARED); 949 CLEAR_FLAG (op, FLAG_SCARED);
950 return;
951 }
952
953 if (op->enemy == NULL)
954 {
955 LOG (llevDebug, "Fleeing player had no enemy.\n");
956 CLEAR_FLAG (op, FLAG_SCARED);
957 return;
958 }
959
960 /* Seen some crashes here. Since we don't store an
961 * op->enemy_count, it is possible that something destroys the
962 * actual enemy, and the object is recycled.
963 */
964 if (op->enemy->map == NULL)
965 {
966 CLEAR_FLAG (op, FLAG_SCARED);
967 op->enemy = NULL;
968 return;
969 }
970
971 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
972 {
973 op->enemy = NULL;
974 CLEAR_FLAG (op, FLAG_SCARED);
975 return;
976 }
977
978 get_rangevector (op, op->enemy, &rv, 0);
979
980 dir = absdir (4 + rv.direction);
981 for (diff = 0; diff < 3; diff++)
982 {
983 int m = 1 - (RANDOM () & 2);
984
985 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1106 return; 986 return;
1107 } 987 }
1108 988
1109 if(op->enemy==NULL) {
1110 LOG(llevDebug,"Fleeing player had no enemy.\n");
1111 CLEAR_FLAG(op, FLAG_SCARED);
1112 return;
1113 }
1114
1115 /* Seen some crashes here. Since we don't store an
1116 * op->enemy_count, it is possible that something destroys the
1117 * actual enemy, and the object is recycled.
1118 */
1119 if (op->enemy->map == NULL) {
1120 CLEAR_FLAG(op, FLAG_SCARED);
1121 op->enemy=NULL;
1122 return;
1123 }
1124
1125 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1126 op->enemy=NULL;
1127 CLEAR_FLAG(op, FLAG_SCARED);
1128 return;
1129 }
1130 get_rangevector(op, op->enemy, &rv, 0);
1131
1132 dir=absdir(4+rv.direction);
1133 for(diff=0;diff<3;diff++) {
1134 int m=1-(RANDOM()&2);
1135 if(move_ob(op,absdir(dir+diff*m),op)||
1136 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1137 return;
1138 }
1139 }
1140 /* Cornered, get rid of scared */ 989 /* Cornered, get rid of scared */
1141 CLEAR_FLAG(op, FLAG_SCARED); 990 CLEAR_FLAG (op, FLAG_SCARED);
1142 op->enemy=NULL; 991 op->enemy = NULL;
1143} 992}
1144
1145 993
1146/* check_pick sees if there is stuff to be picked up/picks up stuff. 994/* check_pick sees if there is stuff to be picked up/picks up stuff.
1147 * IT returns 1 if the player should keep on moving, 0 if he should 995 * It returns 1 if the player should keep on moving, 0 if he should
1148 * stop. 996 * stop.
1149 */ 997 */
998int
1150int check_pick(object *op) { 999check_pick (object *op)
1000{
1151 object *tmp, *next; 1001 object *tmp, *next;
1152 tag_t next_tag=0, op_tag;
1153 int stop = 0; 1002 int stop = 0;
1154 int j, k, wvratio; 1003 int wvratio;
1155 char putstring[128], tmpstr[16]; 1004 char putstring[128];
1156
1157 1005
1158 /* if you're flying, you cna't pick up anything */ 1006 /* if you're flying, you cna't pick up anything */
1159 if (op->move_type & MOVE_FLYING) 1007 if (op->move_type & MOVE_FLYING)
1160 return 1; 1008 return 1;
1161 1009
1162 op_tag = op->count;
1163
1164 next = op->below; 1010 next = op->below;
1165 if (next)
1166 next_tag = next->count;
1167 1011
1168 /* loop while there are items on the floor that are not marked as 1012 /* loop while there are items on the floor that are not marked as
1169 * destroyed */ 1013 * destroyed */
1170 while (next && ! was_destroyed (next, next_tag)) 1014 while (next && !next->destroyed ())
1171 { 1015 {
1172 tmp = next; 1016 tmp = next;
1173 next = tmp->below; 1017 next = tmp->below;
1174 if (next)
1175 next_tag = next->count;
1176 1018
1177 if (was_destroyed (op, op_tag)) 1019 if (op->destroyed ())
1178 return 0; 1020 return 0;
1179 1021
1180 if ( ! can_pick (op, tmp)) 1022 if (!can_pick (op, tmp))
1181 continue; 1023 continue;
1182 1024
1183 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1025 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1184 { 1026 {
1185 if (item_matched_string (op, tmp, op->contr->search_str)) 1027 if (item_matched_string (op, tmp, op->contr->search_str))
1186 pick_up (op, tmp); 1028 pick_up (op, tmp);
1187 continue; 1029 continue;
1188 } 1030 }
1189 1031
1190 /* high not bit set? We're using the old autopickup model */ 1032 /* high not bit set? We're using the old autopickup model */
1191 if(!(op->contr->mode & PU_NEWMODE)) { 1033 if (!(op->contr->mode & PU_NEWMODE))
1034 {
1192 switch (op->contr->mode) { 1035 switch (op->contr->mode)
1036 {
1037 case 0:
1193 case 0: return 1; /* don't pick up */ 1038 return 1; /* don't pick up */
1039 case 1:
1194 case 1: pick_up (op, tmp); 1040 pick_up (op, tmp);
1195 return 1; 1041 return 1;
1042 case 2:
1196 case 2: pick_up (op, tmp); 1043 pick_up (op, tmp);
1197 return 0; 1044 return 0;
1045 case 3:
1198 case 3: return 0; /* stop before pickup */ 1046 return 0; /* stop before pickup */
1047 case 4:
1199 case 4: pick_up (op, tmp); 1048 pick_up (op, tmp);
1200 break; 1049 break;
1050 case 5:
1201 case 5: pick_up (op, tmp); 1051 pick_up (op, tmp);
1202 stop = 1; 1052 stop = 1;
1203 break; 1053 break;
1204 case 6: 1054 case 6:
1205 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1055 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1206 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1207 pick_up(op, tmp); 1056 pick_up (op, tmp);
1208 break; 1057 break;
1209 1058
1210 case 7: 1059 case 7:
1211 if (tmp->type == MONEY || tmp->type == GEM) 1060 if (tmp->type == MONEY || tmp->type == GEM)
1212 pick_up(op, tmp); 1061 pick_up (op, tmp);
1213 break; 1062 break;
1214 1063
1215 default: 1064 default:
1216 /* use value density */ 1065 /* use value density */
1217 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1066 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1218 && (query_cost (tmp, op, F_TRUE) * 100 1067 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1219 / (tmp->weight * MAX (tmp->nrof, 1)))
1220 >= op->contr->mode)
1221 pick_up(op,tmp); 1068 pick_up (op, tmp);
1222 } 1069 }
1223 } 1070 }
1224 else { /* old model */ 1071 else
1072 { /* old model */
1225 /* NEW pickup handling */ 1073 /* NEW pickup handling */
1226 if(op->contr->mode & PU_DEBUG) 1074 if (op->contr->mode & PU_DEBUG)
1227 {
1228 /* some debugging code to figure out item information */
1229 if(tmp->name!=NULL)
1230 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1231 &tmp->name, tmp->type,
1232 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1233 else
1234 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1235 &tmp->arch->name, tmp->type,
1236 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1237 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1238
1239 sprintf(putstring,"...flags: ");
1240 for(k=0;k<4;k++)
1241 {
1242 for(j=0;j<32;j++)
1243 {
1244 if((tmp->flags[k]>>j)&0x01)
1245 { 1075 {
1246 sprintf(tmpstr,"%d ",k*32+j); 1076 /* some debugging code to figure out item information */
1247 strcat(putstring, tmpstr); 1077 if (tmp->name != NULL)
1078 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1079 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1080 else
1081 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1082 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1083
1084 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1248 } 1085 }
1086
1087 /* philosophy:
1088 * It's easy to grab an item type from a pile, as long as it's
1089 * generic. This takes no game-time. For more detailed pickups
1090 * and selections, select-items should be used. This is a
1091 * grab-as-you-run type mode that's really useful for arrows for
1092 * example.
1093 * The drawback: right now it has no frontend, so you need to
1094 * stick the bits you want into a calculator in hex mode and then
1095 * convert to decimal and then 'pickup <#>
1096 */
1097
1098 /* the first two modes are exclusive: if NOTHING we return, if
1099 * STOP then we stop. All the rest are applied sequentially,
1100 * meaning if any test passes, the item gets picked up. */
1101
1102 /* if mode is set to pick nothing up, return */
1103
1104 if (op->contr->mode & PU_NOTHING)
1105 return 1;
1106
1107 /* if mode is set to stop when encountering objects, return */
1108 /* take STOP before INHIBIT since it doesn't actually pick
1109 * anything up */
1110
1111 if (op->contr->mode & PU_STOP)
1112 return 0;
1113
1114 /* useful for going into stores and not losing your settings... */
1115 /* and for battles wher you don't want to get loaded down while
1116 * fighting */
1117 if (op->contr->mode & PU_INHIBIT)
1118 return 1;
1119
1120 /* prevent us from turning into auto-thieves :) */
1121 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1122 continue;
1123
1124 /* ignore known cursed objects */
1125 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1126 continue;
1127
1128 /* all food and drink if desired */
1129 /* question: don't pick up known-poisonous stuff? */
1130 if (op->contr->mode & PU_FOOD)
1131 if (tmp->type == FOOD)
1132 {
1133 pick_up (op, tmp);
1134 continue;
1135 }
1136
1137 if (op->contr->mode & PU_DRINK)
1138 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1139 {
1140 pick_up (op, tmp);
1141 continue;
1142 }
1143
1144 if (op->contr->mode & PU_POTION)
1145 if (tmp->type == POTION)
1146 {
1147 pick_up (op, tmp);
1148 continue;
1149 }
1150
1151 /* spellbooks, skillscrolls and normal books/scrolls */
1152 if (op->contr->mode & PU_SPELLBOOK)
1153 if (tmp->type == SPELLBOOK)
1154 {
1155 pick_up (op, tmp);
1156 continue;
1157 }
1158
1159 if (op->contr->mode & PU_SKILLSCROLL)
1160 if (tmp->type == SKILLSCROLL)
1161 {
1162 pick_up (op, tmp);
1163 continue;
1164 }
1165
1166 if (op->contr->mode & PU_READABLES)
1167 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1168 {
1169 pick_up (op, tmp);
1170 continue;
1171 }
1172
1173 /* wands/staves/rods/horns */
1174 if (op->contr->mode & PU_MAGIC_DEVICE)
1175 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1176 {
1177 pick_up (op, tmp);
1178 continue;
1179 }
1180
1181 /* pick up all magical items */
1182 if (op->contr->mode & PU_MAGICAL)
1183 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1184 {
1185 pick_up (op, tmp);
1186 continue;
1187 }
1188
1189 if (op->contr->mode & PU_VALUABLES)
1190 {
1191 if (tmp->type == MONEY || tmp->type == GEM)
1192 {
1193 pick_up (op, tmp);
1194 continue;
1195 }
1249 } 1196 }
1197
1198 /* rings & amulets - talismans seems to be typed AMULET */
1199 if (op->contr->mode & PU_JEWELS)
1200 if (tmp->type == RING || tmp->type == AMULET)
1201 {
1202 pick_up (op, tmp);
1203 continue;
1204 }
1205
1206 /* we don't forget dragon food */
1207 if (op->contr->mode & PU_FLESH)
1208 if (tmp->type == FLESH)
1209 {
1210 pick_up (op, tmp);
1211 continue;
1212 }
1213
1214 /* bows and arrows. Bows are good for selling! */
1215 if (op->contr->mode & PU_BOW)
1216 if (tmp->type == BOW)
1217 {
1218 pick_up (op, tmp);
1219 continue;
1220 }
1221
1222 if (op->contr->mode & PU_ARROW)
1223 if (tmp->type == ARROW)
1224 {
1225 pick_up (op, tmp);
1226 continue;
1227 }
1228
1229 /* all kinds of armor etc. */
1230 if (op->contr->mode & PU_ARMOUR)
1231 if (tmp->type == ARMOUR)
1232 {
1233 pick_up (op, tmp);
1234 continue;
1235 }
1236
1237 if (op->contr->mode & PU_HELMET)
1238 if (tmp->type == HELMET)
1239 {
1240 pick_up (op, tmp);
1241 continue;
1242 }
1243
1244 if (op->contr->mode & PU_SHIELD)
1245 if (tmp->type == SHIELD)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_BOOTS)
1252 if (tmp->type == BOOTS)
1253 {
1254 pick_up (op, tmp);
1255 continue;
1256 }
1257
1258 if (op->contr->mode & PU_GLOVES)
1259 if (tmp->type == GLOVES)
1260 {
1261 pick_up (op, tmp);
1262 continue;
1263 }
1264
1265 if (op->contr->mode & PU_CLOAK)
1266 if (tmp->type == CLOAK)
1267 {
1268 pick_up (op, tmp);
1269 continue;
1270 }
1271
1272 /* hoping to catch throwing daggers here */
1273 if (op->contr->mode & PU_MISSILEWEAPON)
1274 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 /* careful: chairs and tables are weapons! */
1281 if (op->contr->mode & PU_ALLWEAPON)
1282 {
1283 if (tmp->type == WEAPON && tmp->name != NULL)
1284 {
1285 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1286 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1287 {
1288 pick_up (op, tmp);
1289 continue;
1290 }
1291 }
1292
1293 if (tmp->type == WEAPON && tmp->name == NULL)
1294 {
1295 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300 }
1250 } 1301 }
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1252 1302
1303 /* misc stuff that's useful */
1304 if (op->contr->mode & PU_KEY)
1305 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1306 {
1307 pick_up (op, tmp);
1308 continue;
1309 }
1310
1311 /* any of the last 4 bits set means we use the ratio for value
1312 * pickups */
1313 if (op->contr->mode & PU_RATIO)
1314 {
1315 /* use value density to decide what else to grab */
1316 /* >=7 was >= op->contr->mode */
1317 /* >=7 is the old standard setting. Now we take the last 4 bits
1318 * and multiply them by 5, giving 0..15*5== 5..75 */
1319 wvratio = (op->contr->mode & PU_RATIO) * 5;
1320 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1321 {
1322 pick_up (op, tmp);
1253#if 0 1323#if 0
1254 /* print the flags too */ 1324 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1255 for(k=0;k<4;k++) 1325 if (tmp->name != NULL)
1256 { 1326 {
1257 fprintf(stderr,"%d [%d] ", k, k*32+31); 1327 fprintf (stderr, "%s", tmp->name);
1258 for(j=0;j<32;j++) 1328 }
1259 { 1329 else
1260 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1330 fprintf (stderr, "%s", tmp->arch->archname);
1261 if(!((j+1)%4))fprintf(stderr," "); 1331 fprintf (stderr, ",%d] = ", tmp->type);
1262 } 1332 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1263 fprintf(stderr," [%d]\n", k*32);
1264 }
1265#endif 1333#endif
1266 } 1334 continue;
1267 /* philosophy: 1335 }
1268 * It's easy to grab an item type from a pile, as long as it's
1269 * generic. This takes no game-time. For more detailed pickups
1270 * and selections, select-items shoul dbe used. This is a
1271 * grab-as-you-run type mode that's really useful for arrows for
1272 * example.
1273 * The drawback: right now it has no frontend, so you need to
1274 * stick the bits you want into a calculator in hex mode and then
1275 * convert to decimal and then 'pickup <#>
1276 */
1277
1278 /* the first two modes are exclusive: if NOTHING we return, if
1279 * STOP then we stop. All the rest are applied sequentially,
1280 * meaning if any test passes, the item gets picked up. */
1281
1282 /* if mode is set to pick nothing up, return */
1283
1284 if(op->contr->mode & PU_NOTHING) return 1;
1285
1286 /* if mode is set to stop when encountering objects, return */
1287 /* take STOP before INHIBIT since it doesn't actually pick
1288 * anything up */
1289
1290 if(op->contr->mode & PU_STOP) return 0;
1291
1292 /* useful for going into stores and not losing your settings... */
1293 /* and for battles wher you don't want to get loaded down while
1294 * fighting */
1295 if(op->contr->mode & PU_INHIBIT) return 1;
1296
1297 /* prevent us from turning into auto-thieves :) */
1298 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1299
1300 /* ignore known cursed objects */
1301 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1302
1303 /* all food and drink if desired */
1304 /* question: don't pick up known-poisonous stuff? */
1305 if(op->contr->mode & PU_FOOD)
1306 if (tmp->type == FOOD)
1307 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1308 if(op->contr->mode & PU_DRINK)
1309 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1310 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1311
1312 if(op->contr->mode & PU_POTION)
1313 if (tmp->type == POTION)
1314 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1315
1316 /* spellbooks, skillscrolls and normal books/scrolls */
1317 if(op->contr->mode & PU_SPELLBOOK)
1318 if (tmp->type == SPELLBOOK)
1319 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1320 if(op->contr->mode & PU_SKILLSCROLL)
1321 if (tmp->type == SKILLSCROLL)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1323 if(op->contr->mode & PU_READABLES)
1324 if (tmp->type == BOOK || tmp->type == SCROLL)
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1326
1327 /* wands/staves/rods/horns */
1328 if (op->contr->mode & PU_MAGIC_DEVICE)
1329 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1330 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1331
1332 /* pick up all magical items */
1333 if(op->contr->mode & PU_MAGICAL)
1334 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1336
1337 if(op->contr->mode & PU_VALUABLES)
1338 {
1339 if (tmp->type == MONEY || tmp->type == GEM)
1340 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1341 }
1342
1343 /* rings & amulets - talismans seems to be typed AMULET */
1344 if(op->contr->mode & PU_JEWELS)
1345 if (tmp->type == RING || tmp->type == AMULET)
1346 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1347
1348 /* bows and arrows. Bows are good for selling! */
1349 if(op->contr->mode & PU_BOW)
1350 if (tmp->type == BOW)
1351 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1352 if(op->contr->mode & PU_ARROW)
1353 if (tmp->type == ARROW)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1355
1356 /* all kinds of armor etc. */
1357 if(op->contr->mode & PU_ARMOUR)
1358 if (tmp->type == ARMOUR)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1360 if(op->contr->mode & PU_HELMET)
1361 if (tmp->type == HELMET)
1362 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1363 if(op->contr->mode & PU_SHIELD)
1364 if (tmp->type == SHIELD)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1366 if(op->contr->mode & PU_BOOTS)
1367 if (tmp->type == BOOTS)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1369 if(op->contr->mode & PU_GLOVES)
1370 if (tmp->type == GLOVES)
1371 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1372 if(op->contr->mode & PU_CLOAK)
1373 if (tmp->type == CLOAK)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1375
1376 /* hoping to catch throwing daggers here */
1377 if(op->contr->mode & PU_MISSILEWEAPON)
1378 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1380
1381 /* careful: chairs and tables are weapons! */
1382 if(op->contr->mode & PU_ALLWEAPON)
1383 {
1384 if(tmp->type == WEAPON && tmp->name!=NULL)
1385 {
1386 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1387 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1389 }
1390 if(tmp->type == WEAPON && tmp->name==NULL)
1391 {
1392 if(strstr(tmp->arch->name,"table")==NULL &&
1393 strstr(tmp->arch->name,"chair")==NULL)
1394 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1395 }
1396 }
1397
1398 /* misc stuff that's useful */
1399 if(op->contr->mode & PU_KEY)
1400 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1402
1403 /* any of the last 4 bits set means we use the ratio for value
1404 * pickups */
1405 if(op->contr->mode & PU_RATIO)
1406 {
1407 /* use value density to decide what else to grab */
1408 /* >=7 was >= op->contr->mode */
1409 /* >=7 is the old standard setting. Now we take the last 4 bits
1410 * and multiply them by 5, giving 0..15*5== 5..75 */
1411 wvratio=(op->contr->mode & PU_RATIO) * 5;
1412 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1413 {
1414 pick_up(op, tmp);
1415#if 0
1416 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1417 if(tmp->name!=NULL) {
1418 fprintf(stderr,"%s", tmp->name);
1419 } 1336 }
1420 else fprintf(stderr,"%s",tmp->arch->name); 1337 } /* the new pickup model */
1421 fprintf(stderr,",%d] = ", tmp->type);
1422 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1423#endif
1424 continue;
1425 }
1426 } 1338 }
1427 } /* the new pickup model */ 1339
1428 }
1429 return ! stop; 1340 return !stop;
1430} 1341}
1431 1342
1432/* 1343/*
1433 * Find an arrow in the inventory and after that 1344 * Find an arrow in the inventory and after that
1434 * in the right type container (quiver). Pointer to the 1345 * in the right type container (quiver). Pointer to the
1435 * found object is returned. 1346 * found object is returned.
1436 */ 1347 */
1348object *
1437object *find_arrow(object *op, const char *type) 1349find_arrow (object *op, const char *type)
1438{ 1350{
1439 object *tmp = NULL; 1351 object *tmp = 0;
1440 1352
1441 for(op=op->inv; op; op=op->below) 1353 for (op = op->inv; op; op = op->below)
1442 if(!tmp && op->type==CONTAINER && op->race==type && 1354 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1443 QUERY_FLAG(op,FLAG_APPLIED))
1444 tmp = find_arrow (op, type); 1355 tmp = find_arrow (op, type);
1445 else if (op->type==ARROW && op->race==type) 1356 else if (op->type == ARROW && op->race == type)
1446 return op; 1357 return op;
1358
1447 return tmp; 1359 return tmp;
1448} 1360}
1449 1361
1450/* 1362/*
1451 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1363 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1452 * against the target. A full test is not performed, simply a basic test 1364 * against the target. A full test is not performed, simply a basic test
1453 * of resistances. The archer is making a quick guess at what he sees down 1365 * of resistances. The archer is making a quick guess at what he sees down
1454 * the hall. Failing that it does it's best to pick the highest plus arrow. 1366 * the hall. Failing that it does it's best to pick the highest plus arrow.
1455 */ 1367 */
1456 1368object *
1457object *find_better_arrow(object *op, object *target, const char *type, int *better) 1369find_better_arrow (object *op, object *target, const char *type, int *better)
1458{ 1370{
1459 object *tmp = NULL, *arrow, *ntmp; 1371 object *tmp = NULL, *arrow, *ntmp;
1460 int attacknum, attacktype, betterby=0, i; 1372 int attacknum, attacktype, betterby = 0, i;
1461 1373
1462 if (!type) 1374 if (!type)
1463 return NULL; 1375 return NULL;
1464 1376
1465 for (arrow=op->inv; arrow; arrow=arrow->below) { 1377 for (arrow = op->inv; arrow; arrow = arrow->below)
1466 if (arrow->type==CONTAINER && arrow->race==type && 1378 {
1467 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1379 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1380 {
1468 i = 0; 1381 i = 0;
1469 ntmp = find_better_arrow(arrow, target, type, &i); 1382 ntmp = find_better_arrow (arrow, target, type, &i);
1470 if (i > betterby) { 1383 if (i > betterby)
1384 {
1471 tmp = ntmp; 1385 tmp = ntmp;
1472 betterby = i; 1386 betterby = i;
1473 } 1387 }
1388 }
1474 } else if (arrow->type==ARROW && arrow->race==type) { 1389 else if (arrow->type == ARROW && arrow->race == type)
1390 {
1475 /* allways prefer assasination/slaying */ 1391 /* allways prefer assasination/slaying */
1476 if (target->race != NULL && arrow->slaying != NULL && 1392 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1477 strstr(arrow->slaying, target->race)) { 1393 {
1478 if (arrow->attacktype & AT_DEATH) { 1394 if (arrow->attacktype & AT_DEATH)
1395 {
1479 *better = 100; 1396 *better = 100;
1480 return arrow; 1397 return arrow;
1481 } else {
1482 tmp = arrow;
1483 betterby = (arrow->magic + arrow->stats.dam) * 2;
1484 } 1398 }
1485 } else { 1399 else
1486 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1487 attacktype = 1<<attacknum;
1488 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1489 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1490 tmp = arrow;
1491 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1492 }
1493 } 1400 {
1494 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1495 tmp = arrow; 1401 tmp = arrow;
1496 betterby = 2 + arrow->magic + arrow->stats.dam; 1402 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 }
1498 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1499 tmp = arrow;
1500 betterby = 1 + arrow->magic + arrow->stats.dam;
1501 } 1403 }
1502 } 1404 }
1405 else
1406 {
1407 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1408 {
1409 attacktype = 1 << attacknum;
1410 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1411 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1412 {
1413 tmp = arrow;
1414 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1415 }
1416 }
1417 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1418 {
1419 tmp = arrow;
1420 betterby = 2 + arrow->magic + arrow->stats.dam;
1421 }
1422 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1423 {
1424 tmp = arrow;
1425 betterby = 1 + arrow->magic + arrow->stats.dam;
1426 }
1503 } 1427 }
1428 }
1504 } 1429 }
1505 if (tmp == NULL && arrow == NULL) 1430 if (tmp == NULL && arrow == NULL)
1506 return find_arrow(op, type); 1431 return find_arrow (op, type);
1507 1432
1508 *better = betterby; 1433 *better = betterby;
1509 return tmp; 1434 return tmp;
1510} 1435}
1511 1436
1512/* 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
1513 * find_better_arrow to find a decent arrow to use. 1438 * find_better_arrow to find a decent arrow to use.
1514 * op = the shooter 1439 * op = the shooter
1515 * type = bow->race 1440 * type = bow->race
1516 * dir = fire direction 1441 * dir = fire direction
1517 */ 1442 */
1518 1443object *
1519object *pick_arrow_target(object *op, const char *type, int dir) 1444pick_arrow_target (object *op, const char *type, int dir)
1520{ 1445{
1521 object *tmp = NULL; 1446 object *tmp = NULL;
1522 mapstruct *m; 1447 maptile *m;
1523 int i, mflags, found, number; 1448 int i, mflags, found, number;
1524 sint16 x, y; 1449 sint16 x, y;
1525 1450
1526 if (op->map == NULL) 1451 if (op->map == NULL)
1527 return find_arrow(op, type); 1452 return find_arrow (op, type);
1528 1453
1529 /* do a dex check */ 1454 /* do a dex check */
1530 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1455 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1531 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)))
1532 return find_arrow(op, type); 1457 return find_arrow (op, type);
1533 1458
1534 m = op->map; 1459 m = op->map;
1535 x = op->x; 1460 x = op->x;
1536 y = op->y; 1461 y = op->y;
1537 1462
1538 /* find the first target */ 1463 /* find the first target */
1539 for (i=0, found=0; i<20; i++) { 1464 for (i = 0, found = 0; i < 20; i++)
1465 {
1540 x += freearr_x[dir]; 1466 x += freearr_x[dir];
1541 y += freearr_y[dir]; 1467 y += freearr_y[dir];
1542 mflags = get_map_flags(m, &m, x, y, &x, &y); 1468 mflags = get_map_flags (m, &m, x, y, &x, &y);
1543 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1469 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1470 {
1544 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)
1545 break; 1491 break;
1546 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1547 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1548 * perhaps a bad assumption.
1549 */
1550 tmp = NULL;
1551 break;
1552 } 1492 }
1553 if (mflags & P_IS_ALIVE) {
1554 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1555 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1556 found++;
1557 break;
1558 }
1559 if (found)
1560 break;
1561 }
1562 } 1493 }
1563 if (tmp == NULL) 1494 if (tmp == NULL)
1564 return find_arrow(op, type); 1495 return find_arrow (op, type);
1565 1496
1566 if (tmp->head) 1497 if (tmp->head)
1567 tmp = tmp->head; 1498 tmp = tmp->head;
1568 1499
1569 return find_better_arrow(op, tmp, type, &i); 1500 return find_better_arrow (op, tmp, type, &i);
1570} 1501}
1571 1502
1572/* 1503/*
1573 * Creature fires a bow - op can be monster or player. Returns 1504 * Creature fires a bow - op can be monster or player. Returns
1574 * 1 if bow was actually fired, 0 otherwise. 1505 * 1 if bow was actually fired, 0 otherwise.
1577 * dir is the direction of fire. 1508 * dir is the direction of fire.
1578 * 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)
1579 * 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
1580 * player fire modes. 1511 * player fire modes.
1581 */ 1512 */
1513int
1582int 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)
1583 sint16 sx, sint16 sy)
1584{ 1515{
1585 object *left, *bow; 1516 object *left, *bow;
1586 tag_t left_tag, tag; 1517 int mflags;
1587 int bowspeed, mflags; 1518 maptile *m;
1588 mapstruct *m;
1589 1519
1590 if (!dir) { 1520 if (!dir)
1521 {
1591 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!");
1592 return 0; 1523 return 0;
1524 }
1525
1526 if (op->contr)
1527 bow = op->current_weapon;
1528 else
1593 } 1529 {
1594 if (op->type == PLAYER)
1595 bow=op->contr->ranges[range_bow];
1596 else {
1597 for(bow=op->inv; bow; bow=bow->below) 1530 for (bow = op->inv; bow; bow = bow->below)
1598 /* 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
1599 * 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.
1600 */ 1533 */
1601 if(bow->type==BOW) 1534 if (bow->type == BOW)
1602 break; 1535 break;
1603 1536
1604 if (!bow) { 1537 if (!bow)
1538 {
1605 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1539 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1606 return 0; 1540 return 0;
1541 }
1542
1543 // optimisation: move object to top so we will find it quickly again
1544 if (bow->below)
1607 } 1545 {
1546 bow->remove ();
1547 op->insert (bow);
1548 }
1549
1608 } 1550 }
1551
1609 if( !bow->race || !bow->skill) { 1552 if (!bow->race || !bow->skill)
1553 {
1610 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);
1611 return 0; 1555 return 0;
1612 } 1556 }
1613 1557
1614 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1615
1616 /* penalize ROF for bestarrow */
1617 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1618 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1619 if (bowspeed < 1)
1620 bowspeed = 1;
1621
1622 if (arrow == NULL) { 1558 if (arrow == NULL)
1559 {
1623 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1560 if ((arrow = find_arrow (op, bow->race)) == NULL)
1561 {
1624 if (op->type == PLAYER) 1562 if (op->type == PLAYER)
1625 new_draw_info_format(NDI_UNIQUE, 0, op, 1563 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1626 "You have no %s left.", &bow->race);
1627 /* 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 */
1628 else 1565 else
1629 CLEAR_FLAG(op, FLAG_READY_BOW); 1566 CLEAR_FLAG (op, FLAG_READY_BOW);
1567
1630 return 0; 1568 return 0;
1631 } 1569 }
1632 } 1570 }
1571
1633 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1572 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1634 if (mflags & P_OUT_OF_MAP) { 1573 if (mflags & P_OUT_OF_MAP)
1635 return 0; 1574 return 0;
1636 } 1575
1637 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1576 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1577 {
1638 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.");
1639 return 0; 1579 return 0;
1640 } 1580 }
1641 1581
1642 /* this should not happen, but sometimes does */ 1582 /* this should not happen, but sometimes does */
1643 if (arrow->nrof==0) { 1583 if (arrow->nrof == 0)
1644 remove_ob(arrow); 1584 {
1645 free_object(arrow); 1585 arrow->destroy ();
1646 return 0; 1586 return 0;
1647 } 1587 }
1648 1588
1649 left = arrow; /* these are arrows left to the player */ 1589 left = arrow; /* these are arrows left to the player */
1650 left_tag = left->count;
1651 arrow = get_split_ob(arrow, 1); 1590 arrow = get_split_ob (arrow, 1);
1652 if (arrow == NULL) { 1591 if (!arrow)
1592 {
1653 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1593 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1654 return 0; 1594 return 0;
1655 } 1595 }
1656 set_owner(arrow, op); 1596
1597 arrow->set_owner (op);
1657 arrow->skill = bow->skill; 1598 arrow->skill = bow->skill;
1658
1659 arrow->direction=dir; 1599 arrow->direction = dir;
1660 arrow->x = sx;
1661 arrow->y = sy;
1662 1600
1663 if (op->type == PLAYER) {
1664 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1665 fix_player(op);
1666 }
1667
1668 SET_ANIMATION(arrow, arrow->direction);
1669 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 */
1670 arrow->stats.hp = arrow->stats.dam; 1602 arrow->stats.hp = arrow->stats.dam;
1671 arrow->stats.grace = arrow->attacktype; 1603 arrow->stats.grace = arrow->attacktype;
1604
1672 if (arrow->slaying != NULL) 1605 if (arrow->slaying)
1673 arrow->spellarg = strdup_local(arrow->slaying); 1606 arrow->spellarg = strdup (arrow->slaying);
1674 1607
1675 /* Note that this was different for monsters - they got their level 1608#if 0
1676 * added to the damage. I think the strength bonus is more proper. 1609 if (player *pl = op->contr)
1677 */
1678 1610 {
1679 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1611 float speed = pl->weapon_sp;
1680 0 : dam_bonus[op->stats.Str]) +
1681 bow->stats.dam + bow->magic + arrow->magic;
1682 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
1683 /* update the speed */ 1625 /* update the speed */
1684 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
1685 0 : dam_bonus[op->stats.Str]) +
1686 bow->magic + arrow->magic) / 5.0 +
1687 (float)bow->stats.dam / 7.0; 1627 + bow->stats.dam / 7.f;
1688 1628
1689 if (arrow->speed < 1.0) 1629 arrow->set_speed (max (arrow->speed, 2.f));
1690 arrow->speed = 1.0;
1691 update_ob_speed(arrow);
1692 arrow->speed_left = 0; 1630 arrow->speed_left = 0;
1693 1631
1632 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1633
1694 if (op->type == PLAYER) { 1634 if (op->type == PLAYER)
1695 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1635 {
1696 (op->chosen_skill?op->chosen_skill->level:op->level) -
1697 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1698 arrow->stats.wc - bow->stats.wc + wc_mod;
1699
1700 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1636 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1701 } else { 1637 wc -= dex_bonus[op->stats.Dex];
1702 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1703 arrow->stats.wc + wc_mod;
1704 1638
1639 if (!arrow->slaying)
1640 arrow->slaying = op->slaying;
1641
1642 arrow->attacktype |= op->attacktype;
1643 }
1644 else
1645 {
1705 arrow->level = op->level; 1646 arrow->level = op->level;
1706 } 1647 arrow->stats.wc -= bow->magic;
1707 if (arrow->attacktype == AT_PHYSICAL) 1648
1708 arrow->attacktype |= bow->attacktype; 1649 if (!arrow->slaying)
1709 if (bow->slaying != NULL)
1710 arrow->slaying = bow->slaying; 1650 arrow->slaying = bow->slaying;
1711 1651
1712 arrow->map = m; 1652 arrow->attacktype |= bow->attacktype;
1653 }
1654
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);
1713 arrow->move_type = MOVE_FLY_LOW; 1659 arrow->move_type = MOVE_FLY_LOW;
1714 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1660 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1715 1661
1716 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1662 op->play_sound (sound_find ("fire_arrow"));
1717 tag = arrow->count; 1663 m->insert (arrow, sx, sy, op);
1718 insert_ob_in_map(arrow, m, op, 0);
1719 1664
1720 if (!was_destroyed(arrow, tag)) 1665 if (!arrow->destroyed ())
1721 move_arrow(arrow); 1666 move_arrow (arrow);
1722 1667
1723 if (op->type == PLAYER) { 1668 if (op->type == PLAYER)
1724 if (was_destroyed (left, left_tag)) 1669 {
1670 if (left->destroyed ())
1725 esrv_del_item(op->contr, left_tag); 1671 esrv_del_item (op->contr, left->count);
1726 else 1672 else
1727 esrv_send_item(op, left); 1673 esrv_send_item (op, left);
1728 } 1674 }
1675
1729 return 1; 1676 return 1;
1730} 1677}
1731 1678
1732/* Special fire code for players - this takes into 1679/* Special fire code for players - this takes into
1733 * account the special fire modes players can have 1680 * account the special fire modes players can have
1734 * but monsters can't. Putting that code here 1681 * but monsters can't. Putting that code here
1735 * makes the fire_bow code much cleaner. 1682 * makes the fire_bow code much cleaner.
1736 * this function should only be called if 'op' is a player, 1683 * this function should only be called if 'op' is a player,
1737 * hence the function name. 1684 * hence the function name.
1738 */ 1685 */
1686int
1739int player_fire_bow(object *op, int dir) 1687player_fire_bow (object *op, int dir)
1740{ 1688{
1741 int ret=0, wcmod=0; 1689 int ret = 0, wcmod = 0;
1742 1690
1743 if (op->contr->bowtype == bow_bestarrow) { 1691 if (op->contr->bowtype == bow_bestarrow)
1744 ret = fire_bow(op, op, 1692 {
1745 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1693 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1746 dir, 0, op->x, op->y); 1694 }
1747 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1695 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1696 {
1748 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1697 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1749 wcmod =-1; 1698 wcmod = -1;
1699
1750 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1700 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1751 op->x, op->y); 1701 }
1752 } else if (op->contr->bowtype == bow_threewide) { 1702 else if (op->contr->bowtype == bow_threewide)
1703 {
1753 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1704 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1754 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1705 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1755 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1706 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1707 }
1756 } else if (op->contr->bowtype == bow_spreadshot) { 1708 else if (op->contr->bowtype == bow_spreadshot)
1709 {
1757 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1710 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1758 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1711 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1759 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1712 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1760 1713 }
1761 } else { 1714 else
1715 {
1762 /* Simple case */ 1716 /* Simple case */
1763 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1717 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1764 } 1718 }
1719
1765 return ret; 1720 return ret;
1766} 1721}
1767
1768 1722
1769/* Fires a misc (wand/rod/horn) object in 'dir'. 1723/* Fires a misc (wand/rod/horn) object in 'dir'.
1770 * Broken apart from 'fire' to keep it more readable. 1724 * Broken apart from 'fire' to keep it more readable.
1771 */ 1725 */
1726void
1772void fire_misc_object(object *op, int dir) 1727fire_misc_object (object *op, int dir)
1773{ 1728{
1774 object *item; 1729 object *item = op->contr->ranged_ob;
1775 1730
1776 if (!op->contr->ranges[range_misc]) { 1731 if (!item)
1732 {
1777 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1733 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1778 return; 1734 return;
1779 } 1735 }
1780 1736
1781 item = op->contr->ranges[range_misc];
1782 if (!item->inv) { 1737 if (!item->inv)
1738 {
1783 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1739 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1784 return; 1740 return;
1785 } 1741 }
1742
1743 if (!op->change_weapon (item))
1744 return;
1745
1786 if (item->type == WAND) { 1746 if (item->type == WAND)
1747 {
1787 if(item->stats.food<=0) { 1748 if (item->stats.food <= 0)
1788 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1749 {
1750 op->contr->play_sound (sound_find ("wand_poof"));
1789 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1752
1790 return; 1753 return;
1791 } 1754 }
1755 }
1792 } else if (item->type == ROD || item->type==HORN) { 1756 else if (item->type == ROD || item->type == HORN)
1757 {
1793 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1758 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1794 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1759 {
1760 op->contr->play_sound (sound_find ("wand_poof"));
1761
1795 if (item->type== ROD) 1762 if (item->type == ROD)
1796 new_draw_info_format(NDI_UNIQUE, 0,op,
1797 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1763 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1798 else 1764 else
1799 new_draw_info_format(NDI_UNIQUE, 0,op, 1765 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1800 "The %s needs more time to charge.", query_base_name(item,0)); 1766
1801 return; 1767 return;
1802 } 1768 }
1803 } 1769 }
1804 1770
1805 if(cast_spell(op,item,dir,item->inv,NULL)) { 1771 if (cast_spell (op, item, dir, item->inv, NULL))
1772 {
1806 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1773 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1807 if (item->type == WAND) { 1774 if (item->type == WAND)
1775 {
1808 if (!(--item->stats.food)) { 1776 if (!(--item->stats.food))
1777 {
1809 object *tmp; 1778 object *tmp;
1779
1810 if (item->arch) { 1780 if (item->arch)
1781 {
1811 CLEAR_FLAG(item, FLAG_ANIMATE); 1782 CLEAR_FLAG (item, FLAG_ANIMATE);
1812 item->face = item->arch->clone.face; 1783 item->face = item->arch->face;
1813 item->speed = 0; 1784 item->set_speed (0);
1814 update_ob_speed(item);
1815 } 1785 }
1786
1816 if ((tmp=is_player_inv(item))) 1787 if ((tmp = item->in_player ()))
1817 esrv_update_item(UPD_ANIM, tmp, item); 1788 esrv_update_item (UPD_ANIM, tmp, item);
1818 } 1789 }
1819 } 1790 }
1820 else if (item->type == ROD || item->type==HORN) { 1791 else if (item->type == ROD || item->type == HORN)
1821 drain_rod_charge(item); 1792 drain_rod_charge (item);
1822 }
1823 } 1793 }
1824} 1794}
1825 1795
1826/* Received a fire command for the player - go and do it. 1796/* Received a fire command for the player - go and do it.
1827 */ 1797 */
1798bool
1828void fire(object *op,int dir) { 1799fire (object *op, int dir)
1800{
1829 int spellcost=0; 1801 int spellcost = 0;
1830 1802
1831 /* check for loss of invisiblity/hide */ 1803 /* check for loss of invisiblity/hide */
1832 if (action_makes_visible(op)) make_visible(op); 1804 if (action_makes_visible (op))
1805 make_visible (op);
1833 1806
1834 switch(op->contr->shoottype) { 1807 player *pl = op->contr;
1835 case range_none:
1836 return;
1837 1808
1838 case range_bow: 1809 if (pl->golem)
1810 {
1811 control_golem (op->contr->golem, dir);
1812 return false;
1813 }
1814
1815 object *ob = pl->ranged_ob;
1816
1817 if (!ob)
1818 return false;
1819
1820 if (!op->change_weapon (ob))
1821 return false;
1822
1823 if (op->speed_left > 0.f)
1824 --op->speed_left;
1825 else
1826 return false;
1827
1828 switch (ob->type)
1829 {
1830 case BOW:
1839 player_fire_bow(op, dir); 1831 player_fire_bow (op, dir);
1840 return; 1832 break;
1841 1833
1842 case range_magic: /* Casting spells */ 1834 case SPELL:
1843 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1835 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1844 return; 1836 break;
1845 1837
1846 case range_misc: 1838 case BUILDER:
1847 fire_misc_object(op, dir);
1848 return;
1849
1850 case range_golem: /* Control summoned monsters from scrolls */
1851 if(op->contr->ranges[range_golem]==NULL ||
1852 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1853 op->contr->ranges[range_golem] = NULL;
1854 op->contr->shoottype=range_none;
1855 op->contr->golem_count = 0;
1856 }
1857 else
1858 control_golem(op->contr->ranges[range_golem], dir);
1859 return;
1860
1861 case range_skill:
1862 if(!op->chosen_skill) {
1863 if(op->type==PLAYER)
1864 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1865 return;
1866 }
1867 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1868 return;
1869 case range_builder:
1870 apply_map_builder( op, dir ); 1839 apply_map_builder (op, dir);
1871 return; 1840 break;
1841
1842 case SKILL:
1843 do_skill (op, op, ob, dir, 0);
1844 break;
1845
1872 default: 1846 default:
1873 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1847 fire_misc_object (op, dir);
1874 return; 1848 break;
1875 } 1849 }
1876}
1877 1850
1878 1851 return true;
1852}
1879 1853
1880/* find_key 1854/* find_key
1881 * We try to find a key for the door as passed. If we find a key 1855 * We try to find a key for the door as passed. If we find a key
1882 * and successfully use it, we return the key, otherwise NULL 1856 * and successfully use it, we return the key, otherwise NULL
1883 * This function merges both normal and locked door, since the logic 1857 * This function merges both normal and locked door, since the logic
1885 * pl is the player, 1859 * pl is the player,
1886 * inv is the objects inventory to searched 1860 * inv is the objects inventory to searched
1887 * door is the door we are trying to match against. 1861 * door is the door we are trying to match against.
1888 * This function can be called recursively to search containers. 1862 * This function can be called recursively to search containers.
1889 */ 1863 */
1890 1864object *
1891object * find_key(object *pl, object *container, object *door) 1865find_key (object *pl, object *container, object *door)
1892{ 1866{
1893 object *tmp,*key; 1867 object *tmp, *key;
1894 1868
1895 /* Should not happen, but sanity checking is never bad */ 1869 /* Should not happen, but sanity checking is never bad */
1896 if (container->inv == NULL) return NULL; 1870 if (!container->inv)
1871 return 0;
1897 1872
1898 /* First, lets try to find a key in the top level inventory */ 1873 /* First, lets try to find a key in the top level inventory */
1899 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1874 for (tmp = container->inv; tmp; tmp = tmp->below)
1875 {
1900 if (door->type==DOOR && tmp->type==KEY) break; 1876 if (door->type == DOOR && tmp->type == KEY)
1877 break;
1901 /* For sanity, we should really check door type, but other stuff 1878 /* For sanity, we should really check door type, but other stuff
1902 * (like containers) can be locked with special keys 1879 * (like containers) can be locked with special keys
1903 */ 1880 */
1904 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1881 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1905 tmp->slaying==door->slaying) break; 1882 break;
1906 } 1883 }
1884
1907 /* No key found - lets search inventories now */ 1885 /* No key found - lets search inventories now */
1908 /* If we find and use a key in an inventory, return at that time. 1886 /* If we find and use a key in an inventory, return at that time.
1909 * otherwise, if we search all the inventories and still don't find 1887 * otherwise, if we search all the inventories and still don't find
1910 * a key, return 1888 * a key, return
1911 */ 1889 */
1912 if (!tmp) { 1890 if (!tmp)
1891 {
1913 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1892 for (tmp = container->inv; tmp; tmp = tmp->below)
1893 {
1914 /* No reason to search empty containers */ 1894 /* No reason to search empty containers */
1915 if (tmp->type==CONTAINER && tmp->inv) { 1895 if (tmp->type == CONTAINER && tmp->inv)
1896 {
1916 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1897 if ((key = find_key (pl, tmp, door)))
1898 return key;
1917 } 1899 }
1918 } 1900 }
1901
1902 if (!tmp)
1919 if (!tmp) return NULL; 1903 return NULL;
1920 } 1904 }
1905
1921 /* We get down here if we have found a key. Now if its in a container, 1906 /* We get down here if we have found a key. Now if its in a container,
1922 * see if we actually want to use it 1907 * see if we actually want to use it
1923 */ 1908 */
1924 if (pl!=container) { 1909 if (pl != container)
1910 {
1925 /* Only let players use keys in containers */ 1911 /* Only let players use keys in containers */
1926 if (!pl->contr) return NULL; 1912 if (!pl->contr)
1913 return NULL;
1927 /* cases where this fails: 1914 /* cases where this fails:
1928 * If we only search the player inventory, return now since we 1915 * If we only search the player inventory, return now since we
1929 * are not in the players inventory. 1916 * are not in the players inventory.
1930 * If the container is not active, return now since only active 1917 * If the container is not active, return now since only active
1931 * containers can be used. 1918 * containers can be used.
1932 * If we only search keyrings and the container does not have 1919 * If we only search keyrings and the container does not have
1933 * a race/isn't a keyring. 1920 * a race/isn't a keyring.
1934 * No checking for all containers - to fall through past here, 1921 * No checking for all containers - to fall through past here,
1935 * inv must have been an container and must have been active. 1922 * inv must have been an container and must have been active.
1936 * 1923 *
1937 * Change the color so that the message doesn't disappear with 1924 * Change the color so that the message doesn't disappear with
1938 * all the others. 1925 * all the others.
1939 */ 1926 */
1940 if (pl->contr->usekeys == key_inventory || 1927 if (pl->contr->usekeys == key_inventory ||
1941 !QUERY_FLAG(container, FLAG_APPLIED) || 1928 !QUERY_FLAG (container, FLAG_APPLIED) ||
1942 (pl->contr->usekeys == keyrings &&
1943 (!container->race || strcmp(container->race, "keys"))) 1929 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1944 ) { 1930 {
1945 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1931 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1946 "The %s in your %s vibrates as you approach the door", 1932 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1947 query_name(tmp), query_name(container));
1948 return NULL; 1933 return NULL;
1949 } 1934 }
1950 } 1935 }
1936
1951 return tmp; 1937 return tmp;
1952} 1938}
1953 1939
1954/* moved door processing out of move_player_attack. 1940/* moved door processing out of move_player_attack.
1955 * returns 1 if player has opened the door with a key 1941 * returns 1 if player has opened the door with a key
1956 * such that the caller should not do anything more, 1942 * such that the caller should not do anything more,
1957 * 0 otherwise 1943 * 0 otherwise
1958 */ 1944 */
1945static int
1959static int player_attack_door(object *op, object *door) 1946player_attack_door (object *op, object *door)
1960{ 1947{
1961
1962 /* If its a door, try to find a use a key. If we do destroy the door, 1948 /* If its a door, try to find a key. If we do destroy the door,
1963 * might as well return immediately as there is nothing more to do - 1949 * might as well return immediately as there is nothing more to do -
1964 * otherwise, we fall through to the rest of the code. 1950 * otherwise, we fall through to the rest of the code.
1965 */ 1951 */
1966 object *key=find_key(op, op, door); 1952 object *key = find_key (op, op, door);
1967 1953
1968 /* IF we found a key, do some extra work */ 1954 /* If we found a key, do some extra work */
1969 if (key) { 1955 if (key)
1956 {
1970 object *container=key->env; 1957 object *container = key->env;
1971 1958
1972 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1973 if(action_makes_visible(op)) make_visible(op); 1959 if (action_makes_visible (op))
1960 make_visible (op);
1961
1974 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1962 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1963 spring_trap (door->inv, op);
1964
1975 if (door->type == DOOR) { 1965 if (door->type == DOOR)
1976 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1966 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1977 }
1978 else if(door->type==LOCKED_DOOR) { 1967 else if (door->type == LOCKED_DOOR)
1979 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1968 {
1980 "You open the door with the %s", query_short_name(key)); 1969 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1981 remove_door2(door); /* remove door without violence ;-) */ 1970 remove_door2 (door); /* remove door without violence ;-) */
1982 } 1971 }
1972
1983 /* Do this after we print the message */ 1973 /* Do this after we print the message */
1984 decrease_ob(key); /* Use up one of the keys */ 1974 decrease_ob (key); /* Use up one of the keys */
1985 /* Need to update the weight the container the key was in */ 1975 /* Need to update the weight the container the key was in */
1986 if (container != op) 1976 if (container != op)
1987 esrv_update_item(UPD_WEIGHT, op, container); 1977 esrv_update_item (UPD_WEIGHT, op, container);
1978
1988 return 1; /* Nothing more to do below */ 1979 return 1; /* Nothing more to do below */
1980 }
1989 } else if (door->type==LOCKED_DOOR) { 1981 else if (door->type == LOCKED_DOOR)
1982 {
1990 /* Might as well return now - no other way to open this */ 1983 /* Might as well return now - no other way to open this */
1991 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1984 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1992 return 1; 1985 return 1;
1993 } 1986 }
1987
1994 return 0; 1988 return 0;
1995} 1989}
1996 1990
1997/* This function is just part of a breakup from move_player. 1991/* This function is just part of a breakup from move_player.
1998 * It should keep the code cleaner. 1992 * It should keep the code cleaner.
1999 * When this is called, the players direction has been updated 1993 * When this is called, the players direction has been updated
2000 * (taking into account confusion.) The player is also actually 1994 * (taking into account confusion.) The player is also actually
2001 * going to try and move (not fire weapons). 1995 * going to try and move (not fire weapons).
2002 */ 1996 */
2003 1997bool
2004void move_player_attack(object *op, int dir) 1998move_player_attack (object *op, int dir)
2005{ 1999{
2006 object *tmp, *mon;
2007 sint16 nx, ny;
2008 int on_battleground; 2000 int on_battleground;
2009 mapstruct *m;
2010 2001
2011 nx=freearr_x[dir]+op->x; 2002 sint16 nx = freearr_x[dir] + op->x;
2012 ny=freearr_y[dir]+op->y; 2003 sint16 ny = freearr_y[dir] + op->y;
2013 2004
2014 on_battleground = op_on_battleground(op, NULL, NULL); 2005 on_battleground = op_on_battleground (op, 0, 0);
2015 2006
2007 if (out_of_map (op->map, nx, ny))
2008 return false;
2009
2010 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2011 {
2012 --op->speed_left;
2013 return true;
2014 }
2015
2016 /* If braced, or can't move to the square, and it is not out of the 2016 /* If braced, or can't move to the square, and it is not out of the
2017 * map, attack it. Note order of if statement is important - don't 2017 * map, attack it. Note order of if statement is important - don't
2018 * want to be calling move_ob if braced, because move_ob will move the 2018 * want to be calling move_ob if braced, because move_ob will move the
2019 * player. This is a pretty nasty hack, because if we could 2019 * player. This is a pretty nasty hack, because if we could
2020 * move to some space, it then means that if we are braced, we should 2020 * move to some space, it then means that if we are braced, we should
2021 * do nothing at all. As it is, if we are braced, we go through 2021 * do nothing at all. As it is, if we are braced, we go through
2022 * quite a bit of processing. However, it probably is less than what 2022 * quite a bit of processing. However, it probably is less than what
2023 * move_ob uses. 2023 * move_ob uses.
2024 */ 2024 */
2025 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2025 maptile *m = op->map->xy_find (nx, ny);
2026 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2027 m = get_map_from_coord(op->map, &nx, &ny);
2028 if (!m) return; /* Don't think this should happen */
2029 }
2030 else m =op->map;
2031
2032 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2033 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2034 return;
2035 }
2036 2026
2037 mon = NULL;
2038 /* Go through all the objects, and find ones of interest. Only stop if 2027 /* Go through all the objects, and find ones of interest. Only stop if
2039 * we find a monster - that is something we know we want to attack. 2028 * we find a monster - that is something we know we want to attack.
2040 * if its a door or barrel (can roll) see if there may be monsters 2029 * if its a door or barrel (can roll) see if there may be monsters
2041 * on the space 2030 * on the space
2031 */
2032 object *mon;
2033 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2034 {
2035 if ((mon->flag [FLAG_ALIVE]
2036 || mon->type == LOCKED_DOOR
2037 || mon->flag [FLAG_CAN_ROLL])
2038 && mon != op)
2039 break;
2040 }
2041
2042 if (!mon) /* This happens anytime the player tries to move */
2043 return false; /* into a wall */
2044
2045 mon = mon->head_ ();
2046
2047 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2048 if (op->contr->weapon_sp_left > 0.f)
2049 if (player_attack_door (op, mon))
2042 */ 2050 {
2043 while (tmp!=NULL) { 2051 --op->contr->weapon_sp_left;
2044 if (tmp == op) { 2052 return true;
2045 tmp=tmp->above; 2053 }
2046 continue; 2054
2055 /* The following deals with possibly attacking peaceful
2056 * or friendly creatures. Basically, all players are considered
2057 * unaggressive. If the moving player has peaceful set, then the
2058 * object should be pushed instead of attacked. It is assumed that
2059 * if you are braced, you will not attack friends accidently,
2060 * and thus will not push them.
2061 */
2062
2063 /* If the creature is a pet, push it even if the player is not
2064 * peaceful. Our assumption is the creature is a pet if the
2065 * player owns it and it is either friendly or unagressive.
2066 */
2067 if (op->type == PLAYER
2068 && ((mon->owner && mon->owner->contr
2069 && same_party (mon->owner->contr->party, op->contr->party))
2070 || mon->owner == op)
2071 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2072 {
2073 /* If we're braced, we don't want to switch places with it */
2074 if (op->contr->braced)
2075 return false;
2076
2077 if (op->speed_left > 0.f)
2078 {
2079 --op->speed_left;
2080
2081 op->play_sound (sound_find ("push_player"));
2082 push_ob (mon, dir, op);
2083
2084 if (op->contr->tmp_invis || op->hide)
2085 make_visible (op);
2086
2087 return true;
2088 }
2089 else
2090 return false;
2091 }
2092
2093 /* in certain circumstances, you shouldn't attack friendly
2094 * creatures. Note that if you are braced, you can't push
2095 * someone, but put it inside this loop so that you won't
2096 * attack them either.
2097 */
2098 if ((mon->type == PLAYER || mon->enemy != op)
2099 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2100 && ((op->contr->peaceful
2101 || (mon->type == PLAYER && mon->contr->peaceful))
2102 && !on_battleground))
2103 {
2104 if (op->speed_left > 0.f)
2105 {
2106 --op->speed_left;
2107
2108 if (!op->contr->braced)
2109 {
2110 op->play_sound (sound_find ("push_player"));
2111 push_ob (mon, dir, op);
2047 } 2112 }
2048 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2113 else
2049 mon = tmp; 2114 op->statusmsg ("You withhold your attack");
2050 break;
2051 }
2052 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2053 mon = tmp;
2054 tmp=tmp->above;
2055 }
2056
2057 if (mon==NULL) /* This happens anytime the player tries to move */
2058 return; /* into a wall */
2059 2115
2060 if(mon->head != NULL) 2116 if (op->contr->tmp_invis || op->hide)
2061 mon = mon->head; 2117 make_visible (op);
2062 2118
2063 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2119 return true;
2064 if (player_attack_door(op, mon)) return;
2065
2066 /* The following deals with possibly attacking peaceful
2067 * or frienddly creatures. Basically, all players are considered
2068 * unaggressive. If the moving player has peaceful set, then the
2069 * object should be pushed instead of attacked. It is assumed that
2070 * if you are braced, you will not attack friends accidently,
2071 * and thus will not push them.
2072 */
2073
2074 /* If the creature is a pet, push it even if the player is not
2075 * peaceful. Our assumption is the creature is a pet if the
2076 * player owns it and it is either friendly or unagressive.
2077 */
2078 if ((op->type==PLAYER)
2079#if COZY_SERVER
2080 &&
2081 (
2082 (get_owner(mon) && get_owner(mon)->contr
2083 && same_party (get_owner(mon)->contr->party, op->contr->party))
2084 || get_owner(mon) == op
2085 )
2086#else
2087 && get_owner(mon)==op
2088#endif
2089 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2090 { 2120 }
2091 /* If we're braced, we don't want to switch places with it */ 2121 }
2092 if (op->contr->braced) return;
2093 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2094 (void) push_ob(mon,dir,op);
2095 if(op->contr->tmp_invis||op->hide) make_visible(op);
2096 return;
2097 }
2098
2099 /* in certain circumstances, you shouldn't attack friendly
2100 * creatures. Note that if you are braced, you can't push
2101 * someone, but put it inside this loop so that you won't
2102 * attack them either.
2103 */
2104 if ((mon->type==PLAYER || mon->enemy != op) &&
2105 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2106 (
2107#ifdef PROHIBIT_PLAYERKILL
2108 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2109#else
2110 op->contr->peaceful &&
2111#endif
2112 !on_battleground
2113 )) {
2114 if (!op->contr->braced) {
2115 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2116 (void) push_ob(mon,dir,op);
2117 } else {
2118 new_draw_info(0, 0,op,"You withhold your attack");
2119 }
2120 if(op->contr->tmp_invis||op->hide) make_visible(op);
2121 }
2122
2123 /* If the object is a boulder or other rollable object, then 2122 /* If the object is a boulder or other rollable object, then
2124 * roll it if not braced. You can't roll it if you are braced. 2123 * roll it if not braced. You can't roll it if you are braced.
2125 */ 2124 */
2126 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2125 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2126 {
2127 if (op->speed_left > 0.f)
2128 {
2129 --op->speed_left;
2130
2127 recursive_roll(mon,dir,op); 2131 recursive_roll (mon, dir, op);
2128 if(action_makes_visible(op)) make_visible(op); 2132 if (action_makes_visible (op))
2129 } 2133 make_visible (op);
2130 2134
2135 return true;
2136 }
2137 }
2131 /* Any generic living creature. Including things like doors. 2138 /* Any generic living creature. Including things like doors.
2132 * Way it works is like this: First, it must have some hit points 2139 * Way it works is like this: First, it must have some hit points
2133 * and be living. Then, it must be one of the following: 2140 * and be living. Then, it must be one of the following:
2134 * 1) Not a player, 2) A player, but of a different party. Note 2141 * 1) Not a player, 2) A player, but of a different party. Note
2135 * that party_number -1 is no party, so attacks can still happen. 2142 * that party_number -1 is no party, so attacks can still happen.
2136 */ 2143 */
2137
2138 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2144 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2139 ((mon->type!=PLAYER || op->contr->party==NULL || 2145 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2140 op->contr->party!=mon->contr->party))) { 2146 {
2141 2147 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2142 /* If the player hasn't hit something this tick, and does
2143 * so, give them speed boost based on weapon speed. Doing
2144 * it here is better than process_players2, which basically
2145 * incurred a 1 tick offset.
2146 */
2147 if (!op->contr->has_hit) {
2148 op->speed_left += op->speed / op->contr->weapon_sp;
2149
2150 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2151 }
2152
2153 skill_attack(mon, op, 0, NULL, NULL);
2154
2155 /* If attacking another player, that player gets automatic
2156 * hitback, and doesn't loose luck either.
2157 * Disable hitback on the battleground or if the target is
2158 * the wiz.
2159 */
2160 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2161 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2162 short luck = mon->stats.luck;
2163 mon->contr->has_hit = 1;
2164 skill_attack(op, mon, 0, NULL, NULL);
2165 mon->stats.luck = luck;
2166 }
2167 if(action_makes_visible(op)) make_visible(op);
2168 } 2148 {
2169 } /* if player should attack something */ 2149 --op->contr->weapon_sp_left;
2170}
2171 2150
2151 skill_attack (mon, op, 0, 0, 0);
2152
2153 if (action_makes_visible (op))
2154 make_visible (op);
2155
2156 return true;
2157 }
2158 }
2159
2160 return false;
2161}
2162
2163bool
2172int move_player(object *op,int dir) { 2164move_player (object *op, int dir)
2165{
2173 int pick; 2166 int pick;
2174 2167
2175 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2168 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2176 return 0;
2177
2178 /* Sanity check: make sure dir is valid */
2179 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2180 LOG( llevError, "move_player: invalid direction %d\n", dir);
2181 return 0;
2182 }
2183
2184 /* peterm: added following line */
2185 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2186 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2187
2188 op->facing = dir;
2189
2190 if(op->hide) do_hidden_move(op);
2191
2192 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2193 /*nop*/;
2194 else if (op->contr->fire_on)
2195 fire (op, dir);
2196 else
2197 {
2198 move_player_attack (op, dir);
2199 pick = check_pick(op);
2200 }
2201
2202 /* Add special check for newcs players and fire on - this way, the
2203 * server can handle repeat firing.
2204 */
2205 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2206 op->direction = dir;
2207 } else {
2208 op->direction=0;
2209 }
2210 /* Update how the player looks. Use the facing, so direction may
2211 * get reset to zero. This allows for full animation capabilities
2212 * for players.
2213 */
2214 animate_object(op, op->facing);
2215 return 0; 2169 return 0;
2170
2171 /* Sanity check: make sure dir is valid */
2172 if ((dir < 0) || (dir >= 9))
2173 {
2174 LOG (llevError, "move_player: invalid direction %d\n", dir);
2175 return 0;
2176 }
2177
2178 /* peterm: added following line */
2179 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2180 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2181
2182 op->facing = dir;
2183
2184 if (op->hide)
2185 do_hidden_move (op);
2186
2187 bool retval;
2188
2189 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2190 retval = RESULT_INT (0);
2191 else if (op->contr->fire_on)
2192 retval = fire (op, dir);
2193 else
2194 {
2195 retval = move_player_attack (op, dir);
2196 pick = check_pick (op);
2197 }
2198
2199 /* Add special check for newcs players and fire on - this way, the
2200 * server can handle repeat firing.
2201 */
2202 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2203 op->direction = dir;
2204 else
2205 op->direction = 0;
2206
2207 /* Update how the player looks. Use the facing, so direction may
2208 * get reset to zero. This allows for full animation capabilities
2209 * for players.
2210 */
2211 animate_object (op, op->facing);
2212
2213 return retval;
2216} 2214}
2217 2215
2218/* This is similar to handle_player, below, but is only used by the 2216/* This is similar to handle_player, below, but is only used by the
2219 * new client/server stuff. 2217 * new client/server stuff.
2220 * This is sort of special, in that the new client/server actually uses 2218 * This is sort of special, in that the new client/server actually uses
2221 * the new speed values for commands. 2219 * the new speed values for commands.
2222 * 2220 *
2223 * Returns true if there are more actions we can do. 2221 * Returns true if there are more actions we can do. Should not do
2222 * many actions in a row, as that would be too unfair to other
2223 * players.
2224 */ 2224 */
2225bool
2225int handle_newcs_player(object *op) 2226handle_newcs_player (object *op)
2226{ 2227{
2227 if (op->contr->hidden) {
2228 op->invisible = 1000;
2229 /* the socket code flashes the player visible/invisible
2230 * depending on the value of invisible, so we need to
2231 * alternate it here for it to work correctly.
2232 */
2233 if (pticks & 2) op->invisible--;
2234 }
2235 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2236 op->invisible--;
2237 if(!op->invisible) {
2238 make_visible(op);
2239 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2240 }
2241 }
2242
2243 if (QUERY_FLAG(op, FLAG_SCARED)) { 2228 if (QUERY_FLAG (op, FLAG_SCARED))
2229 {
2230 if (op->speed_left > 0.f)
2231 {
2232 --op->speed_left;
2244 flee_player(op); 2233 flee_player (op);
2245 /* If player is still scared, that is his action for this tick */ 2234
2246 if (QUERY_FLAG(op, FLAG_SCARED)) {
2247 op->speed_left--;
2248 return 0; 2235 return true;
2249 } 2236 }
2237 else
2238 return false;
2250 } 2239 }
2251 2240
2252 /* I've been seeing crashes where the golem has been destroyed, but
2253 * the player object still points to the defunct golem. The code that
2254 * destroys the golem looks correct, and it doesn't always happen, so
2255 * put this in a a workaround to clean up the golem pointer.
2256 */
2257 if (op->contr->ranges[range_golem] &&
2258 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2259 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2260 op->contr->ranges[range_golem] = NULL;
2261 op->contr->golem_count = 0;
2262 }
2263
2264 /* call this here - we also will call this in do_ericserver, but 2241 /* call this here - we also will call this in do_ericserver, but
2265 * the players time has been increased when doericserver has been 2242 * the players time has been increased when doericserver has been
2266 * called, so we recheck it here. 2243 * called, so we recheck it here.
2267 */ 2244 */
2268 HandleClient(&op->contr->socket, op->contr); 2245 if (op->contr->ns->handle_command ())
2269 if (op->speed_left<0) return 0; 2246 return true;
2270 2247
2271 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2248 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2272 /* All move commands take 1 tick, at least for now */
2273 op->speed_left--;
2274
2275 /* Instead of all the stuff below, let move_player take care
2276 * of it. Also, some of the skill stuff is only put in
2277 * there, as well as the confusion stuff.
2278 */
2279 move_player(op, op->direction); 2249 return move_player (op, op->direction);
2280 if (op->speed_left>0) return 1; 2250
2281 else return 0; 2251 return false;
2282 } 2252}
2253
2254int
2255save_life (object *op)
2256{
2257 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2283 return 0; 2258 return 0;
2284}
2285 2259
2286int save_life(object *op) { 2260 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2287 object *tmp; 2261 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2262 {
2263 op->play_sound (sound_find ("ob_evaporate"));
2264 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2288 2265
2266 if (op->contr)
2267 esrv_del_item (op->contr, tmp->count);
2268
2269 tmp->destroy ();
2289 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2270 CLEAR_FLAG (op, FLAG_LIFESAVE);
2271
2272 if (op->stats.hp < 0)
2273 op->stats.hp = op->stats.maxhp;
2274
2275 if (op->stats.food < 0)
2276 op->stats.food = 999;
2277
2278 op->update_stats ();
2290 return 0; 2279 return 1;
2291
2292 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2293 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2294 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2295 new_draw_info_format(NDI_UNIQUE, 0,op,
2296 "Your %s vibrates violently, then evaporates.",
2297 query_name(tmp));
2298 if (op->contr)
2299 esrv_del_item(op->contr, tmp->count);
2300 remove_ob(tmp);
2301 free_object(tmp);
2302 CLEAR_FLAG(op, FLAG_LIFESAVE);
2303 if(op->stats.hp<0)
2304 op->stats.hp = op->stats.maxhp;
2305 if(op->stats.food<0)
2306 op->stats.food = 999;
2307 fix_player(op);
2308 return 1;
2309 } 2280 }
2281
2310 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2282 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2311 CLEAR_FLAG(op, FLAG_LIFESAVE); 2283 CLEAR_FLAG (op, FLAG_LIFESAVE);
2312 enter_player_savebed(op); /* bring him home. */ 2284 enter_player_savebed (op); /* bring him home. */
2313 return 0; 2285 return 0;
2314} 2286}
2315 2287
2316/* This goes throws the inventory and removes unpaid objects, and puts them 2288/* This goes throws the inventory and removes unpaid objects, and puts them
2317 * back in the map (location and map determined by values of env). This 2289 * back in the map (location and map determined by values of env). This
2318 * function will descend into containers. op is the object to start the search 2290 * function will descend into containers. op is the object to start the search
2319 * from. 2291 * from.
2320 */ 2292 */
2293static void
2321void remove_unpaid_objects(object *op, object *env) 2294drop_unpaid_items (object *op, object *env)
2322{ 2295{
2323 object *next;
2324
2325 while (op) { 2296 while (op)
2297 {
2326 next=op->below; /* Make sure we have a good value, in case 2298 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2327 * we remove object 'op' 2299
2328 */
2329 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2300 if (QUERY_FLAG (op, FLAG_UNPAID))
2330 remove_ob(op); 2301 {
2331 op->x = env->x;
2332 op->y = env->y;
2333 if (env->type == PLAYER) 2302 if (env->type == PLAYER)
2334 esrv_del_item(env->contr, op->count); 2303 esrv_del_item (env->contr, op->count);
2335 insert_ob_in_map(op, env->map, NULL,0); 2304
2305 op->insert_at (env);
2336 } 2306 }
2337 else if (op->inv) remove_unpaid_objects(op->inv, env); 2307 else if (op->inv)
2308 drop_unpaid_items (op->inv, env);
2309
2338 op=next; 2310 op = next;
2339 } 2311 }
2340} 2312}
2341 2313
2314void
2315object::drop_unpaid_items ()
2316{
2317 if (!flag [FLAG_REMOVED])
2318 ::drop_unpaid_items (inv, this);
2319}
2342 2320
2343/* 2321/*
2344 * Returns pointer a static string containing gravestone text 2322 * Returns pointer a static string containing gravestone text
2345 * Moved from apply.c to player.c - player.c is what 2323 * Moved from apply.c to player.c - player.c is what
2346 * actually uses this function. player.c may not be quite the 2324 * actually uses this function. player.c may not be quite the
2347 * best, a misc file for object actions is probably better, 2325 * best, a misc file for object actions is probably better,
2348 * but there isn't one in the server directory. 2326 * but there isn't one in the server directory.
2349 */ 2327 */
2328char *
2350char *gravestone_text (object *op) 2329gravestone_text (object *op)
2351{ 2330{
2352 static char buf2[MAX_BUF]; 2331 static char buf2[MAX_BUF];
2353 char buf[MAX_BUF]; 2332 char buf[MAX_BUF];
2354 time_t now = time (NULL); 2333 time_t now = time (NULL);
2355 2334
2356 strcpy (buf2, " R.I.P.\n\n"); 2335 strcpy (buf2, " R.I.P.\n\n");
2357 if (op->type == PLAYER) 2336 if (op->type == PLAYER)
2358 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2337 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2359 else 2338 else
2360 sprintf (buf, "%s\n", &op->name); 2339 sprintf (buf, "%s\n", &op->name);
2340
2361 strncat (buf2, " ", 20 - strlen (buf) / 2); 2341 strncat (buf2, " ", 20 - strlen (buf) / 2);
2362 strcat (buf2, buf); 2342 strcat (buf2, buf);
2363 if (op->type == PLAYER) 2343 if (op->type == PLAYER)
2364 sprintf (buf, "who was in level %d when killed\n", op->level); 2344 sprintf (buf, "who was in level %d when killed\n", op->level);
2365 else 2345 else
2366 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2346 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2347
2367 strncat (buf2, " ", 20 - strlen (buf) / 2); 2348 strncat (buf2, " ", 20 - strlen (buf) / 2);
2368 strcat (buf2, buf); 2349 strcat (buf2, buf);
2369 if (op->type == PLAYER) { 2350 if (op->type == PLAYER)
2351 {
2370 sprintf (buf, "by %s.\n\n", op->contr->killer); 2352 sprintf (buf, "by %s.\n\n", op->contr->killer);
2371 strncat (buf2, " ", 21 - strlen (buf) / 2); 2353 strncat (buf2, " ", 21 - strlen (buf) / 2);
2372 strcat (buf2, buf); 2354 strcat (buf2, buf);
2373 } 2355 }
2356
2374 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2357 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2375 strncat (buf2, " ", 20 - strlen (buf) / 2); 2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2376 strcat (buf2, buf); 2359 strcat (buf2, buf);
2360
2377 return buf2; 2361 return buf2;
2378} 2362}
2379 2363
2380 2364void
2381
2382void do_some_living(object *op) { 2365do_some_living (object *op)
2366{
2383 int last_food=op->stats.food; 2367 int last_food = op->stats.food;
2384 int gen_hp, gen_sp, gen_grace; 2368 int gen_hp, gen_sp, gen_grace;
2385 int over_hp, over_sp, over_grace; 2369 int over_hp, over_sp, over_grace;
2386 int i; 2370 int i;
2387 int rate_hp = 1200; 2371 int rate_hp = 1200;
2388 int rate_sp = 2500; 2372 int rate_sp = 2500;
2389 int rate_grace = 2000; 2373 int rate_grace = 2000;
2390 const int max_hp = 1; 2374 const int max_hp = 1;
2391 const int max_sp = 1; 2375 const int max_sp = 1;
2392 const int max_grace = 1; 2376 const int max_grace = 1;
2393 2377
2394 if (op->contr->outputs_sync) { 2378 if (op->contr->hidden)
2395 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2379 {
2396 if (op->contr->outputs[i].buf!=NULL && 2380 op->invisible = 1000;
2397 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2381 /* the socket code flashes the player visible/invisible
2398 flush_output_element(op, &op->contr->outputs[i]); 2382 * depending on the value of invisible, so we need to
2383 * alternate it here for it to work correctly.
2384 */
2385 if (pticks & 2)
2386 op->invisible--;
2399 } 2387 }
2388 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2389 {
2390 if (!op->invisible--)
2391 {
2392 make_visible (op);
2393 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2394 }
2395 }
2400 2396
2401 if(op->contr->state==ST_PLAYING) { 2397 if (op->contr->ns->state == ST_PLAYING)
2402 2398 {
2403 /* these next three if clauses make it possible to SLOW DOWN 2399 /* these next three if clauses make it possible to SLOW DOWN
2404 hp/grace/spellpoint regeneration. */ 2400 hp/grace/spellpoint regeneration. */
2405 if(op->contr->gen_hp >= 0 ) 2401 if (op->contr->gen_hp >= 0)
2406 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2402 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2407 else { 2403 else
2404 {
2408 gen_hp = op->stats.maxhp; 2405 gen_hp = op->stats.maxhp;
2409 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2406 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2410 } 2407 }
2408
2411 if(op->contr->gen_sp >= 0 ) 2409 if (op->contr->gen_sp >= 0)
2412 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2410 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2413 else { 2411 else
2412 {
2414 gen_sp = op->stats.maxsp; 2413 gen_sp = op->stats.maxsp;
2415 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2414 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2416 } 2415 }
2416
2417 if(op->contr->gen_grace >= 0) 2417 if (op->contr->gen_grace >= 0)
2418 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2418 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2419 else { 2419 else
2420 {
2420 gen_grace = op->stats.maxgrace; 2421 gen_grace = op->stats.maxgrace;
2421 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2422 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2422 }
2423
2424 /* Regenerate Spell Points */
2425 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2426 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2427 if(op->stats.sp<op->stats.maxsp) {
2428 op->stats.sp++;
2429 /* dms do not consume food */
2430 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2431 op->stats.food--;
2432 if(op->contr->digestion<0)
2433 op->stats.food+=op->contr->digestion;
2434 else if(op->contr->digestion>0 &&
2435 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2436 op->stats.food=last_food;
2437 } 2423 }
2438 }
2439 if (max_sp>1) {
2440 over_sp = (gen_sp+10)/rate_sp;
2441 if (over_sp > 0) {
2442 if(op->stats.sp<op->stats.maxsp) {
2443 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2444 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2445 op->stats.sp--;
2446 if(op->stats.sp>op->stats.maxsp)
2447 op->stats.sp=op->stats.maxsp;
2448 }
2449 op->last_sp=0;
2450 } else {
2451 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2452 }
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 }
2457 2424
2458 /* Regenerate Grace */ 2425 /* Regenerate Grace */
2459 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2426 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2460 if(--op->last_grace<0) { 2427 if (--op->last_grace < 0)
2428 {
2461 if(op->stats.grace<op->stats.maxgrace/2) 2429 if (op->stats.grace < op->stats.maxgrace / 2)
2462 op->stats.grace++; /* no penalty in food for regaining grace */ 2430 op->stats.grace++; /* no penalty in food for regaining grace */
2431
2463 if(max_grace>1) { 2432 if (max_grace > 1)
2433 {
2464 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2434 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2465 if (over_grace > 0) { 2435 if (over_grace > 0)
2436 {
2466 op->stats.sp += over_grace 2437 op->stats.sp += over_grace
2467 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2438 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2468 op->last_grace=0; 2439 op->last_grace = 0;
2440 }
2469 } else { 2441 else
2442 {
2470 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2443 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2444 }
2471 } 2445 }
2472 } else { 2446 else
2447 {
2473 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2448 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2474 } 2449 }
2475 /* wearing stuff doesn't detract from grace generation. */ 2450 /* wearing stuff doesn't detract from grace generation. */
2476 }
2477
2478 /* Regenerate Hit Points */
2479 if(--op->last_heal<0) {
2480 if(op->stats.hp<op->stats.maxhp) {
2481 op->stats.hp++;
2482 /* dms do not consume food */
2483 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2484 op->stats.food--;
2485 if(op->contr->digestion<0)
2486 op->stats.food+=op->contr->digestion;
2487 else if(op->contr->digestion>0 &&
2488 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2489 op->stats.food=last_food;
2490 } 2451 }
2452
2453 if (op->stats.food > 0)
2491 } 2454 {
2492 if(max_hp>1) { 2455 /* Regenerate Spell Points */
2456 if (!op->contr->golem && --op->last_sp < 0)
2457 {
2458 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2459
2460 if (op->stats.sp < op->stats.maxsp)
2461 {
2462 op->stats.sp++;
2463
2464 /* dms do not consume food */
2465 if (!QUERY_FLAG (op, FLAG_WIZ))
2466 {
2467 op->stats.food--;
2468
2469 if (op->contr->digestion < 0)
2470 op->stats.food += op->contr->digestion;
2471 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2472 op->stats.food = last_food;
2473 }
2474 }
2475
2476 if (max_sp > 1)
2477 {
2478 over_sp = (gen_sp + 10) / rate_sp;
2479 if (over_sp > 0)
2480 {
2481 if (op->stats.sp < op->stats.maxsp)
2482 {
2483 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2484
2485 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2486 op->stats.sp--;
2487
2488 if (op->stats.sp > op->stats.maxsp)
2489 op->stats.sp = op->stats.maxsp;
2490 }
2491
2492 op->last_sp = 0;
2493 }
2494 else
2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2496 }
2497 else
2498 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2499 }
2500
2501 /* Regenerate Hit Points */
2502 if (--op->last_heal < 0)
2503 {
2504 if (op->stats.hp < op->stats.maxhp)
2505 {
2506 op->stats.hp++;
2507
2508 /* dms do not consume food */
2509 if (!QUERY_FLAG (op, FLAG_WIZ))
2510 {
2511 op->stats.food--;
2512
2513 if (op->contr->digestion < 0)
2514 op->stats.food += op->contr->digestion;
2515 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2516 op->stats.food = last_food;
2517 }
2518 }
2519
2520 if (max_hp > 1)
2521 {
2493 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp; 2522 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2523
2494 if (over_hp > 0) { 2524 if (over_hp > 0)
2495 op->stats.sp += over_hp 2525 {
2496 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0; 2526 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2497 op->last_heal=0; 2527 op->last_heal = 0;
2528 }
2529 else
2530 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2531 }
2498 } else { 2532 else
2499 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2533 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2500 } 2534 }
2501 } else {
2502 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2503 } 2535 }
2504 }
2505 2536
2506 /* Digestion */ 2537 /* Digestion */
2507 if(--op->last_eat<0) { 2538 if (--op->last_eat < 0)
2508#ifdef COZY_SERVER 2539 {
2509 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2540 int bonus = max (0, op->contr->digestion),
2510 int bonus=dg>0?dg:0, 2541 penalty = max (0, -op->contr->digestion);
2511 penalty=dg<0?-dg:0;
2512#else
2513 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2514 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2515#endif
2516 2542
2517 if(op->contr->gen_hp > 0)
2518 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2543 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2519 else 2544
2520 op->last_eat=25*(1+bonus)/(penalty +1);
2521 /* dms do not consume food */ 2545 /* dms do not consume food */
2522 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2546 if (!QUERY_FLAG (op, FLAG_WIZ))
2523 } 2547 op->stats.food--;
2524 } 2548 }
2525 2549
2526 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2550 if (op->stats.food < 0 && op->stats.hp >= 0)
2551 {
2527 object *tmp, *flesh=NULL; 2552 object *tmp, *flesh = 0;
2528 2553
2529 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2554 for (tmp = op->inv; tmp; tmp = tmp->below)
2555 {
2530 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2556 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2557 {
2531 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2558 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2559 {
2532 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2560 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2533 manual_apply(op,tmp,0); 2561 manual_apply (op, tmp, 0);
2534 if(op->stats.food>=0||op->stats.hp<0) 2562 if (op->stats.food >= 0 || op->stats.hp < 0)
2535 break; 2563 break;
2536 } 2564 }
2537 else if (tmp->type==FLESH) flesh=tmp; 2565 else if (tmp->type == FLESH)
2566 flesh = tmp;
2538 } /* End if paid for object */ 2567 } /* End if paid for object */
2539 } /* end of for loop */ 2568 } /* end of for loop */
2569
2540 /* If player is still starving, it means they don't have any food, so 2570 /* If player is still starving, it means they don't have any food, so
2541 * eat flesh instead. 2571 * eat flesh instead.
2542 */ 2572 */
2543 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2573 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2574 {
2544 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2575 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2545 manual_apply(op,flesh,0); 2576 manual_apply (op, flesh, 0);
2577 }
2578 }
2579
2580 if (op->stats.food < 0)
2546 } 2581 {
2547 } /* end if player is starving */ 2582 op->stats.hp += op->stats.food;
2583 op->stats.food = 0;
2584 }
2548 2585
2549 while(op->stats.food<0&&op->stats.hp>0) 2586 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2550 op->stats.food++,op->stats.hp--;
2551
2552 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0))
2553 kill_player(op); 2587 kill_player (op);
2588 }
2554} 2589}
2555
2556
2557 2590
2558/* If the player should die (lack of hp, food, etc), we call this. 2591/* If the player should die (lack of hp, food, etc), we call this.
2559 * op is the player in jeopardy. If the player can not be saved (not 2592 * op is the player in jeopardy. If the player can not be saved (not
2560 * permadeath, no lifesave), this will take care of removing the player 2593 * permadeath, no lifesave), this will take care of removing the player
2561 * file. 2594 * file.
2562 */ 2595 */
2596void
2563void kill_player(object *op) 2597kill_player (object *op)
2564{ 2598{
2599 int x, y;
2565 char buf[MAX_BUF]; 2600 char buf[MAX_BUF];
2566 int x,y,i;
2567 mapstruct *map; /* this is for resurrection */ 2601 maptile *map; /* this is for resurrection */
2568 int z;
2569 int num_stats_lose;
2570 int lost_a_stat;
2571 int lose_this_stat;
2572 int this_stat;
2573 int will_kill_again; 2602 int will_kill_again;
2574 archetype *at; 2603 archetype *at;
2575 object *tmp; 2604 object *tmp;
2576 2605
2577 if(save_life(op)) 2606 if (save_life (op))
2578 return; 2607 return;
2579 2608
2580
2581 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2609 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2582 * in cities ONLY!!! It is very important that this doesn't get abused. 2610 * in cities ONLY!!! It is very important that this doesn't get abused.
2583 * Look at op_on_battleground() for more info --AndreasV 2611 * Look at op_on_battleground() for more info --AndreasV
2584 */ 2612 */
2585 if (op_on_battleground(op, &x, &y)) { 2613 if (op_on_battleground (op, &x, &y))
2586 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2614 {
2587 "You have been defeated in combat!"); 2615 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2588 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2616 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2589 "Local medics have saved your life..."); 2617
2590
2591 /* restore player */ 2618 /* restore player */
2592 at = find_archetype("poisoning"); 2619 at = archetype::find ("poisoning");
2593 tmp=present_arch_in_ob(at,op); 2620 if (object *tmp = present_arch_in_ob (at, op))
2594 if (tmp) { 2621 {
2595 remove_ob(tmp); 2622 tmp->destroy ();
2596 free_object(tmp);
2597 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2623 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2624 }
2625
2626 at = archetype::find ("confusion");
2627 if (object *tmp = present_arch_in_ob (at, op))
2598 } 2628 {
2599 2629 tmp->destroy ();
2600 at = find_archetype("confusion");
2601 tmp=present_arch_in_ob(at,op);
2602 if (tmp) {
2603 remove_ob(tmp);
2604 free_object(tmp);
2605 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2630 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2606 } 2631 }
2607 2632
2608 cure_disease(op,0); /* remove any disease */ 2633 cure_disease (op, 0, 0); /* remove any disease */
2609 op->stats.hp=op->stats.maxhp; 2634 op->stats.hp = op->stats.maxhp;
2610 if (op->stats.food<=0) op->stats.food=999; 2635 if (op->stats.food <= 0)
2611 2636 op->stats.food = 999;
2637
2612 /* create a bodypart-trophy to make the winner happy */ 2638 /* create a bodypart-trophy to make the winner happy */
2613 tmp=arch_to_object(find_archetype("finger")); 2639 if (object *tmp = arch_to_object (archetype::find ("finger")))
2614 if (tmp != NULL)
2615 {
2616 sprintf(buf,"%s's finger", &op->name);
2617 tmp->name = buf;
2618 sprintf(buf," This finger has been cut off %s\n"
2619 " the %s, when he was defeated at\n level %d by %s.\n",
2620 &op->name, op->contr->title, (int)(op->level),
2621 op->contr->killer);
2622 tmp->msg=buf;
2623 tmp->value=0, tmp->material=0, tmp->type=0;
2624 tmp->materialname = NULL;
2625 tmp->x = op->x, tmp->y = op->y;
2626 insert_ob_in_map(tmp,op->map,op,0);
2627 } 2640 {
2641 tmp->name = format ("%s's finger" , &op->name);
2642 tmp->name_pl = format ("%s's fingers", &op->name);
2643 tmp->msg = format (
2644 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2645 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2646 );
2647 tmp->value = 0, tmp->type = 0;
2648 tmp->materialname = "organics";
2649 tmp->insert_at (op, tmp);
2628 2650 }
2651
2629 /* teleport defeated player to new destination*/ 2652 /* teleport defeated player to new destination */
2630 transfer_ob(op, x, y, 0, NULL); 2653 transfer_ob (op, x, y, 0, NULL);
2631 op->contr->braced=0; 2654 op->contr->braced = 0;
2632 return; 2655 return;
2633 } 2656 }
2634 2657
2635 INVOKE_PLAYER (DEATH, op->contr); 2658 INVOKE_PLAYER (DEATH, op->contr);
2636 2659
2637 command_kill_pets (op, 0); 2660 command_kill_pets (op, 0);
2638 2661
2639 if(op->stats.food<0) { 2662 if (op->stats.food < 0)
2640 if (op->contr->explore) {
2641 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2642 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2643 op->stats.food=999;
2644 return;
2645 }
2646 sprintf(buf,"%s starved to death.",&op->name);
2647 strcpy(op->contr->killer,"starvation"); 2663 strcpy (op->contr->killer, "starvation");
2648 }
2649 else {
2650 if (op->contr->explore) {
2651 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2652 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2653 op->stats.hp=op->stats.maxhp;
2654 return;
2655 }
2656 sprintf(buf,"%s died.", &op->name);
2657 }
2658 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2659 2664
2665 op->contr->play_sound (sound_find ("player_dies"));
2666
2660 /* save the map location for corpse, gravestone*/ 2667 /* save the map location for corpse, gravestone */
2661 x=op->x;y=op->y;map=op->map; 2668 x = op->x;
2669 y = op->y;
2670 map = op->map;
2662 2671
2663
2664 if (settings.not_permadeth == TRUE) {
2665 /* NOT_PERMADEATH code. This basically brings the character back to 2672 /* NOT_PERMADEATH code. This basically brings the character back to
2666 * life if they are dead - it takes some exp and a random stat. 2673 * life if they are dead - it takes some exp and a random stat.
2667 * See the config.h file for a little more in depth detail about this. 2674 * See the config.h file for a little more in depth detail about this.
2668 */ 2675 */
2669 2676
2670 /* Basically two ways to go - remove a stat permanently, or just 2677 /* Basically two ways to go - remove a stat permanently, or just
2671 * make it depletion. This bunch of code deals with that aspect 2678 * make it depletion. This bunch of code deals with that aspect
2672 * of death. 2679 * of death.
2673 */ 2680 */
2674#ifndef COZY_SERVER 2681#ifndef COZY_SERVER
2675 if (settings.balanced_stat_loss) { 2682 if (settings.balanced_stat_loss)
2683 {
2676 /* If stat loss is permanent, lose one stat only. */ 2684 /* If stat loss is permanent, lose one stat only. */
2677 /* Lower level chars don't lose as many stats because they suffer 2685 /* Lower level chars don't lose as many stats because they suffer
2678 more if they do. */ 2686 more if they do. */
2679 /* Higher level characters can afford things such as potions of 2687 /* Higher level characters can afford things such as potions of
2680 restoration, or better, stat potions. So we slug them that 2688 restoration, or better, stat potions. So we slug them that
2681 little bit harder. */ 2689 little bit harder. */
2682 /* GD */ 2690 /* GD */
2683 if (settings.stat_loss_on_death) 2691 if (settings.stat_loss_on_death)
2684 num_stats_lose = 1;
2685 else
2686 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2687 } else {
2688 num_stats_lose = 1; 2692 num_stats_lose = 1;
2689 } 2693 else
2694 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2695 }
2696 else
2697 num_stats_lose = 1;
2698
2690 lost_a_stat = 0; 2699 lost_a_stat = 0;
2691 2700
2692 for (z=0; z<num_stats_lose; z++) { 2701 for (z = 0; z < num_stats_lose; z++)
2702 {
2693 i = RANDOM() % NUM_STATS; 2703 i = RANDOM () % NUM_STATS;
2694 2704
2695 if (settings.stat_loss_on_death) { 2705 if (settings.stat_loss_on_death)
2706 {
2696 /* Pick a random stat and take a point off it. Tell the player 2707 /* Pick a random stat and take a point off it. Tell the player
2697 * what he lost. 2708 * what he lost.
2698 */ 2709 */
2699 change_attr_value(&(op->stats), i,-1); 2710 change_attr_value (&(op->stats), i, -1);
2700 check_stat_bounds(&(op->stats)); 2711 check_stat_bounds (&(op->stats));
2701 change_attr_value(&(op->contr->orig_stats), i,-1); 2712 change_attr_value (&(op->contr->orig_stats), i, -1);
2702 check_stat_bounds(&(op->contr->orig_stats)); 2713 check_stat_bounds (&(op->contr->orig_stats));
2703 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2714 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2704 lost_a_stat = 1; 2715 lost_a_stat = 1;
2705 } else { 2716 }
2717 else
2718 {
2706 /* deplete a stat */ 2719 /* deplete a stat */
2707 archetype *deparch=find_archetype("depletion"); 2720 archetype *deparch = archetype::find ("depletion");
2708 object *dep; 2721 object *dep;
2722
2723 dep = present_arch_in_ob (deparch, op);
2724 if (!dep)
2709 2725 {
2710 dep = present_arch_in_ob(deparch,op);
2711 if(!dep) {
2712 dep = arch_to_object(deparch); 2726 dep = arch_to_object (deparch);
2713 insert_ob_in_ob(dep, op); 2727 insert_ob_in_ob (dep, op);
2714 } 2728 }
2715 lose_this_stat = 1; 2729 lose_this_stat = 1;
2716 if (settings.balanced_stat_loss) { 2730 if (settings.balanced_stat_loss)
2731 {
2717 /* GD */ 2732 /* GD */
2718 /* Get the stat that we're about to deplete. */ 2733 /* Get the stat that we're about to deplete. */
2719 this_stat = get_attr_value(&(dep->stats), i); 2734 this_stat = get_attr_value (&(dep->stats), i);
2720 if (this_stat < 0) { 2735 if (this_stat < 0)
2736 {
2721 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2737 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2722 int keep_chance = this_stat * this_stat; 2738 int keep_chance = this_stat * this_stat;
2739
2723 /* Yes, I am paranoid. Sue me. */ 2740 /* Yes, I am paranoid. Sue me. */
2724 if (keep_chance < 1) 2741 if (keep_chance < 1)
2725 keep_chance = 1; 2742 keep_chance = 1;
2726 2743
2727 /* There is a maximum depletion total per level. */ 2744 /* There is a maximum depletion total per level. */
2728 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2745 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2746 {
2729 lose_this_stat = 0; 2747 lose_this_stat = 0;
2730 /* Take loss chance vs keep chance to see if we 2748 /* Take loss chance vs keep chance to see if we
2731 retain the stat. */ 2749 retain the stat. */
2732 } else {
2733 if (random_roll(0, loss_chance + keep_chance-1,
2734 op, PREFER_LOW) < keep_chance)
2735 lose_this_stat = 0;
2736 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2737 this_stat, keep_chance, loss_chance,
2738 lose_this_stat?"LOSE":"KEEP"); */
2739 }
2740 } 2750 }
2741 } 2751 else
2742
2743 if (lose_this_stat) {
2744 this_stat = get_attr_value(&(dep->stats), i);
2745 /* We could try to do something clever like find another
2746 * stat to reduce if this fails. But chances are, if
2747 * stats have been depleted to -50, all are pretty low
2748 * and should be roughly the same, so it shouldn't make a
2749 * difference.
2750 */ 2752 {
2751 if (this_stat>=-50) { 2753 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2752 change_attr_value(&(dep->stats), i, -1);
2753 SET_FLAG(dep, FLAG_APPLIED);
2754 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2755 fix_player(op);
2756 lost_a_stat = 1; 2754 lose_this_stat = 0;
2755 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2756 this_stat, keep_chance, loss_chance,
2757 lose_this_stat?"LOSE":"KEEP"); */
2757 } 2758 }
2758 } 2759 }
2759 } 2760 }
2760 } 2761
2761 /* If no stat lost, tell the player. */
2762 if (!lost_a_stat) 2762 if (lose_this_stat)
2763 { 2763 {
2764 /* determine_god() seems to not work sometimes... why is this? 2764 this_stat = get_attr_value (&(dep->stats), i);
2765 Should I be using something else? GD */ 2765 /* We could try to do something clever like find another
2766 const char *god = determine_god(op); 2766 * stat to reduce if this fails. But chances are, if
2767 if (god && (strcmp(god, "none"))) 2767 * stats have been depleted to -50, all are pretty low
2768 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2768 * and should be roughly the same, so it shouldn't make a
2769 "moment you feel the holy presence of %s protecting" 2769 * difference.
2770 " you.", god); 2770 */
2771 if (this_stat >= -50)
2771 else 2772 {
2772 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2773 change_attr_value (&(dep->stats), i, -1);
2773 " feel a holy presence protecting you."); 2774 SET_FLAG (dep, FLAG_APPLIED);
2775 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2776 op->update_stats ();
2777 lost_a_stat = 1;
2778 }
2774 } 2779 }
2780 }
2781 }
2782 /* If no stat lost, tell the player. */
2783 if (!lost_a_stat)
2784 {
2785 /* determine_god() seems to not work sometimes... why is this?
2786 Should I be using something else? GD */
2787 const char *god = determine_god (op);
2788
2789 if (god && (strcmp (god, "none")))
2790 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2791 else
2792 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2793 }
2794#else
2795 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2775#endif 2796#endif
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2777 " feel a holy presence protecting you from losing yourself completely.");
2778 2797
2779 /* Put a gravestone up where the character 'almost' died. List the 2798 /* Put a gravestone up where the character 'almost' died. List the
2780 * exp loss on the stone. 2799 * exp loss on the stone.
2781 */ 2800 */
2782 tmp=arch_to_object(find_archetype("gravestone")); 2801 tmp = arch_to_object (archetype::find ("gravestone"));
2783 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2802 sprintf (buf, "%s's gravestone", &op->name);
2803 tmp->name = buf;
2784 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2804 sprintf (buf, "%s's gravestones", &op->name);
2785 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2805 tmp->name_pl = buf;
2786 "who was killed\n" 2806 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2787 "by %s.\n",
2788 &op->name, op->contr->title,
2789 op->contr->killer);
2790 tmp->msg = buf; 2807 tmp->msg = buf;
2791 tmp->x=op->x,tmp->y=op->y; 2808 tmp->x = op->x, tmp->y = op->y;
2792 insert_ob_in_map (tmp, op->map, NULL,0); 2809 insert_ob_in_map (tmp, op->map, NULL, 0);
2793 2810
2794 /**************************************/ 2811 /**************************************/
2795 /* */ 2812 /* */
2796 /* Subtract the experience points, */ 2813 /* Subtract the experience points, */
2797 /* if we died cause of food, give us */ 2814 /* if we died cause of food, give us */
2798 /* food, and reset HP's... */ 2815 /* food, and reset HP's... */
2799 /* */ 2816 /* */
2800 /**************************************/ 2817 /**************************************/
2801 2818
2802 /* remove any poisoning and confusion the character may be suffering.*/ 2819 /* remove any poisoning and confusion the character may be suffering. */
2803 /* restore player */ 2820 /* restore player */
2804 at = find_archetype("poisoning"); 2821 at = archetype::find ("poisoning");
2805 tmp=present_arch_in_ob(at,op); 2822 tmp = present_arch_in_ob (at, op);
2806 if (tmp) { 2823
2807 remove_ob(tmp); 2824 if (tmp)
2808 free_object(tmp); 2825 {
2826 tmp->destroy ();
2809 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2827 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2810 } 2828 }
2811 2829
2812 at = find_archetype("confusion"); 2830 at = archetype::find ("confusion");
2813 tmp=present_arch_in_ob(at,op); 2831 tmp = present_arch_in_ob (at, op);
2814 if (tmp) { 2832 if (tmp)
2815 remove_ob(tmp); 2833 {
2816 free_object(tmp); 2834 tmp->destroy ();
2817 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2835 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2818 } 2836 }
2837
2819 cure_disease(op,0); /* remove any disease */ 2838 cure_disease (op, 0, 0); /* remove any disease */
2820 2839
2821 /*add_exp(op, (op->stats.exp * -0.20)); */ 2840 /*add_exp(op, (op->stats.exp * -0.20)); */
2822 apply_death_exp_penalty(op); 2841 apply_death_exp_penalty (op);
2823 if(op->stats.food < 100) op->stats.food = 900; 2842 if (op->stats.food < 100)
2843 op->stats.food = 900;
2824 op->stats.hp = op->stats.maxhp; 2844 op->stats.hp = op->stats.maxhp;
2825 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2845 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2826 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2846 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2827 2847
2828 /* 2848 /*
2829 * Check to see if the player is in a shop. IF so, then check to see if 2849 * Check to see if the player has any unpaid items. If so, remove them
2830 * the player has any unpaid items. If so, remove them and put them back 2850 * and put them back in the map.
2831 * in the map. 2851 */
2832 */ 2852 op->drop_unpaid_items ();
2833 2853
2834 if (is_in_shop (op))
2835 remove_unpaid_objects(op->inv, op);
2836
2837 /****************************************/ 2854 /****************************************/
2838 /* */ 2855 /* */
2839 /* Move player to his current respawn- */ 2856 /* Move player to his current respawn- */
2840 /* position (usually last savebed) */ 2857 /* position (usually last savebed) */
2841 /* */ 2858 /* */
2842 /****************************************/ 2859 /****************************************/
2843 2860
2844 enter_player_savebed(op); 2861 enter_player_savebed (op);
2845 2862
2846 /* Save the player before inserting the force to reduce
2847 * chance of abuse.
2848 */
2849 op->contr->braced=0; 2863 op->contr->braced = 0;
2850 save_player(op,1);
2851 2864
2852 /* it is possible that the player has blown something up 2865 /* it is possible that the player has blown something up
2853 * at his savebed location, and that can have long lasting 2866 * at his savebed location, and that can have long lasting
2854 * spell effects. So first see if there is a spell effect 2867 * spell effects. So first see if there is a spell effect
2855 * on the space that might harm the player. 2868 * on the space that might harm the player.
2856 */ 2869 */
2857 will_kill_again=0; 2870 will_kill_again = 0;
2858 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2871 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2859 if (tmp->type ==SPELL_EFFECT) 2872 if (tmp->type == SPELL_EFFECT)
2860 will_kill_again|=tmp->attacktype; 2873 will_kill_again |= tmp->attacktype;
2861 } 2874
2862 if (will_kill_again) { 2875 if (will_kill_again)
2876 {
2863 object *force; 2877 object *force;
2864 int at; 2878 int at;
2865 2879
2866 force=get_archetype(FORCE_NAME); 2880 force = get_archetype (FORCE_NAME);
2867 /* 50 ticks should be enough time for the spell to abate */ 2881 /* 50 ticks should be enough time for the spell to abate */
2868 force->speed=0.1; 2882 force->speed = 0.1f;
2869 force->speed_left=-5.0; 2883 force->speed_left = -5.f;
2870 SET_FLAG(force, FLAG_APPLIED); 2884 SET_FLAG (force, FLAG_APPLIED);
2871 for (at=0; at<NROFATTACKS; at++) { 2885 for (at = 0; at < NROFATTACKS; at++)
2872 if (will_kill_again & (1 << at)) 2886 if (will_kill_again & (1 << at))
2873 force->resist[at] = 100; 2887 force->resist[at] = 100;
2888
2889 insert_ob_in_ob (force, op);
2890 op->update_stats ();
2891
2892 }
2893
2894 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2895}
2896
2897void
2898loot_object (object *op)
2899{ /* Grab and destroy some treasure */
2900 object *tmp, *tmp2, *next;
2901
2902 op->close_container (); /* close open sack first */
2903
2904 for (tmp = op->inv; tmp; tmp = next)
2905 {
2906 next = tmp->below;
2907
2908 if (tmp->invisible)
2909 continue;
2910
2911 tmp->remove ();
2912 tmp->x = op->x, tmp->y = op->y;
2913
2914 if (tmp->type == CONTAINER)
2915 loot_object (tmp); /* empty container to ground */
2916
2917 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2918 {
2919 if (tmp->nrof > 1)
2920 {
2921 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2922 tmp2->destroy ();
2923 insert_ob_in_map (tmp, op->map, NULL, 0);
2874 } 2924 }
2875 insert_ob_in_ob(force, op);
2876 fix_player(op);
2877
2878 }
2879 /**************************************/
2880 /* */
2881 /* Repaint the characters inv, and */
2882 /* stats, and show a nasty message ;) */
2883 /* */
2884 /**************************************/
2885
2886 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2887 return;
2888 } /* NOT_PERMADETH */
2889 else {
2890 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2891 * should probably be embedded in an else statement.
2892 */
2893
2894 op->contr->party=NULL;
2895 if (settings.set_title == TRUE)
2896 op->contr->own_title[0]='\0';
2897 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2898 check_score(op);
2899 if(op->contr->ranges[range_golem]!=NULL) {
2900 remove_friendly_object(op->contr->ranges[range_golem]);
2901 remove_ob(op->contr->ranges[range_golem]);
2902 free_object(op->contr->ranges[range_golem]);
2903 op->contr->ranges[range_golem]=NULL;
2904 op->contr->golem_count=0;
2905 }
2906 loot_object(op); /* Remove some of the items for good */
2907 remove_ob(op);
2908 op->direction=0;
2909
2910 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2911 delete_character(op->name,0);
2912 if (settings.resurrection == TRUE) {
2913 /* save playerfile sans equipment when player dies
2914 ** then save it as player.pl.dead so that future resurrection
2915 ** type spells will work on them nicely
2916 */
2917 delete_character(op->name,0);
2918 op->stats.hp = op->stats.maxhp;
2919 op->stats.food = 999;
2920
2921 /* set the location of where the person will reappear when */
2922 /* maybe resurrection code should fix map also */
2923 strcpy(op->contr->maplevel, settings.emergency_mapname);
2924 if(op->map!=NULL)
2925 op->map = NULL;
2926 op->x = settings.emergency_x;
2927 op->y = settings.emergency_y;
2928 save_player(op,0);
2929 op->map = map;
2930 /* please see resurrection.c: peterm */
2931 dead_player(op);
2932 } else { 2925 else
2933 delete_character(op->name,1); 2926 tmp->destroy ();
2934 } 2927 }
2935 } 2928 else
2936 play_again(op);
2937
2938 /* peterm: added to create a corpse at deathsite. */
2939 tmp=arch_to_object(find_archetype("corpse_pl"));
2940 sprintf(buf,"%s", &op->name);
2941 tmp->name = tmp->name_pl = buf;
2942 tmp->level=op->level;
2943 tmp->x=x;tmp->y=y;
2944 tmp->msg = gravestone_text(op);
2945 SET_FLAG (tmp, FLAG_UNIQUE);
2946 insert_ob_in_map (tmp, map, NULL,0);
2947 }
2948}
2949
2950
2951void loot_object(object *op) { /* Grab and destroy some treasure */
2952 object *tmp,*tmp2,*next;
2953
2954 if (op->container) { /* close open sack first */
2955 esrv_apply_container (op, op->container);
2956 }
2957
2958 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2959 next=tmp->below;
2960 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2961 remove_ob(tmp);
2962 tmp->x=op->x,tmp->y=op->y;
2963 if (tmp->type == CONTAINER) { /* empty container to ground */
2964 loot_object(tmp);
2965 }
2966 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2967 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2968 if(tmp->nrof>1) {
2969 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2970 free_object(tmp2);
2971 insert_ob_in_map(tmp,op->map,NULL,0); 2929 insert_ob_in_map (tmp, op->map, NULL, 0);
2972 } else
2973 free_object(tmp);
2974 } else
2975 insert_ob_in_map(tmp,op->map,NULL,0);
2976 } 2930 }
2977} 2931}
2978 2932
2979/* 2933/*
2980 * fix_weight(): Check recursively the weight of all players, and fix 2934 * fix_weight(): Check recursively the weight of all players, and fix
2981 * what needs to be fixed. Refresh windows and fix speed if anything 2935 * what needs to be fixed. Refresh windows and fix speed if anything
2982 * was changed. 2936 * was changed.
2983 */ 2937 */
2984 2938void
2985void fix_weight(void) { 2939fix_weight (void)
2986 player *pl; 2940{
2987 for (pl = first_player; pl != NULL; pl = pl->next) { 2941 for_all_players (pl)
2942 {
2988 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2943 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2944
2989 if(old == sum) 2945 if (old == sum)
2990 continue; 2946 continue;
2991 fix_player(pl->ob); 2947 pl->ob->update_stats ();
2992 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2948 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2993 &pl->ob->name, old, sum);
2994 } 2949 }
2995} 2950}
2996 2951
2952void
2997void fix_luck(void) { 2953fix_luck (void)
2998 player *pl; 2954{
2999 for (pl = first_player; pl != NULL; pl = pl->next) 2955 for_all_players (pl)
3000 if (!pl->ob->contr->state) 2956 if (!pl->ob->contr->ns->state)
3001 change_luck(pl->ob, 0); 2957 pl->ob->change_luck (0);
3002} 2958}
3003
3004 2959
3005/* cast_dust() - handles op throwing objects of type 'DUST'. 2960/* cast_dust() - handles op throwing objects of type 'DUST'.
3006 * This is much simpler in the new spell code - we basically 2961 * This is much simpler in the new spell code - we basically
3007 * just treat this as any other spell casting object. 2962 * just treat this as any other spell casting object.
3008 */ 2963 */
3009
3010void 2964void
3011cast_dust (object * op, object * throw_ob, int dir) 2965cast_dust (object *op, object *throw_ob, int dir)
3012{ 2966{
3013 object *skop, *spob; 2967 object *skop, *spob;
3014 2968
3015 skop = find_skill_by_name (op, throw_ob->skill); 2969 skop = find_skill_by_name (op, throw_ob->skill);
3016 2970
3017 /* casting POTION 'dusts' is really a use_magic_item skill */ 2971 /* casting POTION 'dusts' is really a use_magic_item skill */
3018 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2972 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3019 { 2973 {
3020 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2974 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3021 &op->name);
3022 return; 2975 return;
3023 } 2976 }
3024 2977
3025 spob = throw_ob->inv; 2978 spob = throw_ob->inv;
3026 2979
3027 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2980 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3028 // not pass NULL to cast_spell (which did indeed check itself, but 2981 // not pass NULL to cast_spell (which did indeed check itself, but
3029 // errors should be reported as early as possible IMHO) 2982 // errors should be reported as early as possible IMHO)
3030 if (!spob) 2983 if (!spob)
3031 { 2984 {
3032 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2985 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3033 &throw_ob->name, &op->name);
3034 return; 2986 return;
3035 } 2987 }
3036 2988
3037 if (op->type == PLAYER) 2989 if (op->type == PLAYER)
3038 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 2990 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3039 2991
3040 cast_spell (op, throw_ob, dir, spob, NULL); 2992 cast_spell (op, throw_ob, dir, spob, NULL);
3041 2993
3042 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2994 throw_ob->destroy ();
3043 remove_ob (throw_ob);
3044 free_object (throw_ob);
3045} 2995}
3046 2996
2997void
3047void make_visible (object *op) { 2998make_visible (object *op)
2999{
3048 op->hide = 0; 3000 op->hide = 0;
3049 op->invisible = 0; 3001 op->invisible = 0;
3002
3050 if(op->type==PLAYER) { 3003 if (op->type == PLAYER)
3004 {
3051 op->contr->tmp_invis = 0; 3005 op->contr->tmp_invis = 0;
3052 op->contr->invis_race = 0; 3006 op->contr->invis_race = 0;
3053 } 3007 }
3008
3054 update_object(op,UP_OBJ_FACE); 3009 update_object (op, UP_OBJ_CHANGE);
3055} 3010}
3056 3011
3012int
3057int is_true_undead(object *op) { 3013is_true_undead (object *op)
3058 object *tmp=NULL; 3014{
3059
3060 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3015 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3016 return 1;
3061 3017
3062 if(op->type==PLAYER)
3063 for(tmp=op->inv;tmp;tmp=tmp->below)
3064 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3065 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3066 return 0; 3018 return 0;
3067} 3019}
3068 3020
3069/* look at the surrounding terrain to determine 3021/* look at the surrounding terrain to determine
3070 * the hideability of this object. Positive levels 3022 * the hideability of this object. Positive levels
3071 * indicate greater hideability. 3023 * indicate greater hideability.
3072 */ 3024 */
3073 3025int
3074int hideability(object *ob) { 3026hideability (object *ob)
3027{
3075 int i,level=0, mflag; 3028 int i, level = 0, mflag;
3076 sint16 x,y; 3029 sint16 x, y;
3077 3030
3078 if(!ob||!ob->map) return 0; 3031 if (!ob || !ob->map)
3032 return 0;
3079 3033
3080 /* so, on normal lighted maps, its hard to hide */ 3034 /* so, on normal lighted maps, its hard to hide */
3081 level=ob->map->darkness - 2; 3035 level = ob->map->darkness - 2;
3082 3036
3083 /* this also picks up whether the object is glowing. 3037 /* this also picks up whether the object is glowing.
3084 * If you carry a light on a non-dark map, its not 3038 * If you carry a light on a non-dark map, its not
3085 * as bad as carrying a light on a pitch dark map */ 3039 * as bad as carrying a light on a pitch dark map */
3086 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3040 if (has_carried_lights (ob))
3041 level = -(10 + (2 * ob->map->darkness));
3087 3042
3088 /* scan through all nearby squares for terrain to hide in */ 3043 /* scan through all nearby squares for terrain to hide in */
3089 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3044 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3045 {
3090 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3046 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3091 if (mflag & P_OUT_OF_MAP) { continue; } 3047 if (mflag & P_OUT_OF_MAP)
3048 {
3049 continue;
3050 }
3092 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3051 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3093 level += 2; 3052 level += 2;
3094 else /* open terrain! */ 3053 else /* open terrain! */
3095 level -= 1; 3054 level -= 1;
3096 } 3055 }
3097 3056
3098#if 0 3057#if 0
3099 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3058 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3100#endif 3059#endif
3101 return level; 3060 return level;
3102} 3061}
3103 3062
3104/* For Hidden creatures - a chance of becoming 'unhidden' 3063/* For Hidden creatures - a chance of becoming 'unhidden'
3105 * every time they move - as we subtract off 'invisibility' 3064 * every time they move - as we subtract off 'invisibility'
3106 * AND, for players, if they move into a ridiculously unhideable 3065 * AND, for players, if they move into a ridiculously unhideable
3107 * spot (surrounded by clear terrain in broad daylight). -b.t. 3066 * spot (surrounded by clear terrain in broad daylight). -b.t.
3108 */ 3067 */
3109 3068void
3110void do_hidden_move (object *op) { 3069do_hidden_move (object *op)
3070{
3111 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3071 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3112 object *skop; 3072 object *skop;
3113 3073
3114 if(!op || !op->map) return; 3074 if (!op || !op->map)
3075 return;
3115 3076
3116 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3077 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3117 3078
3118 /* its *extremely* hard to run and sneak/hide at the same time! */ 3079 /* its *extremely* hard to run and sneak/hide at the same time! */
3119 if(op->type==PLAYER && op->contr->run_on) { 3080 if (op->type == PLAYER && op->contr->run_on)
3120 if(!skop || num >= skop->level) { 3081 if (!skop || num >= skop->level)
3082 {
3121 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3083 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3122 make_visible(op);
3123 return;
3124 } else num += 20;
3125 }
3126 num += op->map->difficulty;
3127 hide = hideability(op); /* modify by terrain hidden level */
3128 num -= hide;
3129 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3130 make_visible(op); 3084 make_visible (op);
3131 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3085 return;
3132 "You moved out of hiding! You are visible!");
3133 } 3086 }
3087 else
3088 num += 20;
3089
3090 num += op->map->difficulty;
3091 hide = hideability (op); /* modify by terrain hidden level */
3092 num -= hide;
3093
3094 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3095 {
3096 make_visible (op);
3097 if (op->type == PLAYER)
3098 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3099 }
3134 else if (op->type == PLAYER && skop) { 3100 else if (op->type == PLAYER && skop)
3135 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3101 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3136 }
3137} 3102}
3138 3103
3139/* determine if who is standing near a hostile creature. */ 3104/* determine if who is standing near a hostile creature. */
3140 3105
3106int
3141int stand_near_hostile( object *who ) { 3107stand_near_hostile (object *who)
3108{
3142 object *tmp=NULL; 3109 object *tmp = NULL;
3143 int i,friendly=0,player=0, mflags; 3110 int i, friendly = 0, player = 0, mflags;
3144 mapstruct *m; 3111 maptile *m;
3145 sint16 x,y; 3112 sint16 x, y;
3146 3113
3147 if(!who) return 0; 3114 if (!who)
3115 return 0;
3148 3116
3149 if(who->type==PLAYER) player=1; 3117 if (who->type == PLAYER)
3118 player = 1;
3119
3120 else
3150 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3121 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3151 3122
3152 /* search adjacent squares */ 3123 /* search adjacent squares */
3153 for(i=1;i<9;i++) { 3124 for (i = 1; i < 9; i++)
3125 {
3154 x = who->x+freearr_x[i]; 3126 x = who->x + freearr_x[i];
3155 y = who->y+freearr_y[i]; 3127 y = who->y + freearr_y[i];
3156 m = who->map; 3128 m = who->map;
3157 mflags = get_map_flags(m, &m, x, y, &x, &y); 3129 mflags = get_map_flags (m, &m, x, y, &x, &y);
3158 /* space must be blocked if there is a monster. If not 3130 /* space must be blocked if there is a monster. If not
3159 * blocked, don't need to check this space. 3131 * blocked, don't need to check this space.
3160 */ 3132 */
3161 if (mflags & P_OUT_OF_MAP) continue; 3133 if (mflags & P_OUT_OF_MAP)
3134 continue;
3162 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3135 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3163 3136 continue;
3164 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3137
3165 if((player||friendly) 3138 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3139 {
3166 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3140 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3141 return 1;
3142 else if (tmp->type == PLAYER)
3143 {
3144 /*don't let a hidden DM prevent you from hiding */
3145 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3167 return 1; 3146 return 1;
3168 else if(tmp->type==PLAYER)
3169 {
3170 /*don't let a hidden DM prevent you from hiding*/
3171 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3172 return 1;
3173 } 3147 }
3174 } 3148 }
3175 } 3149 }
3176 return 0; 3150 return 0;
3177} 3151}
3178 3152
3179/* check the player los field for viewability of the 3153/* check the player los field for viewability of the
3180 * object op. This function works fine for monsters, 3154 * object op. This function works fine for monsters,
3181 * but we dont worry if the object isnt the top one in 3155 * but we dont worry if the object isnt the top one in
3182 * a pile (say a coin under a table would return "viewable" 3156 * a pile (say a coin under a table would return "viewable"
3183 * by this routine). Another question, should we be 3157 * by this routine). Another question, should we be
3184 * concerned with the direction the player is looking 3158 * concerned with the direction the player is looking
3185 * in? Realistically, most of use cant see stuff behind 3159 * in? Realistically, most of us can't see stuff behind
3186 * our backs...on the other hand, does the "facing" direction 3160 * our backs...on the other hand, does the "facing" direction
3187 * imply the way your head, or body is facing? Its possible 3161 * imply the way your head, or body is facing? It's possible
3188 * for them to differ. Sigh, this fctn could get a bit more complex. 3162 * for them to differ. Sigh, this fctn could get a bit more complex.
3189 * -b.t. 3163 * -b.t.
3190 * This function is now map tiling safe. 3164 * This function is now map tiling safe.
3191 */ 3165 */
3192 3166int
3193int player_can_view (object *pl,object *op) { 3167player_can_view (object *pl, object *op)
3168{
3194 rv_vector rv; 3169 rv_vector rv;
3195 int dx,dy; 3170 int dx, dy;
3196 3171
3197 if(pl->type!=PLAYER) { 3172 if (pl->type != PLAYER)
3173 {
3198 LOG(llevError,"player_can_view() called for non-player object\n"); 3174 LOG (llevError, "player_can_view() called for non-player object\n");
3199 return -1; 3175 return -1;
3200 } 3176 }
3201 if (!pl || !op) return 0;
3202 3177
3203 if(op->head) { op = op->head; } 3178 if (!pl || !op)
3204 get_rangevector(pl, op, &rv, 0x1);
3205
3206 /* starting with the 'head' part, lets loop
3207 * through the object and find if it has any
3208 * part that is in the los array but isnt on
3209 * a blocked los square.
3210 * we use the archetype to figure out offsets.
3211 */
3212 while(op) {
3213 dx = rv.distance_x + op->arch->clone.x;
3214 dy = rv.distance_y + op->arch->clone.y;
3215
3216 /* only the viewable area the player sees is updated by LOS
3217 * code, so we need to restrict ourselves to that range of values
3218 * for any meaningful values.
3219 */
3220 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3221 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3222 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3223 return 1;
3224 op = op->more;
3225 }
3226 return 0; 3179 return 0;
3180
3181 op = op->head_ ();
3182
3183 get_rangevector (pl, op, &rv, 0x1);
3184
3185 /* starting with the 'head' part, lets loop
3186 * through the object and find if it has any
3187 * part that is in the los array but isn't on
3188 * a blocked los square.
3189 * we use the archetype to figure out offsets.
3190 */
3191 while (op)
3192 {
3193 dx = rv.distance_x + op->arch->x;
3194 dy = rv.distance_y + op->arch->y;
3195
3196 /* only the viewable area the player sees is updated by LOS
3197 * code, so we need to restrict ourselves to that range of values
3198 * for any meaningful values.
3199 */
3200 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3201 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3202 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3203 return 1;
3204
3205 op = op->more;
3206 }
3207
3208 return 0;
3227} 3209}
3228 3210
3229/* routine for both players and monsters. We call this when 3211/* routine for both players and monsters. We call this when
3230 * there is a possibility for our action distrubing our hiding 3212 * there is a possibility for our action distrubing our hiding
3231 * place or invisiblity spell. Artefact invisiblity is not 3213 * place or invisiblity spell. Artefact invisiblity is not
3232 * effected by this. If we arent invisible to begin with, we 3214 * effected by this. If we arent invisible to begin with, we
3233 * return 0. 3215 * return 0.
3234 */ 3216 */
3217int
3235int action_makes_visible (object *op) { 3218action_makes_visible (object *op)
3236 3219{
3237 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3220 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3221 {
3238 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3222 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3239 return 0; 3223 return 0;
3240 3224
3241 if (op->contr && op->contr->tmp_invis == 0) return 0; 3225 if (op->contr && op->contr->tmp_invis == 0)
3226 return 0;
3242 3227
3243 /* If monsters, they should become visible */ 3228 /* If monsters, they should become visible */
3244 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3229 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3230 {
3245 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3231 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3246 return 1; 3232 return 1;
3247 } 3233 }
3248 } 3234 }
3235
3249 return 0; 3236 return 0;
3250} 3237}
3251 3238
3252/* op_on_battleground - checks if the given object op (usually 3239/* op_on_battleground - checks if the given object op (usually
3253 * a player) is standing on a valid battleground-tile, 3240 * a player) is standing on a valid battleground-tile,
3254 * function returns TRUE/FALSE. If true x, y returns the battleground 3241 * function returns TRUE/FALSE. If true x, y returns the battleground
3255 * -exit-coord. (and if x, y not NULL) 3242 * -exit-coord. (and if x, y not NULL)
3256 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3243 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3257 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3244 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3258 * Default is to do the same as before, so only people wanting to have different points need worry about this 3245 * Default is to do the same as before, so only people wanting to have different points need worry about this
3259 */ 3246 */
3247int
3260int op_on_battleground (object *op, int *x, int *y) { 3248op_on_battleground (object *op, int *x, int *y)
3261 object *tmp; 3249{
3262
3263 /* A battleground-tile needs the following attributes to be valid: 3250 /* A battleground-tile needs the following attributes to be valid:
3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3251 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3252 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3266 * and the exit-coordinates sp/hp must both be > 0. 3253 * and the exit-coordinates sp/hp must both be > 0.
3267 * => The intention here is to prevent abuse of the battleground- 3254 * => The intention here is to prevent abuse of the battleground-
3268 * feature (like pickable or hidden battleground tiles). */ 3255 * feature (like pickable or hidden battleground tiles). */
3269 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3256 for (object *tmp = op->below; tmp; tmp = tmp->below)
3257 {
3270 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3258 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3259 {
3271 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3260 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3272 strcmp(tmp->name, "battleground")==0 && 3261 && tmp->type == BATTLEGROUND
3273 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3262 && tmp->name == shstr_battleground
3263 && EXIT_X (tmp) && EXIT_Y (tmp))
3264 {
3274 /*before we assign the exit, check if this is a teambattle*/ 3265 /* before we assign the exit, check if this is a teambattle */
3275 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3266 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3276 object *invtmp; 3267 {
3277 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3268 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3269 {
3278 if(invtmp->type==FORCE && invtmp->slaying && 3270 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3279 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3271 {
3280 if (x != NULL && y != NULL) 3272 if (x && y)
3281 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3273 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3274
3282 return 1; 3275 return 1;
3276 }
3283 } 3277 }
3284 } 3278 }
3285 } 3279
3286 if (x != NULL && y != NULL) 3280 if (x && y)
3287 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3281 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3282
3288 return 1; 3283 return 1;
3284 }
3289 } 3285 }
3290 }
3291 } 3286 }
3287
3292 /* If we got here, did not find a battleground */ 3288 /* If we got here, did not find a battleground */
3293 return 0; 3289 return 0;
3294} 3290}
3295 3291
3296/* 3292/*
3300 * attributes: 3296 * attributes:
3301 * object *who the dragon player 3297 * object *who the dragon player
3302 * int atnr the attack-number of the ability focus 3298 * int atnr the attack-number of the ability focus
3303 * int level ability level 3299 * int level ability level
3304 */ 3300 */
3301void
3305void dragon_ability_gain(object *who, int atnr, int level) { 3302dragon_ability_gain (object *who, int atnr, int level)
3303{
3306 treasurelist *trlist = NULL; /* treasurelist */ 3304 treasurelist *trlist = NULL; /* treasurelist */
3307 treasure *tr; /* treasure */ 3305 treasure *tr; /* treasure */
3308 object *tmp,*skop; /* tmp. object */ 3306 object *tmp, *skop; /* tmp. object */
3309 object *item; /* treasure object */ 3307 object *item; /* treasure object */
3310 char buf[MAX_BUF]; /* tmp. string buffer */ 3308 char buf[MAX_BUF]; /* tmp. string buffer */
3311 int i=0, j=0; 3309 int i = 0, j = 0;
3312 3310
3313 /* get the appropriate treasurelist */ 3311 /* get the appropriate treasurelist */
3314 if (atnr == ATNR_FIRE) 3312 if (atnr == ATNR_FIRE)
3315 trlist = find_treasurelist("dragon_ability_fire"); 3313 trlist = treasurelist::find (shstr_dragon_ability_fire);
3316 else if (atnr == ATNR_COLD) 3314 else if (atnr == ATNR_COLD)
3317 trlist = find_treasurelist("dragon_ability_cold"); 3315 trlist = treasurelist::find (shstr_dragon_ability_cold);
3318 else if (atnr == ATNR_ELECTRICITY) 3316 else if (atnr == ATNR_ELECTRICITY)
3319 trlist = find_treasurelist("dragon_ability_elec"); 3317 trlist = treasurelist::find (shstr_dragon_ability_elec);
3320 else if (atnr == ATNR_POISON) 3318 else if (atnr == ATNR_POISON)
3321 trlist = find_treasurelist("dragon_ability_poison"); 3319 trlist = treasurelist::find (shstr_dragon_ability_poison);
3322 3320
3323 if (trlist == NULL || who->type != PLAYER) 3321 if (trlist == NULL || who->type != PLAYER)
3322 return;
3323
3324 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3325
3326 if (!tr || !tr->item)
3327 {
3328 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3329 return;
3330 }
3331
3332 /* everything seems okay - now bring on the gift: */
3333 item = tr->item;
3334
3335 if (item->type == SPELL)
3336 {
3337 if (check_spell_known (who, item->name))
3324 return; 3338 return;
3325 3339
3326 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3340 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3327 tr = tr->next, i++); 3341 do_learn_spell (who, item, 0);
3328 3342 return;
3329 if (tr == NULL || tr->item == NULL) { 3343 }
3330 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3344
3345 /* grant direct spell */
3346 if (item->type == SPELLBOOK)
3347 {
3348 if (!item->inv)
3349 {
3350 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3351 return;
3352 }
3353 if (check_spell_known (who, item->inv->name))
3331 return; 3354 return;
3332 }
3333
3334 /* everything seems okay - now bring on the gift: */
3335 item = &(tr->item->clone);
3336
3337 if (item->type == SPELL) {
3338 if (check_spell_known (who, item->name))
3339 return;
3340
3341 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3342 do_learn_spell (who, item, 0);
3343 return;
3344 }
3345
3346 /* grant direct spell */
3347 if (item->type == SPELLBOOK) {
3348 if (!item->inv) {
3349 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3350 return;
3351 }
3352 if (check_spell_known (who, item->inv->name))
3353 return;
3354 if (item->invisible) { 3355 if (item->invisible)
3356 {
3355 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); 3357 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3356 do_learn_spell (who, item->inv, 0); 3358 do_learn_spell (who, item->inv, 0);
3357 return; 3359 return;
3358 } 3360 }
3359 } 3361 }
3360 else if (item->type == SKILL_TOOL && item->invisible) { 3362 else if (item->type == SKILL_TOOL && item->invisible)
3363 {
3361 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3364 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3365 {
3362 3366
3363 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3367 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3364 * in this way, if the player is missing any of the attacktypes, he gets 3368 * in this way, if the player is missing any of the attacktypes, he gets
3365 * them. As it is now, if the player has any that match the granted skill, 3369 * them. As it is now, if the player has any that match the granted skill,
3366 * but not all of them, he gets nothing. 3370 * but not all of them, he gets nothing.
3367 */ 3371 */
3368 if (!(skop->attacktype & item->attacktype)) { 3372 if (!(skop->attacktype & item->attacktype))
3373 {
3369 /* Give new attacktype */ 3374 /* Give new attacktype */
3370 skop->attacktype |= item->attacktype; 3375 skop->attacktype |= item->attacktype;
3371 3376
3372 /* always add physical if there's none */ 3377 /* always add physical if there's none */
3373 skop->attacktype |= AT_PHYSICAL; 3378 skop->attacktype |= AT_PHYSICAL;
3374 3379
3375 if (item->msg != NULL) 3380 if (item->msg != NULL)
3376 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3381 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3377 3382
3378 /* Give player new face */ 3383 /* Give player new face */
3379 if (item->animation_id) { 3384 if (item->animation_id)
3385 {
3380 who->face = skop->face; 3386 who->face = skop->face;
3381 who->animation_id = item->animation_id; 3387 who->animation_id = item->animation_id;
3382 who->anim_speed = item->anim_speed; 3388 who->anim_speed = item->anim_speed;
3383 who->last_anim = 0; 3389 who->last_anim = 0;
3384 who->state = 0; 3390 who->state = 0;
3385 animate_object(who, who->direction); 3391 animate_object (who, who->direction);
3386 } 3392 }
3387 } 3393 }
3388 } 3394 }
3389 } 3395 }
3390 else if (item->type == FORCE) { 3396 else if (item->type == FORCE)
3397 {
3391 /* forces in the treasurelist can alter the player's stats */ 3398 /* forces in the treasurelist can alter the player's stats */
3392 object *skin; 3399 object *skin;
3400
3393 /* first get the dragon skin force */ 3401 /* first get the dragon skin force */
3394 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3402 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3395 skin=skin->below); 3403 ;
3396 if (skin == NULL) return; 3404
3397 3405 if (!skin)
3406 return;
3407
3398 /* adding new spellpath attunements */ 3408 /* adding new spellpath attunements */
3399 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3409 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3410 {
3400 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3411 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3401 3412
3402 /* print message */ 3413 /* print message */
3403 sprintf(buf, "You feel attuned to "); 3414 sprintf (buf, "You feel attuned to ");
3404 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3415 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3416 {
3405 if(item->path_attuned & (1<<i)) { 3417 if (item->path_attuned & (1 << i))
3418 {
3406 if (j) 3419 if (j)
3407 strcat(buf," and "); 3420 strcat (buf, " and ");
3408 else 3421 else
3409 j = 1; 3422 j = 1;
3410 strcat(buf, spellpathnames[i]); 3423 strcat (buf, spellpathnames[i]);
3411 } 3424 }
3412 } 3425 }
3413 strcat(buf,"."); 3426 strcat (buf, ".");
3414 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3427 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3415 } 3428 }
3416 3429
3417 /* evtl. adding flags: */ 3430 /* evtl. adding flags: */
3418 if(QUERY_FLAG(item, FLAG_XRAYS)) 3431 if (QUERY_FLAG (item, FLAG_XRAYS))
3419 SET_FLAG(skin, FLAG_XRAYS); 3432 SET_FLAG (skin, FLAG_XRAYS);
3420 if(QUERY_FLAG(item, FLAG_STEALTH)) 3433 if (QUERY_FLAG (item, FLAG_STEALTH))
3421 SET_FLAG(skin, FLAG_STEALTH); 3434 SET_FLAG (skin, FLAG_STEALTH);
3422 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3435 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3423 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3436 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3424 3437
3425 /* print message if there is one */ 3438 /* print message if there is one */
3426 if (item->msg != NULL) 3439 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3440 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3441 }
3442 else
3428 } 3443 {
3429 else {
3430 /* generate misc. treasure */ 3444 /* generate misc. treasure */
3431 tmp = arch_to_object (tr->item); 3445 tmp = arch_to_object (tr->item);
3432 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3446 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3433 tmp = insert_ob_in_ob (tmp, who); 3447 tmp = insert_ob_in_ob (tmp, who);
3434 if (who->type == PLAYER) 3448 if (who->type == PLAYER)
3435 esrv_send_item(who, tmp); 3449 esrv_send_item (who, tmp);
3436 } 3450 }
3437} 3451}
3438 3452
3439/** 3453/**
3440 * Unready an object for a player. This function does nothing if the object was 3454 * Unready an object for a player. This function does nothing if the object was
3441 * not readied. 3455 * not readied.
3442 */ 3456 */
3457void
3443void player_unready_range_ob(player *pl, object *ob) { 3458player_unready_range_ob (player *pl, object *ob)
3444 rangetype i; 3459{
3460 if (pl->ob->current_weapon == ob)
3461 pl->ob->current_weapon = 0;
3445 3462
3446 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3463 if (pl->combat_ob == ob)
3447 if (pl->ranges[i] == ob) { 3464 pl->combat_ob = 0;
3448 pl->ranges[i] = NULL; 3465
3449 if (pl->shoottype == i) { 3466 if (pl->ranged_ob == ob)
3450 pl->shoottype = range_none; 3467 pl->ranged_ob = 0;
3451 }
3452 }
3453 }
3454} 3468}
3469
3470sint8
3471player::visibility_at (maptile *map, int x, int y) const
3472{
3473 if (!ns)
3474 return 0;
3475
3476 int dx, dy;
3477 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3478 return 0;
3479
3480 x += dx - ns->current_x + ns->mapx / 2;
3481 y += dy - ns->current_y + ns->mapy / 2;
3482
3483 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3484 return 0;
3485
3486 return 100 - blocked_los [x][y];
3487}
3488
3489void
3490player::infobox (const char *title, const char *msg, int color)
3491{
3492 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3493}
3494
3495void
3496player::statusmsg (const char *msg, int color)
3497{
3498 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3499}
3500
3501void
3502player::failmsg (const char *msg, int color)
3503{
3504 play_sound (sound_find ("generic_failure"));
3505 statusmsg (msg, color);
3506}
3507

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